RimWorld

RimWorld

VFE - Ancients: Computers Not Junk
59 Comments
Auspician 9 Jul @ 6:56pm 
I've also found that, while the ancient computers work amazingly for research (especially together in a cluster!) they don't count as High-Tech research benches for purposes of high-level industrial and spacer technology. Is this by design, or an oversight?
FelipeGames2000 9 Jul @ 2:30pm 
o7
Auspician 8 Jul @ 9:00am 
Any chance of patching the Ancient Computer Desk to work with the Advanced Multi Analyzer from More Linkables? Thank you!
Prometheus 12 May @ 6:56am 
With the new VFE Furniture Core 2 update, would it be possible to count the ancient computers like of that to the computers from there?
LioTheManlyBadAssHero 23 Feb @ 4:00am 
Hey, have all the bugs been fixed?
Xyllisa Meem Paradox Station 21 Dec, 2024 @ 1:46am 
Anyway to implement modded techprint support?
Myphicbowser 22 Aug, 2024 @ 11:30am 
Hey Farx, I still have the "System.InvalidCastException: Specified cast is not valid." error, I'm having it in the Agricultural Vault added by Even More Vaults mod
Farx  [author] 7 Jul, 2024 @ 2:59pm 
"System.InvalidCastException: Specified cast is not valid." error should be fixed now.
Sorry for been late with this.
jtseyman 8 Jun, 2024 @ 2:34am 
@Ranger Dimitri Yes its safe to remove actually.
Ranger Dimitri 1 Jun, 2024 @ 6:08pm 
Is this mode safe to remove from save if I don't have any of the ancient techprint related items/buildings? I would like to play with this mod, but it seems there are a number of bugs that just make it not worth using.
Psyckosama 24 May, 2024 @ 12:15am 
I get the error when I load with just Harmony, core, the 4 DLC, the VE Framework, VE Ancients, and this and I still get the error.
Psyckosama 23 May, 2024 @ 10:56pm 
I also get the "System.InvalidCastException: Specified cast is not valid." error
Velocity 23 Apr, 2024 @ 8:08pm 
Please fix the ancient computer desk inspection bug
Jedia Kyrol 21 Apr, 2024 @ 8:15am 
back on the computers description bug...seems 1.5 handles the work speed calculations itself now, so just need to delete all of the code segments containing "CompReportWorkSpeed" and it will go back to reporting correctly.
Jedia Kyrol 21 Apr, 2024 @ 6:20am 
Ok I've double-checked. The missing sealed vaults is sonething in ancients itself ( I cut my modlist down to just Harmony, Framework Expanded, and Ancients, and ran a devtest map, still broken) I'm going to report it to the VFE team.
Xyllisa Meem Paradox Station 20 Apr, 2024 @ 2:02pm 
I am also experiencing this issue where upon hacking a station, the new spawned quest instantly finishes.
Gen_Goldo 19 Apr, 2024 @ 8:18am 
@Jedia Kyrol no im not using VFE tribals. but the problem arrose when i installed this mod.
Jedia Kyrol 17 Apr, 2024 @ 4:02pm 
@Gen_Goldo are you also using VFE: Tribals? because it locks most of the other VFE stuff from triggering until you reach industrial and research communications.
Gen_Goldo 17 Apr, 2024 @ 7:22am 
i don't know why but vault quest are broken with the broadcast station.
Jedia Kyrol 14 Apr, 2024 @ 4:29pm 
With this added, the description for the computers reads:

GetInspectString exception on VFEA_AncientComputerDesk123895:
System.InvalidCastException: Specified cast is not valid.
[Ref 4795D6BB] Duplicate stacktrace, see ref for original.



But they still seem to be working as a research station.
Marty in the multyvers 12 Apr, 2024 @ 9:09am 
1.5?
Vra4 18 Mar, 2024 @ 11:25pm 
Empty product?
Is it OK?
VED_Make_Techprint_BrainWiring (mod VFE - Ancients: Computers Not Junk) has an empty product, it will error out on map loading. and will not work properly.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch5 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)
System.Threading.ExecutionContext:RunInternal
mynameactually 11 Mar, 2024 @ 7:42am 
Think you can add compat with Alpha Genes?
fallenscion 16 Jan, 2024 @ 4:34pm 
This mod has soft-incompatibility with Semi-Random Research Continued, which doesn't know how to handle the techprint recipes.

Disabling those specific recipes with Cherry Picker will resolve the issue (but of course means you can't use that functionality of this mod)
Scorpio 14 Jan, 2024 @ 1:03am 
Is it possible to make it so it detects modded techprints ?
Sera 28 Dec, 2023 @ 5:08pm 
@Farx you are right. They will always prioritize the best research table that is currently useable.
Farx  [author] 28 Dec, 2023 @ 3:09pm 
If the current research requires a hi-fi desk, this computer cannot be used. I also noticed that pawns will choose tables with a higher research speed whenever possible, but I'm not sure if one of the mods does this or it is base logic.
Sera 26 Dec, 2023 @ 10:32am 
@adrian
Research can't be forced. They do it when they want.
Adrian.Lindgren 26 Dec, 2023 @ 9:44am 
for clarification i have all vanilla expanded mods and i have rimnauts, rocketman, and lights out mods installed
Adrian.Lindgren 26 Dec, 2023 @ 9:38am 
i am a bit dumb so i dont understand but can researchers research directly at the computer or no? mine cant for some reaseon
Sera 21 Dec, 2023 @ 7:22pm 
Holy what happened since I went to bed.
DesertOfAngmar 21 Dec, 2023 @ 2:48pm 
now its fixed :)
Altumnus 21 Dec, 2023 @ 2:39pm 
@Farx: I had the same problem (couldn't create stockpiles), and the latest update seemed to fix the issue.
Farx  [author] 21 Dec, 2023 @ 2:37pm 
Sorry for that, also I believe you overestimate my opportunities. All my mods based on simple xml files and I dont now how to create smth new. So no settings changes or any specific logic that wasn't added already
DesertOfAngmar 21 Dec, 2023 @ 2:24pm 
yes i can retry... its just so annoying to have to load again all the mods if i want to add another mod but i can be your tester... the thing is i have nearly 670 mods running and if it works at me then it should work with every mod...

also i have in general a suggestion for a new mod -> filter/stock tab rework ui, so that it can display infinite items... if that could get to the right hands it would be amazing
Farx  [author] 21 Dec, 2023 @ 2:23pm 
No, I mean I've updated it again just a few minutes ago
DesertOfAngmar 21 Dec, 2023 @ 2:22pm 
before the update everything was fine
Farx  [author] 21 Dec, 2023 @ 2:19pm 
DesertOfAngmar, I've upload one fix, could you please retry now and tell me if it works now?
DesertOfAngmar 21 Dec, 2023 @ 2:11pm 
yeah i pinpointed it through testing its this mod wich makes, since the new update, that you cannot designate stockpile or any zones anymore
DesertOfAngmar 21 Dec, 2023 @ 1:56pm 
i also canot make any stockzones any more...
DesertOfAngmar 21 Dec, 2023 @ 11:33am 
https://gtm.steamproxy.vip/id/DesertOfAngmar/screenshot/2278323044301479896/
techprint compiler is bugged cannot select it in filter tab and does not display any description when i click on the element
kamikadza13 21 Dec, 2023 @ 10:46am 
I've got a red error when thy open inspector window for Techprint Compiler
There red error: https://pastebin.com/uv2ZzMfh
Hugslib log:
https://gist.github.com/HugsLibRecordKeeper/8a1b88b398f7603adf7993de6116afe2
Farx  [author] 16 Dec, 2023 @ 10:23am 
Will check it, thanks for report
xxx_420_Bad_Boy [Wizard_Cum] 14 Dec, 2023 @ 7:17pm 
@Farx I think that this conflicts with Bill Door's Useful Junks, possibly? There's an error message about duplicate power networks. It could be similar to the conflict Bill Door's Useful Junks had with the latest version of DBH (if you read the last comments on the useful junks page, it's about an identical issue with water pipes).

Error message could also be due to that mod, and the error is just coincidentally related to ancient computer desks.

PowerNet adding powerComp CompPowerTrader(parent=VFEA_AncientComputerDesk59866 at=(159, 0, 134)) which it already has.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Perry 13 Dec, 2023 @ 10:05pm 
I was actually looking for something exactly like this. In Vanilla Memes Expanded the "Progressive" meme gives a work speed boost to electric workbenches, while reducing work speed for non-electric benches, which includes the simple research bench. As an electric simple research bench alternative, this should work wonderfully
Sera 13 Dec, 2023 @ 11:38am 
Well I don't mod much but maybe you could use the hightech as a base copy it put the texture on it then put a repair option on the desk. Maybe it cost 1 steel or just time but the idea is we are fixing them but really it's just swaping out the old useless version for the mod version. But I don't know if that is easier or harder then just blanket swapping any that spawn on load.

Failing that maybe make it so that each one of these within 20 tiles link to the hi-tech/low-tech and up it's speed by 10% per So it's acting like a data mainframe but it would lose the recreation (they don't use it for that anyway unless they are reserching on it.)
Farx  [author] 13 Dec, 2023 @ 8:58am 
If someone know the way to do this I'll be glad to hear
Farx  [author] 13 Dec, 2023 @ 8:57am 
I've investigate it a bit, and unfortunately for now it looks like impossible to make it with the same opportunities as hi-tech workbench. The problem is hi-tech workbench don't actually do anything specific to allow hi-tech researches, researches itself requires this workbench and I don't think that even if I patch every basic and dls researches it will not cover all other possible one from mods.
ScrøteLord 12 Dec, 2023 @ 9:46pm 
Yeah, a low speed high tech bench seems like a really cool idea
Sera 11 Dec, 2023 @ 12:22pm 
I agree with lord. Make them slow and coint them as hi-tech. because you can't use them for hightech and the vault already has 3-4 recreation items as is. The vault items are all suposed to be more late game use. Cooker/butcher, forge/fabricater, learning/recreation. Your computer is early game. So when we get to a vault it's pretty much same as normal. wreak everything including the desks. Or start in a vault use it till you get hightech then junk it.