No Ruins spawn chance parameter in biomes xml / too many ruins?
Disclaimers
- [X] I have searched the issue tracker to check if the issue has already been reported.
- [ ] My issue happened while using mods.
What happened?
Unlike wrecks, there is no setting to control the amount/frequency of ruin spawns. There are no ruins for biomes 1 and 2 (which is intentional), but every single cave in biomes 3 4 5 generates ruins.

Wrecks have a minimum/maximum while ruins are either 0 or 1.
Ruins increase loading times of biomes 3 4 5 and Ruins always follow the same generation parameter ("Ruin" count="8" "RuinVault" count="1""RuinEntrance" count="1"), so unlike wrecks which can be small, big or thalamused, Ruins don't have that kind of potential loot/danger variation
Use a % chance of spawning ruins setting to cut down on the amount of ruins?
I don't feel it is guaranteed that players will locate the ruins or that they will generate close to the path a submarine might actually take? reducing the amount that spawns seems odd to me (As a player).
though if it is not possible to, perhaps it should be an option for ruins to have a % chance of generating in the XMLs at the very least or a range.
As for ruin difficulty, that sounds more like a balance issue than if their too easy for risk vs reward just reduce how many exist.
I'm more concerned about every level from biome 3+ generating these huge structures which have to run the outpost generation logic and load several different .sub files, although I don't know which impacts loading times more: A single somewhat large wreck file or multiple small rooms stitched together?
I don't feel it is guaranteed that players will locate the ruins or that they will generate close to the path a submarine might actually take?
Ruin are big and as a result map generation can lead to these kind of situations:
They also have a peculiar sonar signature which makes them easy to find if not inside a cave.
Overall ruins are pretty hit or miss (for balance reasons): Players will ignore ruins inside caves because they can't shoot through them with sub guns. On the other hand, "open water" ruins are trivialized
I think the game doesn't need to generate ruins in every cave. The overwhelming majority of ruins will be skipped by players, unless spawned as a mission objective.