RimWorld

RimWorld

2,709 ratings
Locks
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
522.711 KB
3 Oct, 2017 @ 2:16pm
2 Jun, 2024 @ 6:02am
35 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 (24)
40
30 Jan, 2024 @ 9:11am
Prisoners not exiting cells into common area after door unlocking.
The Last Helldiver™
11
13 Mar, 2024 @ 1:21pm
Bugs
star
7
26 Feb, 2024 @ 10:04pm
Possible need for Guests option within the door access list
Winter
1,027 Comments
本体(benti) 16 Jun @ 7:07am 
After a colonist is arrested and then released, they appear to ignore door locks.
Namaride 14 Jun @ 2:33am 
Adding a gate to my animal pen fence will let all animals walk out. Ignoring even normal doors and just walk through the base/living room towards the exit. I added it to a existing save.
DYNAMAX 17 May @ 2:17pm 
Why are raiders opening my doors? The doors are set to locked but the raiders walk through them anyways. I'm trying to funnel them into a killbox with an always open door circuit but they just walk through the closest doorway regardless:( I have no other mods affecting door behavior.
JOЯDΛИ 20 Apr @ 9:09am 
Mod might be not working with animals? Locked out my animals despite the fact the door was unlocked. Uninstalled mod and my animals were fine.
EchoAlien 9 Mar @ 12:59pm 
@Vykaax I had to think about that for a minute, but I think the reason why it doesn't have a prisoner option is because you can just set the lock on doors as "unlocked", and they will use it. Here's an example of how I would use that:

A -> B -> C

So A is a prisoner room, which is connected to B, a central room intended for prisoner use, and C is outside the prison area as a whole.

You can set the door between A and B as unlocked for anyone to pass through, and then the door between B and C can be locked and assigned to anyone else you would allow to pass through it that you don't want prisoners using. The only inconvenience is that you can't really prevent prisoners from going in specific other connected unlocked rooms for one reason or another. If this doesn't work for you, it may be due to a mod conflict, as I just ran a test and it worked fine for me (and I also have over 200 or so mods hooked in). Hope this helps!
Agaros007 9 Mar @ 5:59am 
And a "Allow entrance for/while rescuing " would be nice :) thanks
Agaros007 9 Mar @ 5:42am 
to the mod Creater, can you make it compatibe with the "Wooden stall door" from "Dubs Bath hygiene"? its not a real door, but it would help me to sort everything better
Agaros007 9 Mar @ 5:41am 
@carbear, then you messed up the Locking somewhere, i you want add me and i can help you
Catbear 7 Mar @ 8:50am 
Doesn't work at all. Slaves and colonist pawns aren't able to path out of the doors and stay stuck in the main base areas.
Agaros007 5 Mar @ 11:37pm 
@crashfly , should be possible, the room gets recognised if its enclosed, so i still hope its possible