Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This mod was amazing 5 years ago, thank you.
And from what I remember, the whole approach this mod takes toward multi-cell doors was very hacky and plagued with performance and mod compatibility issues.
I also have no idea where Jecrell is.
I'll be happy to hand this over to a mod maintainer.
over a year late, but probably yes. There is a mod however to fix this, aptly titled
Prisoners Dont Have Keys
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2595360307
i have my turrets linked to a power switch and I would like to link a button/lever to the switch, to on/off the turrets
There's no difference at the moment, but I may update with more experimental stuff later or if Jecrell isn't around to merge in my changes
Will publish a non-preliminary update within a week hopefully
I'll follow through with a more thorough update when I have the time
This basically makes an underground/roofed trap room or killbox using these doors completely useless as any firing line you intended to create with these doors doesn't work. Oh and the base game auto doors are glitched with this mod activated too for some reason making all auto doors unusable for killbox or trap room defenses
I tested this with only combat extended and doors extended on a clean save so mod conflicts aren't the issue.
Currently none. When I make changes, new versions will be previewed here before being merged into the official version (when Jecrell is available).
That's odd, I'll look into it when I have the time.
@Angry
Blast doors just have significantly higher hitpoints.
@Riffy
No clue, since they're currently the exact same version. I'm surprised that this mod is even MP-compatible.
Are blast doors resistant to breach damage?
Make sure to unsubscribe from this dev version when using the official version.
========================
Fix crash due to infinite recursion in RW 1.3.3116+
Fix blueprints and frames of our doors not having proper labels
Fix CompProperties_PostProcessText not being removed after processing if not in dev mode (minor optimization)
Update PlaceWorker_OnTopOfWalls to consider smoothed buildings as walls (note: if JecsTools is loaded before Doors Expanded, this fix won't apply for the time being)
@Exomortem https://github.com/cseelhoff/RimThreaded/issues/550
========================
Note: Starting from this version, changes only apply to RimWorld 1.3+.
RimWorld 1.3 compatibility
Add Chinese Simplified translation (thanks Juijote!)
Various fixes and updates from a new audit of relevant parts of current RW codebase
More debug info, including new drawDoorTempEqualization debug view
Misc minor optimizations and cleanup