RimWorld

RimWorld

Locks
1,139 Comments
Hazzer  [author] 2 hours ago 
@[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] 6 hours ago 
@[DRSH] Artanis - will look at it
Hazzer  [author] 6 hours ago 
@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🌹 10 hours ago 
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 13 hours ago 
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.
Master Baiter 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
Master Baiter 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)
Master Baiter 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
Paprikahörnchen Jul 22 @ 2:53pm 
I would really love to use this but I really don't think it's a incompatibly issue. Maybe I'll try it in some future days!
Evilcouchpotato Jul 22 @ 2:04pm 
Is anyone able to get Vac barriers to work as lockable pen doors in this?
Darius Wolfe Jul 21 @ 7:09pm 
Additional context: I started up an existing save, attempted to edit settings on a gate, then attempted to unlock it, commanded a pawn to do it, then attempted to have him re-lock it after he failed to lock it.
Darius Wolfe Jul 21 @ 7:01pm 
I'm having the same issues Paprikahörnchen was having but I don't have any of the mods that Hazzer pointed out as being potential conflicts. On a quick review, I don't see any other mods mentioned in the same line as Locks.

https://pastebin.com/0jj1L1Ew
Hazzer  [author] Jul 21 @ 2:04pm 
@Vultr - Please share the game logs. Without them, I can't fix anything.

@grijnskat - you may want to branch from version 2.9.3. Main latest may no longer be compatible with 1.5
Hazzer  [author] Jul 21 @ 1:55pm 
@Paprikahörnchen please share your logs with Niilo007. In logs that you shared found:
`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.`
Vultr Jul 21 @ 7:59am 
Doesnt work. The door options cannot be changed so traders still walk trough my base to find a table...
grijnskat Jul 21 @ 7:21am 
@Hazzer: Oh, I didn't know that. Sorry. I am still on 1.5. ^^"
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).
Hazzer  [author] Jul 21 @ 6:55am 
@Paprikahörnchen Still worried this is compatibility issue. With minimal mod list I can't reproduce issue :( However, I will add additional null reference procetion in that part of code. Settings will be reseted in that case, but it should allow you to edit settings

@grijnskat - since 1.6 there is option to allow any mech: https://imgur.com/a/5NugCgY Wont it match your requirement?
grijnskat Jul 21 @ 6:25am 
@Hazzer: No, that would be overkill. :D
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.
Paprikahörnchen Jul 21 @ 6:21am 
Paprikahörnchen Jul 21 @ 5:33am 
I would test which mods cause the issue but with too many disabled mods I can't open my save anymore.
And it's weird, cause the mod works when I start a new colony.

But thank you.
Hazzer  [author] Jul 21 @ 2:10am 
@Paprikahörnchen I know it’s a common response from mod authors, but this looks like a compatibility issue. The Lock system isn’t receiving the expected data—possibly due to mods marked with arrows. Based on the call order, it might also be related to DragSorting. It would be good to inform the authors of those mods. https://imgur.com/a/jcWBYKk
Hazzer  [author] Jul 20 @ 11:55pm 
Please share full game log when this error occurs. I don't have any running game and in dev mode I can reproduce this issue ;/
Paprikahörnchen Jul 20 @ 10:28pm 
Alright. I only get the errors in my running game and not when I try a Quickstart through DevMode. :c
Darius Wolfe Jul 20 @ 8:42pm 
Got the same issues as Paprikahörnchen; edit button does nothing, and I see the same error in the logs.. Additionally, a couple other issues:

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.
Paprikahörnchen Jul 20 @ 8:36pm 
Okay, got two different error messages! xD
https://imgur.com/a/GSYNHh3
Paprikahörnchen Jul 20 @ 8:23pm 
The edit button sadly doesn't do anything for me :(