The Ruins Mod - Fortress Ruins


23 New enemy forts, 7 new assets, 3 new craftable items, a second recipe for A-bombs, 2 new crystallography research to complete and explosive machinegun ammo. Any chest that cannot be opened is by design, they are supplies for the enemy you cannot have them!

Content
28 days ago
1.1 - 2.0
5.50K
Environment

b Crash

2 months ago

Failed to load mods: FortressRuins/settings.lua:1: attempt to index field 'AbandonedRuins-set' (a nil value)
stack traceback:
FortressRuins/settings.lua:1: in main chunk

Mods to be disabled:
• FortressRuins (1.0.8)

a month ago

The settings key has changed. I can recommend to import __AbandonedRuins_updated_fork__/lua/constants.lua and then use CURRENT_RUIN_SET_KEY instead of static "key-foo-set".

Then I would also recommend to use add_ruin_sets and not the already deprecated add_ruin_set. I deprecated it because it only allows 3 different sizes of ruins, "small", "medium" and "large". With the other function, you only need to handle your ruin-set's name and the whole table base_ruins.

a month ago

Im going to take a look at the new changes you made to the main ruins mod as It looks like you have enabled per planet ruins which I think is great! so its likely I will refactor my ruins mods to take advantage of this new feature

a month ago
(updated a month ago)

Yes, you can allow each ruin individually to spawn on only a few planets or mark your whole ruin-set as exclusive to a planet. You can find its documentation here:
https://github.com/Quix0r/AbandonedRuins-base/blob/master/docs/ruin_sets.md

EDIT: I'm still working on to improve the documentation. So if you come across any obstacles or even know how to improve, I'm happy to receive a PR (pull-request) from you at github. :-)

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