RimWorld

RimWorld

Lockable doors
56 Comments
Zeracronius  [author] 6 Aug @ 12:22pm 
This doesn't change the behaviour or limitations of vanilla doors. It only adds an additional layer to the doors.
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.
ZzZombo 6 Aug @ 6:23am 
Does this not support prisoners? I need this for "Prison Labor".
Turk 1 Aug @ 7:03am 
Yeah it all seems to work fine. Thanks both of you for the great mods.
jikulopo 1 Aug @ 7:02am 
Harmony: while technically not required there might be mods explicitly checking for it and breaking- better to leave it
Loading Progress and FGL - i dont actually use them but from quick check nothing broke
Turk 1 Aug @ 6:50am 
Thanks Jikulopo, I didn't know that they didn't need to be in a 1.6 folder. I don't need Harmony with your Prepatcher? Is it compatible with Faster Game Loading and the Loading Progress mod?
jikulopo 1 Aug @ 6:31am 
prepatcher assembly for 1.6 is in Assemblies folder in root of repo, 1.5 folder is for 1.5
see LoadFolders.xml
Turk 1 Aug @ 3:43am 
I don't see a 1.6 prepatcher on that github page.
Zeracronius  [author] 31 Jul @ 4:05pm 
Updated to 1.6
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
Zeracronius  [author] 6 Jul @ 9:41am 
I will be updating as soon as Prepatcher is updated.
Evono 5 Jul @ 4:06pm 
is 1.6 planned?
FleetOfWarships 29 Jun @ 11:49am 
Yeah works fine now with prepatcher enabled, who woulda thought.
FleetOfWarships 29 Jun @ 10:46am 
Scratch that! Found the problem, I had prepatcher installed but disabled. No clue why rimsort didn't catch that before.
FleetOfWarships 29 Jun @ 10:44am 
I actually didn't have graphic setter involved before, so that might be the cause of the problem, it's absence at least. Will report back if the issue is resolved by adding it, if not I'll include a hugslog of the problem.
Zeracronius  [author] 29 Jun @ 2:42am 
Do provide a hugslog. This is definitely a conflict of some kind, since it is related the the icons specifically, have you tried without graphic setter to test?
It could also be bad DDS conversion.
FleetOfWarships 28 Jun @ 10:24pm 
Either something is very wrong with this mod or I have a serious conflict, any time I select a door I get a repeating bad image format exception error, both making me unable to use this mod and actively being a detriment to my game at the same time. I would love to use this mod as it's the only updated lock mod that doesn't have some weird other issue with it, but I can't figure out the issue here. If necessary I will gladly provide a hugslog with the error.
Zeracronius  [author] 11 May @ 5:36am 
@qux
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.
qux 11 May @ 4:21am 
Hi ! thanks for this helpful mod, Is it possible to make it possible to change access when selecting multiple doors at the same time?
Zeracronius  [author] 27 Mar @ 4:27pm 
You can't make a door appear as a wall to just the code, you'd have to entirely replace the door with a wall, to player and game both.
This would also cause other issues as you are then actually changing the constructed building into another building.
Tenchi 27 Mar @ 4:18pm 
I meant that as in "what if when locked with no exception it swapped to a wall from the perspective of the code?". So it looks like a door, but is actually a wall.
Zeracronius  [author] 23 Mar @ 4:34pm 
Having no door at all will always be the most efficient, but bar that, locking it with no exceptions is second best.
Tenchi 23 Mar @ 8:54am 
What if you turned the doors into walls? Would that be the most efficient?
Zeracronius  [author] 7 Jan @ 11:10am 
I don't have Anomaly, so this is all just "best guess"
Zeracronius  [author] 7 Jan @ 10:35am 
I have posted an update that adds a setting for allowing revenant through locked doors, and includes colony ghouls under "Colonists".
Valor! 4 Jan @ 12:09pm 
Colony ghouls can't use them either.
Valor! 1 Jan @ 8:47am 
Revenant's can't use locked doors, i think that's need to be changed. Otherwise - great mod!
basiilik9 31 Dec, 2024 @ 2:47pm 
happy new year
daz_ian 30 Dec, 2024 @ 11:43am 
@Mortagon another option to consider is Prison Commons, which lets prisoners go through doors to reach furniture that's set for prisoners (I haven't tried it with this mod though)
ThatCannibalisticDrone 30 Dec, 2024 @ 9:08am 
There is a mod I think that allows only specific pawns to enter rooms, forgot what it's called though but it does exist.
Calantlar 29 Dec, 2024 @ 3:32pm 
Fair, that does make sense.
Zeracronius  [author] 29 Dec, 2024 @ 9:14am 
There are no plans for exceptions on a pawn-by-pawn basis, this would be too much performance overhead for what this mod is intended for.
Tawnylure 29 Dec, 2024 @ 4:16am 
If y'all wanna let prisoners use doors, use another mod called "Locks", its integrated with Prison labor, which you can unlock doors for prisoner usage. Really helpful mod, not sure about the performance impact of it. Otherwise just leave the door wide open (Not ideal but eh)
Calantlar 28 Dec, 2024 @ 7:43pm 
Can we specify that a specific colonist should have access while others can't? If not is this planned?
Zeracronius  [author] 28 Dec, 2024 @ 4:37pm 
Prison Labour does not allow prisoners through doors, it actually tells you to just set the doors to always open instead.
You could ask the author of Prison labor about it, they are also the author of Locks.
Zeracronius  [author] 28 Dec, 2024 @ 4:36pm 
Vanilla doors don't allow prisoners through, so adding exceptions for the locking for prisoners would not do much.
And i don't want to modify vanilla logic since that will not only cause additional performance hit, it will also cause mod conflicts.
Mortagon 28 Dec, 2024 @ 1:17pm 
Can we restrict to prisoners as well?
L2 27 Dec, 2024 @ 9:37am 
prison labor compat?
Zeracronius  [author] 27 Dec, 2024 @ 5:15am 
Should be fixed now.
Zeracronius  [author] 27 Dec, 2024 @ 3:32am 
I assume the issue here is that colonists are allowed exempt but pets are not.
The game assumes that animals are allowed through all doors if roped.
I'll look into possible solutions later today.
Dyspeptic Icarus 26 Dec, 2024 @ 10:00pm 
There seems to be an issue. If a pawn attempts to rope an animal back into a pen, and going through a locked door is "faster" it attempts to go through, but glitches out because it is locked.

They just kind of get stuck at that locked door.
InsideOutFace 26 Dec, 2024 @ 10:24am 
If a door is locked, will it stop a Revenant from Anomaly opening it?
Juggernaut 26 Dec, 2024 @ 10:00am 
I loved this mod, it would be really cool if there was a mod like this with access cards (yellow, green, blue and red), where you could configure the importance of the cards in relation to the doors (or have a specific door for that) :approved:
Zeracronius  [author] 26 Dec, 2024 @ 7:45am 
The mod only prevents access, it doesn't allow additional access. Meaning if they are allowed to pass through here, but the door or another mod then blocks access further down the chain, they still won't have access.

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.
RuzViking 26 Dec, 2024 @ 5:07am 
will there be option for prisoners, so it compatible with Prison Labor mod
Rhodry 26 Dec, 2024 @ 4:13am 
can pets be separate from pen animals? or does it not affect pen doors?
Randy the kin maker 26 Dec, 2024 @ 1:51am 
code wizard
Cpt. Flapjack 26 Dec, 2024 @ 1:41am 
This is cool! I've been lookong for a mod for this type of thong that doesn't ear your performances ass. I've been using a lot of the garage doors from VE Vehicles for this and micromanaging the shit out of it!
Blue 25 Dec, 2024 @ 10:19pm 
I've been using this mod through github for around 3 month. Excellent performance.
Zeracronius  [author] 25 Dec, 2024 @ 12:42pm 
It should work with other similar mods without issue, and only if permitted by all of them are pawns allowed through.
LZIM 25 Dec, 2024 @ 12:35pm 
indeed does this conflict with other mods such as locks as even though it does not work with visitors, guests, and i think hospital spawned spawns it has many good features for controlling access points
ShyGuySpirit 25 Dec, 2024 @ 10:55am 
Looks like a cool mod, unfortunately Prepatcher breaks my other mods. So I can't use this mod.