RimWorld

RimWorld

4,720 ratings
Real Ruins
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.010 MB
30 Oct, 2018 @ 11:10am
11 Jul @ 2:38pm
55 Change Notes ( view )

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Real Ruins

Description
"Everyone is dead or gone. This story is over.
Perhaps someone else will find a use for the ruins of this place."


Have you ever wondered who might be that person which will find a use for those ruins?
With this mod it might be you, or any other RimWorld player!

Server support
This mod requires a remote server to store and distribute ruins blueprints, and this server has traffic and storage fees. It's not a huge amount of money per month, but yearly bill is somewhat big and I don't have that much spare money to support it. So any help is appreciated here.
https://www.patreon.com/mrteterew
And remember, $5/month for a month is better than $1/month for a year: in the latter case you more supporting patreon than me.

Description
This mod adds ruins on your map. Ruins of real bases of other players. It also includes two events about exploring the whole abandoned bases created by real people.
You will probably want to know how many planetary maps are available for your seed, and which seed/coverage/size to pick to maximize maps count, you can check this in "distribution" section of https://woolstrand.art/view

Dev log
Some notes about ongoing development:
https://woolstrand.art/blog/
https://www.patreon.com/mrteterew/posts

I can't reform caravan!
Please read FAQ: https://steamproxy-script.pipiskins.com/workshop/filedetails/discussion/1552146295/1744478429683591049/

Extended description
This mod generates ruins on your map. Ruins of real bases of other players.
This mod periodically uploads each user's base snapshot to the server, and when one enters a new map, this database provides pieces of those stored bases as templates for abandoned ruins.
Perhaps you'll find just empty dirty shelter with badly damaged wooden bed and a pair of chairs. Perhaps you'll be lucky enough to find someone's silver vault before scavengers from the nearest settlement arrive.

Also this mod provides two events:
Caravan found ruins happens while travelling. You can stop and investigate small ruins complex. It usually does not have any really valuable, but it worth checking anyway. It can contain hostile people or aimals though.
Pristine ruins found: a large abandoned base was discovered nearby. All local settlements sending troops there to loot, and you can also participate in this massacre. Stakes are high, but reward is even higher.

Useful links
Frequently Asked Questions: https://steamproxy-script.pipiskins.com/workshop/filedetails/discussion/1552146295/1744478429683591049/
Change log: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/changelog/1552146295
Ludeon Forums thread: https://ludeon.com/forums/index.php?topic=46520.0
GitHub: https://github.com/dieworld/RealRuins

Compatibility
This mod can be added anytime, it won't break your saves and will take effect when you enter into a new map, either starting a new game or with a caravan. However, you probably won't be able to remove it freely if you have active maps generated with this mod.
Popular Discussions View All (74)
412
13 Jul @ 7:59pm
PINNED: Compatibility issues and other bugs
MR. TETEREW
11
20 Aug, 2024 @ 12:43am
incident worker error?
Vert
54
28 Feb @ 7:17am
PINNED: Q&A: Read this first
MR. TETEREW
2,746 Comments
Horknis 14 hours ago 
If i try to generate a planet to begin a new game its somewhat blocking the generating window blocks the view on the generated Planet. after hours of check uncheck Mods, Repair Rimworld and add mod after mod I somewhat could pin down Real ruins is might doing this.
ObscureParticle 16 hours ago 
I lose the Odyssey shuttle upon entering ruins.
psyhe28 17 Jul @ 4:27am 
@Avallac What do you mean? I've been using this mod for years without these problems, but since version 1.6, when I enable it, the mysterious complex/installation quest doesn't work properly, no complex is generated, that's why I reported it.
Avallac 16 Jul @ 6:31pm 
@psyhe28 perhaps you should try reading the description of a mod before downloading it
MNarath 16 Jul @ 5:05am 
will there always be ruins on entering a map or just sometimes when entering a new map?
Sally smithson 15 Jul @ 12:17pm 
hugsllib was a prerequisite about a week ago.
SomeGuy411 15 Jul @ 10:41am 
Removing everything harmony to do some troubleshooting, and tracked down a different issue to this mod-it's mod package doesnt tell the mod manager it has hugslib as a prereq (which itself has harmony as one). Oddly enough, ONLY putting in harmony, without hugslib, prevents it from throwing the error that has rimworld disable all mods. Also only with harmony, it appears to run the world creation script that adds the preseeded ruin sites. Entering the sites seems to work as intended as well. Is hugslib actually even a prereq? It looks like it should list harmony (and flag if it's missing), and not care about hugslib at all.
psyhe28 15 Jul @ 6:39am 
It also happened to me, that there was no complex to hack after my clonists were transported. And also I try to reform my caravan after looting a ruin, but I can't leave the map.
TAWM 15 Jul @ 5:12am 
I just confirmed that the Machinist's Ruins also cannot be generated (no error logs).
TAWM 15 Jul @ 5:01am 
Sorry, this was translated by GPT.
"Hello, and I apologize for making a rather unhelpful bug report... In my save, enabling this mod prevents me from generating quest structures that contain terminals. However, I haven’t tested whether this issue occurs without other mods enabled, because I don’t know how to trigger relic-related quests manually..."