边缘世界 RimWorld

边缘世界 RimWorld

Locks
1,181 条留言
Drone Operator 9 月 30 日 上午 6:44 
Need to rebuild all your doors if you add to an existing save. Then everything seems to work fine.
ZzZombo 9 月 28 日 下午 5:51 
Thank you, that's reassuring. It was never my intention to rub anyone off the wrong way.
DeltaRhoGamma 9 月 28 日 上午 10:43 
@ZzZombo FYI When i read your comments i didn't hear this *tone* some people speak of haha
ZzZombo 9 月 27 日 上午 5:39 
The fuck? What is wrong with the tone? The hell with this gatekeeping? Yes, _now_ I am pissed. I didn't insult anyone, or was mean, or anything like that beforehand. All I did was attempt to clarify my position, explaining why I find the provided solution unsatisfactory.
Rovstam 9 月 27 日 上午 4:55 
@ZzZombo get used to it or move on.

I know this isnt my mod and none of my business but with the tone you spoke there noone will listen to you.
ZzZombo 9 月 23 日 下午 6:42 
My dude, I can't help but repeat myself: I do want to forbid visitors, animals and enemies from entering through the prison doors, but let slaves, colonists and prisoners in and out. It is rather unclear to me why am I being told to unlock the doors for that. That's especially confusing because slaves do get their own dedicated configuration, so why not add it for prisoners? Even w/o "Prison Labor" or similar mods one might want to allow a prisoner to access some shared hall, or, say, toilet/shower area.
Hazzer  [作者] 9 月 23 日 上午 11:33 
LoneStarMick - Check if you have option on door "pens door" it should keep farming animals in check. If not please share debug file.

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?
LoneStarMick 9 月 22 日 下午 4:48 
Yeah Animals are roaming free non-stop
ZzZombo 9 月 21 日 下午 6:11 
But... that's not how it should be... because it allows everything in and out! Like enemies proper! Animals! No, I refuse to unlock doors!
XXXMAN69 9 月 21 日 下午 2:49 
I primarily use this mod to manage my prisoners while utilizing prison labor. The UI change confused me, but it's still the same. If you want your prisoners to roam around, keep the doors unlocked; no need for any special doors. It's the very first option once you edit a door
Plaguelord 9 月 18 日 上午 11:54 
I'm having weird issues with this mod and animal pens where randomly animals will decide to stop recognising the pen if it had gates or doors and wander off.
ZzZombo 9 月 12 日 下午 6:38 
I don't see any lock settings that govern whether prisoners are allowed through a door, contrary to the description. I play with "Prison Labour" if that matters.
jaden 9 月 10 日 下午 6:24 
I will post it on discord under help on Avius' Mods then.
Hazzer  [作者] 9 月 10 日 上午 8:47 
@Jaden you can use discord server or pastebin.com . Any text editor should be able to open this file
jaden 9 月 9 日 下午 9:17 
I have the file. Do you want me to post it on the discord server? I am not sure how to share it on steam.
Hazzer  [作者] 9 月 9 日 下午 2:06 
@Jaden, can you save this debug result to file and share it?
jaden 9 月 8 日 下午 5:21 
I'm using this mod along with Outer Rim - Droid Depot and it wont let non humanoid droids through doors. When i looked at the Locks debug check it showed me that it did not know what the droid was and that it's ability to go through doors is false. I am not sure which mod to post this bug too but I decided to start here because I can actually put it in the steam comments.
下北泽没有摇滚 9 月 8 日 上午 3:18 
如果你将他添加到旧存档中,所有旧的门都会引起报错,解决方法是全部门拆掉重建
[TR] James [YT] 9 月 7 日 下午 10:59 
i tried this and it broke the animal pen as the animals in the pen kept getting out and roaming away
Hazzer  [作者] 8 月 31 日 下午 12:13 
@ARecoveringCynic any logs?
ARecoveringCynic 8 月 31 日 上午 10:45 
I'm unable to right click doors. It'll tell me I can, but it doesn't do anything
Hazzer  [作者] 8 月 26 日 下午 2:14 
@Jet try update to latest version. This warn shows that door doesn't init componensts correctly, latest version try to fix in during gameplay.
Jet 8 月 25 日 上午 11:51 
I am getting missing lock comp for ancient doors over 5k times. is it safe to ignore? https://gist.github.com/HugsLibRecordKeeper/efab3c36895bb13824641cf9473c4b61
Lee Townage 8 月 21 日 下午 9:38 
@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  [作者] 8 月 21 日 下午 1:59 
@RedFlag - working on it.

@Pie - Rimworld community discord, avius mods discord or create issue in github repository :)
RedFlag 8 月 21 日 上午 7:02 
[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 8 月 21 日 上午 7:02 
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 8 月 21 日 上午 6:48 
@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 8 月 20 日 下午 8:53 
On 1.6 the right-click function does not work
Hazzer  [作者] 8 月 19 日 下午 12:42 
@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 8 月 18 日 下午 12:44 
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 8 月 15 日 上午 10:06 
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 8 月 8 日 上午 9:49 
@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.
Zestavar 8 月 7 日 上午 8:38 
@Hazzer Sorry, turn out it's caused by the door that was built before the mod was added. It works normal for door that are built after the mod. Thank you for the help
Lachs 8 月 6 日 下午 6:39 
Hello, one lil thing that comes up on my logs is a yellow message saying "Missing lock comp for ancient blast door", I'm guessing its trying to give the hackable blast doors a lock but they don't.

Other than that thank god for this mod so visitors can't enter where they aren't suppose to.
M00N_MAN 8 月 6 日 下午 2:20 
Never needed a mod more in my life. 3 carvans and their dirty animals running through my ship and treading animal dung everywhere. Driving me up the wall.
SquirrelGoblin 8 月 5 日 上午 8:22 
It works! <3
Awesome :D
SquirrelGoblin 8 月 5 日 上午 7:59 
Oh dang, I didn't know about the force reset thing!
I will try with an older save file :)
OneOfBorg 8 月 4 日 上午 7:57 
Running into an interesting issue today where only components can't be used for construction beyond a door. They have to be in the same "room" to be used. Tested both locked and unlocked.

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.
Hazzer  [作者] 8 月 4 日 上午 12:57 
@Zestavar does anything show in logs?

@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.
Valrath 8 月 3 日 下午 10:08 
prisoner pawn still take weapon and ammo in locked door after released, is this mod compatible with Combat Extended and Vanilla Expanded in 1.5 ? or this mod doesnt work for prisoner? I installed this mod mid save using reinforced automatic steel door (VE), already pick locked for visitor (it work for visitor, they cant leave).
Zestavar 8 月 3 日 下午 8:29 
I see that the mod told me to right click on the lock icon to setting it, but sometimes when i right click it there's nothing happen. And is there a way to fix pawn just standing in front of the door?
Thank you for the mods
Hazzer  [作者] 8 月 3 日 上午 8:53 
@[DRSH] Artanis - can't reproduce the isssue ;/ if it happens again please send debug files. Also, if doors are opened (e.g. wood is blocking closing it) pawns are free to cross them.
Hazzer  [作者] 8 月 3 日 上午 5:14 
@[DRSH] Artanis - will look at it
Hazzer  [作者] 8 月 3 日 上午 5:13 
@Fibre - please share debug window/logs from door and animal that escaped.

@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.
Fibre🌹 8 月 3 日 上午 12:58 
Yeah works fine with everything else but has a bug where animals can just come in and out of their pens. Had a couple run away
Darius Wolfe 8 月 2 日 下午 9:54 
Hey, the new update is great, but I've got one oddity I'd like some assistance with... I've got one pawn who just ignores the door settings. When I check the debug, I see this: https://imgur.com/a/xRtm36G

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.
[DRSH] Artanis 8 月 2 日 上午 8:34 
One of my pawns went and started destroying a drug warehouse during a nervous breakdown. She opened the door without any problems despite the fact that only one pawn had access to that door, which she was not.
Hazzer  [作者] 8 月 2 日 上午 3:02 
@Paprikahörnchen In new mod version there is an option to force reset locks settings. Which should handle case of adding to old save. Please let me know if it helps.
SquirrelGoblin 8 月 2 日 上午 2:05 
Helloooho.
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".