RimWorld

RimWorld

Personal Doors
75 Comments
Naturtok Aug 14 @ 5:59pm 
Yeah it pretty much does, but I have the issue where I like to use embrasures to create a pseudo-guard tower and using Prison Commons causes the "prison break" chance to increase since it doesn't treat the embrasure as a solid wall or something. I figured if I could just set the cell doors to be manually opened, the prisoners' cell size/boundary wouldn't increase like it does with Prison Commons and the embrasures wouldn't be a factor in prison break chance.

All-in-all it's a super niche situation that I've been solving by just toggling the cell doors to not close, so it's not a big deal lol
biowreck  [author] Aug 14 @ 1:54pm 
@Naturtok I believe Prison Commons (Continued) essentially does what you're asking for.
Naturtok Aug 13 @ 9:08pm 
Could there be a way to *unlock* doors for individuals/groups? Would be neat to use this logic to let prisoners through their cell door or something.
тетеря, блин Jul 28 @ 10:24am 
dude, nothing to sorry about. you made the thing and we should be thankful. also, it gave pretty readable errors. just for reference, today I was checking 600 mods to find the one that doesn't throw any errors and leads to black screen with a hard crash. It took 5 hours. thanks for the mod.
biowreck  [author] Jul 28 @ 10:19am 
@тетеря, блин Thanks for the report, looks like I accidentally replaced the patch when I added support for another mod. Should be fixed now, sorry for the inconvenience!
тетеря, блин Jul 28 @ 3:44am 
seems like there's an incompatibility with Doors Expanded:

[Personal Doors - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[@Name="OEDoorBase"]/comps"): Failed to find a node with the given xpath
[End of stack trace]
Source file: I:\Software\Steam\steamapps\workshop\content\294100\3244733349\Mods\jecrell.doorsexpanded\Patches\DoorsExpanded.xml

https://gist.github.com/HugsLibRecordKeeper/f1ae3f3ee4eeec72524e5c97dc2a6011
biowreck  [author] Jul 27 @ 4:23pm 
@Предплечье For the time being, I don't plan on adding new features. I also want to keep the mod as lightweight as possible, so having those kinds of checks is unfortunately a bit out of scope. That being said, it might be worth assigning an additional pawn if it's a common issue.
Предплечье Jul 27 @ 12:13am 
Hello, awesome mod to add some vibe of actual living and personal space! Love it until either one thing happens - childcare or medical emergency behind assigned door... colonists won't be able to enter. Is it possible to add an overwrite to those situations like it is for animals/mechanoids?
biowreck  [author] Jul 23 @ 6:51pm 
@Space Yeti Probably not, but I've never tested it.
Space Yeti Jul 23 @ 5:38pm 
Can a pawn having a mental break open another pawn's door if there is something behind it they want?
Wrath Jul 4 @ 10:34pm 
Thank you so much! Have a nice day!
biowreck  [author] Jul 4 @ 11:24am 
Added compatibility with Obsidia Expansion
Wrath Jul 3 @ 10:23pm 
Hi Biowreck! thank you for the great mod! Would you be able to add compatibility for Obsidia Expansion doors? Thanks!
Arthur GC Jun 8 @ 1:57am 
@biowreck Oh, that's ok. Thanks!
biowreck  [author] Jun 7 @ 11:49pm 
@Arthur GC I don't currently plan on adding new features, as I'm fairly happy with the state of the mod and want to keep it relatively light. I think Dubs Bad Hygiene might have the feature you're looking for, though, with occupancy checks. You could probably implement that behavior on other stuff.
Arthur GC Jun 7 @ 4:15am 
Great mod!

I have one question: how feasible would it be to add a feature to auto-assign the door to the last X colonist who used it? And auto-unassign when they pass through the door again (leaving the room)?

I have a few scenarios where I want to limit the amount of people inside a room: like bathrooms, bedrooms, and laboratories, to prevent dirty, cleaners, crowds, and accidental voyeurs.

I believe there are no room limit mods on Steam Workshop right now, but this one comes close.

Thanks!
Marchiel Lobelia Dec 23, 2024 @ 2:59am 
best performance friendly locks mod by far ngl, was kinda doubting the performance impact before, but having good tps with 20 colonist and 80ish doors in a huge mod environment sealed the deal for me fr
biowreck  [author] Oct 18, 2024 @ 5:19am 
@Pet_velvet What kind of error are you running into? Have you tried the mod on its own? Could you share a log?
Pet_velvet Oct 18, 2024 @ 4:52am 
There is a 1/3 chance that this mod is causing an error when starting a new save for me.
biowreck  [author] Aug 7, 2024 @ 5:43am 
@Yrol Denjeah No worries!
Yrol Akiyama Aug 7, 2024 @ 3:20am 
biowreck, thank you :o)
I just pestered you again because i wanted a reply from you specifically as i do not know how
much other posters know about modding and it would be fairly certain that you do.
biowreck  [author] Aug 4, 2024 @ 7:06pm 
@Yrol Denjeah Like Jaggid Edje said, it is currently not a feature. It's not out of the question either, but I'm busy with other stuff, and modding isn't my main priority for the time being. I don't know how your base is set up, so this might not help much, but only doors which traders have direct access to would need to be assigned.
Yrol Akiyama Aug 4, 2024 @ 6:10pm 
biowreck, any comment on _my_ issue? ( since i think it is not just a small one,
regarding the amount of doors on a decently developed map )
biowreck  [author] Aug 2, 2024 @ 6:07pm 
@Kopaka It would be possible, though I currently don't plan on adding new stuff. Not out of the question, but busy with other stuff atm.
Kopaka Aug 2, 2024 @ 2:02am 
Is it possible to assign doors access rights like levels? I mean, level 1 security personnel can acces level 1 doors, level 2 security personnel can access level 1 and 2 doors and so on.
Jaggid Edje Jun 6, 2024 @ 3:43pm 
Copy/Paste works with a mutli-selection for storage settings in the game, so my vision of a copy/paste for the assignments would work similarly.

Of course, that's no use to you because it's not a current feature. :steamsad:

I have no advice for you on what you're doing wrong....for me I have to do it one door at a time too, so I don't think you're doing anything wrong...it's just how it works.
Yrol Akiyama Jun 6, 2024 @ 3:28pm 
This seemed to be a very usefiul mod for me at first, as i have many doors in my settlement and
wanted to forbid guests and traders to roam around in my rooms, having to clean the
packanimals droppings all day long after that...

So i selected all doors ( about 100 ) with "allow tool" and added all my colonists
( and animals via the mod options ), then removed all my colonists from
the public bedroom and the public diningroom.

Sadly, that does not work.
And Jaggid's idea would not work either i think, as then i _still_ would have to
paste the settings 99 times.

What am i doing wrong?
biowreck  [author] May 31, 2024 @ 4:08pm 
@the mouse Prisoners cannot be assigned to doors. They will be able to open unassigned doors, which is vanilla behaviour. You can use Prisoners Dont Have Keys to prevent that entirely.
the mouse May 31, 2024 @ 10:47am 
Can assign prisoners? or everyone can pass
Stein Grenadier May 31, 2024 @ 1:28am 
Oh, sweet. Thanks for the update.
biowreck  [author] May 30, 2024 @ 11:32pm 
- Added compatibility with Glass+Lights and Vault Walls and Doors
- Revenants should now follow vanilla behaviour.
Astra May 30, 2024 @ 1:57am 
haven't tested this mod by itself, but i seem to encounter a bug where the revenant from anomaly will get locked out if you assign the door to someone. i spawned in a revenant and saw the proximity detector go off. after assigning the door, the revenant started punching the door before going away.
Stein Grenadier May 29, 2024 @ 9:37am 
Also doesn't seem to work with Glass+Lights doors
Stein Grenadier May 29, 2024 @ 2:48am 
This doesn't seem to work with Vault Walls and Doors.
biowreck  [author] May 28, 2024 @ 9:32pm 
@Jaggid Edje It's definitely possible, but I'm taking a break from modding at the moment. I'm also pretty content with the state of the mod right now, so it's unlikely I will add more features, at least for a while.
Jaggid Edje May 28, 2024 @ 2:16pm 
I don't know if it is even possible or not, but a really useful feature for this mod would be the ability to copy and paste permissions between doors.
Cubile Oddity May 26, 2024 @ 5:19am 
ohhh thx for making it
biowreck  [author] May 20, 2024 @ 6:45pm 
@Jaggid Edje Thank you for going the extra mile and figuring out the issue yourself; it's highly appreciated! I'll add it to the description.
Jaggid Edje May 20, 2024 @ 3:56pm 
Good idea to use it without mods. I just did so and it works properly, so it's a mod conflict.

That surprised me because I thought I wasn't using any mods that mess with doors nor with the assign menu, but the assign interface looked slightly different with no other mods installed so I perused my mod list one at a time to recollect what each one does.

Anyway, end of this (long) story is that it was caused by Dub's Mint Menus, which includes its own assign interface. it's strange, because the assignment for beds doesn't do the whole menu-close-on-assign thing. Only doors do.

Load order didn't help resolve the problem, but disabling the Assign menu override in Dub's Mint Menu mod options did. I am not using that mod for that feature anyway.

Thank you for the assist in resolving the issue. You may want to add that in the mod description as a (very minor) mod conflict issue.
biowreck  [author] May 20, 2024 @ 2:03pm 
I deleted translation-related comments and quoted them in the new discussion to prevent bloating. Please post future translations in the "Language contributions" discussion!
biowreck  [author] May 20, 2024 @ 1:47pm 
@T.J. Thanks; it will be added soon.

@Jaggid Edje Could you do me a favor and see if the menu works as intended with only my mod running and harmony? If it works normally, try to move it as far down as you can in your mod list. If that doesn't fix it, please post a log using HugsLib or Log Publisher from HugsLib
Jaggid Edje May 20, 2024 @ 5:27am 
The update a few days ago says "adding a pawn no longer closes" the interface for assigning pawns. But it still closes for me...I have to re-open it after assigning each pawn. I did make sure that I got the update too, by unsub/resub.
biowreck  [author] May 19, 2024 @ 4:55pm 
Translations added!
很太系内! May 19, 2024 @ 6:32am 
@biowreck Another similar mod lock them out equals piece of sh it
Im looking forward to your update:steamhappy:
biowreck  [author] May 18, 2024 @ 8:36pm 
@摄魂狼 Thanks for the translations! I'm going to be a little busy over the next few days, so feel free to publish it in the meantime. I'll let you know once I get around to adding them!
摄魂狼 May 18, 2024 @ 8:23pm 
If you don't want to add it, I can publish it in the Workshop as well
biowreck  [author] May 18, 2024 @ 11:13am 
@Vlad_1492 I currently don't plan on adding anymore features, trying to keep the mod as lightweight and simple as possible. A blacklist is a bit outside the scope of the mod.

@摄魂狼 The mod already has support for translations! You can find the Languages folder in 3244733349\Common
ColeYote May 18, 2024 @ 11:02am 
Ah, finally, a way to keep pawns from barging into my colony founders' personal bathrooms.
摄魂狼 May 18, 2024 @ 12:34am 
Tip: Could you please add a language interface to the settings option?
Vlad_1492 May 17, 2024 @ 3:20am 
Nice!

Suggestion/ request: A blacklist. Everybody can use the door *except* you, Fred. You stay put.

The whitelist can work, but you have to remember to update it every time there is a new colonist.