RimWorld

RimWorld

Hold Open Opens Doors
111 Comments
b0nes 24 Apr, 2024 @ 10:52am 
AYO. It's time! Thanks dude!
b0nes 15 Apr, 2024 @ 5:57pm 
one day this mod will return, and that day shall be legendary
Angrysquirrel 22 Jan, 2023 @ 10:47am 
1.4 update would be good for this mod. I like being able to just open the door on my own, rather than have to wait for pawns to go through and leave it open.
Narlindir 24 Nov, 2022 @ 3:38pm 
for anyone waiting dor an update give Open Door Manually a try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1539035648
Narlindir 24 Nov, 2022 @ 3:37pm 
shimizu01 24 Nov, 2022 @ 1:09pm 
1.4 uptdate will be cool :D
Lord Abortion 24 Oct, 2022 @ 4:00pm 
Is there a 1.4 update planned for this?
Narlindir 4 Sep, 2022 @ 8:21am 
@xceled I think there is a mod that does this
ill post it if i find it
xceled 23 Aug, 2022 @ 5:15pm 
Any chance you can make a similar mod for flicking power on/off?
Pope Snowball  [author] 6 Jun, 2022 @ 9:17pm 
Thanks Overfox!

I'll give that a look when I get time Nectromenta, must be something unique about the ProgrammableAssembler in RimFactory
Necromenta 6 Jun, 2022 @ 11:46am 
Seems that this mod is having some issue with rimfactory mod:
"[HugsLib][ERR] Hold_Open_Opens_Doors caused an exception during OnDefsLoaded: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at ProjectRimFactory.SAL3.Things.Assemblers.Building_ProgrammableAssembler..ctor () [0x00006] in <0c6ff558357b46239d0d73df0cb63217>:0 "

throws this log everytime the game opens, however, the game runs fine with the log so... I hope is not causing lag or something
Overfox 28 May, 2022 @ 6:26am 
Hey, I just wanted to say thanks for making this mod! I didn't know how much I needed it until I had it ^^
Pope Snowball  [author] 4 Oct, 2021 @ 8:57pm 
Checked for you: it's working for me. Please ensure you have my mod loaded before Vault Doors, that may be the issue you're having.
Pope Snowball  [author] 3 Oct, 2021 @ 2:19pm 
Hold Open exists in vanilla but it does not 'actively' open the doors, you wait for, or move a pawn through the door to trigger it (so it becomes held open).

I have no idea what vault by SickBoyWi is.
Angrysquirrel 3 Oct, 2021 @ 1:33pm 
Isn't this in default rimworld? I have open and hold open as my options. I checked my mod setting and didn't see a mod setting for it. I'll have to check my rimworld mods folder. Does this work with vault by SickBoyWi?
Jabroni Pepperoni 13 Sep, 2021 @ 11:43am 
TY for update!
Konkursipe 13 Sep, 2021 @ 8:09am 
It's amazing how much it annoyed me to not have this mod in my first 1.3 game :D Thanks for updating this!
Pope Snowball  [author] 11 Sep, 2021 @ 12:02pm 
Jabroni Pepperoni 18 Aug, 2021 @ 2:18pm 
Love this mod! Thanks Pope Snowball for making this :D Awaiting 1.3 update
ProfZelonka 12 Aug, 2021 @ 1:19am 
Great mod, hope to see it updated
Pope Snowball  [author] 10 Aug, 2021 @ 12:02pm 
Thanks Gerbil I'll try and update it when I find time :)
A Gerbil Mob 9 Aug, 2021 @ 1:41pm 
I got so used to this mod that it's tough to play without it now! lol. But I have no problem waiting for an update.
Hannata 7 Aug, 2021 @ 4:44am 
updaaaaaaaaaaaaaaaaaaaaaaaaaaaaaate
b0nes 27 Jul, 2021 @ 2:36pm 
I just tested it in my game and no it doesnt work :(
ILuvSilicon 25 Jul, 2021 @ 5:02am 
Tbh I haven't tested, but supported version is still just 1.2, that's why I ask.
Pope Snowball  [author] 25 Jul, 2021 @ 2:27am 
Does it not work anymore?
ILuvSilicon 20 Jul, 2021 @ 10:57am 
1.3 update planned?
F1tgal911 17 Mar, 2021 @ 5:08am 
Good awesome mod ty
Kylo 7 Mar, 2021 @ 12:39am 
Hi it seems there is an issue with Project RimFactory Revived mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2033979700

Here is the error
[HugsLib][ERR] Hold_Open_Opens_Doors caused an exception during OnDefsLoaded: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object

Here are my logs:
https://gist.github.com/5189a9c908860eac1f2711bc6205e8b9
Pope Snowball  [author] 12 Aug, 2020 @ 11:05am 
@Ibmaian Hey bro, cool beans I had a look a merged it, looks good to me!
lbmaian 11 Aug, 2020 @ 10:08pm 
@Pope Snowball Heya, while updating Doors Expanded, I investigated compatibility with this mod again, and found that it still wasn't working correctly.

I went ahead and fixed it, along with a bunch of other stuff:
https://github.com/Schalasoft/Hold-Open-Opens-Doors/pull/2
Pope Snowball  [author] 6 Aug, 2020 @ 5:40am 
I'll give Startup Impact a look and see if it is interfering, I'm glad it's working for you now though!
LaTrissTitude 6 Aug, 2020 @ 1:16am 
hmmmmm, I removed some mods including startup impact and some others, this did the trick.

I suspect the issue of startup impact removing capitalization on names might have conflicted with this mod, needs more testing
Pope Snowball  [author] 5 Aug, 2020 @ 7:58pm 
@Helldragger Try resubscribing to ensure it's the latest version. Also try it without any other mods loaded to see if it works as it may be a conflict with another mod.
LaTrissTitude 5 Aug, 2020 @ 2:29pm 
The mod doesn't seem to work now.
modlist: https://rentry.co/be97m
no errors or logs from the mod
Bug in action: https://youtu.be/npWe8jd-LV0
Pope Snowball  [author] 4 Aug, 2020 @ 3:19pm 
I've pushed a fix for this, it should work a lot smoother now.

You can see the changes here if it interests you:
https://github.com/Schalasoft/Hold-Open-Opens-Doors/commit/5eb80f91a6d9f3b1d9e3aa027a932e46f7bc7ad6
Pope Snowball  [author] 4 Aug, 2020 @ 1:49pm 
Thanks @Ram, I can reproduce the lag issue when selecting multiple entities by loading this mod with Vanilla Faction Expanded Core. I'm going to start investigating the cause and working on a fix.
Kalindro 4 Aug, 2020 @ 1:44pm 
I confirm, I have about 190 mods, I had to make an effort and pinpoint the mod that causes the mass lag when selecting multiple things. And this is the one :(
Pope Snowball  [author] 31 Jul, 2020 @ 1:22pm 
Thanks for the information Ram I'll give it a look with that mod
Ram 31 Jul, 2020 @ 11:45am 
@Pope Snowball: For me the extreme lag when selecting multiple entities only occurs when this mod is loaded together with Vanilla Faction Expanded Core .
Pope Snowball  [author] 25 Jul, 2020 @ 5:14am 
Manifest issue is fixed, in-case that was that was causing the issue.
Pope Snowball  [author] 25 Jul, 2020 @ 4:34am 
I can't seem to reproduce the issue, if you could provide a save file exhibiting the issue that would be great. The mod code only runs when clicking the 'Hold Open' button, so the only other thing that occurs to me is the dependency now returns a 404 in the mod list, so perhaps that has something to do with it.
Pope Snowball  [author] 25 Jul, 2020 @ 2:54am 
I'll take a look, it's likely the PawnInteracting function to stop the constant open/close issue
Sapphira D (Dracovian) 25 Jul, 2020 @ 2:20am 
had to uninstall since it caused massive lag without errors when selecting multpile stacks off items or multiple drafted pawns. don't know what caused it to begin with since it happend 3 days ago and it hasnt been updated since then
Pope Snowball  [author] 9 Jun, 2020 @ 5:11am 
After getting debugging going I got around to adding the performance fix, logging fix, and the generic fix for the doors getting out of sync, enjoy!
Pope Snowball  [author] 2 Jun, 2020 @ 2:41pm 
Merged PR, thanks!

Locally I've added a call to DoorOpen to resolve desync of invisible doors; haven't tested extensively if this resolves the desync though.

I've also added a call to my custom code from the Hold Open delegate but it's more awkward than anticipated: as it is using Building, it's only getting the gizmos related to the Building, not Building_Door or other custom doors so I'm having a look at options while trying to get debugging working for Rimworld as it would make things a lot easier than logging.
lbmaian 27 May, 2020 @ 8:47pm 
There's also a new incompatibility with Doors Expanded where parent doors and invis doors internal open state can eventually get out of sync. The generic fix is to ensure that DoorOpen/DoorTryClose is called (if not directly, then eventually via Tick). The PR doesn't include a fix for this, since it would probably collide with a change to patch only the hold open button that you're working on.
lbmaian 27 May, 2020 @ 8:46pm 
@Pope Snowball Rather than a transpiler, you can do a passthrough postfix patch on Building.GetGizmos (see https://harmony.pardeike.net/articles/patching-postfix.html#pass-through-postfixes ). That would allow you to search and modify the generated gizmos. Specifically, looking for a Command_Toggle with icon=TexCommand.HoldOpen, and wrapping its toggleAction.

More issues I've found:

1) PawnInteracting method isn't using AccessTools.Field for holdOpenInt. After that's fixed, you can completely remove the linkable doors subclass type code.

2) About.xml isn't being updated properly. Source/About.xml isn't actually used.

3) The dll in the github repo isn't being updated.

I've created a PR for all the above: https://github.com/Schalasoft/HoldOpenOpensDoors/pull/1