RimWorld

RimWorld

Ancient urban ruins
1,553 Comments
Big Cheese 14 hours ago 
I wonder why for more complicated biomes/sites (urban ones), it has to be handcrafted fully rather than randomly generated.
Syxx 18 hours ago 
does this work with rimcities?
George 26 Oct @ 1:12am 
Long shot but any chance this works with a medieval playthrough?
Jackcat2310 25 Oct @ 11:12pm 
is there a way to reduce spawns? its so stupid how when you enter every floor, theres a massive battle going on with bugs, soldiers, and mechs.
Meme D. Lord 25 Oct @ 8:37am 
The walls being non destructible locks you into some off the buildings.
Neosuduno 24 Oct @ 8:42pm 
Are most of the weapons supposed to be unsellable? I have a ton of good weapons made from the parts of poor ones I salvaged, along with Composite Flak Suits, and only Liquidators buy them.
Sanakara 20 Oct @ 6:10am 
alright, now I got it. it is about priorities. if I forbid all of the standart meds, the pawns start to use those ruin meds, but you hav also to understand, that salewa and grizzly kits count as glitter meds. thats all abit weird and overcomplicated. I wish, we could just say, use this one or use at least meds with a tending quality over/under %. that could make alot easier.
Sanakara 19 Oct @ 7:40pm 
nope, the pawns just using herbal meds for "herbal or worse" and industrial meds for "industrial-tech medicine or worse". they never touching those ruin meds and I can not force them to do so or set sth. So... I would appreciate if you could tell me how you doin that, I have no clue and can not see any option, settings, or what ever.
Koi 19 Oct @ 3:48pm 
Like regular medkits, bro VVVVV
Sanakara 19 Oct @ 3:21pm 
Still have no clue how to use the meds in this mods... the salewa kits and so on. any hints by someone?
Strigt 16 Oct @ 9:37pm 
@vexxn0va Seems to work fine with MultiFloors. Structures from both mods just create their own separate instances of levels.
I tested the stairs and ladders of MultiFloors next to the escalators and lifts from AUR and they created their own independent areas, ie not connected nor related to one another.
I even tested a ascending ladder inside an escalator and it just made another underground level.

I didn't test extensively so it may still break when you use your modlist.
vexxn0va 12 Oct @ 5:40am 
Is this compatible with Multi-Floors, or does it conflict with eachother too much?
Bastard of Muppets 11 Oct @ 9:33pm 
The maps are amazing. Fantastic mod! I'm never playing another colony without this
jnelson7777777 11 Oct @ 7:38pm 
First of all, I wanted to say that this mod's level of content and detail is awe-inspiring! I've loved it for a while.

That being said, a location from this mod popped up for a random quest (I think it was the shopping mall)? I decided to move my one pawn in and make this map my new base (several days after I first visited the location).

However, now that I've set up, well-equipped pawns spawn every day and attack me, without even a raid announcement. Is this a deliberate tool to evict players and prevent us from building our bases in your maps?

If so, may we at least have the option to turn these endless attacks off? Your maps are awesome, and I'd love to at least have the chance to invade and settle there full-time.

Thanks!
ionizedJackal 11 Oct @ 6:20pm 
im having a weird thing were i cant caravan out of there is that normal i have to have everyone leave by the edge
Rex705 10 Oct @ 8:21am 
None of the locations are showing on the map. I get the quest from reading the maps but there is no option to jump to location and the world map shows no locations.
celov_ 8 Oct @ 1:02am 
有关跨楼层的AI,能不能使小人满足需求的优先级>做完当前层的所有工作?小人在科研或是加了其他空闲时间娱乐类型的模组情况下就不会主动切换楼层吃喝或者娱乐
tyrifv 3 Oct @ 1:15pm 
Why did all the modded locations disappear from my map, leaving only vanilla ones? Locations like factories, etc., are gone, even though the mod is installed and working correctly. The custom scenario with spawning near the bunker works fine – it spawns the bunker correctly – but there are no locations on the large map.
sanji 3 Oct @ 12:59pm 
honestly i dont get why the lego sets are in this mod its literally just a eye sore i havent used that on my machining once just a complete waste of space and time
✚ Mariel ✚ 2 Oct @ 3:41am 
Those injection things that act like healing mech serums are a bit OP...
ligniantations 29 Sep @ 6:15pm 
good mod just adds a lot of stuff you may not want including unwanted additions to the ui...i'm sure there's ways to disable that stuff but its just not what i come to something like this for
HungryTGUY 25 Sep @ 3:39pm 
Hmm one of the mall maps looks familiar, where have I seen it before? Speaking of which, Grand Ohio Mall in project zomboid is one hella fun map.
kingrevolucion12 25 Sep @ 6:51am 
Will they add more maps? Or has the project stopped completely?
veoba 24 Sep @ 5:26pm 
Can someone tell me is this compatible with RimCities?
✚ Mariel ✚ 22 Sep @ 9:14am 
Does this mod let enemy raiders enter underground stockpiles, or the vaults in Deadlife? Would be cool if they could attack into those
DrGestalt 20 Sep @ 10:59am 
Thank you for making this Mod! It's really fun to explore the ruins of modern places.
e.b 17 Sep @ 8:02am 
Minor bug: even with "vanilla loot" enabled, there are still a few one off items that sneak into the game (e.g. armored wigs).
532158674 14 Sep @ 5:48am 
逃离环世界:steamhappy:
turkler 14 Sep @ 12:42am 
great mod!
Gaming Dog 13 Sep @ 1:53am 
Does it works with multi floors?
kingrevolucion12 12 Sep @ 7:50am 
Is there any way I can design a map, in my style, so there are more places to explore, like you did?
dhalsgns 9 Sep @ 6:44pm 
Good day, creator. The following elements in this mod display unnecessary spaces: AM_bus stop, AM_LEGO_MediumCrane_NotOpen, LEGO_MediumCrane_Accomplish, AM_ADAR. If you have the time, I would appreciate it if you could resolve this.

尊敬的制作人,您好。该模组中的AM_bus stop、AM_LEGO_MediumCrane_NotOpen、LEGO_MediumCrane_Accomplish、AM_ADAR文件中存在多余空格。若您方便,烦请予以修正。
Totally Not Ed 9 Sep @ 5:58pm 
I suspect this mod makes items and stone/steel chunks invisible.
James_The_Man 7 Sep @ 9:57am 
谢谢
mo  [author] 7 Sep @ 2:02am 
地铁站生成在街区的地下
James_The_Man 6 Sep @ 7:06pm 
哪个地图会生成远古地铁站?我始终无法让它出现。另外,生成远古地铁站的命令是什么?
这片大蒂 6 Sep @ 7:24am 
话说有考虑和外星人种族做联动吗,即任务地图上刷鼠鼠,美狐之类的
这片大蒂 6 Sep @ 7:20am 
解决了:steamfacepalm:,大地图上一定要有定居点。
这片大蒂 6 Sep @ 6:59am 
但在使用破旧地图时仍能正常显示任务地点
这片大蒂 6 Sep @ 6:56am 
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这片大蒂 6 Sep @ 6:56am 
这是我观看百里墨房车系列视频,打开房车内部财富反应在地图上,本mod放在最下面,只开填埋楼层设置,使用机密地图的报错。具体显示为只有任务,没有任务地点出现
Shepardina 6 Sep @ 2:28am 
pls remove lego from machining table, its bloating bill tab
айти 5 Sep @ 7:58pm 
а все я нашел
айти 5 Sep @ 7:54pm 
how to move things from the upper world to the basement
1648825304 3 Sep @ 7:52am 
那需要什么信息?
mo  [author] 3 Sep @ 6:19am 
不要发循环部分
1648825304 3 Sep @ 6:13am 
这个是循环报错信息
Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 8CD3B617] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Root_Play:Update ()

报错信息
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref 860CF701] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Map:MapPostTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
mo  [author] 2 Sep @ 9:31am 
需要具体信息
1648825304 2 Sep @ 7:47am 
我试了试,一旦开启mod的自制地图,去了之后,取消地点,在读档就会报错,因为原本的地点小窗口还在屏幕上方,
kingrevolucion12 1 Sep @ 12:30pm 
Is there any way to make a map myself? I'd like to see an abandoned ship, a hospital, a school, more varied cities, and exploration sites... The new exploration DLC left me a bit short, somewhat disappointed. I think it's up to me to do it myself