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

b [FIXED]No spawn

Ruins don't spawn from Angel mods.

a month ago
(updated a month ago)

Thanks for the report.

I’m currently looking into this. I’ve already found a few minor compatibility issues with some Angel-related ruins, but none of them should prevent Angel ruins from spawning in general.
I’m checking the remaining spawn conditions and prototype mappings now.

EDIT: I’ve now reproduced the setup with T.I.M.S.A.B.A. and confirmed that Angel ruins do spawn correctly.

I did find a few outdated Angel prototype references in individual ruins. They do not block spawning in general, but I’ll clean them up for the next release and run another compatibility test afterwards.

EDIT2: Abandoned Ruins - Combined 0.3.4 is now available.

I tested the mod directly with T.I.M.S.A.B.A. 1.15.1 and confirmed that Angel ruins are spawning correctly. During that test I found a few outdated Angel prototype references inside individual ruins.

0.3.4 adds compatibility mappings for those legacy references, including older Angel chemical plant, water purification, valve and sulfuric-acid barrel names. The spawn logic itself was not changed, as the issue was limited to a few outdated entities/items rather than the Angel ruin pool as a whole.

Thanks again for the report — it helped uncover and clean up these remaining Angel/T.I.M.S.A.B.A. compatibility details.

Thanks. Good)))

Hmmm, for some reason I still don't have ruins spawning.

a month ago

Hey,
I investigated this during the Angel compatibility work and so far I cannot reproduce a general issue with Angel ruins not spawning.

In my playtests with angelsrefining, angelspetrochem and angelssmelting active, all 15 Angel-related ruins were registered correctly. I also found Angel structures in normal gameplay and have a screenshot of an Angel facility ruin that spawned naturally.

With the default Abandoned Ruins spawn settings and the current Combined weighting, the tested Angel stack has roughly a 0.40% chance per eligible newly generated chunk to select an Angel ruin. That is about 6.2% of all ruin selections, so they are intentionally not especially common.

For a quick test, you can temporarily increase the ruin spawn rate in the mod settings to an excessively high value and explore newly generated terrain. I would recommend doing this in a new test game, though, so you do not unnecessarily affect your normal save.

Could you also post your full mod list or, preferably, your factorio-current.log after loading the save?

There may be another mod in your stack affecting the available Angel prototypes or the ruin pool, and the log would make that much easier to identify.

Can you enter the test world of Ruins?

Project T.I.M.S.A.B.A. (Angel's, Bob's and Space Age) and all mods in the optional dependecy.

But not used Planet Foliax - Velora mods

a month ago
(updated a month ago)

Can you enter the test world of Ruins?

Hey,

Check your Discord. I sent you a PM.

Greetings

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