RimWorld

RimWorld

325 ratings
Personal Doors
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Mod, 1.4, 1.5, 1.6
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850.992 KB
May 11, 2024 @ 6:06pm
Jul 28 @ 10:19am
11 Change Notes ( view )

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Personal Doors

Description


This is a very simple mod that lets you assign any number of pawns to doors and gates, similar to how beds are assigned.

How it works:
  • Assigned doors will prevent any unassigned pawns from using them. This includes non-colonist pawns, animals, and mechs.

  • Unassigned doors will behave normally.

  • Optional: In the mod options, you can choose to allow colony animals and/or mechanoids to go through assigned doors. Both options are off by default. (You will need to restart your game for the changes to apply!)



I've done a lot of testing on vanilla and using various mods with negligible impact. Most of it was done in 1.5, but nothing came up in 1.4, either. Seems fine in 1.6 as well.

Obviously, the more pawns and doors you have, the bigger the impact will be. Regardless, it has yet to cause any big impact, with tests of over 50 pawns and doors on my end. This also applies to the mod options.



There is a soft incompatibility with Dubs Mint Menus. The door assignment window will close upon assigning a pawn if you have the "Mint Assign Menu" option turned on, but it is nothing more than a small annoyance.

No other incompatibilities were found at the moment.

It should already support a decent amount of modded doors/gates. If you find any exceptions you'd like to have implemented, let me know!

*It is highly unlikely I will add compatibility for any pathfinding mods that don't work or break, as I simply lack the knowledge to support those on my end. Don't hesitate to report any issue you run into, though!



  • Is it safe to add/remove mid-game?
    Completely safe to add and should be safe to remove.

  • Will you add/modify X feature?
    At the moment, I'm happy with the mod and no longer plan on changing much besides adding support for existing mods or fixing errors/weird behaviours. Maybe in the future!

  • Does the mod support translations?
    Yes! Please post any translation-related comments in the "Language contributions" discussion.

  • Load order?
    Shouldn't matter.


- Huge thanks to Bradson; without his input, there's a good chance this mod wouldn't be published!

- Also a big thanks to Madman666 for testing the performance[imgur.com] on his end!

- Inspired by AssignedWorkbenches.

Popular Discussions View All (1)
0
May 20, 2024 @ 2:02pm
PINNED: Language contributions
biowreck
75 Comments
Naturtok Aug 14 @ 5:59pm 
Yeah it pretty much does, but I have the issue where I like to use embrasures to create a pseudo-guard tower and using Prison Commons causes the "prison break" chance to increase since it doesn't treat the embrasure as a solid wall or something. I figured if I could just set the cell doors to be manually opened, the prisoners' cell size/boundary wouldn't increase like it does with Prison Commons and the embrasures wouldn't be a factor in prison break chance.

All-in-all it's a super niche situation that I've been solving by just toggling the cell doors to not close, so it's not a big deal lol
biowreck  [author] Aug 14 @ 1:54pm 
@Naturtok I believe Prison Commons (Continued) essentially does what you're asking for.
Naturtok Aug 13 @ 9:08pm 
Could there be a way to *unlock* doors for individuals/groups? Would be neat to use this logic to let prisoners through their cell door or something.
тетеря, блин Jul 28 @ 10:24am 
dude, nothing to sorry about. you made the thing and we should be thankful. also, it gave pretty readable errors. just for reference, today I was checking 600 mods to find the one that doesn't throw any errors and leads to black screen with a hard crash. It took 5 hours. thanks for the mod.
biowreck  [author] Jul 28 @ 10:19am 
@тетеря, блин Thanks for the report, looks like I accidentally replaced the patch when I added support for another mod. Should be fixed now, sorry for the inconvenience!
тетеря, блин Jul 28 @ 3:44am 
seems like there's an incompatibility with Doors Expanded:

[Personal Doors - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[@Name="OEDoorBase"]/comps"): Failed to find a node with the given xpath
[End of stack trace]
Source file: I:\Software\Steam\steamapps\workshop\content\294100\3244733349\Mods\jecrell.doorsexpanded\Patches\DoorsExpanded.xml

https://gist.github.com/HugsLibRecordKeeper/f1ae3f3ee4eeec72524e5c97dc2a6011
biowreck  [author] Jul 27 @ 4:23pm 
@Предплечье For the time being, I don't plan on adding new features. I also want to keep the mod as lightweight as possible, so having those kinds of checks is unfortunately a bit out of scope. That being said, it might be worth assigning an additional pawn if it's a common issue.
Предплечье Jul 27 @ 12:13am 
Hello, awesome mod to add some vibe of actual living and personal space! Love it until either one thing happens - childcare or medical emergency behind assigned door... colonists won't be able to enter. Is it possible to add an overwrite to those situations like it is for animals/mechanoids?
biowreck  [author] Jul 23 @ 6:51pm 
@Space Yeti Probably not, but I've never tested it.
Space Yeti Jul 23 @ 5:38pm 
Can a pawn having a mental break open another pawn's door if there is something behind it they want?