边缘世界 RimWorld

边缘世界 RimWorld

[A17] Lockable Doors
64 条留言
Dazz Aephiex 2018 年 2 月 7 日 下午 5:59 
Hello, I've made a modified version of your mod that introduced the ability to exclude visitors and removed the requirement of new research projects.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1294666911

I published it before asking you for permission because your github license said "please feel free to use and modify, but provide attribution." I'm still leaving this message here just in case you aren't happy with it, and if you say no, I will set it to private immediately.
Genmali 2018 年 1 月 22 日 下午 10:57 
@Khell, i hope it is okay that i took your mod and made it work for B18, i have given you full credit on the mod-page, and if you want me to take it down, I will in an instant.
To the rest of you guys, here is the link to it:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1278759760

Also @Khell, i made a pull-request on your Github for the update, with the updates and a new dll-file.
Khell  [作者] 2017 年 12 月 22 日 下午 10:46 
@Kenji I agree. If I start playing Rimworld again I will update this, but definitely don't hold your breath as I'm much less inclined to do so with my efforts duplicated (and improved on) already with the other mod. The source code is on Github so if someone does submit a PR I'm happy to release that as an update.
Kenji 2017 年 12 月 17 日 上午 7:42 
I really liked this mod. And I always prefer mods coming at a cost instead of getting good things for free, which is why I would be overjoyed if you would find the time to update B18.
Ltc. Frost 2017 年 11 月 21 日 下午 3:26 
B18?
Psigh 2017 年 10 月 21 日 上午 8:12 
because "locks" gives much more functionality, and it does it to vanilla doors, so no need for extra components AND research, which never made sense. i liked this mod but because of other mods using it became unefficient, so i ended up never placing any lockable doors, and now that i have locks it also became redundant. i'll try to make do with avius's advice
cold 2017 年 10 月 19 日 上午 10:57 
why would you want to uninstall it?
:)
Avius 2017 年 10 月 5 日 下午 5:57 
@Mysterius
I assume the reason is research that you've made.

Try to open your save file with NotePad(or other text reader) and find note <researchManager>, and delete both KEY and VALUE of specific researches.

Remember to always backup your save.

Hope that helped, didn't test that so please make backup.

Save directory on Windows: %userprofile%\appdata\locallow\Ludeon Studios\RimWorld by Ludeon Studios\Saves
Mysterius 2017 年 10 月 4 日 上午 7:49 
Can't uninstall the mod, even after removing all doors. Why?
MaroonToon 2017 年 10 月 2 日 上午 2:35 
the doors don't require any materials to make. is this a feature or a bug? additionally they are colorless (repressenting the lack of materials used)
LorDima 2017 年 9 月 23 日 下午 10:15 
Going to try it for a Killbox :headcrab:
Chaos Legion 2017 年 9 月 9 日 下午 4:37 
How am i supposed to maintain stuff in locked rooms I wonder.
Rufert 2017 年 9 月 5 日 下午 10:53 
Is it possible to add assigning a door to certain colonists only? (like he'd be the only ones with keys) I want to keep everyone but the cook away from the raw food ect.
Dan 2017 年 8 月 16 日 下午 12:45 
how does this work in relation to prison breaks?
Utah 2017 年 8 月 16 日 上午 8:37 
Amazing mod, but you could make the locks work for animals too? I would love to use Psychic Animal Pulser with my animals locked in the barn. Also, after the lock research, i would very much like if him can be added to the existing doors rather than having to build new doors (like in the RT Power Switch mod)

Thanks for the mod, its really cool
Saturn 2017 年 8 月 4 日 下午 8:13 
@IceMaverick, I came to this mod for the same reason as you did and I've found that if I just set it to someone I trust won't go on a binge to be able to unlock. Then I just tell it to be held open untill someone starts a binge in which then I tell the person that can lock and unlock the door to go close it then they can't get in and they will just wander around without any drugs to binge.
IceMaverick 2017 年 8 月 1 日 上午 12:31 
Can I use this mod to protect my drugs from binge-ing colonists? Like, to the point where they need to break down the door to get to the drugs? I'm trying to make actual hard, off-limits areas from colonists that I lose control of.
Khell  [作者] 2017 年 7 月 27 日 下午 8:09 
@Proxyer Has been merged - thank you! I will release onto Steam Workshop in a few days when I have access to my computer.
Proxyer 2017 年 7 月 24 日 下午 10:34 
Hello author.
This wonderful Mod more enjoyable for Japanese players, I have sent a pull request for Japanese translation from GitHub. If you do not mind please merge. Thank you.
LOTO 2017 年 7 月 16 日 下午 10:15 
finally:steamhappy:
Vortek Gamer 2017 年 7 月 16 日 下午 1:36 
@Khellific Can you you add the changes/fixes in the Change notes thanks
<'##>< 2017 年 7 月 15 日 上午 6:57 
Thank you for the update! Finally my colonists can once again sleep through their assigned times without having someone barge in to dust or trim a potted plant. :)

@Just_a_Puffin: You might want to try Trading Spot by Kiame Vivacity so you can keep caravans out of your base completely.
_♣Caligula♣_ 2017 年 7 月 15 日 上午 4:24 
Finally i can keep those goddamn trade caravans and their hordes of animals out, thanks!
Khell  [作者] 2017 年 7 月 14 日 下午 8:19 
A17 beta release :) I have only made compatibility changes, no new features. Please report bugs here: https://github.com/khell/RimworldLockableDoors/issues

Apologies for how long this has taken, I have been flat out! I haven't forgotten all the features I wanted and said I would implement back in January, they will come hopefully sooner than later.
Nylem 2017 年 7 月 7 日 上午 7:54 
Looking forward to it
<'##>< 2017 年 7 月 1 日 下午 5:11 
That is great news! Looking forward to the update so much. :) Thank you in advance!
NotTildaSwinton 2017 年 6 月 29 日 下午 1:13 
Very happy to be proven wrong!
Khell  [作者] 2017 年 6 月 28 日 下午 9:00 
Will update for A17 very soon. :)
Mr_Awesome88 2017 年 6 月 19 日 下午 4:23 
A17?
FalconMasters 2017 年 6 月 9 日 下午 6:19 
Yes pls, update this mod! :D
Matheryn 2017 年 5 月 25 日 下午 9:01 
please do an a17 version
Necronomnomcoins 2017 年 4 月 7 日 下午 11:46 
I like the idea. Is it like assigning a key to each colonist that you want to have a key for each door when built and then having a colonist with a key "switch" the door between locked and unlocked? (nobody can pass through a locked door, anybody can pass through an unlocked door.) I'm going to try this mod out anyway.
Reverie 2017 年 3 月 31 日 下午 10:45 
Yeah, the good news is that it exists. The bad news is that it's outdated, and works with CCL only. I'd love to see it updated, but it's a shame that i don't know how to mod.
Reverie 2017 年 3 月 31 日 下午 10:31 
@Anarcraft
I'm pretty sure i saw that system on the SK Modpack, Alpha 14. I'll search for it.
>70K = Cheater 2017 年 3 月 24 日 下午 4:06 
This mod makes so much sense, it's what I've always wanted. However with who can pass through the door having to be statically set it not only causes a lot of micro management but also prevents my colonists/robots from entering bedrooms and contructing, etc. I suggest adding an "automatic" mode which should be fairly simple to implement; When a colonist is in a "resting" action (moving to their bed) when they enter their bedroom they set the door to be locked by them (and their parter, if any) while they sleep. After they wake up they will unlock the bedroom door when they exit (last one who wakes and leaves unlocks it). This way if anyone is sleeping in the bedroom the door is locked and they are undisturbed, otherwise it's fair game to anyone.
Spaz 2017 年 3 月 8 日 上午 8:10 
YOu need to assign who can unlock it, just like assign beds
♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥ 2017 年 3 月 8 日 上午 4:57 
um with my game when i have this mod active my colonists wont go through doors like they are traped in whatever room they were in when they built the damn door
RafTar 2017 年 2 月 14 日 上午 2:18 
dankku 2017 年 2 月 12 日 下午 3:46 
This mod is great, requires a bit of micro if you need some jobs done (like the flowers and breakdowns) but other wise, a great adition.
KHCloud idea is great, would make the mod even better.
I know we all have other things to do, but if you ever want to grow this one, consider the time lock and consider a function that will lock the door only when the colonist(s) inside are sleeping.
LOTO 2017 年 2 月 7 日 下午 7:27 
cool mod,thanks:steamhappy:
GarGhuul 2017 年 2 月 4 日 下午 1:04 
Locking... doors? Is that legal, let alone ethical? Next you'll want to bar windows and dig moats.
<kidding, thanks for this>
Drood 2017 年 1 月 30 日 上午 7:52 
maybe not held open but unlocked during certain times :)
Kev 2017 年 1 月 21 日 上午 7:02 
This is a great mod for giving colonists their own rooms instead of just their own beds, my problems with is are few, breakdowns and flowers in rooms go un treated from people who would normally work on them, also pets can't be assigned to the doors, so they now get trapped in or out of the door unless force hold the door open.

I was thinking could we maybe get an option to have the doors held open during certain times of the day? that way anyone can come and go to work in the room as they need but the doors will lock during set times where only the assigned colonists can enter/exit
Dunner Homes 2017 年 1 月 21 日 上午 12:05 
do i need to start a new save for this mod?
EAST 2017 年 1 月 15 日 下午 6:30 
Can I lock the door manually and set it for repair? I would like to prohibit and repair the door at the same time.
cammillotto 2017 年 1 月 15 日 上午 7:29 
thanks! which mods did you remove?
Khell  [作者] 2017 年 1 月 15 日 上午 7:27 
@Nyan Cat
Well it's not that it doesn't work for you, it's that you want colonists to be able to pass through locked doors to perform certain jobs. I can certainly provide that, but the solution requires modifying the pathfinder. I don't have time to work on any mods today, but I'll look into getting this done in the next update soonish.
Whitecrow 2017 年 1 月 15 日 上午 5:11 
@Khel / Camm - Started a fresh save on a new colony, and have had one group of visitors arrive and leave without issue; I removed a couple of outdated mods and it looks like they might have been causing the conflict.
BiddinWar 2017 年 1 月 15 日 上午 4:00 
@khellific

Well, the last few times I've had a prison escape they've literally just opend every door leading to my armory -.- Autodoor or not, didnt matter T_T
cammillotto 2017 年 1 月 15 日 上午 3:51 
hello Kersan

I am not using this mod but yesterday had a problem with visitors/traders and doors (the door of a wooden fence from the Fences and Floors mod) and they couldn't go through it. I don't if it's linked to the Fences mod or to Hospitality.
I've been advised to use the mod conflict checker mod. Have a try at it too :-)


https://ludeon.com/forums/index.php?topic=25305.0