RimWorld

RimWorld

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Locks
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
659.941 KB
3 Oct, 2017 @ 2:16pm
21 Aug @ 10:45pm
43 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 (27)
7
25 Jul @ 5:46am
1.6 Currently broken
KilledJoy
1
14 Jul @ 12:11pm
Chinese translation update
qqcswc
40
30 Jan, 2024 @ 9:11am
Prisoners not exiting cells into common area after door unlocking.
The Last Helldiver™
1,160 Comments
Hazzer  [author] 26 Aug @ 2:14pm 
@Jet try update to latest version. This warn shows that door doesn't init componensts correctly, latest version try to fix in during gameplay.
Jet 25 Aug @ 11:51am 
I am getting missing lock comp for ancient doors over 5k times. is it safe to ignore? https://gist.github.com/HugsLibRecordKeeper/efab3c36895bb13824641cf9473c4b61
Lee Townage 21 Aug @ 9:38pm 
@Dosboy use the "stall door" under Hygiene tab instead of a regular door, that way the bathroom is still part of the prison. a normal door makes the bathroom "Not prison" and no prisoner will be willing to back into a prison on their own. (or maybe put a prisoner sleeping spot in the bathroom so they can "escape" from the bathroom prison too)
Hazzer  [author] 21 Aug @ 1:59pm 
@RedFlag - working on it.

@Pie - Rimworld community discord, avius mods discord or create issue in github repository :)
RedFlag 21 Aug @ 7:02am 
[Core, Assembly-CSharp.dll] RimWorld.Building_HackableDoor.PawnCanOpen(Verse.Pawn p)
[Core, Assembly-CSharp.dll] Verse.PathUtility.GetDoorCost(RimWorld.Building_Door door, Verse.TraverseParms traverseParms, Verse.Pawn pawn, System.Nullable`1[Verse.PathFinderCostTuning] tuningParams)
[Harmony for Apple Silicon, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PathGridDoorsBlockedJob.Execute_Patch1(Verse.PathGridDoorsBlockedJob)
[System, Assembly-CSharp.dll] Gilzoide.ManagedJobs.ManagedJob.Execute()
[System, UnityEngine.CoreModule.dll] Unity.Jobs.IJobExtensions+JobStruct`1[[Gilzoide.ManagedJobs.ManagedJob, Assembly-CSharp, Version=1.6.9348.31969, Culture=neutral, PublicKeyToken=null]].Execute(Gilzoide.ManagedJobs.ManagedJob& data, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex)
RedFlag 21 Aug @ 7:02am 
warning on mac
Missing lock comp for 远古防爆门 (Ancient Door ?)
[Harmony for Apple Silicon, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Core, Assembly-CSharp.dll] Verse.Log.Warning(System.String text)
[Locks, Locks.dll] Locks.LockUtility.GetData(Verse.ThingWithComps key)
[Locks, Locks.dll] Locks.LockUtility.GetRespectedState(Verse.ThingWithComps door, Verse.Pawn p)
[Locks, Locks.dll] Locks.LockUtility.PawnCanOpenLogged(Verse.ThingWithComps door, Verse.Pawn p, System.Text.StringBuilder builder)
[Locks, Locks.dll] Locks.LockUtility.PawnCanOpen(Verse.ThingWithComps door, Verse.Pawn p)
[Harmony for Apple Silicon, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.RimWorld.Building_Door.PawnCanOpen_Patch3(RimWorld.Building_Door, Verse.Pawn)
Pie 21 Aug @ 6:48am 
@CleanToast3 You need the door to be created AFTER you add the mod. So if it's an old door, it won't work properly.

@Hazzer I'll work on getting you the debug files. Are you in any of the Discords?
CleanToast3 20 Aug @ 8:53pm 
On 1.6 the right-click function does not work
Hazzer  [author] 19 Aug @ 12:42pm 
@Sub-Zero Boost If you are talking about Ancient blast door I'm already working on it. It should be ready soon.

@Dosboy Locks doesnt affect how prisoners behave. Vanilla logic is for them to stay in cell and just wander around. So you should have another mod like prison labor or put prisoner bed in another room to allow them moving around.

@Pie In which mod version? If you could provide debug files it would be neat.
Pie 18 Aug @ 12:44pm 
I really love it but it doesn't play well with Giddy Up unfortunately. People enter with their mounts, and then they get stuck.