Regarding the ruinsnova mod… I’m investigating the crashing issue. It seems to often stem from interactions with terrain entities (grass, sand, dirt, etc.) and damaged building pieces (pipes, walls). The original Abandoned Ruins mod handles this by using complete entities, but setting their state to “dead”.
Furthermore, please confirm that large ruins are enabled correctly. I resolved an issue with them by modifying control.lua as follows:
local function make_ruin_set()
local base_ruins = remote.call("AbandonedRuins", "get_ruin_set", "base")
for , ruin in pairs(novaruins_small) do
table.insert(base_ruins.small, ruin)
end
for , ruin in pairs(novaruins_medium) do
table.insert(base_ruins.medium, ruin)
end
table.insert(base_ruins.large, novaruins_large)
lua
to
local function make_ruin_set()
local base_ruins = remote.call("AbandonedRuins", "get_ruin_set", "base")
for , ruin in pairs(novaruins_small) do
table.insert(base_ruins.small, ruin)
end
for , ruin in pairs(novaruins_medium) do
table.insert(base_ruins.medium, ruin)
end
for _, ruin in pairs(novaruins_large) do
table.insert(base_ruins.large, ruin)
end