RimWorld

RimWorld

2,730 ratings
Locks
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
630.011 KB
3 Oct, 2017 @ 2:16pm
13 Jul @ 12:09pm
37 Change Notes ( view )

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Locks

Description
Version 2.6.2

Older versions
Rimworld b19 version (0.19)[github.com]
Rimworld b18 version (0.18)[github.com]
Rimworld a17 version (0.17)[github.com]

Description
This addon adds new locking door system.
  • Doors can be unlocked to allow enemies and prisoners to pass by (only races that have inteligence "humanlike" or above).
    Note: In order to unlock/lock door, colonist must "flick" the door. Unflicked door will work as unchanged for enemies and prisoners.
  • Doors can exclude visitors (wanna lock some traders?).
  • Pet doors for small animals can now be added to doors.
  • Doors can be assigned to colonists (you can simply restrict rooms to specific colonists without allowed area manager).
  • New Flicking job: Locking/unlocking doors, it has higher priority than normal flicking job. ("Flicking" doors is needed).

How to use
Select door and left click "Lock" command if you want to unlock/lock door.
Right click for more options.
Alternatively you can use "Lock" inspector tab.
User guide at github: Click here[github.com]

Performance
This mod has almost zero impact on performance. It's quick and light.

Why do I need this?
I've created this mod to allow prisoners walk through doors while keeping temperature indoors with Prison Labor mod.
You can use this mod to create heat/cold killboxes, lock traders inside, keeping base safe from animals but avoiding destroying doors by pirates.
Also you can lock bedrooms for specific colonists. When that colonist will be in second camp-like base, nobody will sleep in his bed.
You can lock areas from dirty vistors, or lock them when horde of manhunter animals is waiting outside.

Compatibility
  • You can enable this mod to old saves.
  • You can disable this mod from saves, but you need to clear all locking/unlocking job first (all semi-transparent locks shouldn't be visible).
  • There can be compatibility issues with mods that add custom doors with custom security mechanics.
  • Lockable Doors mod compatibility - as long as you DO NOT assign any pawns through lockable door menu ("set unlockable"), doors will apply to this mod mechanics.
  • Clutter Structure mod compatibility - this mod leaves management to Clutter Structures, expect you can now "unlock" doors with Locks.

Links
Github project[github.com]
Report bug[aviuz.wufoo.com]
Credits[github.com]

Discord server[discord.gg]
Popular Discussions View All (25)
40
30 Jan, 2024 @ 9:11am
Prisoners not exiting cells into common area after door unlocking.
The Last Helldiver™
12
15 hours ago
Bugs
star
7
26 Feb, 2024 @ 10:04pm
Possible need for Guests option within the door access list
Winter
1,040 Comments
thewanderingoutsider 3 hours ago 
Yeah same problem as Rhodry, I can't edit or right click the lock options to edit permissions.
Rhodry 5 hours ago 
hmm not working for me animals just go right through and editing doesn't work anymore :/
Hazzer  [author] 5 hours ago 
@SP4RTAN - not sure what it is root cause of it, so it may take me a while ;/

@kyasvpa, LZIM - thanks for reporting, mechs are simple to fix. For gravship may require more work ;/
LZIM 9 hours ago 
also unlocked doors are not permitting mechs to pass through. had to lock the door and permit mechs using Any
kyasvpa 12 hours ago 
when i landed on a satellite with a gravship, the locks reset, im not sure if it has to do with the map changing or the ship being rotated or anything else
SP4RTAN 12 Jul @ 11:39am 
If you have more than one door selected, whenever the camera is moving (zooming in or out, using wasd or dragging with middle mouse button) an extra lock button appears and disappears when the camera stops moving again.

Not a massive issue. Just something I noticed
Hazzer  [author] 12 Jul @ 8:56am 
There is an option to generate debug file for specific pawn. Would you mind generate those file and share it?
LZIM 12 Jul @ 8:03am 
cant say i'm seeing those issues

however

default settings tends to have pen animals escaping as doors and pen gates/flaps are set to any by default

when you switch them to None, with immediate effect (no pawn has adjusted the door to lock animals out), ropped animals are not permitted passage such that all animals inside cant pass and animals outside cannot be brought into a pen. as soon as the door is changed they stampede out as per vanilla behavior.

waiting until night so that the penned animals are sleeping to open the door to allow new pen animals into a pen. This will not work for taming wild animals though as they will not be permitted into the pen unless the appropriate ports are designated as pens doors/gates/flaps
MechaMaria64 12 Jul @ 7:08am 
So, having tested the github and latest steam push, theres a lot of problems

copy button is labled as past
doors are kept perpetually as "locked, changing"
Editing locks works maybe 1/25 times you click that button, usually it either just vanishes from your UI or just tries to lock the door again
even when locked, colonists were just ignoring it.

I was doing this on a save that existed without the file originally and was added after, doors are built in a gravship, no modded doors are in use.
Hazzer  [author] 10 Jul @ 2:46pm 
Yes, beta version is on GitHub right now.