RimWorld

RimWorld

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Locks
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
659.941 KB
Oct 3, 2017 @ 2:16pm
Aug 21 @ 10:45pm
43 Change Notes ( view )

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Locks

Description
Version 2.6.2

Older versions
Rimworld b19 version (0.19)[github.com]
Rimworld b18 version (0.18)[github.com]
Rimworld a17 version (0.17)[github.com]

Description
This addon adds new locking door system.
  • Doors can be unlocked to allow enemies and prisoners to pass by (only races that have inteligence "humanlike" or above).
    Note: In order to unlock/lock door, colonist must "flick" the door. Unflicked door will work as unchanged for enemies and prisoners.
  • Doors can exclude visitors (wanna lock some traders?).
  • Pet doors for small animals can now be added to doors.
  • Doors can be assigned to colonists (you can simply restrict rooms to specific colonists without allowed area manager).
  • New Flicking job: Locking/unlocking doors, it has higher priority than normal flicking job. ("Flicking" doors is needed).

How to use
Select door and left click "Lock" command if you want to unlock/lock door.
Right click for more options.
Alternatively you can use "Lock" inspector tab.
User guide at github: Click here[github.com]

Performance
This mod has almost zero impact on performance. It's quick and light.

Why do I need this?
I've created this mod to allow prisoners walk through doors while keeping temperature indoors with Prison Labor mod.
You can use this mod to create heat/cold killboxes, lock traders inside, keeping base safe from animals but avoiding destroying doors by pirates.
Also you can lock bedrooms for specific colonists. When that colonist will be in second camp-like base, nobody will sleep in his bed.
You can lock areas from dirty vistors, or lock them when horde of manhunter animals is waiting outside.

Compatibility
  • You can enable this mod to old saves.
  • You can disable this mod from saves, but you need to clear all locking/unlocking job first (all semi-transparent locks shouldn't be visible).
  • There can be compatibility issues with mods that add custom doors with custom security mechanics.
  • Lockable Doors mod compatibility - as long as you DO NOT assign any pawns through lockable door menu ("set unlockable"), doors will apply to this mod mechanics.
  • Clutter Structure mod compatibility - this mod leaves management to Clutter Structures, expect you can now "unlock" doors with Locks.

Links
Github project[github.com]
Report bug[aviuz.wufoo.com]
Credits[github.com]

Discord server[discord.gg]
Popular Discussions View All (27)
7
Jul 25 @ 5:46am
1.6 Currently broken
KilledJoy
1
Jul 14 @ 12:11pm
Chinese translation update
qqcswc
40
Jan 30, 2024 @ 9:11am
Prisoners not exiting cells into common area after door unlocking.
The Last Helldiver™
1,158 Comments
Lee Townage 13 hours ago 
@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] 21 hours ago 
@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.