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Like adding an extra lock on the doors.
Prisoners cannot pass through doors in vanilla, so that doesn't change.
This is to preserve compatibilities and performance for the objective of the mod.
However in vanilla everything can pass through an open door, so setting it to always open let's them pass.
Loading Progress and FGL - i dont actually use them but from quick check nothing broke
see LoadFolders.xml
While official prepatcher hasn't been updated yet, there is an updated version that can be tested for 1.6:
https://github.com/jikulopo/Prepatcher
It could also be bad DDS conversion.
This is something I tried to do, but is hardcoded limitation in vanilla to only allow inspection tabs for multiple objects if all of those objects are storages linked together.
The best alternative I could do is the copy-paste buttons that can be toggle in the mod options.
This would also cause other issues as you are then actually changing the constructed building into another building.
You could ask the author of Prison labor about it, they are also the author of Locks.
And i don't want to modify vanilla logic since that will not only cause additional performance hit, it will also cause mod conflicts.
The game assumes that animals are allowed through all doors if roped.
I'll look into possible solutions later today.
They just kind of get stuck at that locked door.
For pen doors, though i haven't tested, i would assume that allow pets + normal door = pen animals can't pass through, since vanilla blocks that.
Allow pets + Pen door = Both pen animals and pets can pass through.
As for Prison Labor, i don't know how that works, if it modifies door permissions, my understanding is that prisoners are blocked by vanilla doors except for a specific event of "has stolen keys", for me to allow prisoners through i'd need to override vanilla logic, which could then cause conflicts.