RimWorld

RimWorld

Real Ruins
2,848 Comments
ignis 2 hours ago 
Very buggy. There was a much mre stable forked version for 1.5 but it is not updated for 1.6
https://github.com/ViralReaction/RealRuins-Sans-Hugslib
Werewigger 6 Sep @ 12:47pm 
I have a problem where when I go to enter into any real ruin POI an empty map is spawned as if it were just a normal world tile.
Grootloops33 5 Sep @ 9:51pm 
Is there a way to disable new raids spawning on ruins? I'm all for fighting the first 100 enemies on the map, but having like 5 more raids of 100-300 enemies spawn after really drains the tps to like 3 and makes ruins unplayable.

In the time that I landed my gravship at a ruin and fought of 1 wave of a raid, 3 more raids were triggered and it's absolutely unplayable. I'd understand if it was like, every 48h you're there a new wave spawns but this many raids is unplayable
Grissom 5 Sep @ 9:38am 
@Mr Teterew thank you for spending time away from your family to fix a FREE video game mod for us.. sometimes we, including myself, forget that part. Will be contributing more to your patreon, and will anxiously await the fix to re-add this back into my mod-list! Thanks again.
SERAGONDON 5 Sep @ 9:07am 
@MR. TETEREW yeah sorry if I was harsh, I was aknowledged with this bug long ago but this synergy kinda suprised me
MR. TETEREW  [author] 5 Sep @ 6:41am 
@SERAGONDON: working on it, but got a bit stuck with life and stuff. It's so much more difficult to complete things when you have kids lol
SERAGONDON 2 Sep @ 9:11pm 
man thats mechanoids are leaving bug breaks odyssey ending so hard
Azerbaijan_Technology 27 Aug @ 1:01am 
I don't believe this works with the Vehicles mod, no matter what I do I am 0not allowed to exit a ruin map in any circumstances(it is one of the pregenerated map location ruins, it just keep giving me the colonist cannot reach the map edge message.

I distinctly remember it working last update, so something must have broke.
Jack of All Worlds 26 Aug @ 4:30pm 
I tried Real Ruins again on a new save after ensuring I was running the updated mod. Just one problem: Where the Ancient Ruin spawned [rr-screenshot-2025-08-26-192248.tiiny.site]
CrazyOwl 26 Aug @ 10:09am 
And one more thing, somehow my log is just spammed with red messages whenever I open the mod options.
This is what it spams:
Exception in Verse.Window.InnerWindowOnGUI: System.NullReferenceException: Object reference not set to an instance of an object.
[Ref F90B38C]
at RealRuins.RealRuins_Mod.DoSettingsWindowContents (UnityEngine.Rect rect) [0x00c9d] in <409562a1f3a24d539f4bb5498a7d2581>:0
at RimWorld.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x0007c] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX ModSettingsFrameworkMod: Void ModSettingsFramework.Dialog_ModSettings_Patch:Postfix(Rect inRect, Dialog_ModSettings __instance)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
CrazyOwl 26 Aug @ 8:50am 
I recently reinstalled Rimworld and now I have a weird issue - I can't download more blueprints. I press the button, but nothing happens.
pgames-food 25 Aug @ 7:13pm 
"Luckspeare 19 hours ago : Such a sad video. Cry emoji."

it is a sad video :) im sure there could be an upbeat version of finding ruins - maybe chicken plucker could make one :)
BootyLord Prime 25 Aug @ 2:01pm 
i'm not able to land a gravship at any of the ruins this adds, it just tells me "tile is occupied" and won't let me fly there
Luckspeare 24 Aug @ 11:39pm 
Such a sad video. Cry emoji.
MR. TETEREW  [author] 24 Aug @ 11:38pm 
@Cave Johnson: thanks, updated. It seems that those fields are optional for base game, but could be required for some different setup with custom mod managers.
@Sanakara: yes, it's not something I intentionally do in my code, but there is a chain of events which originates from my mod, which ends up making ancients/mechanoids to "leave". I do not yet know how it exactly happens, but I definitely know it is done at the moment the old prisintine ruins event expires (which should not show actually anymore, because afair it was replaced with the new quest-system based, but that quest-based only shows in debug menu. I had some harsh times when I did that quest system update, so probably I f*d up there a bit and that all is kinda consequences)
Sanakara 24 Aug @ 5:25pm 
so all those "leaving" messages coming from this mod? I have the same issue, that after awhile everything in these "ancient danger" rooms wants to leave and becomes passive.
Cave Johnson 24 Aug @ 11:39am 
Mod Real Ruins dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.

I cannot generate new worlds or load existing saves
MR. TETEREW  [author] 24 Aug @ 10:49am 
@ExterminaTor: I'll add a slider for that, but you can now switch this off completely if you want. Anyway, you were never supposed to "survive" the event, my initial idea was to make this event more about "take what you can and run while still alive" styled. But since you still have a checkbox to fine tune play style for your preferences.

Btw I was finally able to catch that "Mechanoids are leaving" bug and I hope I'll fix it shortly. Quest system got a bit messed up at some point and when an old styled pristine runis event expire it also tries to remove associated quest which is not spawned on some reason and causes all that wreck.
ExterminaTor 24 Aug @ 9:57am 
You have to lower the number of enemies that appear later on the map, it is impossible to survive.
Dredphyre 22 Aug @ 7:15pm 
I just had a Pristine Ruin event that was...odd. It was a low value site, so I wasn't expecting much. But when my salvage crew arrived two days later there was almost nothing to scavenge. Maybe a 100 steel total scattered about. This particular Pristine Ruin was merged with one of the newer Vanilla ruin sites, and inside one of the rooms was a component crate.
It was really surprising, as usually even low value Pristine Ruins offer a few dozen components and a few hundred silver, both of which I was in desperate need of. Is there some sort of weird interaction happening with merged vanilla sites? If so, I'll be avoiding them in future. Just not worth the travel time.
71di7m5 20 Aug @ 11:40pm 
Hello, I have a question. Can I disable the generation of unfinished items in ruins through the settings? It seems to cause some conflicts for me. Thank you for your reply.
MR. TETEREW  [author] 19 Aug @ 3:27pm 
@Marty Saints: I guess it clashes with some other mod, because in less mod-crowded environment this window should appear right before you're ready to select your starting location. Anyway, the easiest way to pass through it is to go to RealRuins mod settings and uncheck "Enable spawning ruins at game start" in *planetary ruins* section. You can get back to it later after game start.
@VitaKaninen: oops, thanks, will check
Marty Saints 19 Aug @ 2:51pm 
Im having an issue where when i have this mod enabled and i want to start a new game, the new map generation goes wrong. The screen with the new world, where you select where to start, has the window of the sliders and seed for the world generation displayed on top of it. This makes it impossible to go forward and start the new map, but also going back with thewindow on top only gets you stuck and you need to hard quit and stop the game.
Without this mod it works just fine, so it has something to do with this one. Probably adding and loading a game would work just fine though, not tested yet...
VitaKaninen 19 Aug @ 8:46am 
I get a message in my log that says your about.xml needs to be updated.

Mod Real Ruins dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
-=GoW=-Dennis 18 Aug @ 8:52pm 
Thank you for the answer, that explains it. Also thanks for getting rid of HugsLib, by now there is only a single mod left in my list that uses it and I hope that one will also transist away from it.

Thankfully it's noted its performance impact is rather low, but general consensus seems to be that it is unnecessary nowadays as all features it has can be done differently. The only remaining really useful thing seems to be the log paster, but that can be done manually as well.
MR. TETEREW  [author] 18 Aug @ 2:33pm 
@-=GoW=-Dennis: it means that you won't be able to get static ruins/settlements from this mod which you can visit/raid/whatever. You still be getting random ruins on all new maps and you still be getting events and quests.

@lobosan: Hugslib was not updated for a relatively long time when 1.6 came out, and I decided to proceed without it just because my mod really did not need it. I used it just because when I started six years ago I used HugsLib based template.
lobosan 18 Aug @ 11:41am 
Sry, I don't really understand the drama around HugsLib. Is it save to use?
-=GoW=-Dennis 18 Aug @ 8:43am 
How does that online tool actually work? I entered my seed, 100% coverage and 275x275 map size and it found zero maps - does that mean I can't get any ruins?
MR. TETEREW  [author] 18 Aug @ 8:26am 
I fixed some issues, but also I changed a bit the way raids work during the ruins event. Now, besides regular starting parties and large raid parties you will get a tiny, but constant and silent inflow of enemies. I did this to make the event a bit more balanced, to prevent easy looting everything between raids. Now you have to chose between taking small risk to pick closest goods and flee or withstand constant enemies inflow, using part of the team for packing and part for protecting.
Of course, if you don't like it, there is a switch in options allowing to disable it and revert back to the original.
MR. TETEREW  [author] 16 Aug @ 2:41pm 
@Azerbaijan_Technology, @Vex, @Ele, @Rubaedo: thanks guys, I got that crucial detail that was missing: there are no enemies on the map when you try to leave, and that really makes the difference. Working on that.
@Ing: sure you can, just post a PR with translation on the github
@OttersHoldHands: I don't have any blacklists for items/creatures, but you can turn off the whole hostile creatures thing in the settings
MR. TETEREW  [author] 16 Aug @ 2:31pm 
@step bro: you can land your shuttle on the same tile where the ruins are, and then enter the ruins manually. Shuttle will appear there too. As for entering ruins with the gravship, I'll add this in the next update, it is already done.
@Croctus: no specific on/off switch, but you can set ruins density to 0 which will indeed do the same.
@ZPaul: someone wrote that there are some issues with settings of the older versions of the mod. You can try to remove the whole settings file (back it up just in case), and see if it recreates the file and show more options. (I still have no idea how and why can it act that way)
@Auspician: you don't need "www" part in the address
MR. TETEREW  [author] 16 Aug @ 2:21pm 
@Xion: I reproduced reform caravan error, I used to exit the map via map border thus I have not encountered this error in my personal playthroughs. Indeed, the error is there if you try to reform it from the world map. I'll try to look into it.
@wood goblin: if you're talking about planetary ruins, yes, it does not work well with odyssey yet.
@Jack of All Worlds: can you exit via the map edge?
@tianming: can you send me your autosave prior to mechanoids are leaving event? I heard about it, but I could never experience it myself, so having a save which can reproduce this reliably would be a great help.
OttersHoldHands 15 Aug @ 12:45pm 
I keep having reports of users finding too many dragons showing up when using this mod. Is it possible to make it so the dragons in my mod don't spawn in real ruin maps? Do you have a tag or a blacklist I can include as a patch?
Azerbaijan_Technology 14 Aug @ 10:46am 
Caravan formation of ruin map is completely broken, yet no fix, very sad!
愉悦z 13 Aug @ 8:52pm 
目前有能正常使用这个mod的玩家吗?奥德赛飞船现在可以进入这个mod的遗迹地图吗
michael.stalford 12 Aug @ 4:45am 
Is there an update on this Mod? It does not work with 1.6. I even cleared the cache thinking that maybe the issue was older ruins that are no longer compatible with version 1.6 I really like seeing the old structures and items when I start a new game.
FrAmed46 6 Aug @ 4:29pm 
This mod is pretty fucked already. Loved the concept but it's so buggy
Jack of All Worlds 6 Aug @ 3:15pm 
I enjoy this mod enough that if the developer isn't interested in updating and someone with modding skills could update it and make it work with 1.6 and Odyssey, I'd offer to donate to assist with the server storage for the maps.
Crazed Ninja Hillbilly 6 Aug @ 3:02pm 
I know theres more but i havent even tried to activate the mod again for about a year until this wild bug is fixed. Still isnt. I bet with anomaly and other newer DLC's it breaks alot of events as theres alot of entities that will exist "invisible" on the map as it stalks/buildsupforces/hunts your pawns for a potentially long enough time for the bug to kick in have the poor revenant who was terrorizing your pawns with glee suddenly turning passive and leaving :( .
Crazed Ninja Hillbilly 6 Aug @ 3:02pm 
@Grissom

Core reason i have stopped using this mod, i spent far too long bughunting to figure out why all the hostiles in my games would become completely passive (wont even attack back when shot at) after a week or so on the map, finally found out it was this mod a year ago.

No clue why not more people complain about it too, as far as i can tell (just as you said) people have just been dealing with the bug for 1.5 years.

It ruins so many events and situations:

Ancient danger: all the enemies inside will after about a quadrum will go completely passive, dig out of the ruin and leave the map.

Infestations: if you let them build up for awhile....they will all again turn completely passive and go for the edge of the map, leaving all the hives undefended
Grissom 6 Aug @ 2:24pm 
Don't hold your breath @TheNarberal, other than the new Odyssey-related unable to leave map, it turns hostiles into non-combatants after a while and they wander off, completely breaking the game, and has been this way for at least a year and a half now. Until THAT is fixed, keep it out. Such a shame because I LOVE the rest of this mod.
TheNarberal 6 Aug @ 10:30am 
This looks amazing. Once its been updated again due to the issues people have stated, I will be adding this to my list forever.
PooBert 6 Aug @ 10:09am 
if figured out so just loot and clear the ruins like normal then load whatever you want onto pack you're pack animals or colonists then wait for a raid to happen(they occur at a ruin very often so it shouldn't take any longer then a day), then just draft right click the edge of the map and leave if you do it near you're pack animal they should go to.
RMTH 6 Aug @ 5:06am 
does this show only maps in the specific seed?
Jack of All Worlds 5 Aug @ 4:11pm 
Also in the past 48 hours, I'm now getting "colonists are leaving" messages when my colonists are in the middle of a ritual or assembling a caravan in my home base - which makes them stop the activity outright, but if it is a ritual, for example, it is considered "complete" so that I have to wait for the countdown to try again. I agree - it's a great mod and one of my favorites, but it's not ready for 1.6.
Rubaedo 4 Aug @ 11:47am 
I'm having the same issue that others are, where they can't seem to leave ruins unless there are hostiles on the map.
Ing 3 Aug @ 6:32am 
Hello, may I translate your mod into Ukrainian?
Ele 2 Aug @ 7:14pm 
Same problem with can't leave ruins after enemies are all defeated--the screen comes up to do so but the "send" button does nothing. I solved it (sort of) by going into dev mode and generating a new small raid on the opposite side of the ruins from me, then I could leave in "drafted" mode and fortunately my alpacas were able to follow.
Vex 1 Aug @ 4:52pm 
can't leave ruins map. waited for hours. gave up. this mod isnt ready for 1.6. i really appreciate the modder trying to get this mod to us. thank you so much. i will keep checking for an update in the future.
Azerbaijan_Technology 1 Aug @ 11:24am 
Impossible to leave ruin map unless there's enemies on the map, very sad!