RimWorld

RimWorld

[A17] Lockable Doors
64 Comments
Dazz Aephiex 7 Feb, 2018 @ 5:59pm 
Hello, I've made a modified version of your mod that introduced the ability to exclude visitors and removed the requirement of new research projects.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1294666911

I published it before asking you for permission because your github license said "please feel free to use and modify, but provide attribution." I'm still leaving this message here just in case you aren't happy with it, and if you say no, I will set it to private immediately.
Genmali 22 Jan, 2018 @ 10:57pm 
@Khell, i hope it is okay that i took your mod and made it work for B18, i have given you full credit on the mod-page, and if you want me to take it down, I will in an instant.
To the rest of you guys, here is the link to it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1278759760

Also @Khell, i made a pull-request on your Github for the update, with the updates and a new dll-file.
Khell  [author] 22 Dec, 2017 @ 10:46pm 
@Kenji I agree. If I start playing Rimworld again I will update this, but definitely don't hold your breath as I'm much less inclined to do so with my efforts duplicated (and improved on) already with the other mod. The source code is on Github so if someone does submit a PR I'm happy to release that as an update.
Kenji 17 Dec, 2017 @ 7:42am 
I really liked this mod. And I always prefer mods coming at a cost instead of getting good things for free, which is why I would be overjoyed if you would find the time to update B18.
Ltc. Frost 21 Nov, 2017 @ 3:26pm 
B18?
Psigh 21 Oct, 2017 @ 8:12am 
because "locks" gives much more functionality, and it does it to vanilla doors, so no need for extra components AND research, which never made sense. i liked this mod but because of other mods using it became unefficient, so i ended up never placing any lockable doors, and now that i have locks it also became redundant. i'll try to make do with avius's advice
cold 19 Oct, 2017 @ 10:57am 
why would you want to uninstall it?
:)
Avius 5 Oct, 2017 @ 5:57pm 
@Mysterius
I assume the reason is research that you've made.

Try to open your save file with NotePad(or other text reader) and find note <researchManager>, and delete both KEY and VALUE of specific researches.

Remember to always backup your save.

Hope that helped, didn't test that so please make backup.

Save directory on Windows: %userprofile%\appdata\locallow\Ludeon Studios\RimWorld by Ludeon Studios\Saves
Mysterius 4 Oct, 2017 @ 7:49am 
Can't uninstall the mod, even after removing all doors. Why?
MaroonToon 2 Oct, 2017 @ 2:35am 
the doors don't require any materials to make. is this a feature or a bug? additionally they are colorless (repressenting the lack of materials used)
LorDima 23 Sep, 2017 @ 10:15pm 
Going to try it for a Killbox :headcrab:
Chaos Legion 9 Sep, 2017 @ 4:37pm 
How am i supposed to maintain stuff in locked rooms I wonder.
Rufert Snailsman 5 Sep, 2017 @ 10:53pm 
Is it possible to add assigning a door to certain colonists only? (like he'd be the only ones with keys) I want to keep everyone but the cook away from the raw food ect.
Dan 16 Aug, 2017 @ 12:45pm 
how does this work in relation to prison breaks?
Utah 16 Aug, 2017 @ 8:37am 
Amazing mod, but you could make the locks work for animals too? I would love to use Psychic Animal Pulser with my animals locked in the barn. Also, after the lock research, i would very much like if him can be added to the existing doors rather than having to build new doors (like in the RT Power Switch mod)

Thanks for the mod, its really cool
Saturn 4 Aug, 2017 @ 8:13pm 
@IceMaverick, I came to this mod for the same reason as you did and I've found that if I just set it to someone I trust won't go on a binge to be able to unlock. Then I just tell it to be held open untill someone starts a binge in which then I tell the person that can lock and unlock the door to go close it then they can't get in and they will just wander around without any drugs to binge.
IceMaverick 1 Aug, 2017 @ 12:31am 
Can I use this mod to protect my drugs from binge-ing colonists? Like, to the point where they need to break down the door to get to the drugs? I'm trying to make actual hard, off-limits areas from colonists that I lose control of.
Khell  [author] 27 Jul, 2017 @ 8:09pm 
@Proxyer Has been merged - thank you! I will release onto Steam Workshop in a few days when I have access to my computer.
Proxyer 24 Jul, 2017 @ 10:34pm 
Hello author.
This wonderful Mod more enjoyable for Japanese players, I have sent a pull request for Japanese translation from GitHub. If you do not mind please merge. Thank you.
LOTO 16 Jul, 2017 @ 10:15pm 
finally:steamhappy:
Vortek Gamer 16 Jul, 2017 @ 1:36pm 
@Khellific Can you you add the changes/fixes in the Change notes thanks
<'##>< 15 Jul, 2017 @ 6:57am 
Thank you for the update! Finally my colonists can once again sleep through their assigned times without having someone barge in to dust or trim a potted plant. :)

@Just_a_Puffin: You might want to try Trading Spot by Kiame Vivacity so you can keep caravans out of your base completely.
_♣Caligula♣_ 15 Jul, 2017 @ 4:24am 
Finally i can keep those goddamn trade caravans and their hordes of animals out, thanks!
Khell  [author] 14 Jul, 2017 @ 8:19pm 
A17 beta release :) I have only made compatibility changes, no new features. Please report bugs here: https://github.com/khell/RimworldLockableDoors/issues

Apologies for how long this has taken, I have been flat out! I haven't forgotten all the features I wanted and said I would implement back in January, they will come hopefully sooner than later.
Nylem 7 Jul, 2017 @ 7:54am 
Looking forward to it
<'##>< 1 Jul, 2017 @ 5:11pm 
That is great news! Looking forward to the update so much. :) Thank you in advance!
NotTildaSwinton 29 Jun, 2017 @ 1:13pm 
Very happy to be proven wrong!
Khell  [author] 28 Jun, 2017 @ 9:00pm 
Will update for A17 very soon. :)
Mr_Awesome88 19 Jun, 2017 @ 4:23pm 
A17?
undefined {name} at line 118:0 9 Jun, 2017 @ 6:19pm 
Yes pls, update this mod! :D
Matheryn 25 May, 2017 @ 9:01pm 
please do an a17 version
Necronomnomcoins 7 Apr, 2017 @ 11:46pm 
I like the idea. Is it like assigning a key to each colonist that you want to have a key for each door when built and then having a colonist with a key "switch" the door between locked and unlocked? (nobody can pass through a locked door, anybody can pass through an unlocked door.) I'm going to try this mod out anyway.
BINNT 31 Mar, 2017 @ 10:45pm 
Yeah, the good news is that it exists. The bad news is that it's outdated, and works with CCL only. I'd love to see it updated, but it's a shame that i don't know how to mod.
BINNT 31 Mar, 2017 @ 10:31pm 
@Anarcraft
I'm pretty sure i saw that system on the SK Modpack, Alpha 14. I'll search for it.
>70K = Cheater 24 Mar, 2017 @ 4:06pm 
This mod makes so much sense, it's what I've always wanted. However with who can pass through the door having to be statically set it not only causes a lot of micro management but also prevents my colonists/robots from entering bedrooms and contructing, etc. I suggest adding an "automatic" mode which should be fairly simple to implement; When a colonist is in a "resting" action (moving to their bed) when they enter their bedroom they set the door to be locked by them (and their parter, if any) while they sleep. After they wake up they will unlock the bedroom door when they exit (last one who wakes and leaves unlocks it). This way if anyone is sleeping in the bedroom the door is locked and they are undisturbed, otherwise it's fair game to anyone.
Spaz 8 Mar, 2017 @ 8:10am 
YOu need to assign who can unlock it, just like assign beds
um with my game when i have this mod active my colonists wont go through doors like they are traped in whatever room they were in when they built the damn door
RafTar 14 Feb, 2017 @ 2:18am 
dankku 12 Feb, 2017 @ 3:46pm 
This mod is great, requires a bit of micro if you need some jobs done (like the flowers and breakdowns) but other wise, a great adition.
KHCloud idea is great, would make the mod even better.
I know we all have other things to do, but if you ever want to grow this one, consider the time lock and consider a function that will lock the door only when the colonist(s) inside are sleeping.
LOTO 7 Feb, 2017 @ 7:27pm 
cool mod,thanks:steamhappy:
GarGhuul 4 Feb, 2017 @ 1:04pm 
Locking... doors? Is that legal, let alone ethical? Next you'll want to bar windows and dig moats.
<kidding, thanks for this>
Drood 30 Jan, 2017 @ 7:52am 
maybe not held open but unlocked during certain times :)
Kev 21 Jan, 2017 @ 7:02am 
This is a great mod for giving colonists their own rooms instead of just their own beds, my problems with is are few, breakdowns and flowers in rooms go un treated from people who would normally work on them, also pets can't be assigned to the doors, so they now get trapped in or out of the door unless force hold the door open.

I was thinking could we maybe get an option to have the doors held open during certain times of the day? that way anyone can come and go to work in the room as they need but the doors will lock during set times where only the assigned colonists can enter/exit
Dunner Homes 21 Jan, 2017 @ 12:05am 
do i need to start a new save for this mod?
EAST 15 Jan, 2017 @ 6:30pm 
Can I lock the door manually and set it for repair? I would like to prohibit and repair the door at the same time.
cammillotto 15 Jan, 2017 @ 7:29am 
thanks! which mods did you remove?
Khell  [author] 15 Jan, 2017 @ 7:27am 
@Nyan Cat
Well it's not that it doesn't work for you, it's that you want colonists to be able to pass through locked doors to perform certain jobs. I can certainly provide that, but the solution requires modifying the pathfinder. I don't have time to work on any mods today, but I'll look into getting this done in the next update soonish.
Whitecrow 15 Jan, 2017 @ 5:11am 
@Khel / Camm - Started a fresh save on a new colony, and have had one group of visitors arrive and leave without issue; I removed a couple of outdated mods and it looks like they might have been causing the conflict.
BiddinWar 15 Jan, 2017 @ 4:00am 
@khellific

Well, the last few times I've had a prison escape they've literally just opend every door leading to my armory -.- Autodoor or not, didnt matter T_T
cammillotto 15 Jan, 2017 @ 3:51am 
hello Kersan

I am not using this mod but yesterday had a problem with visitors/traders and doors (the door of a wooden fence from the Fences and Floors mod) and they couldn't go through it. I don't if it's linked to the Fences mod or to Hospitality.
I've been advised to use the mod conflict checker mod. Have a try at it too :-)


https://ludeon.com/forums/index.php?topic=25305.0