RimWorld

RimWorld

BattIePatch: Lockdown!
66 Comments
BattIeBear  [author] 3 Aug @ 6:08am 
If I adjust the hit points of the security door, escaping/enemy pawns will look for weaker walls to break through instead. I can definitely do it, just not sure if it will result in the behavior you're looking for!
Xatek 3 Aug @ 6:00am 
Could you add a setting to change the hit points of the security door? I assume that since the door is replaced with a solid wall when in lockdown mode, a regular mod wouldn't work to increase the hit points?

Otherwise, great mod!
BattIeBear  [author] 31 Jul @ 4:05pm 
And updated for Rebuild Compatibility in 1.5!
BattIeBear  [author] 31 Jul @ 3:16pm 
@ Church.exe unfortunately, both of these mods change the ThingClass of the security door so it would not be compatible.
Church.exe 30 Jul @ 10:47pm 
Would this work with 'Stuffable Security Door' or would that cause conflicts?
TheBronzeWarrior 30 Jul @ 5:20pm 
alright thanks!
BattIeBear  [author] 30 Jul @ 3:33pm 
@TheBronzeWarrior I can update to 1.5, but it may not be tonight
TheBronzeWarrior 30 Jul @ 2:52pm 
from my testing it works completely fine to just paste the 1.6 folder into 1.5 but you have to rebuild all previous security doors
TheBronzeWarrior 30 Jul @ 2:36pm 
@BattIeBear could you add the rebuild upd to 1.5 if it wont break anything? I play 1.5 cuz CE still, sorry to ask
MatrixVirus 29 Jul @ 6:13pm 
Sweet! Thanks so much.
BattIeBear  [author] 29 Jul @ 6:12pm 
Thanks I try XD
Kyle McTexas 29 Jul @ 6:11pm 
Goated author.
TheBronzeWarrior 29 Jul @ 5:37pm 
SICK TY
BattIeBear  [author] 29 Jul @ 4:35pm 
@TheBronzeWarrior DONE! This mod is now fully compatible with ReBuild, both the 1x2 and 1x3 doors.

Standalone 1x3 doors will be next for those who don't use ReBuild :steamthumbsup:
TheBronzeWarrior 29 Jul @ 1:08pm 
@BattleBear progress? if you're almost done i am willing to wait as long as you need to finish before starting my run lol
BattIeBear  [author] 29 Jul @ 3:29am 
@also a rebuild update: it's almost done, just making sure all the edge cases work. Then I'll get around to adding the 1x3 door 👍
Jippy 28 Jul @ 1:16pm 
@Serfs you could just leave the incidents disabled
BattIeBear  [author] 28 Jul @ 11:53am 
@Serfs hello! I get it, but the security door is added by Anomaly so this mod requires it.
Serfs 28 Jul @ 9:19am 
What I would give to have this without anomaly man
BattIeBear  [author] 23 Jul @ 7:54pm 
Just happened to be online lol
TheBronzeWarrior 23 Jul @ 7:52pm 
other than that this mod is INCREDIBLY useful with anomaly
TheBronzeWarrior 23 Jul @ 7:52pm 
alright! didnt expect an instant response lmao
BattIeBear  [author] 23 Jul @ 7:51pm 
@TheBronzeWarrior Not yet, hopefully this weekend. The 1x2 already works with ReBuild, it's only the 1x3 door that doesn't. It's going to take a bit to rework all the code to make things look right, but on it.
TheBronzeWarrior 23 Jul @ 7:49pm 
did this ever get patched for rebuild?
BattIeBear  [author] 22 Jul @ 9:47am 
@Flesh Forge sounds good! Not 100% sure if my mod will need it (my patch already overwrites a lot of edge cases) but will probably be using your mod myself!
Flesh Forge 22 Jul @ 6:55am 
fyi I went ahead and just made a small mod that disables the exceptional "able to pass all doors" bullshit for Odyssey drones
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531664590
Flesh Forge 21 Jul @ 5:26pm 
thanks
BattIeBear  [author] 21 Jul @ 4:34pm 
Fair enough, I will do some testing and patch if need be :steamthumbsup:
Flesh Forge 21 Jul @ 4:33pm 
well heads up, the devs said on the dev discord that their new drone content gets an exception specifically
https://discord.com/channels/684960023020961812/1172033149736341536/threads/1395407613201612902
BattIeBear  [author] 21 Jul @ 3:42pm 
@Flesh Forge I was not aware of this exception, I'm still early on getting the feel for the new DLC. Considering the whole idea is that it is fully sealed, I would definitely patch if so. The purpose of this mod is that NOTHING gets through without breaking down the door.
Flesh Forge 21 Jul @ 3:02am 
interested to know if this will counter the deliberate exception that the new shotgun drones and hunter drones (probably wasp drones too) have that lets them pass through player owned doors.
Gman 21 Jul @ 1:06am 
Thank you @BattleBear for the mod and your hard work, this is very useful! :CactusAP:
BattIeBear  [author] 16 Jul @ 4:18am 
Probably! I would need to see exactly how incompatible it is; might be just art, might need total refactoring. Either way, I will probably take care of it this weekend!
M1911A1 Oversize® 16 Jul @ 2:59am 
can you make it compatable with rebuild doors and corners
ApolloDivided 15 Jul @ 12:11am 
Ah yes, time to RP a containment breach like I’m in the scp universe xD, thanks for the mod!
BattIeBear  [author] 12 Jul @ 6:31pm 
@schia10 No worries! Someone already asked a similar thing, so it's a popular request. Yes, I will be making a 3 wide door. The code is pretty simple actually, unfortunately the art is what is holding things up. It probably won't be for a few weeks.
schia10 12 Jul @ 6:21pm 
Any chance to add a feature making the doors 3 wide? Forgive me if this is obtrusive.
Makeithappen 10 Jul @ 6:40pm 
cool thanks for the reply.
BattIeBear  [author] 10 Jul @ 4:59pm 
@Makeithappen when designing this mod, I set all doors to be assigned to a map, so only that map is locked down. I tested it with SOS2 and it worked fine. Obviously might need tweaking for Odyssey, but my goal is to have each map lock down separately!
Makeithappen 9 Jul @ 10:07pm 
this looks fun. how would this work in odessey i wonder
BattIeBear  [author] 7 Jul @ 7:44am 
@Vinnus_ Same lol. Can't wait for Odyssey!
Vinnus_ 7 Jul @ 6:08am 
I bought anomaly the same day anyways because I wanna own all the DLCs for a game
BattIeBear  [author] 6 Jul @ 6:16pm 
@Terry the Security Doors are added by the Anomaly DLC, so this mod will always require it.
Terry 6 Jul @ 5:22pm 
is there by chance a one without needing the DLC, just wondering.
BattIeBear  [author] 6 Jul @ 4:10am 
@Quilava I didn't want to auto lock because it could end up trapping your pawns in dangerous situations, but you can always seal it while paused no problem!
Quilava 5 Jul @ 7:26am 
Thank you for the reply, a bit shame it not auto lock for prisoner and stuff, but able to lock down a section is pretty huge already :cool_seagull:
Jippy 5 Jul @ 6:52am 
Thank you for answering 😃 I’m def gonna love this mod
BattIeBear  [author] 5 Jul @ 6:03am 
@Jippy and Quilava When you click on a security door, there will be 3 new buttons: Change Sector, Seal Sector, and Seal Map. Clicking on any of those those buttons will have the effect happen immediately.

The buttons themselves are dynamic, so when you seal a sector the buttons will change to say "unseal" for clarity, and the colors of the buttons will change based on sector as well!

I tried to make it as easy and intuitive as possible, but please let me know if you have any questions!
Quilava 4 Jul @ 9:31pm 
I have same question, how this work? click the door then click lock? Or there a button somewhere to press it? Or it just auto?

Im kinna like the idea, lot of time i have to build trap right at the door to keep prisoner from escape, or want to stop trader from enter my base and get dirt everywhere :sad_seagull:
Jippy 4 Jul @ 5:34pm 
The mod looks great! I just have a question: Can lock-downs be activated from anywhere by us, or will a pawn need to operate a building to do so? It would be cool if a pawn was required to activate it :steamhappy: