RimWorld

RimWorld

VFE - Ancients: Vault Technology
114 Comments
✶ Fitz001 ✶ 14 Jul @ 4:11am 
@Fricadelle the ancients mod is getting reworked and won't be done til 5-6 months tops. This mod might not even be compatible with the rework. So not soon lol
VonArens 13 Jul @ 7:32am 
Considering that the main VE:Ancients mod is getting reworked updating this submod seems a tad pointless don't you think Fricadelle?
Fricadelle 13 Jul @ 6:53am 
1.6 soon ?
-=GoW=-Dennis 10 Jul @ 6:07pm 
Wonder if we could have the vault walls as standalone now that Ancients won't be available for a good while?
FelipeGames2000 9 Jul @ 2:28pm 
o7
Deggial 8 Jul @ 4:51am 
@Nodzoff: We will indeed.
Dropping the 'Factions' part and reimplementing it as 'Quest'.
Nodzoff 18 Jun @ 12:55pm 
We are getting a vanilla ancients 2!?
Myphicbowser 14 Jun @ 4:32pm 
Looking forward to seeing this got updated after Vanilla Ancients 2 drops!
Xenokitty 7 Jun @ 5:42am 
Okay im gonna shut up, i had it loading in the wrong order somehow. Fixed that and now it works! cheers!
Xenokitty 7 Jun @ 5:33am 
It seems to be bugged. The 3x1 and 2x1 doors are unbuildable for me and the 3x1 that spawns on hacking doors are just textures and have no functionality. ill test to see if its on me or not!
Jack Jack Attack 9 Apr @ 7:21am 
It would be awesome if we could get buildable Ancient Beds!
Stim The One 29 Mar @ 11:45am 
Some good ideas here, but as noted we are still missing some items that makes it just a bit beneath the option of ancient tehnolony.
StockSounds 14 Feb @ 8:39pm 
It is a crime in all 50 states that this doesn't include anything for the superpowers.

Good mod, among my favorites.
gh0stashes 27 Jan @ 9:28am 
Incompatibility with Hospital; Their mod adds a "surgery table" designation so that surgery patients only go to beds or tables designated as surgery tables, and non-surgery patients go to normal hospital beds and tables. But when I add your mod, that designation is overridden by the way you have set up function for operating tables.
vin 13 Jan @ 4:35pm 
Made an addon for this mod which adds buildable 1x2 and 1x3 doors and a garage for vanilla vehicles expanded
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3308225189
The Guy in Your Closet 10 Dec, 2024 @ 8:50am 
@Bryton unfortunately no, the best way to obtain more chips is with the scrapper meme, you can deconstruct items and get 100% of the materials back, which will yield you a lot of chips
Nodzoff 5 Dec, 2024 @ 1:14pm 
Would you be able to add more stuff just more ancient stuff its really cool
GamerCake 19 Oct, 2024 @ 2:10am 
Heyoo, could you maybe make the ancient beds compatible with most of the VFE furniture? (i.e. Wadrobes, illuminated dressers etc)
Resistance Band. 5 Oct, 2024 @ 3:26am 
Can the Ancient Smelt Station cremate corpses too?
hamed91211173 7 Sep, 2024 @ 2:29am 
for those like me that confused how to use the chips
they are a new type of resource like plasteel
for building structure you need to first complete their research and then by using chips building them
and no you cant use the chip to restore the destroyed buildings in vaults
Vzor24586170 6 Sep, 2024 @ 6:28am 
Can we craft the ancient chips with this mod in any way
Myphicbowser 16 Aug, 2024 @ 11:16pm 
Looks like that issue I was having, with the wall lamps, was a VE Framework issue, sorry for the false report/comment
Sanakara 14 Aug, 2024 @ 2:29pm 
Sorry, for being stupid, but I still have no clue how to use those chips or how to reactivate sth. with them. Even when I have old turrets on the map and some sec. chips. Any hints?
Myphicbowser 14 Aug, 2024 @ 4:37am 
The Buildable Vault walls don't work with the New Vanilla Wall lamps, only the original Wall Lamps added by the original Ancients mod
The Guy in Your Closet 13 Aug, 2024 @ 8:09pm 
I think it's just more of an oversight, but the ancient vault doors suffer from break downs. All ancient workstations, hospital beds, etc never suffer break downs through the trait "Ol' Reliable" that all ancient objects have
vin 13 Aug, 2024 @ 3:00am 
Ported the doors from this mod to vanilla and I included new vault doors that can be used as garages for vehicles.

Ancients Reforged
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3308225189
M 9 Aug, 2024 @ 10:54pm 
Fantastic idea and good job adding content to a great mod. It seems odd though that you can build vault walls for 10 steel each? That balance would be crazy with how much HP they have so................ (that large locked door text lmao)
Is that how it is in-game or just an outdated description above? Lol and nice change with the doors, cheers
Halcyon 1 Aug, 2024 @ 3:22pm 
Is it possible at all to swap the vault doors from just using Doors Expanded to maybe being able to instead require Rebuild?
Dynamiteside 26 Jul, 2024 @ 6:33pm 
For me the locked doors neither disappear nor get replaced once hacked when doorsexpanded is loaded. (disappear just fine when doorsexpanded isnt loaded) with the following console error output: (tested it with just the necessary mods for cleanest error and got this)
Exception in JobDriver tick for pawn Ash driver=JobDriver_Hack (toilIndex=1) driver.job=(Hack (Job_101) A = Thing_VFEA_LargeLockedDoor38327 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.MissingMethodException: Verse.Thing Verse.GenSpawn.Spawn(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool)
[Ref BA876BA3]
at Verse.ThingWithComps.BroadcastCompSignal (System.String signal) [0x0002b] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.CompHackable.Hack (System.Single amount, Verse.Pawn hacker) [0x000c1] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
- PREFIX VanillaExpanded.VFEA: Void VFEAncients.PowerWorker_Hack:InstantHack(Single& amount, Pawn hacker, CompHackable __instance)
Dynamiteside 26 Jul, 2024 @ 6:33pm 
at RimWorld.JobDriver_Hack.<MakeNewToils>b__5_0 () [0x00019] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at Verse.AI.JobDriver.DriverTick () [0x00163] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
DigitalCam 21 Jul, 2024 @ 12:56am 
It looks like pawns won't interact with Ancient smelt station on their own. That said, they won't do any bills added at the Ancient smelt station unless you order them to.
Kaz the Mercenary 12 Jul, 2024 @ 6:46am 
Is this making Vault Walls and Doors scrapable?

...If so, that kinda defeats their purpose...
Narlindir 9 Jul, 2024 @ 10:32am 
nice ^^
vin 8 Jul, 2024 @ 10:09am 
Thanks for the update! Would you be able to create a "garage" version of these doors to be used with the Vehicles Expanded mod?
Weapon 7 Jul, 2024 @ 6:44pm 
Seems it's fixed. I think. Some other mod of mine causes some doors to disappear the moment they appear/are built, and the door has mysteriously disappeared once the hack was done. I'll try to troubleshoot on my own end, but thank you for the fix.
Weapon 7 Jul, 2024 @ 6:13pm 
Many thanks author person I'll be testing it now
Farx  [author] 7 Jul, 2024 @ 4:27pm 
Sorry for been missing for so long, but I'm finally have a bit time to take a look at new 1.5 version, and now I'm trying to deal with all bugs. So...

I REALLY HOPE that next issues are fixed after last release:

- locked door fixed to be replace with regular 3x1 door if DoorsExpanded is on your mod list;
- new and old doors became non flammable;
- added entertainment and temperature control items for researching and construction;
- other small fixes
Weapon 6 Jul, 2024 @ 6:22pm 
I'm getting the same issue as vin below. Can thankfully deconstruct walls to get by, but doors aren't opening or changing to the 1x3 mode from this mod like they did in 1.4
vin 1 Jul, 2024 @ 6:38pm 
For some reason the vault doors don't function and stay green and locked.
Imperialism 30 May, 2024 @ 1:30pm 
Is there any way to get chips aside from dismantling vaults or as quest rewards?
Elmano 27 May, 2024 @ 8:06am 
i got doors expanded tho the another restore vault doors aren't showinbg on the building menu
DiskenCider 12 May, 2024 @ 3:09am 
Can you make door no flammable ?
ElConvict 6 May, 2024 @ 5:14pm 
Ancient Workshop's got the wrong description.

Also, all the descriptions say "this technology almost impossible to replicate" when they should read "this technology is almost impossible to replicate."
Jack Niggleson 6 May, 2024 @ 1:58pm 
Just FYI, the description for the Ancient Workshop has the wrong text, it appears to be the description for the Ancient Hydroponics farm.
億KiotheCloud四 2 May, 2024 @ 11:45pm 
so this mod allows me to deconstruct the walls of the actual vault... also raiders can carry them off when I have miniaturize everything XD i guess they found a way to get pass my walls afterall
Conqueeftador 28 Apr, 2024 @ 6:55pm 
im having the same issue as Anquest so please help
Anquest 25 Apr, 2024 @ 9:52am 
Hacking the 3x1 no longer switches out the door. instead it just says hacked and is still locked.
Dracon 21 Apr, 2024 @ 3:14am 
After doors expanded 1.5 update, the 2x1 and 3x1 vault doors are no longer there.
ElConvict 20 Apr, 2024 @ 5:42am 
Could you allow us to build both the vault door that doesn't require power and the one that does? I'd like to use the one that requires power for a secure wing of my base, so if my defenses are down the doors won't open.