Mods / BetterRuins

Category: #Worldgen
Author: NiclAss
Side: Both
Created: Aug 21st 2022 at 5:56 PM
Last modified: Oct 8th at 4:25 PM
Downloads: 48321
Follow Unfollow 618

Latest file for Various v1.18.x: 1-click install



Config Mods:


Not compatible with 1.19 yet.


Overall ruin count: 400+



  • 18 large overground ruins
  • North and south specific megastructures
  • plenty underground ruins in different sizes
  • buried treasures as graves
  • reworked all vanilla ruins
  • custom and new loot tables
  • loot from other mods if enabled (Primitive Survival, Stone Quarry, Ceramos) 
  • new lore items
  • new trader dialogue (lux trader)
  • translocators on the surface and underground
  • vanilla friendly
  • structures in different stone types and random stone type

If this mod is getting added after world creation, it can only affect chunks that are generated with the mod active.

Recommended Mods:


Thanks to the following people for translating:

image 100%
image 53% by Grigoriewich
image 54% by Knave2000
image 100% by macoto_hino
image 53% by Yanazake
image 100% by Xandoria
image 73% by Jefferzon

Huge thank you to all the translation contributors! Thanks for making this mod more accessible to other languages, it's hard work! 
If you want to help out as well, we offer this free web editor. Thanks!


Everyone that contributed to this mod is listed on the top of this page! Without this awesome team this mod wouldn't exist like it does atm. Huge thanks to everyone helping and investing time in this project!



Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.2.4 11088 Oct 8th at 4:25 PM Show Install now
v0.2.3 1132 Oct 6th at 3:44 PM Show Install now
v0.2.2 7979 Aug 19th at 4:03 PM Show Install now
v0.2.1 10317 Jun 17th at 1:25 PM Show Install now
v0.2.0 1721 Jun 10th at 2:28 PM Show Install now
v0.1.1 3593 May 10th at 6:21 PM Show Install now
v0.1.0 1772 Apr 22nd at 6:09 PM Show Install now
v0.0.8 1400 Apr 1st at 2:05 PM Show Install now
v0.0.7 2144 Feb 5th at 4:50 PM Show Install now
v0.0.6 3143 Nov 13th 2022 at 6:32 PM Show Install now
v0.0.5 687 Nov 1st 2022 at 9:00 PM Show Install now
v0.0.4 1033 Oct 9th 2022 at 11:23 AM Show Install now
v0.0.3 1101 Sep 10th 2022 at 9:40 PM Show Install now
v0.0.2 692 Sep 1st 2022 at 8:38 PM Show Install now
v0.0.1 519 Aug 22nd 2022 at 5:43 PM Show Install now

162 Comments (oldest first | newest first)

💬 Edel_Recke, 3 hours ago

"aweful things happened" error with this mod in 1.19-pre9


💬 Ailith, 1 day ago

This mod has been the core of my 20 hours on this world. (Had a few scratch saves when starting off learning the game, using creative to help that, testing modlists etc)

Just getting a jonas light in the early days, plenty of decor even including a couple decorated vessels, and from investigating generally more interesting ruins has been a lot of fun and a good kickstart to my save without needing to get to the copper age to do jobs like get my first light that can spawn-proof my living room.

💬 Maethius, Nov 18th at 7:52 PM


I'll see if I can nab some shots for you! I'm no Discord, but it's been a while since I've lurked around there.

Oh, I also found another subterannean/submarine megastructure that I didn't recognize from any of the Better Ruins pics, but I've only seen it from the inside. A large, "+" shaped ruin chock full of Drifters. It was apparently full of textures or models that broke somehow, so it was filled with big white question mark blocks instead. To take screenshots of it I will need to recreate the world and /tp into it. The thing appeared at the bottom of the ocean, so I have no idea what the outside of the ruin was supposed to look like!

💬 NiclAssAuthor, Nov 18th at 6:34 PM


Yeah there are some rare graves that can yield pretty good loot.
Their spawnrate got decreased a couple of times I will take a look for the next update. Thank you very much for your input!

💬 NiclAssAuthor, Nov 18th at 6:32 PM


The spawners are indeed invisible but they will despawn after they spawned a certain amount of mobs.
You can delete the spawners if you go into /gm creative and then hit Ctrl+F4 to show metablocks you should then be able to see a blue block that is the spawner and just break it.

Thanks for all the feedback. I would really like to see some screenshots if you mind sharing. Are you on discord?

💬 Maethius, Nov 18th at 5:31 PM

Love the mod! (I've been traveling the world and attempting to repair and rebuild them, making some very interesting communities!)

I have a question on Megastructure 5, the ruined castle. There are locusts spawning from the walls but there appear to be no spawners. I can't delete a spawner as it appears to be associated with no physical block. I attempted to place a block on where the spawner must be and delete the block (the same way you might remove a water source block) but I get the message that I can't place a block because, "something is in the way." Light doesn't seem to effect them, as they also spawn in broad daylight. I assume the locust spawn points are programmed. Is there a way to remove the spawn points? I would like to reconstruct the structures but would like to evict the squatters, first!

Thanks for all the hard work!

💬 SalmonGod, Nov 15th at 2:59 AM

On the subject of loot.  Been playing with this for somewhere between 20-40 hours I think.  Haven't done any serious exploration of any larger ruins.  And it took me a while to realize I could dig up the gravestones.  But now that I've started digging them up... I found a single gravestone that contained a copper lamellar helmet, copper lamellar leg armor, tin bronze falx, and a tin bronze shield, plus a couple other decent but less noteworthy items.  That is maybe a bit much for just a random find above ground that I could dig up in 5 seconds with a stone shovel and zero danger on day 1?  That's the only such egregious instance of seriously questioning balance that I've come across, though.  And I've enjoyed seeing the more interesting ruins dotting the landscape.

💬 Jenpai, Nov 14th at 9:56 PM


I really love using your custom loot randomizer, but when using it for things like easter egg hunts I've run into a issue where players will leave empty or half looted chests behind. So I was wondering if it would be possible to include a customizable cracked vessel?

Like for example a treasure chest (4 slots) that transforms into a cracked vessel when brought in Via world edit? Or a speical lootbag that when placed will generate a cracked vessle with a random assortment form the loot randomizer?

💬 NiclAssAuthor, Nov 12th at 1:54 PM


Sorry for not responding earlier. But I read your comment on the day you wrote it and really enjoyed it, but didn't really know how to respond appropriately.

Thanks for your thoughtful feedback on the BetterRuins mod. I really appreciate your perspective on the balance and exploration aspects of Vintage Story.

The aim of BetterRuins is to add an extra layer of discovery and intrigue to the game. It's designed to offer surprises and additional content without "drastically" changing the game's balance or progression.

We tried to create a mod that appeals to various play styles, whether players are adventurers, builders, or survivalists.

Your feedback on combat and the thematic elements of the game is also valuable. We're always open to considering these aspects in future updates.

I'm delighted to hear you've enjoyed the mod and defended it. Your support is motivating, and we'll keep the mod updated alongside Vintage Story's future releases.

Thanks again for sharing your thoughts!

💬 NiclAssAuthor, Nov 12th at 1:45 PM

Thank you very much for the nice feedback :P

💬 NiclAssAuthor, Nov 12th at 1:44 PM

Thank you very much ! Mean a lot to the whole team behind this project! Be sure to let us know if you find anything to improve or change! <3

💬 NiclAssAuthor, Nov 12th at 1:43 PM

The Blockid issue is a rare bug which has been fixed and will be in the next update thanks
Thanks for your awesome cooperation on the issue!

💬 KenshiSaan, Nov 9th at 9:01 PM


any solution or way to remove it ?

💬 TheNiteFox, Oct 30th at 5:53 PM

For anyone curious this mod does have compatibility with Ceramos - and certain items will show up as look like ceramos plaster, etc - for 1.18.15. Should also be the same for bricklayers as well ^_^ 

💬 saxfone, Oct 13th at 12:55 PM

All the ruins I've found are really tastefully done - thanks!

💬 Nebux, Sep 3rd at 11:56 AM

i installed this mod yesteday and i'm having a blast fighting in a big mega struture found up north. really this is what VS needed with exploration and finding loot. big up to you and your team. sorry , but i,ve looted your coffin :)

💬 ToadSquish, Aug 21st at 8:45 AM

I dunno, I have a total different take on things... most of the finds, even in previous version, maybe gave you some head start on a few things, but there wasn't any of this " skipping entire tool tier " thing. So people got some wood paths, a few chest, and aged flooring ... you still need the saw , to do a windmill ..just saying. How unbalanced! The nerve of people, enjoying the spoils no one else was using! 
 The world, was left to rot, decimated, abandoned? It's in ruins ... things were left behind.  Just like, we'd discover something left to ages, like a new discovery of some Egyptian Tomb, or Mayan Temple, there no monsters guarding the loot , so is it any less profound, being simply discovered, and used? Not really.  
Things do not have to be hidden behind the wall of, oh it needs to be difficult, or dangerous to get what is inside, so it's " worth it".   Some can enjoy the simplicity , and just discovery of it. 

 Ruins in VS, When you break it down to basics, they are piles of materials.  Just like  any dirt mound, mountain, or cave found in game.  The only real interest , is in what secrets they hold, and what treasures they have.  
Guaranteed if these structures, great or small, had nothing in em , and were just points of interest to mark along the way, players would only go to rob em of the materials, and ignore the rest once they got what they needed.  Maybe , just maybe at best, a few might decide to repair one for a home base or outpost. 

 A bit of danger is fine , even a few structures you might have to wait until you can armor up to get into.  Should that loot be better by default?  I see no logical  reason, it should by default.  Do some players , think it's less challenging, probably.  But just because they do, that makes it right, to push what they don't find challenging onto everyone else, to fit thier standard and gameplay? Thats a downward spiral of go nowhere fast , cause take ten people playing the game, all ten are gonna not just play it differently, but for diferent goals, wants , and thier own versions of "challenge".  
( I think it not only more realistic, but challenging itself, to .. not have all the same structure types, occupied you gamble and poke head in to see, and if you lucked out, these treasures are unguarded? So what? You got loot. If its occupied, if you survive, return later, do battle, and get the same loot chances. ) 

I'd rather the mod developers, make these grand structures , wow us with the build, give that interest of this ruined world, what -was- before , and boldly fill it with nice loot , and worry far less about satisfying an abstract notion, of "what is challenging", or " is that OP, or not".  Thats just a waste of developer time, and resources , that could be spent on making more structures, big and small for variety. 
I did orgininally get the mod , because the vanilla ruins were , by and large very lacking ... not just loot wise, just in general they simply had no real interest to em. 
Better ruins , replaced that, with neat structures to explore.  The loots was a surprize tbh , some a early start/exploration boon, some not.  There was never a single thing found, that let you skip from stone to steel near instantly , and "ruined" the alleged non-existant "balance" , or put any player in a position, where everything was a cake walk after a few finds. At best, you got some cool stuff , a few torch holders , a painting or tapestry if lucky , a bar of zinc! (Whoa, how game breaking! The lich lord of utter doom, wasn't guarding that bar of zinc, what a rotten mod, newbs getting that bar of zinc, that skipping past copper age! Ahh, the sky is falling! ) 
You -might- obtain a few "freebies" that, didn't let you skip past anything, save having to put time into crafting it the tedious way. 
( Example - the first locust castle/ruin ..not sure if it was a castle , just big, multi-roomed structure. Had a firebrick oven in it.  I was half way in the place, just checking it out , spotted that oven on way by ... then the locust found me. I just spawned in, near the ruins, didn't even have a knife made yet , guess what? I ran and stole that oven... why? So i didn't have to sit and form clay to do it, was all. Locust on my tail the whole time, but I got that oven!  Everytime i see that ruin now, guess what I do? I run in and rob the oven! It's there, if i don't gotta waste ten-fifteen  minutes forming one myself, I'm nabbing it! Danger or no danger. ) 

Thanks for the explination, I can see the need if bricks caused some technical issues ... we can still, always deconstruct pre-made ones from ruins i suppose.  I just liked the brick piles, cause i don't like quarrying stone, to make bricks  , I barely do it for just a quern, and few to polish and have for the stone oven mod now. 
 The reason  I aksed about the mobs/baddies , is on off chance in the future, just to play VS in a slightly different way.  Instead of the cannon , rust world love-craftian theme, hopefully the other mod will progress a pure fantasy version, capable. 
I kinda put up with the storms, nightmare drifters, corrupt saw blades ... 
But tbh, its always been very ... meh to me, that theme , and combat in the game isn't very intuitive, its very squishy and not all that satisfying , so i was asking more about that part, just to have a avenue for variety at some point. 

( had to edit in)  
I love the mod though , and have even "defended" it at times, from others ... mostly content creators , that also said, it's OP or too easy, or feels like cheating ... simply because they were in that era of , they had to do everything step by step, the tedious way before this mod came out, and offered a real game changing expereince. 
 I will continue, using it until the VS updates, break it and you don't update with it anymore.  That will be a sad day , if it ever comes, cause this mod is up there with carry on , a must have ... going back to vanillia with out it, is quite a bit duller. 


💬 DUCATISLO, Aug 20th at 3:13 PM


💬 KodiakCoffee, Aug 19th at 7:41 PM

ToadSquish Honestly, I have to push back against that some. Some of the ruins were just absurd. Coming out of a single ruin with stacks upon stacks of materials is excessive by far. Now, I do appreciate when a ruin feels like the rewards are worth the effort of clearing. If a megastructure filled with enemies has lots of good loot, that's great. But, if you ask me, the primary purpose of a mod like this is to clutter the world itself and make it feel more alive and more interesting to explore. To serve as landmarks and points of interest to make the large amounts of travel required by VS feel less tedious. Not necessarily to leave you skipping entire tool tiers for specific items. Mind, that's just me and my preference, but I think the changes are good, personally.

💬 NiclAssAuthor, Aug 19th at 5:53 PM


Hey thanks for your comment.

Regarding the Bricks, I mainly removed them bcs they don't work with the behavior of having the ruin's stone type automatically fit the local stone type and another mod called bricklayers changes the piles in a way that makes them look very weird. I understand your concerns, and I'm thinking about adding bricks to the loot pool in the chests... (same goes for boards)

Overall I do think if you used this mod to save tedious work it wont help that much bcs of the random loot. I will consider adding more and some loot that is tedious to the loot pools or enhance them in that way.

In terms of death traps, I do think that you can get a bunch of loot from those structures that have loot inside with avoiding combat but to get the full loot you will have to fight some, and I'm pretty happy with that atm, but time will tell if it's the best way atm. And most structures are still mob free.

Regarding the other creatures mods I'm not sure how it will act, but I guess if all the vanilla mobs are disabled it won't spawn them and prob throw some errors which are not game breaking.

Thanks for your feedback

💬 ToadSquish, Aug 19th at 5:30 PM

Why each update, the loot gets less? First stripped aged boards ( now less OP cause you need nails and strips) , now bricks ... tbh, brick finds were great! Usually anything saves tedious down the road work is. 
Yeah, the die hards are gonna say, it's too easy/too OP ... , but the whole point of "ruins" is to walk away with uber loots. 
And less gears now ... 
These are good buildings and enhance the vanilla expereince.  But could use lot less occupied big ones with random if enemy spawners ( say 50/50? ) , so not all are early exploration death traps. 

Though, if using this mod , and one disables the regular monsters, replace with the goblins/orcs/dragon mod ... will it still spawn the locust, nightmare drifters, and sawblades in these structures? 

💬 Accensus, Aug 8th at 2:57 PM

Got it. Thank you for the info. Definitely looking forward to the next update!

💬 NiclAssAuthor, Aug 8th at 8:23 AM


This a known issue just found out recently about it while adding new lore :P
It is a vanilla issue I think but I can fix it by adding some empty spaces to the end of the string.
Thank you very much for reporting tho will be fixed with the next update.

For the "loretype-" just means that it will get a random lore and no dedicated this will be somewhat changed with the next version aswell.

💬 Accensus, Aug 8th at 3:54 AM

Not sure if it's intentional, a bug, or not even related to this mod, but the lore entries when read from the books seem to always end abruptly. Like the last few (10 or so) characters of the string just don't get printed. Seems to happen with every lore item so far. Looks fine when viewed in the standard lore browser. Some book items also show "loretype-" or similar when hovered over to see the description.

💬 NiclAssAuthor, Aug 1st at 6:55 PM


Thanks for the input. Looking forward to future feedback from you if you change your opinion or have anything to add.
I have 2 add-on mods that allow to configure spawn chances and loot in chests.
I am adding more mobs to the ruins atm, but not every ruin will get some, obviously bcs enemy variety isn't that huge in the game atm.

💬 Fefa, Aug 1st at 11:37 AM

So far i like this mod, Not sure if its OP or no since i havent find anything that feels OP. But maybe for those who want em to be more balanced, make a diferent vercion with less loot/spawn chance or make it so end tier mobs spawn in the ruins. I also use random dungeons mods and when i find an underground dungeon the bells and chaninsaw locust make it really dnagerous to explore at early game, making it rewarding if you are prepared for the ruins and a suicide if youre not prepare for em. If the ruins have to much loot, then it should be guarded with strong mobs, if the ruins have almost no loot, then no mobs are needed or weak mobs to add to the dificulty. That way the heavy loot ruind can only be explored by people when they are really prepared to explore em. At least thats my humble opinion, since just making things spawn less or have less loot, could make the ruins feels useless and not worth exploring em.

💬 NiclAssAuthor, Aug 1st at 8:54 AM



Understandable 👍

Thanks for the feedback will take a look at the gears in certain structures and try minimize them. For copper stuff or any ingot or tools the loot randomizers have a ton in them so you where lucky to get those but for the gears I can understand that something can be improved

💬 IndustryStandard, Aug 1st at 8:32 AM

I also hate to say this but this mod is supremely unbalanced for me as well, we only went to a handful on day 1 and had 30+ rusty gears, various furniture pieces and several copper ingots etc. Among other rarities. 

I definitely won't continue using it.

💬 NiclAssAuthor, Jul 22nd at 4:09 PM


100% but for that case I have made the lootnerf mod and the spawnchances mod which allows for some degree of configuration

💬 FinkThinker, Jul 22nd at 3:57 PM

I'd caution you to rely too heavily on survey results, as people who find the mod not interesting, (for example as a result of perceived loot spam or perceived structure spam) are considerably less likely to complete the survey than people who are interested and invested in the mod.  I'll definitely be in touch regarding doing some building when I have some free-time!

💬 NiclAssAuthor, Jul 22nd at 12:06 PM


Thank you very much for the detailed feedback! Means a lot.

I 100% agree that for some people the change from the vanilla ruins to these mods ruins and balancing can be quite a huge difference, which it is. And yes, the surface vanilla ruins look a lot older than the ones from this mod, but this makes up for a lot more building options.

In terms of general balancing it seems like a lot of people are ok with it how it is atm with a slight tendency to a bit too much loot which I will aim to fix with the next update and this is with the default settings of BR.

This survey can be found on this page.

In terms of meteoric iron there are 3–4 ruins in the mod atm that contain meteoric iron so that's 4/300 ruins and since meteoric iron is post-iron material it isn't a huge balance factor in my opinion. And if you know how to find normal meteor spots in vanilla, it can be quite easy to get in vanilla as well.

Your request for smaller ruins will be on my to-do list, more village style ruins and stuff like that.

If you want to help out in some way or another be sure to contact me we are always open for everyone that wants to contribute I see stuff like this feedback like a contribution as well so thanks

💬 NiclAssAuthor, Jul 21st at 9:14 AM


Hey thanks for your feedback I will def adjust the spawnrate of the graves with the next update.

💬 FinkThinker, Jul 21st at 6:52 AM

Hate to say it because the builds are so cool, but I end up not using this mod because of how overpowered some of them are.  Yes, I do have both the loot reduction and structure at 50% mods, but the items that comprise the structures and their integrity seems to clash with vanilla design choices too heavily.  Some of these places look like they were abandoned in the last ten or twenty years, whereas the vanilla ruins seem to have been lost for at least a century, if not more.

One thing in particular that kind of broke the camel's back was the proliferation of meteorite iron and loose iron pieces throughout a few of these builds.

I get that everybody wants to make a cool and giant ruin with lots of lore and character, but having a better mix of smaller places that are barely held together would really help offset the grandiose structures that litter the landscape.

If/when I end up getting some more free time I would be interested in helping with that endeavor, but for now I have to put this off my modlist.

💬 gaydad, Jul 20th at 10:26 PM

I love the mod! It's brilliant and really impressive work. A bit of feedback though, the graves are a bit too common for me. I've been playing for 3 hours and have found at least 5 of them, two of them have recurve bows and full leather armour, and in addition I've now got over a stack of tin bronze arrows which makes the game more than a bit imbalanced. I'm using the supplementary BetterRuinsLootChanges btw.

💬 NiclAssAuthor, Jul 16th at 8:11 PM


Sounds like a cool idea, will think about it.

But I do think I don't want to add a lot of new entities and reusing the boss from the only story content atm would quite a spoiler.

💬 Binn, Jul 16th at 7:36 PM

How about add a bit weaker version of last boss Eidolon to protect some of big Ruins in the world? 

💬 NiclAssAuthor, Jul 10th at 8:44 PM



Thank you very much! ❤️

💬 DragonRelic, Jul 10th at 8:41 PM

This mod is absolutely amazing! Keep up the great work!

💬 NiclAssAuthor, Jul 1st at 7:58 PM


Tyvm! If you have something that you would like to see improved, be sure to share it, and thanks for playing with this mod!!

💬 yatsu, Jul 1st at 6:54 PM

just had to pause my game to tell you how much i'm enjoying this mod. these new underground ruins are great! <3

💬 NiclAssAuthor, Jun 28th at 5:38 PM


Hey thanks for the bug report bug can you make a detailed description of it on discord or on the issue tracker so I can fix it. ty

💬 Chaebennon, Jun 27th at 1:29 AM

I also found some big ? cubes in a ruin, and interacting with them (including a lamp that was on top of one) crashes the game.

💬 Dawning, May 15th at 9:17 PM

For the life of me, I have tried for days to find the ruins shown in the thrid-to-last and second to last pictures above, and I can not. Do they only show up in certain biomes or something? Man I have created world after world and flown around a hundred thousand blocks, in all directions, but I can not find those two ruins. Any ideas? 


💬 Coconutsales, May 15th at 12:47 AM

Any idea what Block ID 8773 is? I'm on 1.18.3 running BetterRuinsv0.1.1

Interacting with this crashes my game...



💬 Chuckles, May 10th at 8:52 PM



Edit: Whoever was responsible for adding the code that spawns 20 or so locust nests in the 3 level collapsed manor house, I salute you.  It was memorable.

💬 NiclAssAuthor, May 10th at 6:29 PM


The lore entries have to be client sided for the players to read them

Edit: And future planned quest dialog for traders or entities in certain structures need the client side as well.

💬 DanaCraluminum, May 10th at 6:28 PM

Why make it client side when world generation is fully server side thing?

💬 PeterSanderson, May 10th at 4:48 PM

Starting MP server 1.18.2 rc 4 getting this error

10.5.2023 12:45:40 [Server Error] [] An exception was thrown trying to to load the ModInfo:
System.IO.InvalidDataException: End of Central Directory record could not be found.
   at System.IO.Compression.ZipArchive.ReadEndOfCentralDirectory()
   at System.IO.Compression.ZipArchive.Init(Stream stream, ZipArchiveMode mode, Boolean leaveOpen)
   at System.IO.Compression.ZipFile.Open(String archiveFileName, ZipArchiveMode mode, Encoding entryNameEncoding)
   at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 225
10.5.2023 12:45:40 [Server Error] [] An exception was thrown trying to to load the ModInfo:
System.IO.InvalidDataException: Number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.
   at System.IO.Compression.ZipArchive.ReadCentralDirectory()
   at System.IO.Compression.ZipArchive.GetEntry(String entryName)
   at Vintagestory.Common.ModContainer.LoadModInfo(ModCompilationContext compilationContext, ModAssemblyLoader loader) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\API\ModContainer.cs:line 234
💬 NiclAssAuthor, May 9th at 8:58 PM


Thanks will try to find them or make a script that scans for them :P thanks for reporting
(Screenshots can help to find which structures are affected but I will try to automate this)

💬 Aurarus, May 8th at 11:02 AM

Loot feels way too strong. The first structure I find I break the vessels and I get multiple copper tools right off the rip.

I personally just want more interesting ruins + more variety, cosmetically. I don't want the ruins to be skipping the entirety of early game. Can we get options to turn all that stuff off? Or maybe a version of the mod that is strictly cosmetic that avoids giving out tons of gears/ translocators/ insane loot?

The cool looking structures is what I'm signing up for, not a complete overhaul of the progression. I'm gonna be finding these structures/ going inside them regardless :)

💬 Yanazake, May 3rd at 3:33 AM

Seems like there is a small bug. The loose brick piles aren't generating in the same kind of stone as the ruin. They're only turn up as granite

💬 NiclAssAuthor, Apr 24th at 5:35 PM


Thank you very much, I will add a place on this mod page for translators soon.
The translations will be in the next release.

💬 NiclAssAuthor, Apr 24th at 5:32 PM


Or if you want to chat here.
The "postPass": true doesn't prevent underwater spawns.
postpass just moves certain tagged structures into a later stage in world gen, which allows them to overwrite certain stuff like other structures. This is used for traders to let them always spawn more intact than other structures if they spawn in each other.

Another reason why vanilla traders do not spawn in water that often is bcs of their OffsetY which is very low and most of the time 0 or -1.
I want a vanilla fix for all this, but I wrote with Th3Dilli, and he said it's not easy to do so we will have to wait for 1.19 prob

💬 Yanazake, Apr 24th at 11:53 AM

Thank you for reminding me on Discord that I only did part of the translation xD Everything on crowdin is now translated to pt-br!

💬 NiclAssAuthor, Apr 24th at 10:01 AM

Thanks for the feedback @JamesBigmac im going to reduce smaller surface loot. 

💬 NiclAssAuthor, Apr 24th at 10:00 AM


Can we discuss this on discord bcs this isn't going to be a short discussion 😝👍

My dc is NiclAss#5493


💬 JamesBigmac, Apr 24th at 9:06 AM

Fantastic structures, i'm having tons of fun exploring them! I only have one criticism, spawn rate of ruins aside which is handled by the submod, I feel that the ruins are just in general too rewarding, even many smaller surface structures will commonly have a broken chest with somewhat rare loot, and a decent pile of gears. the larger dungeons and even larger surface ruins are fine as is, but I feel i'm getting way too rich just encountering tiny ruins.

💬 Just_a_cat, Apr 24th at 6:27 AM

I never said about problems with vanilla traders. Only about traders in modded structures.

To clarify: i mean: Every vanilla trader cart placed with postPass: true worldgen setting.

And i never find vanilla trader carts underwater.


💬 NiclAssAuthor, Apr 23rd at 8:34 PM


I can guarantee you this mod doesn't change anything regarding vanilla traders. And even if it would somehow. This is still a vanilla issue bcs the world Generation mechanics aren't changed with this mod aswell. I could see the underwater check not working in saltwater maybe that's another vanilla issue who knows.

This Mod just adds New ruins and replaces vanilla ruins (just ruins).

💬 Just_a_cat, Apr 23rd at 8:18 PM


ATM, i never find vanilla traders underwater.

May be due to trader cart placed on different terrain generation pass.

💬 NiclAssAuthor, Apr 23rd at 12:12 PM


Yeah doesnt work for some you can add me NiclAss#5493 or go on the offical vs discord and got to the mods forum and search for betterruins

💬 Sp0wN, Apr 23rd at 12:06 PM

Thanks for help. You mod very nice! How can I contact you and chat? For some reason, the discord channel does not open for me (

💬 NiclAssAuthor, Apr 23rd at 7:18 AM


This error can be ignored as long as it doesn't result in any broken ruins. But it shouldn't affect gameplay at all.

1.18 should have moved those errors to a special worldgen log so you shouldn't get spammed anymore

💬 NiclAssAuthor, Apr 23rd at 7:16 AM


This is a vanilla issue and nothing gets changed in that regard with this mod. 

This Mod just adds New structures and changed vanilla ruins the way they generate is defined with vanilla code and has to be fixed by vanilla.

But I think that will be in 1.19 or later... 


💬 Sp0wN, Apr 23rd at 6:57 AM

Hi, NiclAss i download and install you mod, when run server abd fly in /gm2 in world, console write:

22.4.2023 23:54:17 [Server Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=7998,Z=7987 in
 world 'Server' with seed 481824413
Exception System.DivideByZeroException: Attempted to divide by zero.
   at Vintagestory.API.MathTools.LCGRandom.NextInt(Int32 max) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Ma
th\LCGRandom.cs:line 149
   at Vintagestory.ServerMods.WorldGenStructure.TryGenerateRuinAtSurface(IBlockAccessor blockAccessor, IWorldAccessor worldFor
CollectibleResolve, BlockPos pos) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkG
en\6.GenStructures\WorldGenStructure.cs:line 438
   at Vintagestory.ServerMods.WorldGenStructure.TryGenerate(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleRe
solve, BlockPos startPos, Int32 climateUpLeft, Int32 climateUpRight, Int32 climateBotLeft, Int32 climateBotRight) in C:\Users\
Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 2
   at Vintagestory.ServerMods.GenStructures.DoGenStructures(IMapRegion region, Int32 chunkX, Int32 chunkZ, Boolean postPass, I
TreeAttribute chunkGenParams) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6
.GenStructures\GenStructures.cs:line 228
   at Vintagestory.ServerMods.GenStructures.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\
vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\GenStructures.cs:line 159
   at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Use
rs\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1474

Such notifications constantly appear in the console when I fly over the map.

What is it and how this fix?
💬 Just_a_cat, Apr 23rd at 6:16 AM


Please, fix ruin generation for archipelago worlds.

Too many big structures genenerated deep underwater.

While it can be OK for ruins, it looks completely weird for trader camps and homes

💬 NiclAssAuthor, Apr 22nd at 7:53 PM


Sadly, the spawn chances differ a lot depending on the world config, so if you got flat terrain you get a lot and if not you get a lot less.
I will upload a mod in the next days that configures the default spawn chances for all structures.
This might be useful for playing with multiple structure mods as well.

💬 mcnostril, Apr 22nd at 7:50 PM

I'll second the ability to maybe tone down their frequency a bit. I like these a lot and I like that they sometimes spawn in clusters, but I'm running into them very often and it kind of makes them feel a bit less special (like I can't walk 20 seconds in a given direction without running into at least one if not several).

💬 NiclAssAuthor, Apr 22nd at 6:10 PM

Updated moddb page soon.
New Youtube Trailer soon.

No huge content just fixes mostly.

But v0.1.0 :P

💬 adres4t, Apr 20th at 9:49 PM

Is there a config possibility to increase/decrease frequency of the ruins? Every map that I generate on server have 10+ ruins in the spawn area. It's not an issue but it would be nice to have some options. Cheers

💬 NiclAssAuthor, Apr 20th at 2:57 PM


Huge thanks for the nice feedback!
Glad you like it :P

Be sure to give any feedback how you think the mod could improve or what could be changed.

And thanks for using this mod btw.

💬 NiclAssAuthor, Apr 20th at 2:54 PM


The mod should work for servers as well this is either a new problem or an issue on your end.
Are you sure the mod is in the right place and the correct version is used?

We can chat on discord about the issue if you want.
Discord Channel

💬 Voidwalker, Apr 20th at 7:27 AM

This mod has become one of my Must have Mods when I play and I wait on game Updates until this Mod Updates to match. I love the amount of work, Detail, and Love that has gone into this and I'm excited to see how much further it will go!

💬 artemax44, Apr 20th at 4:45 AM


For some reason the mod does not recognize me in 1.18 for server. In single player it works, but I'm more interested in it working on the server
💬 NiclAssAuthor, Apr 19th at 8:24 PM

Looking forward to pushing a smaller update coming weekend

To fix a crash for one structure

To fix some missing filler blocks in some structures

Revamping most spawners to function more dynamically similar to vanilla spawners in the story dungeon

Adding the new Jonas parts as drops in some structures

And more... 


💬 NiclAssAuthor, Apr 15th at 6:37 PM


Np 👍

💬 Oranje, Apr 15th at 6:32 PM

Ack, i thought i had the latest version, and it turns out, i did not, im sorry for the misunderstanding :D

💬 NiclAssAuthor, Apr 15th at 4:17 PM


Ok, very weird, I just tested it again on rc6 and flew through the map for like 30 min and could find any of those blocks. With just the BetterRuins mod.
If you want, you can come over to the Discord Channel on the official Vintage Story DC, and we could chat about it?

Do you get any screenshots?

💬 jaspermerle, Apr 15th at 3:42 PM

hey ive been using this mod on 1.18.0-rc.5 and now 1.18.0-rc.6 and (in both versions) have encountered big question mark blocks inside a ruin that i think belongs to this mod? it says "unkown block id 11311"

edit: oh yeah and interacting with it crashes the game

💬 NiclAssAuthor, Apr 15th at 2:10 PM


Which version of the game are you running, this seems like you are missing blocks from the 1.18 vanilla game version.
If you want to run the game on 1.17 use the v0.0.7 that still supports that.

If I get the structure to spawn, it looks like this in rc6

💬 Oranje, Apr 15th at 12:43 PM

Hey, i just installed your mod (and a couple of others) for a fresh run, and i was wondering if i did something wrong, since my ruins have a couple of textures missing it seems, i'll include a screenshot.

💬 Th3Dilli, Apr 11th at 9:18 AM

Great mod!

💬 NiclAssAuthor, Apr 7th at 3:53 PM


Yeah, some ruins are no joke when exploring ^^

Thank you so much for your kind comment! It really means a lot to us. We appreciate your positive feedback and we're glad you enjoyed our builds. Your support is truly appreciated!

💬 Yanazake, Apr 7th at 2:30 PM

Bruh :') less happy ruin ransacking, more anxiety-inducing ruin ransacking

Still can't leave this mod behind tho, great builds

💬 NiclAssAuthor, Apr 7th at 1:16 PM


Yes most big ruins contain some type of enemy or spawners for them so watch out for those :P

More information on the Wiki

The Wiki isn't complete yet tho.

💬 Yanazake, Apr 7th at 1:02 PM

Does 0.0.8 add locust nests to the large castle-like ruins? 💀

💬 DasPrinzip, Apr 6th at 12:10 PM

1.18 RC2 - during the generation of a new server map, in the server log there are alot of errors:


💬 NiclAssAuthor, Apr 4th at 8:41 PM

There is an issue atm in v1.18 rc 1 and rc 2 for surface ruins. This can result in issues so be warned. Its playable but gravity for surface structures is bugged atm and acting strange.

Github Issue Link

💬 BlueFuryDragon, Apr 2nd at 12:17 AM

I love you guys!!!

💬 NiclAssAuthor, Mar 14th at 4:03 PM


Yes, I'm working on it right now :P
Glad you like the mod <3
But I'm waiting for Tyron to add some small additions for the stable or rc 1.18 release and some improvements that would regard this mod.

If you want to be kept up to date with the development progress, you can join the mod channel on the Official DC as well :).
I post regularly about the progress and sneak peaks ^^.

💬 Kwegar, Mar 14th at 4:05 AM

Hope you update this for 1.18 My fav ruin mod

💬 TheNiteFox, Feb 26th at 4:53 PM

Wow! I see alot has been added to this mod since Nov when I last played xD Excited to see what the 2 village spawns look like o.o

💬 HoosierDaddy, Feb 22nd at 8:06 PM

@NiklAss, "I think you are using multiple ruin mods, bcs ships aren't in this mod ^^"

Could well be. I was playing on my son's server. I think what I was calling the large manor house was the last one on your screen shots, though I can't tell for sure -- I only saw it from the ground. I'll do up a single player game sometime to check out just your mod.

💬 NiclAssAuthor, Feb 17th at 10:00 AM


Yeah, maybe with 1.18 finishing and polishing clutter blocks there would be other stuff to replace the aged boards.

Btw, I think you are using multiple ruin mods, bcs ships aren't in this mod ^^ this might result in a furthermore increased spawn rate.

💬 HoosierDaddy, Feb 16th at 4:46 PM

That's cool. I was walking around a huge manor house and heard something coming from downstairs. I hadn't even made a spear yet, when "OMG, feets don't fail me now!" Made a note to remember to come back later to see what he was guarding, though. "And... a ship? In the middle of the plains? No water in sight? There's got to be a story here." You have done some outstanding work here.

And I agree with you that standard ruins are generally not worth the time even on day 1.  I find a bunch of stuff I can't carry anyway. Best case, I pop a scythe or get a jump start on linen sacks. But that's so rare that ruins are only worthwhile if I have absolutely nothing else to do. I don't really mind the torch holders or oil lamps. Trading torches out is just busy work. Even a lantern or two, but I wouldn't want to find too many of them. Off-hand, the only thing I find way excessive is the planks. Tyron hid planks behind at least 1100 units of copper, and here they are, sitting out in the open, ready for chests and real doors and barrels and the obligatory bucket. It just leapfrogs the advancement. But that's fine. I can just leave those things I think are OP sitting where they are.

💬 NiclAssAuthor, Feb 16th at 12:51 PM


Thanks for the feedback, I will decrease loot or spawn chances with the next update...
I added plenty of ruins where the higher loot is locked behind at least copper or behind tough enemies, I am going to keep on reworking the other ruins and adding more balancing with that.

But this mod will increase the amount of loot bcs in my opinion the vanilla ruins are just not worth looting after your first days and yeah I want to change that.
So it will stay somewhat increased vs vanilla.

💬 HoosierDaddy, Feb 15th at 1:07 AM

Holy cow, these are amazing! Well done!

From my POV, the only problem is I have to keep reminding myself to look, but don't touch. The loot level is so high that it removes the challenge from the game. For example, It is easy to end up with enough planks for a couple dozen trunks and find several storage vessels on day 1. The thrill of finding a torch holder loses something when you find a half dozen plus a lantern in the ruin you spawn next to.

💬 NiclAssAuthor, Feb 5th at 10:27 PM


You can update the mod without worries, it doesn't touch the terrain generation, just the structures.
Just replacing the older version with the new should do the trick.

💬 NiclAssAuthor, Feb 5th at 10:23 PM


The mod is server sided, so if you have a server, it doesn't affect load times for clients at all.
This mod just slightly slows down world gen, so if you generate new chunks that's a little bit slower than vanilla, but nothing you should notice while playing.
Still, all performance hits just the server side.

💬 Foxy_Grandpa, Feb 5th at 6:33 PM

Would updating the mod result in a huge "slice" in worldgen to occur or is that just for landform mods?

💬 PeterSanderson, Feb 5th at 6:00 PM

Thanks for working on this mod. How much should the update be affecting load in times when connecting to a server, if at all?


💬 NiclAssAuthor, Jan 7th at 11:32 AM


Thanks for those kind words!

I don't think BetterRuins has a direct impact on bee spawns.

One problem is even with the same seed the ruins and structures generate differently, so I can't reproduce it.

The cathedral might just generated in a space where the bees would have spawned. So I think this might be an unlucky scenario.

I will do some testing before the next update and watch out for bee spawns maybe you are on to something, but this mod doesn't change anything relating to the bee spawns.

💬 Tyrhung, Jan 7th at 6:28 AM

I absolutely adore this mod.

However, I'm having a heckuva time finding bees after installing it.  At first, I had made a world without any mods, explored a little, then installed this and several other mods.  That world seed was 1800360707, and there were a LOT of bees to the southeast of spawn; the closest ones were at -23, 1, 153.

I later decided I just wanted to try a new world altogether, and quickly found an AMAZING ruined cathedral with graveyard - I decided it was my quest to live there and restore it, after finding a crown and deciding to declare myself the king.  However, after dilligently searching warm forests with Common rainfall for many months - no bees.

Just as an experiment, I tried re-creating seed 1800360707 with all my mods installed, to see if bees would spawn in the same locations.  I could not find any.  One by one I disabled the mods and tried creating 1800360707 again, running to -23, 1, 153 for bees.  When I disabled the Better Ruins, it spawned the bees there as expected.

My Gameversion is 1.17.9.  Complete list of mods I'm running:

A Culinary Artillert

At Waters Edge




Carry On

Trader Camps

Dungeons & Shafts

Expanded Foods

From Golden Combs

Legendary Mods

More Map Icons


Player Corpse

Primitive Survival

Seed Harvesting

Stonepile mod

Teleportation Runes




Any tips/pointers would be much appreciated.  In the meantime, I'm going to see if I can just disable BetterRuins and generate new terrain in my existing megacathedral world (273209911 if you're curious; the ruins are at -273,1,-446), and I did increase surface tin spawn to "very rare" instead of "extremely rare.")

Edit: on running around further with Better Ruins disabled, I located bees at -1587, 126, -848.  Also, sorry for the weird coordinates; I was not actually going all the way to bedrock to find bees  XD  All this was just at ground level but trying to read the coords off the map throws me off.)

💬 Didgereedank, Jan 5th at 12:24 AM

Hehe Nice.

💬 xghilliex, Dec 19th 2022 at 5:31 PM

sweet thanks!

💬 xghilliex, Dec 19th 2022 at 5:30 PM
💬 NiclAssAuthor, Dec 19th 2022 at 5:13 PM


They respawn 10 times after that the (invisible) spawner gets removed so take your time and clear them 10 times and you should be fine.
Im going to reduce the amount to 5 with the next update.

💬 xghilliex, Dec 19th 2022 at 12:43 AM

Hey! I've enjoyed using the mod but the only issue I've run into is some of the higher-level enemies such as a sawblade locust and a nightmare drifter seem to spawn in the ruins as I'm converting it into a base. so far I've used lights to cover the areas and I have replaced the floor but i cant seem to stop those two from spawning. I have also claimed the area on our MP server.  Any help would be appreciated!

💬 NiclAssAuthor, Nov 26th 2022 at 1:34 PM


There are no dumb questions dont worry ^^

Its is possible to add such feature but its not in the mod atm.

So the spawnchances are the same atm.

Ruins like to spawn on flat areas so you might encounter more there.


And thanks for using this mod and the kind words.

💬 Pheargrimm, Nov 25th 2022 at 8:29 AM

Thanks Niclass, apologies for the dumb question.  I wonder if its the difference in Temperate vs Warm climates, just did a few seed tests and found a lots of ruins on Temperate, but once again rambles of a new player.  Love your mod, much thanks to you and your team for all your hard work, the ruins are a treat to come across.

💬 NiclAssAuthor, Nov 24th 2022 at 5:57 PM


Vanilla ruin spawnchances are untouched so they should spawn like normal.

Overall the mod should spawn more ruins than without it (vanilla).

💬 Pheargrimm, Nov 24th 2022 at 7:29 AM

Thank you for the mod appreciated.  I may have an issue, but I am somewhat new to the game, so grain of salt and all that. I am seeing less ruins with this mod active than vanilla, of course your ruins are far more interesting, is this just a me being a noob issue?  or should I see more or the same amount of ruins.  I am running other mods but nothing that I thought would effect ruin world gen. 

💬 LadyBlakeHammer, Nov 20th 2022 at 4:48 PM

Thanks, but I have crazy explorers on my server, a lot of active chunks and all that, but the new version will likely spook them;

"Woh, big ruin!" lol

💬 NiclAssAuthor, Nov 20th 2022 at 3:00 PM


No you can just update the mod and keep using it on your existing world it just effects the chunks that are generated with the mod active. Changing mod versions is no problem ^^

💬 LadyBlakeHammer, Nov 20th 2022 at 2:52 AM

S'ppose I'll need to add the new version and make a new save huh? :P

💬 NiclAssAuthor, Nov 17th 2022 at 6:04 PM


thanks for your kind word and yeah you are correct ruins spawn more often in flat areas :D

Makes me happy that you are having fun with it.

💬 znatik, Nov 17th 2022 at 8:57 AM

How good are your ruins. I'm playing on the latest version of . I love to travel the worlds. Your work makes the game even more beautiful. I travel not for treasures. I want to see beauty. Thank you for your work.

💬 znatik, Nov 17th 2022 at 8:48 AM

Pivet loves to create worlds. I noticed that if there are a lot of mountains or hills in the world, then the spawn of ruins does not happen in these places. If there are many high mountains, then there are no ruins. She found only 7 types of ruins. Of the BIG ones, this is 1 view of a ruined castle or town. Once I saw a beautiful pyramid. Oh just shock. 2 or 3 types of destroyed buildings. Very rarely houses made of wood. 1 time I saw a wooden crane with an underground mine. There is a well in the picture. It can be found.

💬 TheNiteFox, Nov 16th 2022 at 7:05 PM

@znatik how many worlds have you generated where you only saw 7 ruin variants out of 69? because even before the last update I had pretty much seen almost all the ruins over multiple world gens at world start , way more than 7. If something is truly bugged that would be great to know.

Also what do you mean by loot not updated? Are the gears still showing in the chests? :c 

Edit: I tested world gen and though ruins definitely spawn lower in normal global temperature they are spawning, and I didn't find any gears in any of the chests so I don't understand by treasures are not updated? And the ruin variants definitely seem to be working I generated 3 new worlds and every world has totally different ruins, do bare in mind some of the ruin variants are just reworks of the base game ruins :) 

If the problem does persist please let me know though ^_^  and in the next update the normal global temp ruin spawn is going to be uped a little bit more 

💬 znatik, Nov 14th 2022 at 9:56 AM

It is a pity that after finding the ruins and examining them, they become useless. Treasures are not updated. Disappointing. Of the 69 types of ruins, I saw only 7. The rest do not appear. I really appreciate this mod. One of my favorites. And you are one of the best. Thank you .

💬 NiclAssAuthor, Nov 10th 2022 at 9:57 PM


Its def possible but I think it would involve placing the structure and editing the crates then exporting.

Im going to nerf overall loot in the next update in a couple of days so maybe that helps you.

💬 aanuf, Nov 9th 2022 at 1:46 AM

If I wanted to make the loot a bit less OP for my server, would I just remove some of the BlockIDs from the schematic?

💬 TheNiteFox, Nov 4th 2022 at 11:36 PM

You just got a great world spawn, sometimes I spawn and there are no ruins around what so ever, othertimes, I spawn in almost abandoned cities because of all the ruins. and other times there are just 1-3 around. Its really crazy how varied the spawns are but I love it, cause I love randomness. XD I was wondering how well a malefactor would do so thanks for mentioning it. 

💬 RayTC, Nov 4th 2022 at 1:17 AM

very cool, if a bit overpowered

got several chests and copper tools without even making an anvil yet and made 70 gears selling finds to traders (malefactor vessel forage and closed crates)

💬 TheNiteFox, Nov 3rd 2022 at 6:55 PM

Im not 100% sure if that mod was the issue but out of all the mods Ruin Variants currently has an actual bug within the mod. I hope your floating ruins problm was solved ^_^

Edit: Ok I can 100% Confirm Ruin Variants causes floating ruins, been using the other 3 all together and have had no problems. Hope that mod gets fixed in the future :c 

💬 PeterSanderson, Nov 3rd 2022 at 4:46 PM

Much obliged for the bug crushing, TheNiteFox! Thanks And indeed, I had missed Ruin Variants in the list. I will remove it.

💬 TheNiteFox, Nov 3rd 2022 at 2:46 AM

@PeterSanderson Are you absolutely sure you dont have Ruin Variants installed? I just installed it and it is what caused the floating ruins.

Alright so I checked both Ruin Variants & Just More Ruins by themselves. Like NiclAss said there is a bug going on with Abandoned kingdom and some the other mods that is a vanilla based bug nothing to do with the mods themselves, and I think having them all together somehow manifests itself into floating ruins xD 

💬 NiclAssAuthor, Nov 2nd 2022 at 9:16 PM


Yeah that ruin is probably from another mod imma guess More Ruins.

its in the air? xd

Its def not from this mod and not from my vanilla rework. Imma take a look at More Ruins and Abandoned Kingdom maybe I can find it. Edit: Couldnt find anything that would result in a structure spawn midair .... def a vanilla bug but a mod structure or a issue while exporting said structure...

💬 PeterSanderson, Nov 2nd 2022 at 8:10 PM

Thanks for the fast response. There are a lot of mods, but Abandoned Kingdom, Better Ruins, and More Ruins are the ruin generating ones

💬 TheNiteFox, Nov 2nd 2022 at 6:22 PM

@PeterSanderson What other mods do you have installed that affect world gen? I would like to know just in case (: That doesnt look like a structure I have seen in this mod, though that could be parts of one of the new ones added 0_0

💬 PeterSanderson, Nov 2nd 2022 at 5:37 PM

I'm trying to track down which mod made this ruin this one of yours? I'm guessing if it is, this isn't expected behaviour ;)


💬 TheNiteFox, Nov 1st 2022 at 10:14 PM

@NiclAss That would be great! I chose your mod over that one anyways, because for some reason that mod isnt compatible with bricklayers, as in if bricklayers is installed no surface translocators, havn't ran into any problems with your mod though, everything spawns just fine and its awesome haha ^_^ Cant wait to see the new ruins you just added 0_0 

Btw my only suggestion as of this moment, it would be really cool if you added compatibility with brick layers in the future, either like brick layers items could be found in ruins, or really rare ruins made out of materials from brick layers. Then this would be like the perfect mod haha xD , its just a thought though cause I love this mod the way it is already, plus if you ever did do that it would have to be its own version :3 

Can not wait for 1.18 just cause I wanna see what you do with your dungeon mod xD 


💬 NiclAssAuthor, Oct 30th 2022 at 1:42 PM


Thanks for the heads up.

I just took a look at the mod and I think I can add some similar ones with translocators.

💬 TheNiteFox, Oct 30th 2022 at 12:03 AM

If anyone is curious, this mod is compatible with Surface Translocators

💬 NiclAssAuthor, Oct 25th 2022 at 8:20 PM


Thank you very much!

If you got any suggestions or possible changes let me know!

💬 NiclAssAuthor, Oct 25th 2022 at 8:19 PM


Climate detection works. Terrain detection doesnt work as of now. Maybe they add/fix something with 1.18.

💬 Yanazake, Oct 25th 2022 at 12:02 PM

Just like climate detection, can you detect terrain generation? As in, if there is a mountain or plateau generated in the game? It's very common to have fortresses on top of cliffs and whatnot to be able to look in the distance. Considering there are churches or similar big structures, at least some kind of fortress or palace would make sense even if it was already abandoned before the previous civilization fell. Those things endure centuries easily.

💬 TheNiteFox, Oct 25th 2022 at 12:32 AM

Just came here to say I love this mod! Started using it a couple days ago and I am loving the ruin variation! Adds so much more variety to the world! ^_^

💬 NiclAssAuthor, Oct 10th 2022 at 8:16 PM


Thanks for the suggestions I added them on my github and going to work on them in the future. Imma post progress over there on github aswell. Thanks again such feedback is really helpful.

Github Discussions

💬 1618, Oct 9th 2022 at 5:26 PM

Suggestions: Various versions of world heritage sites like Stonehenge, Pyramids, Petra, Maoi statues, Acropolis, Chichen-Itza, Great Wall, Ayutthaya, Borobudor, etc.

Also Industrial ruins like rock quarrys, ore mines, ship docks, bridges, castles, motte and bailey, etc.

For stone types, perhaps incorporate Bricklayers mod for variety.

💬 NiclAssAuthor, Oct 3rd 2022 at 6:27 PM


  • Fixed: Sometimes able to find 0 copper stacks in ruins

Got fixed with VintageStory Version 1.17.5

💬 NiclAssAuthor, Sep 24th 2022 at 10:50 PM


I created a Issue here on github related to your report about:

"Found a stack of 0 copper ingots in a heavily collapsed chest in a basement ruin."

I reported it to the devs and im going to replace it with a custom randomiser. Thanks again for reporting.

💬 NiclAssAuthor, Sep 24th 2022 at 10:42 PM


Cant really change anything related to that. This mod is a content only mod and uses vanilla worldgen. Its only affecting the game while worldgen is happening.

💬 NiclAssAuthor, Sep 24th 2022 at 10:38 PM


Thanks for the nice feedback! I shared your message with everyone involved!

💬 l33tmaan, Sep 20th 2022 at 3:44 PM

Beautiful structures, but this mod seems to drastically increase my RAM usage, for some reason? Like, by a whole GB.

💬 Jujukug, Sep 19th 2022 at 8:10 AM

Thanks for making this, it gives a nice breath of fresh air after playing VS for so long. The ruins feel like they belong.

💬 Hexedian, Sep 15th 2022 at 6:25 PM

Found a stack of 0 copper ingots in a heavily collapsed chest in a basement ruin.

💬 BlueFuryDragon, Sep 7th 2022 at 2:41 AM

Amazing! Going to try this now! :) These structure are beautiful, it adds so much to the landscape and really hits home that there was once a civalization. Give my regards to the designer. :)

💬 fireztonez, Aug 29th 2022 at 12:10 AM


Really nice for the GitHub! I think you have the most important thing setup already! Builds Images could be put on a GitHub Wiki, but you ahve the Trello for that already, so this is not needed.

A feature who can be useful on GitHub, specially for big project but not only, is to used the "Project" feature to do the planning of your work, classified your Issues / Pull Requests, etc. (

And no worry, I know GitHub need some learning to really get used to it, but it is really really usefull and once we are get used to it it can became really really handy!!


About the RockTypes I will reply on a Issue on Github.

💬 RedOrchid, Aug 25th 2022 at 7:56 PM


Yes I am on 16.5(stable)


Thank you for the info. Absolutely love the new builds!

💬 NiclAssAuthor, Aug 25th 2022 at 6:17 PM


I used 2 blocks 1 aged table and 1 aged chair which are 1.17 blocks. They will be removed in the next version of this mod. Until then you can ignore the warning and you should not notice it while playing bcs they are just air blocks. 

Thanks for reporting <3



Thanks for helping out.

💬 DanaCraluminum, Aug 25th 2022 at 5:40 PM

RedOrchid Are you on 1.16.5? clutter blocks are from 1.17

💬 RedOrchid, Aug 25th 2022 at 4:53 PM

I get this 25.8.2022 11:20:25 [Warning] Block schematic file ruin-o10-n14-translocator.json uses blocks that could no longer be found. These will turn into air blocks! (affected: game:clutter)

💬 NiclAssAuthor, Aug 25th 2022 at 9:04 AM


Hi thanks for your feedback!

Good idea! I created a github repository. Im still a noob with github tho im going to add more description and stuff in the next days.

If you got more ideas regarding the github let me know.

This mod contains no code and my goal is to keep it code free. (better version compatibility)


"Why not make your build using the rock from the region you are on, so if you are on a Claystone region, the ruines will be made from Claystone by example. Little like Ruin Variant allow to do with vanilla structure. For what I see on the Ruin Variant code, it seam to be a pretty easy to do and would make lot more variety."

Atm vanilla lets you only do this to underground structures and not to the ones at the surface. I messaged with a dev they are going to take a look at the whole system. (in the next weeks or 1.18)(1.18 is more likely)

The only way for more variants would be to just have multiple versions of the same structure with different blocks randomly scattered around the world.


Be sure to give me more feedback after you tried my mod! Thanks!!! <3

💬 NiclAssAuthor, Aug 25th 2022 at 8:52 AM



Could you give me some more Information to your problem.

This mod should not overwrite anything just adds patches to the worldgen.

Pls tell me how you want to get into contact.

My Discord is:


💬 NiclAssAuthor, Aug 25th 2022 at 8:48 AM


Thanks for the feedback!

I agree with you thats a point where we can improve as a modding community. 

Most important part in my opinion is compatibility.

Imma try to contact some of the mod creators... we will see <3

💬 NiclAssAuthor, Aug 25th 2022 at 8:41 AM


Thanks! Be sure to give me any feedback after some playtime!

💬 fireztonez, Aug 25th 2022 at 2:47 AM

NiclAss Question of making your project Community Driven, I would suggest you to open a GitHub and link it on your Mod page.
People who want to submit new build could make a Pull Request or send them on the Issue tracker maybe. The Issue Tracker is also the best to allow people to report or suggestion for your mod and keep track of what is done, what is fixed and what is not. At the same time a github is really useful for the versioning system, allowing you always older codes in cases you make a mistake loose something or break something while working on your mod. You could also made your mod opensource and published made your codes source availaible to everyone so if you stop developping your mod at one point, somebody else can take back and continue your work.

What variants do you want to see?
Why not make your build using the rock from the region you are on, so if you are on a Claystone region, the ruines will be made from Claystone by example. Little like Ruin Variant allow to do with vanilla structure. For what I see on the Ruin Variant code, it seam to be a pretty easy to do and would make lot more variety.


Thank you for your mod, I will try it on my game!

💬 Pamela, Aug 25th 2022 at 2:28 AM

These ruins are exceptional.  The only problem I have is that it overwrites the worldgen settings I have done myself.

💬 l33tmaan, Aug 22nd 2022 at 10:52 PM

Pretty cool stuff. Is there any way other people can contribute to this?

💬 1618, Aug 22nd 2022 at 6:39 PM

As someone who loves these kinds of mods, there are now a bunch of ruins and dungeons mods.

I hope the modders are taking this into account and communicating. Either combining them, or making them not overlap.

💬 OBEDIA, Aug 22nd 2022 at 5:44 PM

Trying this mod out next on my small server!

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