RimWorld

RimWorld

Locks
1,035 Comments
SP4RTAN 8 hours ago 
If you have more than one door selected, whenever the camera is moving (zooming in or out, using wasd or dragging with middle mouse button) an extra lock button appears and disappears when the camera stops moving again.

Not a massive issue. Just something I noticed
Hazzer  [author] 11 hours ago 
There is an option to generate debug file for specific pawn. Would you mind generate those file and share it?
LZIM 11 hours ago 
cant say i'm seeing those issues

however

default settings tends to have pen animals escaping as doors and pen gates/flaps are set to any by default

when you switch them to None, with immediate effect (no pawn has adjusted the door to lock animals out), ropped animals are not permitted passage such that all animals inside cant pass and animals outside cannot be brought into a pen. as soon as the door is changed they stampede out as per vanilla behavior.

waiting until night so that the penned animals are sleeping to open the door to allow new pen animals into a pen. This will not work for taming wild animals though as they will not be permitted into the pen unless the appropriate ports are designated as pens doors/gates/flaps
MechaMaria64 12 hours ago 
So, having tested the github and latest steam push, theres a lot of problems

copy button is labled as past
doors are kept perpetually as "locked, changing"
Editing locks works maybe 1/25 times you click that button, usually it either just vanishes from your UI or just tries to lock the door again
even when locked, colonists were just ignoring it.

I was doing this on a save that existed without the file originally and was added after, doors are built in a gravship, no modded doors are in use.
Hazzer  [author] Jul 10 @ 2:46pm 
Yes, beta version is on GitHub right now.
Papito Jul 10 @ 12:06pm 
Will this mod be updated?
LZIM Jul 6 @ 6:30pm 
jk the real issue is when prisoners are given Basic jobs with the prison labor mod so they can unlock doors themselves.
FleetOfWarships Jun 28 @ 11:39pm 
I would love it if there could be a mod option to turn off the flicking job necessity, I know it's a bit cheesy if used right but it's simply a pain in the ass when all my pawns have much better things to be doing than changing the settings on a locked door.
本体(benti) Jun 16 @ 7:07am 
After a colonist is arrested and then released, they appear to ignore door locks.
Namaride Jun 14 @ 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 May 17 @ 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 Apr 20 @ 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 Mar 9 @ 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 Mar 9 @ 5:59am 
And a "Allow entrance for/while rescuing " would be nice :) thanks
Agaros007 Mar 9 @ 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 Mar 9 @ 5:41am 
@carbear, then you messed up the Locking somewhere, i you want add me and i can help you
Catbear Mar 7 @ 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 Mar 5 @ 11:37pm 
@crashfly , should be possible, the room gets recognised if its enclosed, so i still hope its possible
crashfly Mar 4 @ 3:43pm 
@Agaros007 - that would seem to be a bad idea to me. assuming a pawn walked to the place behind the locked door to do something and then the time passed to lock the door. seems they would be trapped. unfortunately, i do not think one way doors are a thing.
Agaros007 Mar 4 @ 10:36am 
hey, can we have an option to make it lock between different times? so its locked to Collonist x between 9pm and 6 am or something?
mir_38 Mar 3 @ 11:00pm 
@ErLouwer Are you sure it's this mod? Some mods have aggressive pathfinding that can call door conditions much more often than they should
Vykaax Feb 25 @ 5:53am 
This says it works for prisoners, but I'm not getting any options for that. When I set the door locks I can only do so for Colonists, Slaves, and Visitors. My prisoners are stuck in a single room (also using Prison Labor). I know this used to work fine back in 1.3 or whatever it was the last time I played. I have all of the DLC now and suddenly they can't get out of their room
ErLouwer Dec 30, 2024 @ 5:42pm 
This affects performance tremendously
Galgen Dec 15, 2024 @ 6:02pm 
Hi, sorry to bother you, but is there a way to automatically assign room owners without having to select them during the block? I have an extremely large colony and it's quite complicated. Thanks so much for this great mod and thanks for staying active.
crashfly Dec 10, 2024 @ 4:44pm 
@Hellsvien - when i seen this problem, it means that i have a door not marked as a "pen" door. also, when replacing/moving doors you have to verify those doors are set as a pen door to keep animals from going through.
Hellsvien Dec 10, 2024 @ 4:01pm 
Sadly today, I'm having issues where the pen is now not enclosed. I have ensured the obvious, and confirmed the pen gate is "locked" with pen checked, but still it does not work.

I'm using vanilla pen gates btw.
Plague - No Computer Dec 1, 2024 @ 4:11pm 
Think by chance you can add mechs/robots able to use the door? Not sure if they count as animals. I have a medicine locker so my addicts can get to it, but I'd like the mechs to be able to stash the opium in there and not require my doctor to do it
Jay425 Nov 25, 2024 @ 2:08pm 
works great then after a while he locks stop working
-=GoW=-Dennis Nov 24, 2024 @ 2:46pm 
Guests and rescued pawns somehow cant leave unless I set doors to hold open when this mod is installed, despite the lock settings would allow them to.
TaikaJamppa Nov 23, 2024 @ 7:32pm 
For some reason, when I have my main pawn's bedroom door locked to them only, the other pawn that I don't want to enter, can. THROUGH the locked door. What's that all about? Hasn't been an issue before... :bummer:
GeshXD Oct 18, 2024 @ 9:55am 
I like this mod. It adds some quality of life features not found elsewhere. Yet it causes new headaches all of its own making.

Firstly there's the awful lack of consistency to the logic of the lock settings

Pet door ON = small animals CAN pass
:steamthumbsup:makes sense, citing only as example

Pens door ON = Pens animals CANNOT pass
:steamthumbsdown:Doesn't apply the same logic as Pet's door. Its backwards! Why??

Animals allowed = when disabled all animals will not be allowed
What the actual heck. It has the correct logic, but why not just say "when enabled, animals will be allowed":steamfacepalm:

Also your mod has creates other issues when forming caravans. Pawns will insist on leading pack animals to caravan gathering spot via a route which has doors that are locked to those animals. So they can go through but the animals can't.

This mod has the potential to be a GREAT tool. In it's current state however, it's just about "okay"
lydocia Oct 18, 2024 @ 9:10am 
Will this mod allow me to assign houses to a group of pawns while keeping others out?
hergy Oct 17, 2024 @ 5:10am 
Not working. Wild animals and wild humans passing ma locked doors.
Stellar ❤️💙💛 Oct 6, 2024 @ 4:55am 
Definitely need an upgrade for robots and mechs!
crashfly Oct 4, 2024 @ 11:41pm 
seems like this mod is only 'somewhat' compatible with the insulation mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2196454890
doors can be set as pen doors, but when they are not set as pen doors pawns do not see the other side of the door as a pen and therefore go collect any animals that move into that area.
makes it annoying when over and over and over the pawns keep collecting animals to move them when those animals are allowed in that area.
ThottyNathaniel Oct 3, 2024 @ 9:11am 
roped animals should bypass the pen setting
Crimson Sep 24, 2024 @ 11:07am 
Now I have two pawns that don't respect locks, I don't know what is going on but this mod is not working for me
Iirly Sep 22, 2024 @ 2:52pm 
How do I turn off the giant Lock icon on my doors and still use it to lock things?
Crimson Sep 22, 2024 @ 2:26am 
I have a colonist that for some reason does not respect any lock whatsoever, no matter what configuration I put the colonist just bypass it like it doesn't exist, every other colonist work just fine

Anyone have similar problem?
Vintorez®™ Sep 12, 2024 @ 10:42am 
I have problem when releasing my prisoners, sometimes they just walk in my base and try steal my good shit(gear) and leave
Ibutsu Engen Sep 8, 2024 @ 9:28am 
it would be really nice to be able to disallow wild animals, but allow hostiles through doors, so killboxes could allow enemies in, but not let predators or boomrats in
Nairagorn Aug 25, 2024 @ 3:52pm 
I really don't understand what I'm doing wrong here, hopefully someone can help. I've got two yaks, one is happily in the pen with no problems. The other escaped at some point and I cannot for the life of me get him back into the pen. No matter what I set the lock to, even completely unlocked, he gets roped and dragged to the pen, and then bounces off and won't go through the gate.

::edit:: i ended up deconstructing the gate to get him through, then rebuilt it behind him.
Zipzopdippidybopbop Aug 19, 2024 @ 3:34pm 
I think this conflicts with VFE Mechanoids - my autobots are unable to go through the main doors to my colony to clean/haul etc.
Hazzer  [author] Aug 10, 2024 @ 8:46am 
Doors needs to be unlocked for prisoners.
kongkim Aug 9, 2024 @ 2:17am 
@Oshiiram Yah, but prison labor is an old mod made before slaves was a thing in the base game "DLC". Slaves took the prisoners place :)
Oshiiram Aug 9, 2024 @ 2:02am 
@kongkim Then there's no settings for prisoners ? This mod is made to be with prison labor but there's no setting about it..
kongkim Aug 9, 2024 @ 1:22am 
@Oshiiram slaves and prisoners are not the same?
But there is a mod that allow prisoners to have multiple rooms i think.
Oshiiram Aug 9, 2024 @ 1:16am 
Hi my prisoners won't exit their cells even if the "slaves allowed" setting is allowed is there any solutions ?
kongkim Aug 3, 2024 @ 1:43pm 
The mod really need an update to allow/disallow mechs.
shuamakura Jul 27, 2024 @ 8:57am 
I put in for a private room, unassigned character can enter while the door is open by the others but can't leave while the door is open by the others.
When you draft and designate outside, it shows no passable road...
(forgive my pool english)