RimWorld

RimWorld

Lockable doors
75 Comments
Espiovvv 12 Oct @ 8:15am 
Thank you!
Zeracronius  [author] 12 Oct @ 7:40am 
It is already updated. If Rimpy doesn't recognise it then it is because Rimpy is outdated.
Jikulopo's mod is listed in the metadata as alternative to prepatcher dependency.
Espiovvv 12 Oct @ 6:24am 
It says in RimPy that I'm missing zetrith.prepatcher, that's because I'm using jikulopo.prepatcher, can you please update the dependency to the unofficial 1.6 update of Prepatcher?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3563469557
Zeracronius  [author] 6 Oct @ 3:32am 
Specifically power-tab appends their tab to the same list for all objects that has power component.
Zeracronius  [author] 6 Oct @ 3:31am 
Thing is, i don't decide where the tab is placed. I add it to the list of tabs for all implementations of Rimworld's Door, and then Rimworld decides where and how to display the tab button.
Power-tab does the same thing, so there is no conflicts.

What Powered doors are you referring to? And do they work normally without Power-tab?
Vril 6 Oct @ 2:52am 
Yeah, the normal doors have the access icon/button displayed properly, powered do not. You need a patch for power tab mod.
Vril 6 Oct @ 2:51am 
I dont see access button? i use power tab mod, maybe it overlap it?
Zeracronius  [author] 4 Oct @ 8:46am 
Unfortunately not, this mod only adds additional criteria for when pawns check if they can open a door. A check that is skipped by Rimworld if the door is already open, at which point any pawn can pass through without these checks being triggered.

A vac barrier counts as a door that is always open. Blocking pawns from pathing through that would require me to add entirely new checks that then check if door is vac barrier specifically. This would add more overhead across all doors.
Stim The One 4 Oct @ 8:35am 
Any chance to also include vac barriers as lockable? We can go about vaccum resistance later, I want to use it as a tox cloud barrier and have only mechs go through.
Zeracronius  [author] 3 Oct @ 5:25am 
@GoatSkin
Did you check your log for errors? And if none, can you provide a screenshot of harmony patches tab in Dubs Performance Analyser?
GoatSkin 2 Oct @ 7:54pm 
This destroys my tps while adding it mid save
Babaloo321 25 Sep @ 9:01am 
Oh, I didn't think about version independence. If it was me I'd have the 1.6 one on the list, and a link to the 1.5 version in the mod description, so nobody downloads the wrong version (I had to search for the correct one, luckly i read the version requirement). But that's just me, you do you!
Zeracronius  [author] 25 Sep @ 1:15am 
Which one should i list in the required section?
The one currently linked is correct for 1.5, and Jikulopo's is use for 1.6.
Alternatively i'd have 2 different prepatchers linked as required which isn't right either.
Babaloo321 24 Sep @ 4:25pm 
Alright, cool!

It looks like you have the wrong one listed though in the Required Items list.

Thanks for the quick response btw!
Zeracronius  [author] 24 Sep @ 3:05pm 
It is indeed updated to use Jikulopo's version in 1.6
Babaloo321 24 Sep @ 1:17pm 
Can we use the 1.6 update of Prepatcher by jikulopo? or do we have to use the 1.5 version you have linked above? If we can't use the 1.6 version, then this mod is probably not compatible with 1.6.
小小乱扔我 29 Aug @ 8:58am 
@ZzZombo I have the same need just like you.Finally,i find "Prison Commons (Continued) " works.it allows you to mark any enclosed Gather Spot (table, sculpture, campfire, etc) as a prison commons area.Prison commons areas act as part of the prison, allowing prisoners to freely enter through doors.
Zeracronius  [author] 8 Aug @ 9:47am 
They might not be colonised as colony mechs since that is a designation added by Biotech for the mechs provided by that DLC.
So none of the groups would include a check for misc robots.
I'll have a look when I can to see if there is any way to add support for it that won't require adding a hard compatibility or compromise performance.
ZzZombo 8 Aug @ 5:25am 
Is it intended this mod doesn't work with the robots from "Misc. Robots"? I'd expect them to be classified as colony mechs, but they aren't and can't go through locked doors no matter what.
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)