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@Darius Wolfe - pawn with status "special guest" is allowed to open doors. Also when you share debug. please share whole window or click save and share a file that is created.
Everything on the left side is the same as for other pawns, and they're not a guest, but an actual colonist.
They were a prisoner, and I did have to re-imprison them once because they threw a tantrum and were going to destroy something I didn't want them to; I dunno if that would cause any of that.
Am here to apologise. I.. really had just to rebuild every door (which I used dev mode for lol). This mod is amazing but maybe you could put in a little message in the compatibility section? Like.. "If you add this mod in an old save, you might have to rebuild your doors to make it work".
@Dracon, Mars - please share debug file. Select door, choose debug option with question mark and select pawn/animal that work incorrectly. When debug window shows up click save and share this file with me.
@KomejiKoishi - glad you like it!
@ImTheLichBruh by any chance have you set animal mode settings to none?
if they are of, they automatically get turned on.
- Add gizmo for hard reset door locks
- Changed how Locks data are stored, which should preserve door settings for gravships
- Vac Barrier should respect locks now
https://gist.github.com/HugsLibRecordKeeper/39e1a3aa8540288bacd478da7081b33f
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
[Ref 84AE072C] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
I noticed that the mod works with doors built after mod installation. Doors prior to mod added won't have any Locks functions and act as vanilla doors. So the workaround is to just rebuild doors built before mod added to save.
https://imgur.com/a/3TDzsg4
https://pastebin.com/0jj1L1Ew
@grijnskat - you may want to branch from version 2.9.3. Main latest may no longer be compatible with 1.5
`Error in Niilo's QoL, assembly name: NQualityOfLife, method: My:LocksModIntegration, exception: System.MissingMethodException: Method not found: void Locks.LockState..ctor(Locks.LockMode,bool,bool,bool,System.Collections.Generic.List`1<Verse.Pawn>,bool,bool)`
and
`NQoL [W] - 'Locks' version has changed! Current version: '3.0.4', Last tested version: '2.9.3', Compatibility should be re-tested.`
However I've just noticed that you have the source for the older versions on GitHub too. Already started implementing the feature for 1.5 (using the 2.9.2 source).
@grijnskat - since 1.6 there is option to allow any mech: https://imgur.com/a/5NugCgY Wont it match your requirement?
What I meant was a "Mech door" toggle like "Children door", "Pet door", "Animal flap". So that colony mechs ignore locked/owned doors.
Basically you would check for pawn.Faction.IsPlayer && pawn.RaceProps.IsMechanoid and let it pass through.
https://www.dropbox.com/scl/fi/x03oznuck4un7xe4bn584/Player.log?rlkey=1m91texi4zv3hzwa283nkvzba&st=m9mk1ez1&dl=0
And it's weird, cause the mod works when I start a new colony.
But thank you.
Here you go:
https://www.dropbox.com/scl/fi/x03oznuck4un7xe4bn584/Player.log?rlkey=1m91texi4zv3hzwa283nkvzba&st=84qa9ole&dl=0
When I try to unlock, the pawn gets stuck and just stands there until I cancel the action.
All of my gates appear to become open to animals, but since I can't edit, I can't fix this.
https://imgur.com/a/GSYNHh3