RimWorld

RimWorld

LinkableDoors (unofficial)
82 Comments
Sainer Feb 23, 2024 @ 6:21pm 
он не работает :sadcyclops:
MiguelCairo Jan 8, 2024 @ 9:49pm 
I really miss this mod
绝地潜兵 Jul 12, 2023 @ 4:24am 
1,4pls
Videogameplayer May 24, 2023 @ 8:38am 
sad to be playing the inferior Linkabledoors-less version of Rimworld right now
The Bard of Hearts May 9, 2023 @ 12:26pm 
Has this mod been officially abandoned? If so, maybe we can ask Mlie to resurrect it for us. I really miss this mod.
asteconn Apr 10, 2023 @ 9:03am 
Further information for anyone that has trouble finding the correct location to unzip the 1.4 folder, LoadFolders.xml and About.xml in Proxyer's instructions - found the mod folder at:

C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2019849258

Your drive letter may be different if you have installed Rimworld on a different drive to C:.
BEA U Apr 7, 2023 @ 9:43pm 
I would continue this mod on steam but I am dumb, and cant code.
The Bard of Hearts Mar 19, 2023 @ 10:13pm 
Is this still being worked on?
The Bard of Hearts Mar 5, 2023 @ 7:35pm 
Would still like to see an update of this mod.
Proxyer Jan 27, 2023 @ 8:58am 
How to update Test Rim 1.4

Open the following kittycat2002's GitHub page,
https://github.com/kittycat2002/rim-LinkableDoors

Click the Code button -> Select Download.ZIP from the menu -> Download "rim-LinkableDoors-master.zip" -> Open the following LinkableDoors (unofficial) workshop folder
C:/Program Files (x86)/Steam/steamapps/workshop/content/241100/2019849258

Copy and paste 1 folder "1.4 folder" and 2 files "LoadFolders.xml, About.xml in About folder" in the unzipped zip to the above workshop folder.


Note in the mod list:
Place LinkableDoors above mods that modify doors, such as Locks, or mods that add new doors. Otherwise, those functions will not work properly.
Also, be sure to back up your save data before installation. As Linkolas warns, all the issues are still in testing. Please try at your own risk.
eighmy_lupin Jan 26, 2023 @ 2:41pm 
I hope so
The Bard of Hearts Jan 17, 2023 @ 9:00am 
Is this still being worked on?
Lock&Load98 Jan 15, 2023 @ 3:11pm 
Any luck with the update? Miss this mod.
Not_EviL Jan 11, 2023 @ 8:13pm 
Doesnt seem to be working anymore
The Bard of Hearts Dec 28, 2022 @ 8:26pm 
@Linkolas Happy holidays, Linkolas! Any progress on a possible update? If there is a way I can help, let me know. I'm no programmer, but I'm happy to test things if it helps at all.
PandaWaffles Dec 25, 2022 @ 1:31am 
Thank you for considering to update this! I would love to be able to use this again in 1.4. Thanks for all your hard work and Happy Holidays!
The Bard of Hearts Dec 20, 2022 @ 9:05pm 
How are those changes coming along? If its ok for me to ask. I REALLY like this mod.
Linkolas  [author] Dec 15, 2022 @ 12:13am 
@cat2002: Thank you! but it seemed to me that it needed more changes to make it work with 1.4, thus why I haven't updated yet!
cat2002 Dec 14, 2022 @ 3:51pm 
I created a pull request for 1.4 on github.
Vakaria Nov 29, 2022 @ 11:20pm 
Please update for version 1.4. Thank you!
Vortek Gamer Nov 27, 2022 @ 9:59am 
Just tried the mod and it is a bug. only one door (of the 2) will show and the other will not be showing. Guessing it is more of rendering side.
The Bard of Hearts Nov 25, 2022 @ 11:02pm 
Really hoping someone can take over on this mod. Mlie maybe?
Videogameplayer Nov 22, 2022 @ 9:27am 
i've been sitting here refreshing the page for about a month now, waiting for a linkable doors update. please, when can i return to my normal life? seriously though, this mod is missed
Darius Wolfe Nov 19, 2022 @ 5:51am 
Since it's been a few weeks since the last comment, I hope it's not nagging to ask about an update for 1.4. I love this mod, and have been making do with Advanced Doors in the mean-time, but for my purposes, this mod was so much better.
The Bard of Hearts Nov 3, 2022 @ 2:54pm 
still hoping for a 1.4 update. I really like this mod.
Dare Arkin Nov 1, 2022 @ 1:56am 
Sadly definitely buggy. If I place a door, that's fine. If I place a door next to the first door, the second door is invisible BUT PLACED.

I haven't tried to have anyone walk through it because I'm afraid of what might happen.
Linkolas  [author] Oct 22, 2022 @ 2:04pm 
I think it's buggy on 1.4. Tried to have a quick look at the code but did not fix it for now.
I'll probably try again in the upcoming days, but any help is welcome; the sources are available on GitHub! I'd be happy to update it here if anybody fixes it, add to the credits and creators list etc. :fhappy:
Showny Oct 22, 2022 @ 7:42am 
Has anyone tried this with 1.4?
grenade lobber Jul 15, 2022 @ 8:11am 
is this compatible with reinforced doors like the original mod?
FG_Remastered May 1, 2022 @ 6:21am 
Do you think you could add support for the Archotech doors from "More Archotech Garbage"?
Drayco84 Nov 25, 2021 @ 5:18pm 
Yeah, the mod doesn't do double doors very well, and there's also a bug where pawns slow WAY down when moving from one door tile to another, regardless of how fast it opens. As for me, the linkable door part of this whole mod has suddenly stopped working so new doors no longer link and now I'm looking at replacing ALL OF MY DOORS... *Sigh.*
Linkolas  [author] Sep 16, 2021 @ 2:31am 
@[RTB] Sarianos
Sorry for the issue :/
I'm actually only keeping the mod up for RimWorld updates, not really planning any "minor" fixes nor updates in the future.

The mod's not originaly mine, so if anyone want to put efforts in it, either it wouldn't bother me to redirect to any other workshop page; or the fixes could be sent to me so I update this workshop page (GitHub pull request for instance).

For your issue, I guess you'll need to separate your two double doors so the code won't confuse itself
[RTB] Sarianos Sep 15, 2021 @ 11:50pm 
@Linkolas Currently got an issue with the linked direction of doors resetting, tested it both with my modlist and on it's own and got the same issue of doors resetting to this position after reload, I not sure if the mod checks for wall positions/proximity for linked direction but if it does it's broken and if it doesn't then it definitely needs it.
Owlchemist Aug 12, 2021 @ 4:01am 
Heya - I sent a PR off to your git (pinging here in case it's not monitored).
Malminas Aug 10, 2021 @ 8:52pm 
Is there any possible way you could add support for the saloon doors from Vanilla Factions Expanded - Settlers?
ELLIOTTCABLE on Discord Jul 31, 2021 @ 10:17pm 
It makes sense, tbh; there's a bunch of new autodoor-designs; so somebody'll need to set up new "stretched" art assets for the new doors.

Would love to see it, but not expecting it anytime soon. )=
Skele₊ Jul 31, 2021 @ 7:10am 
Please patch autodoors via this mod fam, otherwise thank you for having updated this for 1.1 and beyond
Undeadbanana Jul 28, 2021 @ 10:55pm 
Seems like it's not working for autodoors anymore
Geobeetle Jul 27, 2021 @ 12:31pm 
@ALE199-ITA Yes it does but I think the door textures for that mod look strange so I just remove them from the files.
ALE199 Jul 26, 2021 @ 2:04pm 
does this work with vanilla expanded textures?
Leaf! ∆Θ Jul 25, 2021 @ 2:19pm 
Idk if the kitty is your fursona or what but they're cute! Thanks for the 1.3 update <3
Don Porleone Jul 25, 2021 @ 9:49am 
ok it work now.
Don Porleone Jul 25, 2021 @ 4:42am 
i can't find it in my mod list.
MiguelCairo Jul 22, 2021 @ 3:08pm 
miss this
Greypz Jul 20, 2021 @ 11:19pm 
Seems to be working for 1.3. Haven't done any extensive testing though.
Delta1138 May 21, 2021 @ 5:25pm 
could you add the ability for the doors from alpha biomes to also become linkable?
Rob Jan 13, 2021 @ 7:56am 
why are my autodoors not connecting together?
hop11 Nov 13, 2020 @ 6:38pm 
@PrydZen all it does is change the texture so yeah, it obviously works
AerosAtar Sep 22, 2020 @ 6:08am 
@Linkolas
Unfortunately, I don't think it will be something I can figure out.

I've tried using the existing method for the gates (thingClass replacement via patching), but it doesn't seem to work in any of my testing, possibly because they don't use standard door code (though I have no idea why). Therefore, at least from the experiments I have been able to do, it will require actual coding and C# is not something I am comfortable with.

So I think the gates will just have to remain unlinked, sadly. Thanks for the consideration at least. :fhappy: