Abandoned Ruins - Combined


Combined ruin-set content mod for Abandoned Ruins - Updated. Integrates 250 different ruins with Factorio 2.0.77 and runtime-aware compatibility.

Content
3 days ago
2.0
237
Environment

i [DONE]Oh Wonderful.

a month ago

Just made it to Fulgora and now this must have mod drops, excellent reason to restart, ;)
Is there any chance of the "red dwarf" ruins set re-appearing?

a month ago

Hey, it's great that you like my mod compilation. I'm trying to revitalize the general ruins. Specific scenario mods like "Lost Settlement" and the original "Fortress" run alongside my compilation. I just downloaded the "Red Dwarf" ruins set; it's already four years old. I can't promise I'll be able to use it exactly as is—I might have to make some adjustments. Greetings

a month ago

Well... funny timing. 😄

Red Dwarf has survived the compatibility audit and is coming back in v0.3.2.

I’ve ported the actual Red Dwarf ruins to Factorio 2.0, cleaned out the old incompatible gameplay systems, rebalanced the normal loot, and restored the three strange little power generators as usable salvage.

Most of the new ruins will be deliberately rare, though.

And somewhere out there is one extremely rare wreck with a rather well-equipped former engineer inside...

Keep looking up. 😉

a month ago

Yes. Thanks for this mod.

a month ago
(updated a month ago)

ahahaha, wow, red dwarf already??!! that's wild, and much appreciated, also did you adjust the fortress ruins and take out the crystal power system?
(its quite exploitable but i kinda like it, however, if the Red Dwarf power thingies are back in, it means taking a step back from burner labs and being able to use electricity immediately : at a very small scale). right, another restart, ;)

Edit; oh i re-read patch notes, they are just much rarer, excellent.

a month ago

One thing I’m trying to be quite careful about is keeping the ruins from turning into a cheat system.

For me, the point of Abandoned Ruins is to make exploration more interesting and occasionally rewarding — not to let you win the game by finding the right wreck. So I’ve removed or toned down as much obviously game-breaking stuff as possible.

Most ruins are therefore deliberately limited to planetary / pre-space loot, and a lot of what you find will be most useful in the early game. Later on, the ruins should be more about discovery, atmosphere and the occasional nice salvage than progression shortcuts.

There may be one or two very rare exceptions, of course... because where would be the fun otherwise? ;)

a month ago

Yeah, its a fine balance, the crystal system kinda wrecked it, but i agree with the overall idea ; it gets you away from your starter patches of ore and gets you running around the map (to be shot or eaten, excellent! i need to pay more attention.)

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