边缘世界 RimWorld

边缘世界 RimWorld

Pristine Nature
45 条留言
loklan 10 月 26 日 下午 9:39 
people wanting this for 1.6 might like this instead https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3578626086
RutraNickers 1 月 12 日 上午 3:24 
@Roque the Rogue
You could try Real Ruins. From what I remember, it adds more ruins in map generation while also having an option to spawn world ruins.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1552146295
Gardevoir&MGEbrother8008 1 月 8 日 下午 1:39 
this works best on custom modded collection that are for Medieval playthroughs, etc
unknown user 2024 年 9 月 11 日 下午 5:52 
hello, does this remove ancient dangers too?
MedicalPol  [作者] 2024 年 8 月 22 日 下午 1:57 
no, not that i'm aware of.
Roque the Rogue 2024 年 8 月 22 日 上午 11:48 
Is there a mod that does the reverse? it spawns more debris, ruins, more frequently and varied?
ALE199 2024 年 8 月 21 日 下午 9:15 
I'd say Prestine Nature does have some positives over Disable Ruins...
MedicalPol  [作者] 2024 年 8 月 21 日 下午 2:09 
Updated to 1.5, but quite frankly this mod does the same things as pristine nature but it's entirely configurable
Dr. Ben Carson 2024 年 7 月 30 日 下午 10:52 
I can confirm this works 100% with 1.5 update
darth_lame-o 2024 年 4 月 30 日 上午 3:42 
Can anyone confirm whether this mod still works in 1.5? I've managed to play a while seemingly without breaking my game, but I do get an error message any time I start up RW. The message only shows up when I have this mod installed.
ALE199 2024 年 4 月 22 日 上午 2:42 
Alright guys I have goodnews, despite what the mod maker said, you CAN find Tier 3 veichles around, you do need stuff like Set Up Camp or Regrow: Core
whenwrašk 2024 年 4 月 20 日 下午 3:32 
@ALE199 it's a patch mod, so just generate your starting map with this mod, and then disable the mod before doing any exploring, as you said.
Archilyte 2024 年 4 月 12 日 上午 6:32 
1.5?
PYRACOR 2024 年 3 月 30 日 下午 9:28 
Agreed ALE199
ALE199 2024 年 3 月 11 日 下午 5:30 
damn wish there was an option where this mod only applies to the starting location, would love to build in a prestine location but also would like to explore and see ancient junk
Evenstar 2024 年 2 月 24 日 下午 6:11 
I've been looking for something like this for ages! So excited to try it out! :D
RandomEdits 2024 年 2 月 13 日 上午 11:10 
Thank you! I was looking for this!
HIVEMIND 2024 年 1 月 5 日 下午 7:57 
Chad ty
MedicalPol  [作者] 2024 年 1 月 5 日 上午 10:39 
Yes
HIVEMIND 2024 年 1 月 4 日 上午 11:58 
does it prevent vanilla vehicle tier t3 wrecks from spawning?
MedicalPol  [作者] 2023 年 12 月 21 日 上午 7:33 
I'm glad you found this mod useful. I won't give false promises but I can look into your idea and see what I could reasonably do
BigDorbo 2023 年 12 月 21 日 上午 4:10 
This is an incredible mod. Truly one of the best ideas I have seen in a while. 1.3 and 1. 4 really over expanded the amount of ruins and junk around the maps and this really cleans it up.

Now, my question, any chance you could add a toggle on a biome or pollution percentage basis? I'd love to see highly polluted maps covered in ruins while the rest of the planet remains empty?
Nyx (She/Her) 2023 年 12 月 18 日 下午 2:21 
Ok I tested, it does not
Nyx (She/Her) 2023 年 12 月 16 日 上午 9:06 
Does this touch the Exostrider remains
MedicalPol  [作者] 2023 年 11 月 17 日 上午 11:23 
@ippo why would it? I dont play with MO but i dont see why it would remove dark forest corpses
MedicalPol  [作者] 2023 年 11 月 17 日 上午 11:22 
@Mortagon @Steelflame probably not, not a priority rn
MedicalPol  [作者] 2023 年 11 月 17 日 上午 11:21 
@Holgast fun fact, in the vanilla code, there are both instances of packages ids with "RimWorld" and "Rimworld", they left it out so they can have the joy of seeing my patch have a few more lines to target both package ids
veil 2023 年 11 月 17 日 上午 1:37 
does this remove the dark forest corpses in Medieval Overhaul?
Mortagon 2023 年 11 月 15 日 下午 3:45 
Can we have this work for medieval overhaul junk that appears when maps are generated?
Steelflame 2023 年 11 月 5 日 下午 8:27 
Just an idea. Why not make it do checks based on the tile? So road tiles/polluted tiles would have junk and ruins (After all, those are areas where civilization was most likely), while those tiles distant from such features would be clean and pristine.
Nishe 2023 年 11 月 4 日 上午 3:27 
To answer the question in the first paragraph of the mod, it's because the lore post-ideology is technically that the rimworld you inhabit was once a populated/civilised world which was destroyed in some war waged by an archotech or something. This is explained in the Archo-Nexus ending. I don't know if I agree with baking that into the lore of what is meant to work as sandbox/procedurally generated simulator, but it is what it is.
llunak 2023 年 11 月 2 日 上午 9:57 
@Holgast: Or they can simply use a mod that does exactly that ("No Ancient Junk").
Snuggl 2023 年 11 月 2 日 上午 2:59 
@MedicalPod Don't worry, you already worked to get this mod running! Making it toggleable would only be a plus. Thanks for the mod. 😊
Holgast 2023 年 11 月 2 日 上午 2:38 
also, if people still want to keep the ruins, you can comment out the last patch step in your local copy
Holgast 2023 年 11 月 2 日 上午 2:37 
fyi your patch points to ideology twice instead of biotech for the second one.
MedicalPol  [作者] 2023 年 11 月 2 日 上午 2:08 
If the wrecks used are similar to those that (without this mod) normally spawn then yep, it does interfere. VVE Tier III (I think it's the one you're referring to) would still theorically work, but you'll have to manually spawn wrecks via dev mode since you won't find any on maps
MRKS 2023 年 11 月 1 日 下午 6:34 
Do you know if this interferes with the Vanilla Vehicle Expanded Wrecks that spawn?
Fiona Danger 2023 年 11 月 1 日 下午 3:46 
In fact, if there is a percentage toggle - it might be really cool to be able to go above 100% for afformentioned scrapper playthroughs. Both 0% and 200% would lead to more fun/aesthetic games.
SalmonToastie 2023 年 11 月 1 日 下午 3:45 
Super nice for medieval fantasy playthroughs.
CaptainKampfkeks 2023 年 11 月 1 日 下午 3:19 
This is truly godsent. Though to add to the commenters before, would it be possible to add a percentage reduction? As I understand it, this mod prevents all the junk and ruins, right? It'd be nice if there were an option (or a different version) where the junk and stuff still spawns, but at a greatly reduced rate, say 50% or 25%.
MedicalPol  [作者] 2023 年 11 月 1 日 下午 1:39 
It's true that it'd be nice if it was toggleable, but i don't have the knowledge to make it so.
Snuggl 2023 年 11 月 1 日 下午 12:16 
Even at the risk of dissapointing you, i... actually do. I play both tribal playthroughs - which your mod is great for! - and post-apocalypse/scrapper playthroughs where i recycle and reuse everything i find. 😅

So having it toggleable would be great, so we don't have to remove it from the modlist everytime we don't need it.
MedicalPol  [作者] 2023 年 11 月 1 日 上午 11:12 
Since it's a simple patch it's sadly active only when the mod is active and vice versa, but of course you wouldn't ever need it off your modlist would you? :3
Snuggl 2023 年 11 月 1 日 上午 10:49 
What the person below me said.

Is it toggable in its settings though or is active just when the mod is active? It's a bit annoying having to load and re-load mods when you have like 300 mods installed. 😅
UncleRippu 2023 年 11 月 1 日 上午 10:22 
i do a lot of neolithic/tribal only runs and this mod is a godsend. nothing ruins the immersion of the pre-industrial world i'm trying to make like ancient tanks scattered everywhere.