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报告翻译问题
I know this isnt my mod and none of my business but with the tone you spoke there noone will listen to you.
ZZzombo - similar story, you should be able to unlock door and be able to set rules for animas. Also I sugest to keep main entrance close. If prisoner have clean path to edge of map it force warden to keep looking at them all the time.
XXXMAN69 - could you describe what confuse you or what could help you to navigate at new ui?
@Pie - Rimworld community discord, avius mods discord or create issue in github repository :)
[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)
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)
@Hazzer I'll work on getting you the debug files. Are you in any of the Discords?
@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.
I use Minify to grab them and have strong doors on my spaceship but I cant use any of the lock settings.
Other than that thank god for this mod so visitors can't enter where they aren't suppose to.
Awesome :D
I will try with an older save file :)
This only affects Components.
Just confirmed the issue only exists when Locks is activated
I'll try moving Locks to the bottom and top of the load order to see if that helps.
@Valrath depends of settings. During jail break or revolting there is an option to turn on/off lock respecting by prisoners. Otherwise prisoners should not be able to enter locked rooms.
Thank you for the mods
@Darius Wolfe - pawn with status "special guest" is allowed to open doors. Also when you share debug. please share whole window or click save and share a file that is created.
Everything on the left side is the same as for other pawns, and they're not a guest, but an actual colonist.
They were a prisoner, and I did have to re-imprison them once because they threw a tantrum and were going to destroy something I didn't want them to; I dunno if that would cause any of that.
Am here to apologise. I.. really had just to rebuild every door (which I used dev mode for lol). This mod is amazing but maybe you could put in a little message in the compatibility section? Like.. "If you add this mod in an old save, you might have to rebuild your doors to make it work".