RimWorld

RimWorld

2,816 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
659.941 KB
3 Oct, 2017 @ 2:16pm
21 Aug @ 10:45pm
43 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 (27)
9
1
31 Aug @ 12:11pm
1.6 Currently broken
KilledJoy
40
30 Jan, 2024 @ 9:11am
Prisoners not exiting cells into common area after door unlocking.
The Last Helldiver™
1
14 Jul @ 12:11pm
Chinese translation update
qqcswc
1,182 Comments
cagier.阳 8 Oct @ 4:09am 
it can not work in the door of "简易科技"
Drone Operator 30 Sep @ 6:44am 
Need to rebuild all your doors if you add to an existing save. Then everything seems to work fine.
ZzZombo 28 Sep @ 5:51pm 
Thank you, that's reassuring. It was never my intention to rub anyone off the wrong way.
DeltaRhoGamma 28 Sep @ 10:43am 
@ZzZombo FYI When i read your comments i didn't hear this *tone* some people speak of haha
ZzZombo 27 Sep @ 5:39am 
The fuck? What is wrong with the tone? The hell with this gatekeeping? Yes, _now_ I am pissed. I didn't insult anyone, or was mean, or anything like that beforehand. All I did was attempt to clarify my position, explaining why I find the provided solution unsatisfactory.
Rovstam 27 Sep @ 4:55am 
@ZzZombo get used to it or move on.

I know this isnt my mod and none of my business but with the tone you spoke there noone will listen to you.
ZzZombo 23 Sep @ 6:42pm 
My dude, I can't help but repeat myself: I do want to forbid visitors, animals and enemies from entering through the prison doors, but let slaves, colonists and prisoners in and out. It is rather unclear to me why am I being told to unlock the doors for that. That's especially confusing because slaves do get their own dedicated configuration, so why not add it for prisoners? Even w/o "Prison Labor" or similar mods one might want to allow a prisoner to access some shared hall, or, say, toilet/shower area.
Hazzer  [author] 23 Sep @ 11:33am 
LoneStarMick - Check if you have option on door "pens door" it should keep farming animals in check. If not please share debug file.

ZZzombo - similar story, you should be able to unlock door and be able to set rules for animas. Also I sugest to keep main entrance close. If prisoner have clean path to edge of map it force warden to keep looking at them all the time.

XXXMAN69 - could you describe what confuse you or what could help you to navigate at new ui?
LoneStarMick 22 Sep @ 4:48pm 
Yeah Animals are roaming free non-stop
ZzZombo 21 Sep @ 6:11pm 
But... that's not how it should be... because it allows everything in and out! Like enemies proper! Animals! No, I refuse to unlock doors!