边缘世界 RimWorld

边缘世界 RimWorld

Real Ruins
2,857 条留言
CursedBun 9 月 24 日 下午 6:10 
Is it safe to disable mod in the mid game?
blackendpizza 9 月 19 日 下午 2:14 
i'll tell ya this much, it's certainly an ambitious mod.
Bisqwit 9 月 17 日 下午 3:04 
My ruins are apparently not getting uploaded/updated. I have a feeling that RealRuins 1.6 upgrade does not consider the fact that in 1.6, tile indexes are no longer like "12345" but "12345,0".
rodrigocns 9 月 12 日 上午 6:29 
Something unexpected (i think): Traders guild bases on land.
This faction was added by Odyssey DLC, from their description they don't like land bases, only space/asteroid(?) bases. When I generate ruins in the map, suddenly a good chunk of those ruins are added as Traders guild bases, so now in map generation there are lots of active Traders Guild bases from the mod, even when there are no vanilla bases in the planet (they are probably above it).
Allowing a high-tech spacer trader to be neighbor of my tribal colony from start might change a bit of the balance off, I think.
Is there a way to configure what factions get more or less ruins assigned as bases?
Murder Is Pink 9 月 11 日 下午 8:55 
I can't get Real Ruins to even run. Maps refuse to generate. Never had problems with it before 1.6. Its a shame.
cowsarenottoys 9 月 11 日 上午 3:41 
Found a bug: One of the ruins I found on a bandit camp tile had like 50 xenogerms for some insane reason. The mod spawned them in, but they were blank with no genes, and they broke the caravan screen - it was totally blank with no people or items to select.

I settled the tile and left them outside of a stockpike and the screen worked again, brought them home via skipdoor and put them in a stockpile and the caravan was broken at my home base. Eventually I just dev-deleted them.
jkelley2 9 月 8 日 下午 2:27 
ive had the same issue a few others ive seen in the comments had, this mod in particular makes it impossible to start a new colony, it breaks worldgen and the generation menu is left on screen and if you press back it hardlocks the game and the only thing you can do is force close the game
MR. TETEREW  [作者] 9 月 8 日 下午 12:55 
@Grootloops33: yes, there is an option in settings, which removes new raid mechanics. However, new raid mechanics spawns only _small_ and _silent_ groups of enemies. If you still get _large_ groups with _incoming raid message_, it's still old mechanics which creates raids based on ruins wealth. If you have ruins of 1M wealth, it can't be reasonably balanced by 800-1000 defender pawns at once for obvious reasons, so I have to split it into 3-7 raids of 50-120 pawns each. This happens for ultra rich ruins though. For low/medium you usually get just 2-3 raids of 30-50 people or less.
If you want to have less pawns, but still be balanced, use wealth cap. If you want just loot and don't care about balance, scale down threat in mod options.
MR. TETEREW  [作者] 9 月 8 日 下午 12:47 
@ignis: oh man I hate this fork so much. It has some fixes and improvements but those changes were (intentionally or not) made absolutely unusable outside of that repository. Author did a good job, but also added so much unnecessary changes around so there is absolutely no way to set useful changes aside of just "styling". I removed hugslib changing 60 or so lines of code, this guy for the same reason changed nine fucking thousand lines. I even did not know my mod had that much. (I understand that it's not actual "changes", it could be just moving files around, but I would still have to go through each change while reviewing). And I, of course can't officially publish something I'm not totally comprehend. Less of all I want to have some etherium miner to slip through somewhere within that 10k lines pull request. But I still appreciate guy's efforts.
ignis 9 月 7 日 下午 10:51 
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 9 月 6 日 下午 12:47 
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 9 月 5 日 下午 9:51 
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 9 月 5 日 上午 9:38 
@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 9 月 5 日 上午 9:07 
@MR. TETEREW yeah sorry if I was harsh, I was aknowledged with this bug long ago but this synergy kinda suprised me
MR. TETEREW  [作者] 9 月 5 日 上午 6:41 
@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 9 月 2 日 下午 9:11 
man thats mechanoids are leaving bug breaks odyssey ending so hard
Azerbaijan_Technology 8 月 27 日 上午 1:01 
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 8 月 26 日 下午 4:30 
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 8 月 26 日 上午 10:09 
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 8 月 26 日 上午 8:50 
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 8 月 25 日 下午 7:13 
"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 8 月 25 日 下午 2:01 
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 8 月 24 日 下午 11:39 
Such a sad video. Cry emoji.
MR. TETEREW  [作者] 8 月 24 日 下午 11:38 
@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 8 月 24 日 下午 5:25 
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 8 月 24 日 上午 11:39 
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  [作者] 8 月 24 日 上午 10:49 
@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 8 月 24 日 上午 9:57 
You have to lower the number of enemies that appear later on the map, it is impossible to survive.
Dredphyre 8 月 22 日 下午 7:15 
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 8 月 20 日 下午 11:40 
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  [作者] 8 月 19 日 下午 3:27 
@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 8 月 19 日 下午 2:51 
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 8 月 19 日 上午 8:46 
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 8 月 18 日 下午 8:52 
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  [作者] 8 月 18 日 下午 2:33 
@-=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 8 月 18 日 上午 11:41 
Sry, I don't really understand the drama around HugsLib. Is it save to use?
-=GoW=-Dennis 8 月 18 日 上午 8:43 
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  [作者] 8 月 18 日 上午 8:26 
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  [作者] 8 月 16 日 下午 2:41 
@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  [作者] 8 月 16 日 下午 2:31 
@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  [作者] 8 月 16 日 下午 2:21 
@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 8 月 15 日 下午 12:45 
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 8 月 14 日 上午 10:46 
Caravan formation of ruin map is completely broken, yet no fix, very sad!
愉悦z 8 月 13 日 下午 8:52 
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 8 月 12 日 上午 4:45 
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 8 月 6 日 下午 4:29 
This mod is pretty fucked already. Loved the concept but it's so buggy
Jack of All Worlds 8 月 6 日 下午 3:15 
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 8 月 6 日 下午 3:02 
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 8 月 6 日 下午 3:02 
@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 8 月 6 日 下午 2:24 
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.