RimWorld
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Locks
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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630.011 KB
3 października 2017 o 14:16
13 lipca o 12:09
Listy zmian: 37 ( zobacz )
Opis
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]
Popularne dyskusje Zobacz wszystkie (27)
1
14 lipca o 12:11
Chinese translation update
qqcswc
40
30 stycznia 2024 o 9:11
Prisoners not exiting cells into common area after door unlocking.
The Last Helldiver™
16
14 lipca o 5:06
Bugs
star
Komentarzy: 1 065
DerTod 8 godz. temu 
+1 to what S.Imyourflower says. Guests from Hospitality can't open any doors, it seems.
OceanOfGaming 10 godz. temu 
locks get reset when jumping with the gravship
KilledJoy 16 lipca o 7:14 
Doesnt work for 1,6
SapphicFail 16 lipca o 4:05 
Commenting and subbing to thread.

I removed the mod days ago due to issues, but entirely spaced to supply bug reports and logs. Apologies for that!
S.Imyourflower 16 lipca o 4:05 
bug with Hospitality
Lee Townage 15 lipca o 20:54 
Help! a Wild Man just ran up in my ship and stole one of the survival meals I was saving and ate at my table! (just commenting so I get notifications)
Ellias 15 lipca o 2:00 
Kosh, it for some reasons dedfaults to a door being child locked when built, meaning children cannot go through - something that should be sent to off automatically I think.

Hazzer, not sure if it was mentioned earlier, but when I lock doors on a grav ship, when I fly to a new map tile, it resets all the locks back to dedfault, removing all my changes to them.
Hazzer  [autor] 15 lipca o 1:50 
@Fluffy - thanks for debugs. Working on fix
@LZIM - please include logs with stacktrace.
@Kosh - If I remember correctly keeping doors force opened works as unlocked doors. Will check this one, but in 95% force open door works as designed
kyasvpa 15 lipca o 1:28 
no errors at all, the weird thing is he respects doors that has no allowed colonists (also such doors are stuck on changing lock because no one owns the door, but everyone respects the lock)
i made a save with just this mod and char editor and a 6 year old child could even just wander into a room with children lock on
LZIM 14 lipca o 22:31 
for what its worth, could not remove this mod after half the pawns are stuck standing while attempting to change the status of the doors to unlocked. selecting the doors with locks gives a stack trace error. once removed from the game the save is missing half the pawns and HUD is also obliterated.