RimWorld

RimWorld

Locks
1,158 Comments
Lee Townage Aug 21 @ 9:38pm 
@Dosboy use the "stall door" under Hygiene tab instead of a regular door, that way the bathroom is still part of the prison. a normal door makes the bathroom "Not prison" and no prisoner will be willing to back into a prison on their own. (or maybe put a prisoner sleeping spot in the bathroom so they can "escape" from the bathroom prison too)
Hazzer  [author] Aug 21 @ 1:59pm 
@RedFlag - working on it.

@Pie - Rimworld community discord, avius mods discord or create issue in github repository :)
RedFlag Aug 21 @ 7:02am 
[Core, Assembly-CSharp.dll] RimWorld.Building_HackableDoor.PawnCanOpen(Verse.Pawn p)
[Core, Assembly-CSharp.dll] Verse.PathUtility.GetDoorCost(RimWorld.Building_Door door, Verse.TraverseParms traverseParms, Verse.Pawn pawn, System.Nullable`1[Verse.PathFinderCostTuning] tuningParams)
[Harmony for Apple Silicon, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.PathGridDoorsBlockedJob.Execute_Patch1(Verse.PathGridDoorsBlockedJob)
[System, Assembly-CSharp.dll] Gilzoide.ManagedJobs.ManagedJob.Execute()
[System, UnityEngine.CoreModule.dll] Unity.Jobs.IJobExtensions+JobStruct`1[[Gilzoide.ManagedJobs.ManagedJob, Assembly-CSharp, Version=1.6.9348.31969, Culture=neutral, PublicKeyToken=null]].Execute(Gilzoide.ManagedJobs.ManagedJob& data, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex)
RedFlag Aug 21 @ 7:02am 
warning on mac
Missing lock comp for 远古防爆门 (Ancient Door ?)
[Harmony for Apple Silicon, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Core, Assembly-CSharp.dll] Verse.Log.Warning(System.String text)
[Locks, Locks.dll] Locks.LockUtility.GetData(Verse.ThingWithComps key)
[Locks, Locks.dll] Locks.LockUtility.GetRespectedState(Verse.ThingWithComps door, Verse.Pawn p)
[Locks, Locks.dll] Locks.LockUtility.PawnCanOpenLogged(Verse.ThingWithComps door, Verse.Pawn p, System.Text.StringBuilder builder)
[Locks, Locks.dll] Locks.LockUtility.PawnCanOpen(Verse.ThingWithComps door, Verse.Pawn p)
[Harmony for Apple Silicon, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.RimWorld.Building_Door.PawnCanOpen_Patch3(RimWorld.Building_Door, Verse.Pawn)
Pie Aug 21 @ 6:48am 
@CleanToast3 You need the door to be created AFTER you add the mod. So if it's an old door, it won't work properly.

@Hazzer I'll work on getting you the debug files. Are you in any of the Discords?
CleanToast3 Aug 20 @ 8:53pm 
On 1.6 the right-click function does not work
Hazzer  [author] Aug 19 @ 12:42pm 
@Sub-Zero Boost If you are talking about Ancient blast door I'm already working on it. It should be ready soon.

@Dosboy Locks doesnt affect how prisoners behave. Vanilla logic is for them to stay in cell and just wander around. So you should have another mod like prison labor or put prisoner bed in another room to allow them moving around.

@Pie In which mod version? If you could provide debug files it would be neat.
Pie Aug 18 @ 12:44pm 
I really love it but it doesn't play well with Giddy Up unfortunately. People enter with their mounts, and then they get stuck.
Dosboy Aug 15 @ 10:06am 
Playing on 1.5 and it won't allow prisoners through. Specifically playing with Dubs Hygiene and created a prisoner bathroom. If it's unlocked, the prisoner can go in, but not out. Does this regardless if it's a bathroom or not. Thoughts?
Sub-Zero Boost Aug 8 @ 9:49am 
@Hazzer any chance you could please update to be able to use this on blast doors?

I use Minify to grab them and have strong doors on my spaceship but I cant use any of the lock settings.
Zestavar Aug 7 @ 8:38am 
@Hazzer Sorry, turn out it's caused by the door that was built before the mod was added. It works normal for door that are built after the mod. Thank you for the help
Lachs Aug 6 @ 6:39pm 
Hello, one lil thing that comes up on my logs is a yellow message saying "Missing lock comp for ancient blast door", I'm guessing its trying to give the hackable blast doors a lock but they don't.

Other than that thank god for this mod so visitors can't enter where they aren't suppose to.
M00N_MAN Aug 6 @ 2:20pm 
Never needed a mod more in my life. 3 carvans and their dirty animals running through my ship and treading animal dung everywhere. Driving me up the wall.
Paprikahörnchen Aug 5 @ 8:22am 
It works! <3
Awesome :D
Paprikahörnchen Aug 5 @ 7:59am 
Oh dang, I didn't know about the force reset thing!
I will try with an older save file :)
OneOfBorg Aug 4 @ 7:57am 
Running into an interesting issue today where only components can't be used for construction beyond a door. They have to be in the same "room" to be used. Tested both locked and unlocked.

This only affects Components.

Just confirmed the issue only exists when Locks is activated

I'll try moving Locks to the bottom and top of the load order to see if that helps.
Hazzer  [author] Aug 4 @ 12:57am 
@Zestavar does anything show in logs?

@Valrath depends of settings. During jail break or revolting there is an option to turn on/off lock respecting by prisoners. Otherwise prisoners should not be able to enter locked rooms.
Valrath Aug 3 @ 10:08pm 
prisoner pawn still take weapon and ammo in locked door after released, is this mod compatible with Combat Extended and Vanilla Expanded in 1.5 ? or this mod doesnt work for prisoner? I installed this mod mid save using reinforced automatic steel door (VE), already pick locked for visitor (it work for visitor, they cant leave).
Zestavar Aug 3 @ 8:29pm 
I see that the mod told me to right click on the lock icon to setting it, but sometimes when i right click it there's nothing happen. And is there a way to fix pawn just standing in front of the door?
Thank you for the mods
Hazzer  [author] Aug 3 @ 8:53am 
@[DRSH] Artanis - can't reproduce the isssue ;/ if it happens again please send debug files. Also, if doors are opened (e.g. wood is blocking closing it) pawns are free to cross them.
Hazzer  [author] Aug 3 @ 5:14am 
@[DRSH] Artanis - will look at it
Hazzer  [author] Aug 3 @ 5:13am 
@Fibre - please share debug window/logs from door and animal that escaped.

@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.
Fibre🌹 Aug 3 @ 12:58am 
Yeah works fine with everything else but has a bug where animals can just come in and out of their pens. Had a couple run away
Darius Wolfe Aug 2 @ 9:54pm 
Hey, the new update is great, but I've got one oddity I'd like some assistance with... I've got one pawn who just ignores the door settings. When I check the debug, I see this: https://imgur.com/a/xRtm36G

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.
[DRSH] Artanis Aug 2 @ 8:34am 
One of my pawns went and started destroying a drug warehouse during a nervous breakdown. She opened the door without any problems despite the fact that only one pawn had access to that door, which she was not.
Hazzer  [author] Aug 2 @ 3:02am 
@Paprikahörnchen In new mod version there is an option to force reset locks settings. Which should handle case of adding to old save. Please let me know if it helps.
Paprikahörnchen Aug 2 @ 2:05am 
Helloooho.
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".
Hazzer  [author] Aug 2 @ 1:51am 
@HMSOpSys should be fixed in latest version
@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!
Mars Aug 1 @ 11:04pm 
Colonists androids can't use doors that are locked
Dracon Aug 1 @ 4:25pm 
cows can apparently move through doors that are set to pets only.
KomejiKoishi Aug 1 @ 8:39am 
great mod, thank you
HMSOpSys Jul 31 @ 6:09pm 
Ghouls are unable to move through doors that that have "Visitors Allowed" unchecked. I didn't want to let visitors into my ship, but with all the doors locked to prevent visitors from coming in, now my Ghoul can not go through the doors until I allow visitors
Hazzer  [author] Jul 31 @ 7:54am 
@Namliun could you share doors settings via debug option and game logs?
Namlium Jul 31 @ 5:45am 
Can someone help? I installed the mod today I tried it on Prison doors the now the door says door unlocked but my Colonists try to change it but there is nothing to change so I have 4 colonists trying to interact with the lock.
Terallis Jul 29 @ 1:27pm 
Ah! That actually does work! Didn't seem to, at first, but it does. Thanks!
Hazzer  [author] Jul 29 @ 1:17pm 
@Terallis with the latest version there should be gizmo to force reset settings for existing doors. Is it visible to you? (it may require turned on option in mod options)
Terallis Jul 29 @ 12:53pm 
@Hazzer Actually, nevermind. Seems it was only doing it on the existing doors in my game. I deconstructed and remade the doors, and it seems to be working. No logs were being produced for it, though, that I could tell.
Hazzer  [author] Jul 29 @ 12:16pm 
@Terallis any logs?

@ImTheLichBruh by any chance have you set animal mode settings to none?
Terallis Jul 29 @ 11:46am 
@ImTheLichBruh I'm getting the same issue. In fact, aside from the mod settings themselves, I'm not even able to edit the doors. Right-clicking does nothing on the doors, for me, and the edit button in the Lock tab also does nothing.
ImTheLichBruh Jul 29 @ 8:00am 
Hello! Just a question. When I include this in my playthroughs.... Animals cannot be put in a pen hahahaha
Evilcouchpotato Jul 28 @ 10:41am 
Most Excellent and Appreciated!
stecph Jul 28 @ 4:29am 
I thought it was a "you" problem, but also vanilla heaters get rested at launch.
if they are of, they automatically get turned on.
H. Romeu Pinto Jul 28 @ 3:54am 
Thank you, @Hazzer for the wonderful mod and for your effort fixing and maintaining it.
Hazzer  [author] Jul 28 @ 2:16am 
Update 3.1.0 should be live on steam. Changes:
- 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
H. Romeu Pinto Jul 27 @ 4:08am 
I did not finish my starship just yet, so can't say much about the workaround working on space or not. Seems this mod is also finicky in space.
OceanOfGaming Jul 25 @ 10:48am 
this still doesnt work right. i just had a pawn almost die of vacuum exposure because they ignored the lock settings. ive updated it 3 times and excluded her yet she still can walk through
Jet Jul 24 @ 12:33pm 
major bug, colonists get stuck and wont go through doors even when drafted. couldnt even deconstruct had to reload to fix
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)
H. Romeu Pinto Jul 24 @ 9:07am 
As I said in the discussion thread above reguarding some bugs:
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.
shaphron Jul 24 @ 6:33am 
The edit button doesn't work for me when I load from a previous save, but it does when I start a new game. Sad I can't play with my old save.
zuntatafan Jul 24 @ 1:35am 
Hi I'm getting this error no matter what I do. Redl'd the mod several times to see if it was a steam issue but the 1.6 folder is fully updated and still nothing

https://imgur.com/a/3TDzsg4