RimWorld

RimWorld

2,728 ratings
Locks
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
630.523 KB
3 Oct, 2017 @ 2:16pm
12 Jul @ 2:17am
36 Change Notes ( view )

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Locks

Description
Version 2.6.2

Older versions
Rimworld b19 version (0.19)[github.com]
Rimworld b18 version (0.18)[github.com]
Rimworld a17 version (0.17)[github.com]

Description
This addon adds new locking door system.
  • Doors can be unlocked to allow enemies and prisoners to pass by (only races that have inteligence "humanlike" or above).
    Note: In order to unlock/lock door, colonist must "flick" the door. Unflicked door will work as unchanged for enemies and prisoners.
  • Doors can exclude visitors (wanna lock some traders?).
  • Pet doors for small animals can now be added to doors.
  • Doors can be assigned to colonists (you can simply restrict rooms to specific colonists without allowed area manager).
  • New Flicking job: Locking/unlocking doors, it has higher priority than normal flicking job. ("Flicking" doors is needed).

How to use
Select door and left click "Lock" command if you want to unlock/lock door.
Right click for more options.
Alternatively you can use "Lock" inspector tab.
User guide at github: Click here[github.com]

Performance
This mod has almost zero impact on performance. It's quick and light.

Why do I need this?
I've created this mod to allow prisoners walk through doors while keeping temperature indoors with Prison Labor mod.
You can use this mod to create heat/cold killboxes, lock traders inside, keeping base safe from animals but avoiding destroying doors by pirates.
Also you can lock bedrooms for specific colonists. When that colonist will be in second camp-like base, nobody will sleep in his bed.
You can lock areas from dirty vistors, or lock them when horde of manhunter animals is waiting outside.

Compatibility
  • You can enable this mod to old saves.
  • You can disable this mod from saves, but you need to clear all locking/unlocking job first (all semi-transparent locks shouldn't be visible).
  • There can be compatibility issues with mods that add custom doors with custom security mechanics.
  • Lockable Doors mod compatibility - as long as you DO NOT assign any pawns through lockable door menu ("set unlockable"), doors will apply to this mod mechanics.
  • Clutter Structure mod compatibility - this mod leaves management to Clutter Structures, expect you can now "unlock" doors with Locks.

Links
Github project[github.com]
Report bug[aviuz.wufoo.com]
Credits[github.com]

Discord server[discord.gg]
Popular Discussions View All (24)
40
30 Jan, 2024 @ 9:11am
Prisoners not exiting cells into common area after door unlocking.
The Last Helldiver™
11
13 Mar, 2024 @ 1:21pm
Bugs
star
7
26 Feb, 2024 @ 10:04pm
Possible need for Guests option within the door access list
Winter
1,035 Comments
SP4RTAN 7 hours ago 
If you have more than one door selected, whenever the camera is moving (zooming in or out, using wasd or dragging with middle mouse button) an extra lock button appears and disappears when the camera stops moving again.

Not a massive issue. Just something I noticed
Hazzer  [author] 10 hours ago 
There is an option to generate debug file for specific pawn. Would you mind generate those file and share it?
LZIM 11 hours ago 
cant say i'm seeing those issues

however

default settings tends to have pen animals escaping as doors and pen gates/flaps are set to any by default

when you switch them to None, with immediate effect (no pawn has adjusted the door to lock animals out), ropped animals are not permitted passage such that all animals inside cant pass and animals outside cannot be brought into a pen. as soon as the door is changed they stampede out as per vanilla behavior.

waiting until night so that the penned animals are sleeping to open the door to allow new pen animals into a pen. This will not work for taming wild animals though as they will not be permitted into the pen unless the appropriate ports are designated as pens doors/gates/flaps
MechaMaria64 12 hours ago 
So, having tested the github and latest steam push, theres a lot of problems

copy button is labled as past
doors are kept perpetually as "locked, changing"
Editing locks works maybe 1/25 times you click that button, usually it either just vanishes from your UI or just tries to lock the door again
even when locked, colonists were just ignoring it.

I was doing this on a save that existed without the file originally and was added after, doors are built in a gravship, no modded doors are in use.
Hazzer  [author] 10 Jul @ 2:46pm 
Yes, beta version is on GitHub right now.
Papito 10 Jul @ 12:06pm 
Will this mod be updated?
LZIM 6 Jul @ 6:30pm 
jk the real issue is when prisoners are given Basic jobs with the prison labor mod so they can unlock doors themselves.
FleetOfWarships 28 Jun @ 11:39pm 
I would love it if there could be a mod option to turn off the flicking job necessity, I know it's a bit cheesy if used right but it's simply a pain in the ass when all my pawns have much better things to be doing than changing the settings on a locked door.
本体(benti) 16 Jun @ 7:07am 
After a colonist is arrested and then released, they appear to ignore door locks.
Namaride 14 Jun @ 2:33am 
Adding a gate to my animal pen fence will let all animals walk out. Ignoring even normal doors and just walk through the base/living room towards the exit. I added it to a existing save.