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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3500495225
Hey Quantum!
Should be compatible already as this is a "Vehicle Framework" reliant mod just like RimThunder.
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.
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"
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)
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.
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
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.
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?
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
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).
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.
Good news, I have received permission to port the doors expanded doors to the 1.5 vanilla door mechanics.
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.
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.
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
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
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.
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.
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.
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.