Not at all!

Of course, the creation must have some limiter, else there would be a chance to spam turrents all over the map or something. However, the solution isn't that hard.

An example:

Numbers are placeholders.

Lets say the ruincreator got 15.000 points to spent in ruinparts.

There's a "pricelist" which declares the cost of points for every part, like a wall could cost 3 points, a stove 150, a turrent 4.000 and whatever,...

First step, rooms:

Like XXXX points are reserved for walls.

There's a min of 2 rooms and a max of 9 rooms.

Now the creator starts with a first room with a random size, like 3x11. max size of a room is ( reserved points for rooms / 2 ) / costs to border this.

A new room cannot be set within 3 tiles away from another room.

When there are 5 rooms, there's a 60% chance that the next room will use all the points left.

Now we got a first room area, this area will be surroundet by walls where every tile has only a 85% chance of spawning a wall.

Every side of the room has a 40% chance of spawning one wall at a random tile thats no corner.

Second step, tables:

XXXX points are reserved for craftingtables, where a stove costs 200, a furnance 700 and so on.

Now a random room with no table inside is choosen and a table will be placed inside at a wall with the users-spot inside the room.

When the points left are smaller than the cheapest table or there are no more free rooms, this step is done. spare points are left for other things.

Third step, furniture:

This one is tricky, but the mechanic should work simmilar to the second. I won't get into that too deep.

Fourth step, energy:

If there are energy consuming things, than a randomly choosen powersupply will be set.

and a random of 1-3 battarys will be set randomly outside the rooms.

Now everything gets wired on the shortest way, where every tile of cable got a 90% chance of spawning a cable.

Last step, defense:

The points spend are not equal in every scenario. One time the creator might spend 15k, one time maybe only 3k.

Depending on the ruins value, there will be set more or less turrents. Higher value means more turrents. Lets say there's one turrent for every 3k of points spent.

These turrents must not need energy, so the user really has to destroy them before he can take the ruin.

This is really just a raw concept and lacks of details and would not work if implementet in exactly that way. However, its an idea of how to deal with ruins.