The Ruins Mod 2.0


This mod is based on 1.1.6 (abondoned mod?) and contains many fixes for Factorio 2.0. The Ruins Mod adds randomly spawns ruins in the world. These ruins are destroyed fragments of bases, forts, small oases, and more. Explore them for loot, adventure, or entertainment, but beware, some still have running defenses from the last player that landed on the planet, with more successful colonies having better defenses.

Content
10 days ago
2.0
2.01K
Environment

g Incompatibility with many planet mods.

15 days ago

The same problem with fulgora and vulcanus of spawning water on planets that aren't meant to have water extends to other modded planets.
From what I've seen it's mainly on moshine.

It would be a lot better if this mod would normally just work on nauvis and optionally with settings could be extended to other planets

15 days ago

Hmm, a bit radical change. I saw already a ruin on land on Fulgora. So the mod should rather accept heavy oil or lava "water" as such so it can simulate previous failed engineers on those planets, too.

15 days ago

Sounds good but if someone has managed to get to an end game planet like aquilo or god help them maraxsis, it doesn't make much sense that they failed.
I do love what you have done with this mod, believe me so this is just a suggestion but without having specific strucutres for specific planets, which would take way too long, some planets just don't make sense. Like on aquilo all structures would need to have heat pipes and stuff, so it would be easier to disable them.
(I hadn't gone with this mod to those planets but seeing as you just replaced them on fulgora I'm assuming they can appear there too.)

15 days ago
(updated 15 days ago)

Mod owners can execute the remote function exclude_surface(). I don't know yet how to do it but excluding all planets except Nauvis sounds to drastic. I can exclude other Space Age planets but what if people want their planet included or explicitly excluded? Then that mechanic isn't possible anymore when I compare event.surface.name == "nauvis".

15 days ago

Please see changelog.txt for more remote interface functions, e.g. for disabling spawning entirely.

15 days ago
(updated 14 days ago)

tile_collision_masks.oil_ocean_shallow() in __base__/prototypes/tile/tile-collision-masks.lua says layers={water_tile=true, resource=true}. So when I exclude water_tile=true then it should work and I can remove Fulgora and Vulcanus again?

EDIT: I'm currently testing this change locally and uncommitted.

10 days ago
(updated 10 days ago)

1.2.8 is now out and includes a change that doesn't need hard-coded planet/surface names to be added which means lesser maintenance on my side. Please test it , if no more ruins spawn on oil/lava or anything not ground tiles.

EDIT: Fix for broken control.lua is now included.

10 days ago

Now released, don't end with an error in control.lua.

10 days ago
(updated 10 days ago)

1.2.8 may have flooded your log file with on_tick event messages. They are extremely rare used, 1.2.9 now separates these messages from usual debugging messages.

EDIT: Copy-paste error fixed.

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