RimWorld

RimWorld

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Destroyed City (Continued)
   
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Mod, 1.6
File Size
Posted
33.474 MB
31 Jul @ 11:58am
1 Change Note ( view )

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Destroyed City (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
973 items
Description

Update of RK Skullers mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=787532364

The release of RimWorld 1.6 added improved support for Asset Bundles[github.com].
To avoid doubling the size of the mod, it was re-released using only Asset Bundles, you can find the previous version of this mod here.

- Not sure if everything works as before since the code has change massively since A15 but it seems to work ok



[discord.gg]
[github.com]



Mod that adds more destroyed buildings, adds a custom difficulty that increases the raid population growth rate and lowers their health, adds two new floor blocks "Road and Sidewalk, and increased ore and plant vegetation.

Update 1.31
-added a few new items to map gen
-added a toilet
-improved road texture edge smooths in with terrain
-modified map gen a bit, less buildings in mountains

Update 1.3
-Added towns to map gen
-added a new textured road
-released a less cluttered mod called Destroyed towns and a more cluttered mod called Destroyed City 2 Extreme

Update 1.27
-Reduced the centipede spawn rate even more "I hope !!!"

Update 1.26
-added more goodies to find
-modified some of the textures a little to blend in better
-tweaked scattered ruins a bit

Update 1.26
-reduced spawn of large centipedes by ALOT "about 1 for every 10 before", other mechs were weakened by half
- cut the spawn of more distructive hostile by half, be warned weaker ones become more numerous so expect hordes.
-changed the shelf found in ruins to a more "realistic" game looking texture


Update 1.25
-removed roads from map generation
-lowered building spawns
-Added first custom generated objects with textures to the Map Gen
*added 2x2 trash mound
*added shelves to some buildings
*added rusty cars
*(hidden Seasonal) object to map Gen, its kinda rare
*objects can be deconstructed/scrapped for resources, time required to deconstruct can vary by the type of object
-Added a Seasonal easter egg to the map Gen.
-more customized buildings and objects to come.....

Update 1.23:
-urban horde difficulty was lowered a little
-mechanoid combat power was lowered by - 30%
-roads are now rare 1 to 2 per map
-minor change to threat generation

Update 1.21:
-Minor bug update to map generation

Update 1.20:
-Added roads to the map generation
-Added new ruins to the map generation
-Reduced generation of walls
-Increased vegetation spawn on each biome by x2
-Increase ore chunk spawn by 20-30%
-Added two new floor placement blocks
*Roads which have 0 beauty rating and are cheap to build
*Sidewalks similar to stats as Roads and is little darker than cement
-Reduced overall clutter to the map
-Save game friendly you will have access to the new floors, but must restart to see the new map generation
- This mod may conflict with other map generation mods
-if you have another mod that changes resource spawn place it before this mod
- this mod will work with my x3 ore drop mod
-more objects planned including but not limited to: (ruined Cars, railroad tracks w/cars, pipelines, lakes, lootable trash, crates, scorched earth, and more......)

Update 1.11 :
-Shrunk the centipedes, (not the kids.)

Update 1.10 :
-Made some changes to the mechanoids to make them a little more fair (lowered their combat power)
-Changed the scale of mechanoid hostiles :)... (centipede is 5X bigger)
-added more relic structures, im working on getting rid of walls
- made some adjustments to ruin amounts, if you start in a mountainous region buildings are closer together than in a barrens region

Update 1.01 :
*Adds higher structure count by almost double
*Stopped buildings from spawning into or clipping mountains
* compatible with EDB Carefully Prepare mod
* Save friendly, however to see changes you must start over :(

-this mod may conflict with other map generator mods



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods
| tags: map generation
4 Comments
Phooenix 1 Oct @ 2:42pm 
@NeonJelly
I wish i read your comment earlier, just sat waiting for a 1000x1000 map generate, took 45 minutes on a high end cpu! xD Holy shit this is a big wrecked city.

This happened the generated map before aswell, but i was unsure if i was just unlucky then.

So yes i am confirming your bug, get the exact same result in 1.6.
NeonJelly 10 Aug @ 3:36pm 
For anyone wondering, I gave this a try, and while I'm not sure about other maps, it makes your starting map just like the screenshots, and if you use a start with a building (i.e. I used one where you start with a small gravship on the map) it will just delete most of the building. It also happened to spawn a bunch of jade walls for me. It doesn't seem like it's an isolated map 'type', but just majorly overrides map generation.
Mlie  [author] 1 Aug @ 5:53am 
@CrackaJack I dont know, havent tested it that much
CrackaJack 1 Aug @ 5:41am 
sooo this adds ruined cities as map to visit? sounds good, but increasing ore generation and such, is that optional? or only on the ruined cities? or does this change general map generation to have ruined city prefabs in it?