RimWorld

RimWorld

Lockable Doors Ex
70 Comments
Valera098 Russian Fed. 29 Jul, 2020 @ 10:00am 
it need update man
Ryan 2 May, 2020 @ 5:27pm 
Update Please.
Anonymous 26 Apr, 2020 @ 3:45pm 
Someone Please update...
烽燧煜明 11 Mar, 2020 @ 9:10pm 
大佬求更新
ZzZombo 8 Jan, 2020 @ 11:03pm 
Ah, shame. An option to exclude animals not owning a resting space in the room would be most welcome.
Mysterius 25 Mar, 2019 @ 2:23pm 
Doesn't work. Abandoned by owner.
Natalo77 10 Feb, 2019 @ 9:03am 
Any hard incompatibilities
Scarador 3 Nov, 2018 @ 2:02am 
ReflectionTypeLoadException getting types in assembly LockableDoorsEx: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
=> System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
General Phanter 23 Oct, 2018 @ 1:28pm 
please update this
DukeBas 20 Oct, 2018 @ 12:28pm 
Does not let me create or load a world on 1.0 release. Really liked this mod in earlier RimWorld versions. Hope it gets fixed soon :)
Grimshok 20 Oct, 2018 @ 6:39am 
I want this mod! I NEED this mod! ... I wish this mod worked for me
Hanabishi 19 Oct, 2018 @ 3:48am 
You are strange guys. This mod is for B19, not for 1.0. This is obvious to mod may doesn't work or has unexpected behavior in incompatible version. Red text in the list doesn't make sense for you?
Dante Goldenrod 19 Oct, 2018 @ 2:43am 
Mod breaks worldgen in 1.0. Do not use this mod until this is fixed.
Conny West 18 Oct, 2018 @ 8:21pm 
Just want to say that this mod broke my game and made it impossible to generate a new world, in case anyone else is having the same issue. Had to spend 4 hours enabling and disabling mods just to find out it was this one.
hojiman 18 Oct, 2018 @ 11:16am 
Throws:
=> System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.

as a loader exception for me. (That's after some ugly "reflection" error says module not loadable.)

I have HugsLib 6.0.1 loaded and it is working with other mods.
Doomdrvk 17 Oct, 2018 @ 3:12pm 
Incompatible with Humanoid Alien Races as said by another user on the Humanoid Alien Races workshop page.
Tynan  [developer] 3 Oct, 2018 @ 2:37am 
It's marked 1.0, but that may be from the unstable period in June/July. Does it work for the final 1.0 on the current unstable branch?

https://ludeon.com/forums/index.php?topic=45988.0
RedIronCross 20 May, 2018 @ 8:28pm 
THOSE DAMN CAMELS!
I.C.E. 15 May, 2018 @ 4:35pm 
That's what I'm doing now, but it would be cool to have this option at the table.
Hanabishi 15 May, 2018 @ 1:13pm 
I.C.E., just place table in a room with restricted door
I.C.E. 15 May, 2018 @ 9:12am 
Man, this is just awesome! I've been looking for such a thing for a long while! Now, if I may please request a thing...

Is it possible to restrict/allow crafting tables, the same way you did with the doors? Like, I want only certain people to work at "crafting spot", and since smokeleaf joints require no skills to make, I can't restrict it by skill level, and my best crafter will spend his days making joints, instead of actually useful things.
Dazz Aephiex  [author] 12 May, 2018 @ 1:49am 
Yes.
Hanabishi 12 May, 2018 @ 1:35am 
Dazz Aephiex, can you add a localization, if I send it to you?
WristWeightsEngaged 18 Apr, 2018 @ 6:31am 
how do i get my cleaning pawn to clean these areas?
Dazz Aephiex  [author] 29 Mar, 2018 @ 7:51pm 
A fainted old lady will allow other colonists doing doctor jobs to get into her bedroom.
→ Oh, the doctor can't leave the door, because it's now doing the job "get something to eat".

A fainted old lady will allow other colonists that are assigned to doctor to get into her bedroom.
→ Oh, the old lady is now walking again, and the doctor is locked inside her bedroom.

Anyone will allow doctors to get into their bedrooms.
→ Oh, the doctor is getting into anywhere to use their furnitures!
Jguy 29 Mar, 2018 @ 8:58am 
This is an amazing mod.

However, I would like to see a feature where in that if the person inside the bedroom is suffering from a medical issue a doctor should be allowed to pass through to provide treatment. Early colonies usually do not have dedicated "medical" rooms and thus, colonists will default to their assigned bed to rest up after a medical issue.
Ironpanther617 24 Mar, 2018 @ 5:11am 
@Dazz Aephiex huh interesting. Thanks for considering & responding!
Dazz Aephiex  [author] 23 Mar, 2018 @ 11:21pm 
@Ironpanther617
Sorry, that's technically impossible. A door splits rooms even if is set to allow prisoners, which discourages them from passing through.
Dazz Aephiex  [author] 23 Mar, 2018 @ 9:43pm 
I will consider.
Ironpanther617 23 Mar, 2018 @ 12:35pm 
Out of curiosity- can i assign doors to prisioners, so we could make a prisioner accessable jail complex?
King Bababo 20 Mar, 2018 @ 1:57pm 
I had a bugg where the guest's drop their food on the floor.
Kwynn 16 Mar, 2018 @ 7:02pm 
I've always wanted this, as whenever I get a visitor they walk into my colonist's rooms and they always take things from the armouries.
I also wish there were stealth kills, because when raiding,you're detected from the start instead of you silently killing that one person who's around you while the others patrol. Or, when a visitor comes into your armoury and takes your guns you can pin them to the ground and beat them with a crowbar so they'll stop stealing, as their caravan leaves as if nothing happened.
Teneombre 15 Feb, 2018 @ 1:54pm 
i have four non fonctionning door from the time I install the mod and build new door (since, you change the code and the old door have the fonctionnality) but this "new" door are now broken (can't do anything with them). I try to found any "building_lockabledoor" but I didn't found any occurence in my game file (and there is far too many object to me look at them one by one). If it could help, I didn't play during the time this mod update broke door (was on an other game), so I only play when you correct your code (but I still have the bug. I say it only if it could explain why this broken door are not on lockabledoor class). what should I research in my save ?
superresistant 13 Feb, 2018 @ 1:25am 
I'll try later if no bug.
Siennility 12 Feb, 2018 @ 10:44am 
Everything seems standard, the doors are locked, I can see that wort does need to be refrigerated. I'll let you know if anything changes.
Thanks again!
Dazz Aephiex  [author] 12 Feb, 2018 @ 10:28am 
See if inspect string work fine now. (It work fine if you can see "Passibility: colonists and guests")
Siennility 12 Feb, 2018 @ 8:29am 
Keep me informed if you need further playtesting.
Dazz Aephiex  [author] 12 Feb, 2018 @ 8:22am 
I'm working on this. @_@
I will update to temporarily remove inspect string injection in order to make this mod at least function.
Siennility 12 Feb, 2018 @ 8:19am 
1/3
Err, the game loads yes, one minor issue: Inspecting Wort reveals this (and a few other items like walls and that reveal relavantly simimlar results):
GetInspectString exception on Wort463391:
System.ArrayTypeMismatchException: Source array type cannot be assigned to destination array type.
at (wrapper stelemref) object.stelemref (object,intptr,object) <0x000a5>
at System.Collections.Generic.Dictionary`2<RimWorld.Building_Door, LockableDoorsEx.LockableDoorsExData>.set_Item (RimWorld.Building_Door,LockableDoorsEx.LockableDoorsExData) <0x00212>
at LockableDoorsEx.LockableDoorsExUtility.GetData (RimWorld.Building_Door) <0x0005d>
at LockableDoorsEx.LockableDoorsExUtility.GetInspectString (RimWorld.Building_Door) <0x00065>
Siennility 12 Feb, 2018 @ 8:19am 
2/3* (this thing hates me I swear)
at LockableDoorsEx.HarmonyPatches.Patch_InjectInspectString.Postfix (string&,RimWorld.Building_Door) <0x00045>
at (wrapper dynamic-method) Verse.ThingWithComps.GetInspectString_Patch1 (object) <0x000c7>
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable,UnityEngine.Rect) <0x0002a>
Siennility 12 Feb, 2018 @ 8:17am 
2/2

Verse.Log:Error(String)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Siennility 12 Feb, 2018 @ 8:02am 
Thank you sir and may I say you have a wonderful mod!
Dazz Aephiex  [author] 12 Feb, 2018 @ 7:55am 
C:\Users\<your user name>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves\<your save name>.rws
Siennility 12 Feb, 2018 @ 7:51am 
Where do I do this? I'm a bit of a scrub tbh.
Dazz Aephiex  [author] 12 Feb, 2018 @ 7:49am 
Replace all "LockableDoors.Buildings.Building_LockableDoor" with "Building_Door" and it shall fix. I didn't know that the game stores thing category in the save.
Siennility 12 Feb, 2018 @ 7:46am 
1/2
My save won't load and I'm getting:
Could not find class LockableDoors.Buildings.Building_LockableDoor while resolving node thing. Trying to use Verse.Thing instead. Full node: <thing Class="LockableDoors.Buildings.Building_LockableDoor"><def>Autodoor</def><id>Autodoor348749</id><map>0</map><pos>(131, 0, 127)</pos><rot>1</rot><health>250</health><stuff>Steel</stuff><faction>Faction_9</faction><parentThing>Thing_PowerConduitInvisible210471</parentThing><lastFriendlyTouchTick>6159701</lastFriendlyTouchTick><owners /><guests_allowed>False</guests_allowed></thing>
Siennility 12 Feb, 2018 @ 7:46am 
2/2
Verse.Log:Error(String)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

All up and down the debug log.
Sr. PiKa 12 Feb, 2018 @ 7:39am 
Confirm, new doors with the mod work fine. Old door are broken and are pasable like they don't exist.
Exception ticking Door197703: System.NotImplementedException: The requested feature is not implemented.
at Verse.Entity.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

That error repeats itself every frame. Hope it helps.