RimWorld

RimWorld

334 ratings
Personal Doors
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6
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Mod, 1.4, 1.5, 1.6
File Size
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Updated
850.992 KB
May 11, 2024 @ 6:06pm
Jul 28 @ 10:19am
11 Change Notes ( view )

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Personal Doors

Description
09/27/2025

I've decided to step away from RimWorld modding indefinitely. Thank you to everyone who subscribed and enjoyed my small selection of mods, I hope they've served you well!

Most of my mods will likely be taken over in the near future. I'm currently talking to someone who might take them over.

I will not be updating this mod until then, unless a major issue is found.

Thank you <3





This is a very simple mod that lets you assign any number of pawns to doors and gates, similar to how beds are assigned.

How it works:
  • Assigned doors will prevent any unassigned pawns from using them. This includes non-colonist pawns, animals, and mechs.

  • Unassigned doors will behave normally.

  • Optional: In the mod options, you can choose to allow colony animals and/or mechanoids to go through assigned doors. Both options are off by default. (You will need to restart your game for the changes to apply!)



I've done a lot of testing on vanilla and using various mods with negligible impact. Most of it was done in 1.5, but nothing came up in 1.4, either. Seems fine in 1.6 as well.

Obviously, the more pawns and doors you have, the bigger the impact will be. Regardless, it has yet to cause any big impact, with tests of over 50 pawns and doors on my end. This also applies to the mod options.



There is a soft incompatibility with Dubs Mint Menus. The door assignment window will close upon assigning a pawn if you have the "Mint Assign Menu" option turned on, but it is nothing more than a small annoyance.

No other incompatibilities were found at the moment.

It should already support a decent amount of modded doors/gates. If you find any exceptions you'd like to have implemented, let me know!

Additionally, one of these may have a feature you're looking for:




  • Is it safe to add/remove mid-game?
    Completely safe to add and should be safe to remove.

  • Will you add/modify X feature?
    For the time being, I'm happy with the mod and no longer plan on changing much besides adding support for existing mods or fixing errors/weird behaviours.

  • Does the mod support translations?
    Yes! Please post any translation-related comments in the "Language contributions" discussion.

  • Load order?
    Shouldn't matter.


- Huge thanks to Bradson; without his input, there's a good chance this mod wouldn't be published!

- Also a big thanks to Madman666 for testing the performance[imgur.com] on his end!

- Inspired by AssignedWorkbenches.

79 Comments
biowreck  [author] Sep 21 @ 12:55pm 
@Yarrmor Of course, no need to ask for permission.
Yarrmor Sep 20 @ 11:49pm 
That's fine. May I instead commission someone to make a patch for it?
biowreck  [author] Sep 17 @ 1:38pm 
@Yarrmor I don't currently plan on adding any checks like those, sorry.
Yarrmor Sep 17 @ 4:55am 
Is there a way to let drafted pawns ignore the assigned pawn selection on doors? I build every fam their own house, but if someone gets downed inside their own house, no one can rescue them.
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