RimWorld

RimWorld

More Vault Doors and Garages (VFE - Ancients)
38 Comments
vin  [author] 9 Jul @ 6:52pm 
ah yeah, they did change the letter didnt they
FelipeGames2000 9 Jul @ 5:53pm 
VFE? You mean, V Q E?
vin  [author] 9 Jul @ 5:16pm 
This mod likely can be moved to 1.6 when the new VFE ancients is released.
FelipeGames2000 9 Jul @ 2:29pm 
o7
vin  [author] 16 Jun @ 5:49am 
Quantum Fox 20 Apr @ 9:51am 
试过了,不兼容
vin  [author] 19 Apr @ 2:04pm 
@Quantum Fox
Hey Quantum!

Should be compatible already as this is a "Vehicle Framework" reliant mod just like RimThunder.
Quantum Fox 13 Apr @ 3:39pm 
vin  [author] 12 Mar @ 6:10pm 
@Mr.Chicken 🇸🇮
Essentially the change would just entail you taking the folder called "Assembly" from the Vehicles mod and throwing in my mod's folder. Then it would work flawlessly without any vehicle integration. Just a drag and drop - I recommend looking into the required mods where you can find the 1x2 and 1x3 doors that require doors expanded if you just want to subscribe to a mod.
Mr.Chicken 🇸🇮 5 Mar @ 8:48am 
@vin thanks for the reply, but that's a bit too complicated for me, found another mod that's similar that works decently.
vin  [author] 28 Feb @ 6:49pm 
@Mr.Chicken 🇸🇮
It would be possible to port the assembly code from the vehicles mod without the vehicles and the compatibility would be fine. The doors don't rely on the vehicles themselves - just a <modextension> call to the animation responsible for making the garage doors "pick up"
Mr.Chicken 🇸🇮 26 Feb @ 1:23pm 
is there any way to have the garage doors but not the vehicles mod? I just want a vanilla experience with garage doors
vin  [author] 22 Feb @ 10:53am 
@Kindlus
If you mean, you built it and they are invisible then that is absolutely a mod conflict. If you mean you don't see them - check the Vehicles tab. Its stored next to the other garage doors if you unlocked it through research (you can also do a search for garage if you haven't already)
Kindlus 21 Feb @ 5:37am 
am i crazy or do the garage doors refuse to show up
vin  [author] 26 Jan @ 4:30pm 
@DarthBrawn
I'm actually surprised a 3x1 stuff-able automatic door doesn't already exist for non-anomaly users. I'd be willing to do it for free but Its just gonna be a awhile. I have some higher priorities right now and am quite busy until the next break.
DarthBrawn 24 Jan @ 1:00pm 
first off Vin, you are my hero

But would it be hard to make a version of this which doesn't depend on the Vault Technology mod?

Scavenging technology that cannot be replicated is literally the gameplay of VFE - Ancients; and the Vault Technology mod kind of ruins it by making all the vault tech buildable for cheap (it literally cheapens the content).

I seriously need these functional 3x1 doors though. Doors Expanded is still a performance killer and Re:Build Doors and Corners has a 3x1 door but it's locked behind anomaly and I don't want to start over a playthrough and spend $25 just to get a good three tile door lol. Or Maybe you could do your own anomaly-independent standalone 3x1 stuffable and automatic-able door mod. If you have time, I could commission it
vin  [author] 7 Jan @ 9:45pm 
@The Guy in Your Closet
Yeah, my mod doesn't implement a 1x1 door. I guess I could actually. That way you don't get locked out during power outages. Should be very very easy. Will try it if I remember this weekend.
The Guy in Your Closet 29 Dec, 2024 @ 9:04pm 
Your doors do open that way, but I was talking about the normal 1x1 doors the normal Ancients mod creates. I wasn't sure if you had made any changes to that or not. If you hadn't then don't worry about it, but if you were making changes to them that would be a good one
vin  [author] 28 Dec, 2024 @ 6:24pm 
@The Guy in Your Closet
It is possible to disable this in the XML. But It doesn't make sense to me that a vault door meant to keep things out would shoot open in a power loss event. Seems... counter-intuitive. I could have sworn that I rigged it to just be very slow to open when unpowered though?
The Guy in Your Closet 24 Dec, 2024 @ 7:56am 
Since this mod changes doors, I was wondering if I could make a suggestion

Where if instead of doors remaining locked when they run out of power, they instead open up, and cannot close until power is restored

Currently, when vault doors do not have power, they lock and require power to open. This can cause people inside to starve if your spawn point happens to have no food, or if you're entering another vault, the people inside will be harder to get to
vin  [author] 29 Aug, 2024 @ 7:02pm 
@Matsay
Awesome, was considering doing this at some point but was bogged down by grad school. If I implement this it could be in week(s) to month(s).
Matsay 29 Aug, 2024 @ 2:23pm 
You can have large locked doors turning into regular doors after hacking using the patch you'll find in the discussions. Enjoy!
spartandued 18 Aug, 2024 @ 10:11pm 
@vin, brother that's awesome that soon the doors will be in sync with everything else. I'm glad to hear that the mod will continue on. Great job dude. Can't wait to see it.
vin  [author] 17 Aug, 2024 @ 4:18pm 
MAJOR UPDATE: Should be completely bug-fixed. SORRY FOR THE MISSING DOORS. Have a dev god mode on me. I think this should be the last update. Look forward to me potentially making a Doors Expanded code rewrite to make it use the 1.5 door opening mechanics.

Fixes:
- Properly inherits defs now
- HP doesn't reduce to 700 when opening
- Doesn't consume double the power
- Power symbol is now correctly displayed
- Names are consistent as are the back end file names.
- NOW INFLAMMABLE... oops. Was more flammable than wood before.
- Fixed a very very minor texture bug no one else probably even noticed but bothered me so much after I noticed it that I spent 15 minutes recreating the texture.
- Can now have break downs.
- Fixed the icons for the 1x4 and 1x5 garage. Especially fixed the 1x5 garage (now it actually displays)
- Tweaked the description.
vin  [author] 17 Aug, 2024 @ 1:54pm 
@spartandued
Good news, I have received permission to port the doors expanded doors to the 1.5 vanilla door mechanics. :steamhappy:

Expect a mod for this to appear some time next week or the following week. Depends on how busy I am as I have just begun being a laboratory instructor along side my graduate studies. So I might be too busy. It depends.
vin  [author] 17 Aug, 2024 @ 1:53pm 
@Void
Sorry about that its because I duplicated some of the code by inheriting the code of the original garage doors. Expect me to fix this by the end of the day or tomorrow. I wasn't aware of the health point change though... so thanks for letting me know. It appears I have more work on my hands lol.
Umbra 17 Aug, 2024 @ 8:40am 
great mod, I never really liked Doors Expanded or used any doors from it so I'm happy to finally get rid of it.
I noticed a couple small issues with Vault Auto Garage Door (1x5) - it shows the 'unpowered' icon all the time while closed (even though it is powered and even works), and while opened the 'unpowered' icon disappears but instead the max hit points change to 700, current hit points remain 20000
spartandued 16 Aug, 2024 @ 11:13am 
@vin I appreciate the response dude. Like i said, I really only like the Blast doors from the DE mod. They're the only ones I really use, getting those to work better would be awesome.
vin  [author] 16 Aug, 2024 @ 5:11am 
@KhalunQalli
It shows up as a dependency for VFE - Ancients Vault Technology. I tried to only include mods that are directly drawn upon as core dependencies. My mod doesn't draw resources from the Vanilla Framework or VFEA so I think its not great practice to label is as a dependency for this mod when it isn't. It will show up when you subscribe to VFEA:VT
vin  [author] 16 Aug, 2024 @ 5:07am 
@Tofte33
That is flare text from the original mod. Treat them as very bulky slow auto doors that become overbearingly hard to open if the power is out.
vin  [author] 16 Aug, 2024 @ 5:06am 
@spartandued
This mod ports VFE Ancient doors from a addon mod to work with the vanilla system. I may consider porting the original DE doors though.
KhalunQalli 15 Aug, 2024 @ 3:31pm 
Just for the ease of new subscribers, could you add VFE - Ancients to the required mods since it's required by VFE - A:VT? That way when someone who isn't subscribed to this mod will be prompted by Steam to also subscribe to that mod if they weren't previously.
Tofte33 15 Aug, 2024 @ 8:32am 
Does anyone know how to get buttons / levers to control the door? The description on the vault doors say they can be opened and closed using levers and buttons, but I can't seem to find these anywhere.
spartandued 14 Aug, 2024 @ 9:28pm 
Do you have the same type of doors as DE? Personally, I do like the design of the doors, honestly only the big metal door, but if the alternative can save me some stress then great. But if the metal doors are available solo somewhere that'd be great too.
vin  [author] 13 Aug, 2024 @ 2:59pm 
@Latex Santa
Find the dubs discord an you can CTRL+F the main suspects and learn more about your mods and even find alternatives to your current ones /optimal settings.
Latex Santa 13 Aug, 2024 @ 12:05pm 
So, Doors Expanded are one of the things that are killing my ticks per second and frames per second.
Good to know. Maybe I'll learn to prune my mod list of mods like these, and then maybe my game won't run like crap any more.
Thanks for the mod, btw.
ShielÐ 13 Aug, 2024 @ 11:12am 
exactly what I needed. Thank you
TheCarrierPrimoris 13 Aug, 2024 @ 10:14am 
Handy! And who wants to come out of cryptosleep and walk everywhere, right?