RimWorld

RimWorld

Pristine Nature
45 kommentarer
loklan 26. okt. kl. 21:39 
people wanting this for 1.6 might like this instead https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3578626086
RutraNickers 12. jan. kl. 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 8. jan. kl. 13:39 
this works best on custom modded collection that are for Medieval playthroughs, etc
unknown user 11. sep. 2024 kl. 17:52 
hello, does this remove ancient dangers too?
MedicalPol  [ophavsmand] 22. aug. 2024 kl. 13:57 
no, not that i'm aware of.
Roque the Rogue 22. aug. 2024 kl. 11:48 
Is there a mod that does the reverse? it spawns more debris, ruins, more frequently and varied?
ALE199 21. aug. 2024 kl. 21:15 
I'd say Prestine Nature does have some positives over Disable Ruins...
MedicalPol  [ophavsmand] 21. aug. 2024 kl. 14:09 
Updated to 1.5, but quite frankly this mod does the same things as pristine nature but it's entirely configurable
Dr. Ben Carson 30. juli 2024 kl. 22:52 
I can confirm this works 100% with 1.5 update
darth_lame-o 30. apr. 2024 kl. 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 22. apr. 2024 kl. 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 20. apr. 2024 kl. 15:32 
@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 12. apr. 2024 kl. 6:32 
1.5?
PYRACOR 30. mar. 2024 kl. 21:28 
Agreed ALE199
ALE199 11. mar. 2024 kl. 17:30 
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 24. feb. 2024 kl. 18:11 
I've been looking for something like this for ages! So excited to try it out! :D
RandomEdits 13. feb. 2024 kl. 11:10 
Thank you! I was looking for this!
HIVEMIND 5. jan. 2024 kl. 19:57 
Chad ty
MedicalPol  [ophavsmand] 5. jan. 2024 kl. 10:39 
Yes
HIVEMIND 4. jan. 2024 kl. 11:58 
does it prevent vanilla vehicle tier t3 wrecks from spawning?
MedicalPol  [ophavsmand] 21. dec. 2023 kl. 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 21. dec. 2023 kl. 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) 18. dec. 2023 kl. 14:21 
Ok I tested, it does not
Nyx (She/Her) 16. dec. 2023 kl. 9:06 
Does this touch the Exostrider remains
MedicalPol  [ophavsmand] 17. nov. 2023 kl. 11:23 
@ippo why would it? I dont play with MO but i dont see why it would remove dark forest corpses
MedicalPol  [ophavsmand] 17. nov. 2023 kl. 11:22 
@Mortagon @Steelflame probably not, not a priority rn
MedicalPol  [ophavsmand] 17. nov. 2023 kl. 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 17. nov. 2023 kl. 1:37 
does this remove the dark forest corpses in Medieval Overhaul?
Mortagon 15. nov. 2023 kl. 15:45 
Can we have this work for medieval overhaul junk that appears when maps are generated?
Steelflame 5. nov. 2023 kl. 20:27 
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 4. nov. 2023 kl. 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 2. nov. 2023 kl. 9:57 
@Holgast: Or they can simply use a mod that does exactly that ("No Ancient Junk").
Snuggl 2. nov. 2023 kl. 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 2. nov. 2023 kl. 2:38 
also, if people still want to keep the ruins, you can comment out the last patch step in your local copy
Holgast 2. nov. 2023 kl. 2:37 
fyi your patch points to ideology twice instead of biotech for the second one.
MedicalPol  [ophavsmand] 2. nov. 2023 kl. 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 1. nov. 2023 kl. 18:34 
Do you know if this interferes with the Vanilla Vehicle Expanded Wrecks that spawn?
Fiona Danger 1. nov. 2023 kl. 15:46 
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 1. nov. 2023 kl. 15:45 
Super nice for medieval fantasy playthroughs.
CaptainKampfkeks 1. nov. 2023 kl. 15:19 
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  [ophavsmand] 1. nov. 2023 kl. 13:39 
It's true that it'd be nice if it was toggleable, but i don't have the knowledge to make it so.
Snuggl 1. nov. 2023 kl. 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  [ophavsmand] 1. nov. 2023 kl. 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 1. nov. 2023 kl. 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 1. nov. 2023 kl. 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.