DOORS EXPANDED
Adds new types and sizes of doors to RimWorld.
Currently included:
- Doors (1x2)
- Double sized doors.
- Doors (1x3)
- Triple sized doors.
- Curtains (Tribal)
-Fragile, flammible, and made of fabric, these curtains provide fast movement through buildings.
(https://cdn.discordapp.com/attachments/388901730869575680/418443616437141514/DoorsExpanded_Tribal.gif)
- Jail Doors
- Strong doors with steel bars keep prisoners at bay.
(https://steamuserimages-a.akamaihd.net/ugc/916918214154548254/662A0E3D17190F1AEC36E438A524613A036CFC57/)
- Gates
-Stylized doors perfect for meeting pre-industrial needs.
(https://cdn.discordapp.com/attachments/388901730869575680/418443598766276628/DoorsExpanded_Gates.gif)
- Blast Doors
-Incredibly large and secure doors used to keep greater threats at bay.
(https://cdn.discordapp.com/attachments/388901730869575680/418443595868143617/DoorsExpanded_BlastDoors.gif)
- Remote Doors
-Doors that can be secured remotely by using levers or buttons. These doors roll upwards, similar to garage doors, and require power connected to both lever/button and door to operate. Perhaps these doors will allow you to build the trap room of your dreams?
Comissioned by CMDR Toss Antilles.
Download
Non-Steam Download (1.5):
https://www.patreon.com/posts/102723038
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1316188771
Changelog
1.5.0.0 (04-20-2024)
========================
Updated for RimWorld 1.5 to use the new MultiTileDoor class instead of invisible doors. Saves from 1.4 to 1.5 will need to rebuild their doors in the new 1.5 version.
1.4.1.1 (10-21-2022)
========================
Initial update for RimWorld 1.4 for Doors Expanded
1.4.1.0 (10-11-2022)
========================
Updates DoorsExpanded to support 1.4.3514 Unstable
1.4.0.1 (09-10-2021)
========================
Fix crash due to infinite recursion in RW 1.3.3116+
Fix blueprints and frames of our doors not having proper labels
Fix CompProperties_PostProcessText not being removed after processing if not in dev mode (minor optimization)
Update PlaceWorker_OnTopOfWalls to consider smoothed buildings as walls (note: if JecsTools is loaded before Doors Expanded, this fix won't apply for the time being)
1.4.0.0 (08-08-2021)
========================
Note: Starting from this version, changes only apply to RimWorld 1.3+.
RimWorld 1.3 compatibility
Add Chinese Simplified translation (thanks Juijote!) - applies to all RW versions
Various fixes and updates from a new audit of relevant parts of current RW codebase
More debug info, including new drawDoorTempEqualization debug view
Misc minor optimizations and cleanup
1.3.3.2 (07-18-2021)
========================
Actually fix "invis door has different faction" errors (and remove previous workaround)
Add Spanish translation (thanks Crusader!)
Add/update machine-translations for new blast doors where applicable, and some other translation cleanup
1.3.3.1 (05-09-2021)
========================
Workaround "invis door has different faction" errors (yet unknown cause) by only logging them if in dev mode or if mod's log option is debug/stacktrace
1.3.3.0 (05-06-2021)
========================
Add 1x1 blast door (thanks Jiopaba/InsanityPrelude!)
Add French translation (thanks qux!)
Attempt to fix potential errors (like NullReferenceException) due to stale linked doors (removed/unspawned outside of this mod's control)
Allow patches (or future changes) to change building's thingClass from Building_DoorExpanded to another class (like Building_Door) without breaking saves
Rebuild to latest RW version
Mod option for log level (for debugging)
1.3.2.1 (08-13-2020)
========================
Fix regressions in RW 1.1 version by compiling separate assemblies for RW 1.1 and RW 1.2 to account for different enum/constant values in RW assemblies
Internal: Migrate to SDK-style csproj, assembly name/version attributes align with actual name/version
1.3.2.0 (08-11-2020)
========================
Note: Starting from this version, changes only apply to RimWorld 1.1+.
RimWorld 1.2 compatibility
New doors:
- 2x1 and 3x1 autodoors
- 3x1 remote garage-style doors
- 2x1 and 3x1 tribal curtains
Improved compatibility with:
- Minify Everything (note: existing broken doors may not be fixed, but new doors should be fine)
- Home Mover
Remote door changes:
- Fix blast doors not being remotely securable - blast doors now require power like autodoors
- Autodoors, including the vanilla 1x1 autodoor, are remote controllable
- Blast doors and remote garage-style doors can now breakdown like autodoors, but only at half the normal frequency
- Remote doors rebalanced such that they open more slowly than autodoors but cost less and use less power (and breakdown less frequently)
- Tweak all the various costs of blast doors and remote garage-style doors such that: blast doors > autodoors > remote doors > vanilla doors
- Remove superfluous remote button/lever linking/unlinking messages
Show east/west door frames above buildings (fixes blast door frames showing below walls)
Door open time (in seconds) stats are now displayed instead of door open speed stat
Modders: DoorExpandedDef deprecated in favor of new CompProperties_DoorExpanded (see Heron_Doors.xml for examples):
- Misleading DoorExpandedDef.doorOpenSpeedRate deprecated in favor of statBase for vanilla DoorOpenSpeed (backcompat default to 1.0/doorOpenSpeedRate)
- Misleading DoorExpandedDef.tempLeakRate deprecated in favor of CompProperties_DoorExpanded.tempEqualizeRate (backcompat default to 375.0/tempLeakRate)
- All other DoorExpandedDef fields can be copied as-is to CompProperties_DoorExpanded
- Non-abstract door defs have had their Name attributes (used for XML inheritance) removed,
since fields of comp properties (such as CompProperties_DoorExpanded) can't be overwritten in a derived def.
Specifically, "HeronDoor", "HeronDoorRemote", "HeronDoorDoubleRemote" Name attributes have been removed.
Replace Pawn_PathFollower.TryEnterNextPathCell transpiler with Building_Door.StartManualOpenBy prefix patch (to avoid misleading report in Dubs Performance Analyzer)
Improve debug logging, add more logging when the "Verbose logging" setting is enabled, add full path cost in "write path costs"
Misc label & description tweaks and XML & texture cleanup
1.3.1.0 (05-06-2020)
========================
Blast doors can be remote controlled now. Additional rebalancing and cleanup. Patch by lbmaian.
- More robust patching in case other mods are broken (should no longer fail if another mod has an invalid assembly reference).
- Blast doors can be remote controlled now (remote control tech still required to build remote buttons/levers).
- Blast doors now have half flammability (so half the flammability of the material they're made of).
- Tribal curtains cost halved to 25 fabric or leather as part of RimWorld 1.0/1.1 rebalance.
- Remove obsolete Manifest.xml loadBefore/loadAfter and migrate vanilla door mass patch to code to prevent some warnings.
1.3.0.1 (03-14-2020)
========================
Improves compatibility with other mods, including recovering from game-breaking errors that can somehow happen. Engineered by lbmaian.
1.3.0.0 (03-07-2020)
========================
A 1.1 compatible version of Doors Expanded, rewritten and recreated by lbmaian to be even better than before.
1.22.1.2 (03-06-2020)
========================
Fix potential NRE and room unfogging in edge cases involving large doors, and fix more potential subtle issues related to Fillage. Engineered by lbmaian.
Scale WorkToBuild linearly like most of vanilla, rebalance thick gate and blast door costs
1.22.1.1 (03-04-2020)
========================
Backport tweaks and fixes to RimWorld 1.0 version. Engineered by lbmaian.
"JT_PlaceWorker_OnTopOfWalls" is now translated if JecsTools isn't loaded.
1.22.1.0 (02-29-2020)
========================
Balance pass based on ~b18~r1.1 changes and consistency. Engineered by lbmaian.
- All doors (except blast doors and curtains) MaxHitPoints were reduced, typically by about a quarter to match the B19 change to vanilla doors.
- All doors (except curtains) Mass have reduced, with the assumption that vanilla doors have 20 mass (only relevant if a mod like MinifyEverything is installed).
- Related 1-wide vs 2-wide vs 3-wide door stats and costs have been rescaled for consistency.
- Blast doors have same terrain affordance as walls, and same construction skill requirement as autodoors.
- Prisoner containment research requires medieval tech level.
- Blast door research requires hi-tech research bench.
Also add dependency to the Harmony mod.
1.22.0.0 (02-28-2020)
========================
RimWorld 1.1 compatibility (RimWorld 1.0 still works). Engineered by lbmaian.
No longer requires JecsTools in either RimWorld 1.0 or 1.1.
Also revamp door remote button/lever job so that it consistently respects whether door remote button/lever is enabled throughout the job, and fixes related pathing issues.
1.21.0.0 (01-31-2020)
========================
Rewrite and fully rebase code onto 1.0 RimWorld, fixing several bugs. Engineered by lbmaian.
- fixes pathing issues, including enemies warping through large doors
- forbid/unforbid has immediate effect (instead of having to wait a tick)
- fixes behavior inconsistent with vanilla doors, including default door opening/closing speeds, previously held open door closing behavior, whether enemies set fire to doors, heat transfer rates through open/closed doors
- allow <1.0 fillPercent doors with correct cover/snow/etc. calculations
- doors are non-minifiable (non-uninstallable) by default
- doors block light by default
- door opening speed stat now appears in door expanded doors' info dialog (note: def.doorOpenSpeedRate value currently isn't reflected in this)
- remote doors default to non-remotely secured
- remote hold open state now linked to remote button/lever, with latter's state initialized to first linked remote door
- remote hold open state no longer clobbers native hold open state (in case door is unlinked)
- secured remotely doors ignore native hold open state (and disables hold open gizmo)
- custom remote door gizmos now appear right after hold open gizmo
- more consistent messages on button connect/disconnect
- remote button/lever no longer appears above pawns
- fixed Stretch and StretchVertical and non-2-width DoubleSwing door type animations
- Stretch/StretchVertical defs have new custom parameters, with the only functional difference between Stretch and StretchVertical being defaults
- ghost (pre-placement) and blueprint door graphics now always match actual door graphics
- ghost graphics for def.rotatesSouth=false now skip south rotation, and fix subtle bugs when spawning def.rotatesSouth=false doors
- ghost graphics now appear above existing buildings as in vanilla
- 1x1 non-manually-rotatable doors, including blueprints, auto-rotate like vanilla doors (and all such 1x1 doors in this mod are updated accordingly)
- dev mode inspector has new toggles (write temperature, write edifice grid, write doors), more path info, more precise mouse position, and patch call registry for debugging
Add German translation by Erdnussbrot.
Update Japanese translation by Proxyer.
1.20.0.7 (06-03-2019)
========================
Fixes explosion slowdowns that occur while playing the CE mod coupled with Doors Expanded. The fix was engineered by JonnyNova.
1.20.0.6 (06-02-2019)
========================
Remote doors can be secured and locked properly. Also pathing fixes.
1.20.0.5 (04-11-2019)
========================
Adds research for remote buttons and doors as well. Updates Japanese translation.
1.20.0.4 (04-09-2019)
========================
Adds remote doors, buttons, and levers to Doors Expanded.
1.20.0.3 (04-07-2019)
========================
Added remote doors, buttons, and levers
1.20.0.2 (02-10-2019)
========================
Crossing through blast doors should be faster now.
1.20.0.1 (10-27-2018)
========================
This should fix the issue where animals do not want to walk through the doors for whatever reason.
1.20.0.0 (10-18-2018)
========================
Initial release for RimWorld 1.0
Doors Expanded
1.18.0.12 (3/15/18)
-Added Portuguese / Portuguese Brazilian translation by Freewayz
-Added Russian translation by kr33man
-Added Korean translation by MarinHigh
1.18.0.11 (3/6/18)
=============
- Prisoners don't try to escape when an Expanded Door opens for others to perform regular jobs any more.
1.18.0.10 (3/5/18)
==============
- Fixed some irregular door behavior, so now doors can be properly stacked.
1.18.0.9 (3/4/18)
=============
- Fixed a missing XML tag.
1.18.0.8 (3/4/17)
=============
- Added Jail Doors
- Adjusted door HP to match the power of cassowary digging.
1.18.0.7 (3/3/18)
=============
+ Pawns with enhanced movement should no longer have issues crossing Expanded Doors.
1.18.0.6 (3/3/18)
============
- Removed nonsense log messages.
- Fixed issue where characters wanted to just stop and stare at the door (in truth, the door wasn't accomodating elderly and slow folks -- this has been fixed).
1.18.0.5 (3/2/18)
=============
- Adjusted the XML costs of the doors to better reflect their size differences.
1.18.0.4 (3/2/18)
=============
- Moved all Doors to the Structures tab by request
- Faster closing time for all Expanded Doors.
- Expanded Doors now properly forbid.
1.18.0.3 (3/1/18)
=============
- Added smaller blast doors by request
- Added secret support for Lord of the Rims content
1.18.0.2 (3/1/18)
=============
- Small XML change to avoid mod conflicts.
1.18.0.1 (3/1/18)
=============
- Expanded Doors now prevent manhunters / raiders / other hostiles from opening like colonists.
- Expanded Doors now properly damage when raiders / manhunters / etc attack.
- Invisible doors text is no longer display when moused over
- "Attacking invisible door" is now replaced with "Attacking [name of door]" as it should be.
OwO
Blast doors? Curtains? Sign me up!
Holy crap this looks AMAZING! Thank you so much Jecrell and of course CMDR Toss Antilles!!! ;D
Do the curtains technically separate rooms?
Also, will this probably won't work with Clutters' door mod as well, yeah? If that's the case that's unfortunate, because he has a lock system for the doors which seems amazing. I might have to switch the the Locks mod to be able to use this!
Quote from: Harry_Dicks on February 28, 2018, 02:39:17 PM
Holy crap this looks AMAZING! Thank you so much Jecrell and of course CMDR Toss Antilles!!! ;D
Do the curtains technically separate rooms?
Also, will this probably won't work with Clutters' door mod as well, yeah? If that's the case that's unfortunate, because he has a lock system for the doors which seems amazing. I might have to switch the the Locks mod to be able to use this!
Just did some in-game testing. Curtains do separate rooms. Clutters' door mod is... hit or miss. The regular door looks like Clutters', the two and three wide look like these. The locks only apply to core doors, not any of the ones added by this mod, but that seems to be true of all lock mods.
You have no idea how long I been asking for 2 tile doors....LOOK AT MY SIG! Thank you bro..finally...its here.
Crell you my hero
What about compatibility with the locking mod... Locks?
HOLY SHOCKS! THIS IS SUPERBLY AWESOME!!! well i saw someone posts that he or she requesting 2door mods but this...THIS IS NOT WHAT I WAS EXPECTING!!! AWESOME!!
Quote from: 15scavenger on February 28, 2018, 07:11:28 PM
HOLY SHOCKS! THIS IS SUPERBLY AWESOME!!! well i saw someone posts that he or she requesting 2door mods but this...THIS IS NOT WHAT I WAS EXPECTING!!! AWESOME!!
he
Quote from: Ruisuki on February 28, 2018, 07:39:31 PM
Quote from: 15scavenger on February 28, 2018, 07:11:28 PM
HOLY SHOCKS! THIS IS SUPERBLY AWESOME!!! well i saw someone posts that he or she requesting 2door mods but this...THIS IS NOT WHAT I WAS EXPECTING!!! AWESOME!!
he
I am confident that this has been a long requested feature by many people :)
In the GIF it looks like the pawns get slightly slowed down when going through the blast gates. Do pawns normally get slowed down when going through all doors, is this normal behavior?
To quote a Grand Modder...
*CLAP*
Very well done indeed. Its great how you can get the perspective just right.
I forgot to mention it requires JecsTools. Haha.
*sweat drop*
Quote from: deathstar on February 28, 2018, 06:13:17 PM
What about compatibility with the locking mod... Locks?
Oh sure. I'll have a chat with the modder.
Request: Can you do a SINGLE door in a SINGLE tile? Because the vanilla door is a DOUBLE doors in a SINGLE tile.
Quote from: jecrell on February 28, 2018, 08:53:16 PM
I forgot to mention it requires JecsTools. Haha.
*sweat drop*
NO PROBLEMO MAN!
also i think the gates can be made better anim in front view..i think.. to better match the anim in side view....well just a suggestion mate.. no forcing mode here
Silly question but do the curtains block heat/cold?
EDIT: ALSO might want to link this mod to this thread in your steam page.
1.18.0.1 (3/1/18)
=============
- Expanded Doors now prevent manhunters / raiders / other hostiles from opening like colonists.
- Expanded Doors now properly damage when raiders / manhunters / etc attack.
- Invisible doors text is no longer display when moused over
- "Attacking invisible door" is now replaced with "Attacking [name of door]" as it should be.
Quote from: Harry_Dicks on February 28, 2018, 07:55:56 PM
Quote from: Ruisuki on February 28, 2018, 07:39:31 PM
Quote from: 15scavenger on February 28, 2018, 07:11:28 PM
HOLY SHOCKS! THIS IS SUPERBLY AWESOME!!! well i saw someone posts that he or she requesting 2door mods but this...THIS IS NOT WHAT I WAS EXPECTING!!! AWESOME!!
he
I am confident that this has been a long requested feature by many people :)
In the GIF it looks like the pawns get slightly slowed down when going through the blast gates. Do pawns normally get slowed down when going through all doors, is this normal behavior?
If by several people you mean me, yes. Legit happy rn gj jecrell
1.18.0.2 (3/1/18)
=============
- Small XML change to avoid mod conflicts.
I've been looking forward to this mod for a very long time - glad to see that it has been released!
That said, would it be possible to make a 1x2 blast door? How easy is it for someone to mod their own doors?
1.18.0.3 (3/1/18)
=============
- Added smaller blast doors by request
- Added secret support for Lord of the Rims content
Quote from: sumghai on March 01, 2018, 01:51:13 AM
I've been looking forward to this mod for a very long time - glad to see that it has been released!
That said, would it be possible to make a 1x2 blast door? How easy is it for someone to mod their own doors?
Oh it's not too hard. Here's an example of the simpler doors.
<DoorsExpanded.DoorExpandedDef Name="HeronDoor" ParentName="HeronDoorBase">
<defName>PH_DoorDouble</defName>
<label>door (1x2)</label>
<thingClass>DoorsExpanded.Building_DoorExpanded</thingClass>
<blueprintClass>Blueprint_Build</blueprintClass>
<blueprintGraphicData>
<texPath>Things/Building/Door/DoorDouble_Blueprint</texPath>
</blueprintGraphicData>
<description>Divides rooms. Must be manually opened and closed, which slows people down.</description>
<statBases>
<WorkToBuild>850</WorkToBuild>
</statBases>
<placeWorkers>
<li>JecsTools.PlaceWorker_Outline</li>
</placeWorkers>
<size>(2,1)</size>
<rotatable>true</rotatable>
<graphicData>
<texPath>Things/Building/Door/DoorDouble_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,1)</drawSize>
<damageData>
<!-- no damage marks because they don't move with the door
<rect>(0,0.12,1,0.76)</rect>-->
<enabled>false</enabled>
</damageData>
</graphicData>
<uiIconPath>Things/Building/Door/DoorSimple_MenuIcon</uiIconPath>
<costStuffCount>25</costStuffCount>
<designationHotKey>Misc1</designationHotKey>
<doorType>Standard</doorType>
</DoorsExpanded.DoorExpandedDef>
The extra variables I've added in this DoorsExpanded.DoorExpandedDef are...
<doorType> -- Standard (sliding door). Stretch (like a curtain). DoubleSwing (swings open on the sides). Free passage (archways without doors).
<singleDoor> -- false (default - copies the left door and makes a mirror copy) true (does not copy)
<doorAsync> -- (like graphicData -- used for when one moving door part is different -- for example, the interlocking parts of the blast door)
<doorFrame> -- (like graphicData -- used for a door frame that appears over the door)
<doorFrameSplit> -- (like graphicData -- similar to doorAsync, but for the frame of the door)
<fixedPerspective> -- false (default) true (makes the doorFrameSplit graphic go to a lower altitude than standard buildings walls)
<rotatesSouth> -- true (default) false (does not flip the graphic upside down for the North side)
It just keeps getting better and better!
Could we expect to see more awesome new door types or textures in the future?
Would the mod ever be expanded in such a way as to include some built in features for setting specific access for who/what can pass through each door/gate individually? I'm thinking individual settings for colonists/colony animals/wild animals/visiting pawns/prisoners/etc, as well as being able to set the "default policy" for say any guests, but allow further refinement on a per guest or per whatever level.
I suppose what I really just want is Clutter's door lock system, but without the forced change in door graphics. Really, that locking system is all I could ever ask for, as far I can tell, for a mod that deals with such things. Maybe it could have time restrictions as well in addition to all of the features it already has, but I can't think of too much else.
Also, I'm thinking about making some cool looking castles with drawbridges and the giant wooden gates, how cool will that look with parapets and embrasures, crossbows and spikey barricades!
PS-So with what you've added, Jecrell, modders can essentially build all of their own doors by just creating new graphics, correct? If that's the case, which it appears to be, then this is even more awesome! ;D Too bad I'm a horrible artist, but I'm sure we will see some fantastic stuff in the future! With the way you have different doors being able to be opened in different ways, then really I don't think we are missing too many! Maybe in the future we'll get some sort of cool sci-fi type doors that open in interesting ways? I'm thinking about the blast gates/doors from Star Wars on the Death Star, and stuff like that.
Maybe in the future we could have one that sort of "raises/lowers" into the ground? Sort of like this, how the graphics look from the giant blast gate in the Hardcore SK mod I think look awesome, and I wish we had something like this in a mod outside of HCSK.
Vertical blast gate down and up
(https://imgur.com/9JX0ZG5.png)(https://imgur.com/5qfkd5v.png)
Horizontal blast gate down and up
(https://imgur.com/d1LRbGt.png)
(https://imgur.com/d5PN6UW.png)
Good job jecrell, especialy with the outside opening gates just love them :)
Nice addition! i've seen two issues with blast doors:
-my colonists ignore forbidden blastdoors, they just walk right through them
-when a large blast door (2*3) is set on fire by enemies (on the outside), colonists have to open the door to extinguish it
In the gifs I see a decent delay before the doors begin to close. Looks like it may give a chance to the chasing enemies to get inside, or am I wrong?
Quote from: Harry_Dicks on March 01, 2018, 09:29:34 AM
Vertical blast gate down and up
(https://imgur.com/9JX0ZG5.png)(https://imgur.com/5qfkd5v.png)
You sure thats a door and not a raider munching trap ?
Quote from: Wanderer_joins on March 01, 2018, 10:28:30 AM
Nice addition! i've seen two issues with blast doors:
-my colonists ignore forbidden blastdoors, they just walk right through them
-when a large blast door (2*3) is set on fire by enemies (on the outside), colonists have to open the door to extinguish it
Thank you so much my good fellow!
I'll get it fixed soon.
Quote from: jecrell on March 01, 2018, 09:43:13 PM
Quote from: Wanderer_joins on March 01, 2018, 10:28:30 AM
Nice addition! i've seen two issues with blast doors:
-my colonists ignore forbidden blastdoors, they just walk right through them
-when a large blast door (2*3) is set on fire by enemies (on the outside), colonists have to open the door to extinguish it
Thank you so much my good fellow!
I'll get it fixed soon.
Really nice work, Jecrell. thanks so much.
doubt: how compatible is it with Linkable Doors mod? at least single tile doors, like Curtains, should be linkable, right?
1.18.0.4 (3/2/18)
=============
- Moved all Doors to the Structures tab by request
- Faster closing time for all Expanded Doors.
- Expanded Doors now properly forbid.
1.18.0.5 (3/2/18)
=============
- Adjusted the XML costs of the doors to better reflect their size differences.
1.18.0.6 (3/3/18)
============
- Removed nonsense log messages.
- Fixed issue where characters wanted to just stop and stare at the door (in truth, the door wasn't accomodating elderly and slow folks -- this has been fixed).
1.18.0.7 (3/3/18)
=============
+ Pawns with enhanced movement should no longer have issues crossing Expanded Doors.
*wipes brow*
Quote from: Ruisuki on February 28, 2018, 11:22:54 PM
Quote from: Harry_Dicks on February 28, 2018, 07:55:56 PM
Quote from: Ruisuki on February 28, 2018, 07:39:31 PM
Quote from: 15scavenger on February 28, 2018, 07:11:28 PM
HOLY SHOCKS! THIS IS SUPERBLY AWESOME!!! well i saw someone posts that he or she requesting 2door mods but this...THIS IS NOT WHAT I WAS EXPECTING!!! AWESOME!!
he
I am confident that this has been a long requested feature by many people :)
In the GIF it looks like the pawns get slightly slowed down when going through the blast gates. Do pawns normally get slowed down when going through all doors, is this normal behavior?
If by several people you mean me, yes. Legit happy rn gj jecrell
Oh it was you that started the whole idea of 2 cell wide doors? Whoops, sorry bud, I didn't know that was yours. Thanks to you too then, Ruisuki! I'm glad Jecrell and the commissioner decided to listen to your idea. ;)
Movement is hindered when moving inside the tile of an open door.
1.18.0.8 (3/4/17)
=============
- Added Jail Doors
- Adjusted door HP to match the power of cassowary digging.
Quote from: Harry_Dicks on March 03, 2018, 07:12:20 AM
Quote from: Ruisuki on February 28, 2018, 11:22:54 PM
Quote from: Harry_Dicks on February 28, 2018, 07:55:56 PM
Quote from: Ruisuki on February 28, 2018, 07:39:31 PM
Quote from: 15scavenger on February 28, 2018, 07:11:28 PM
HOLY SHOCKS! THIS IS SUPERBLY AWESOME!!! well i saw someone posts that he or she requesting 2door mods but this...THIS IS NOT WHAT I WAS EXPECTING!!! AWESOME!!
he
I am confident that this has been a long requested feature by many people :)
In the GIF it looks like the pawns get slightly slowed down when going through the blast gates. Do pawns normally get slowed down when going through all doors, is this normal behavior?
If by several people you mean me, yes. Legit happy rn gj jecrell
Oh it was you that started the whole idea of 2 cell wide doors? Whoops, sorry bud, I didn't know that was yours. Thanks to you too then, Ruisuki! I'm glad Jecrell and the commissioner decided to listen to your idea. ;)
No prob
Quote from: Ruisuki on March 03, 2018, 12:47:03 PM
Quote from: Harry_Dicks on March 03, 2018, 07:12:20 AM
Oh it was you that started the whole idea of 2 cell wide doors? Whoops, sorry bud, I didn't know that was yours. Thanks to you too then, Ruisuki! I'm glad Jecrell and the commissioner decided to listen to your idea. ;)
No prob
Hmm should we give you a special place in the credits for coming up with the idea?
is compatibility with Locks a thing yet or is that still in the works?
Quote from: Harry_Dicks on March 03, 2018, 01:29:50 PM
Quote from: Ruisuki on March 03, 2018, 12:47:03 PM
Quote from: Harry_Dicks on March 03, 2018, 07:12:20 AM
Oh it was you that started the whole idea of 2 cell wide doors? Whoops, sorry bud, I didn't know that was yours. Thanks to you too then, Ruisuki! I'm glad Jecrell and the commissioner decided to listen to your idea. ;)
No prob
Hmm should we give you a special place in the credits for coming up with the idea?
Oh its "we?" Didnt know you worked on the mod! Maybe you should be given a special place in the credits for doing so. As for me, no need. You can make a statue of me with statue of colonist for your next playthrough though.
V1.18.0.8: line 83 Heron_Doors.xml missing </description>
Was wondering why it was breaking my modlist - added and updated some stuff thought it was compatibility error.
1.18.0.9 (3/4/18)
=============
- Fixed a missing XML tag.
The mod is flaged as B18 compatible, but it "REQUIRES JECSTOOLS" which is only b17 compatible ...
Quote from: henk on March 03, 2018, 09:26:03 PM
The mod is flaged as B18 compatible, but it "REQUIRES JECSTOOLS" which is only b17 compatible ...
JecsTools is available on B18?
not according to the page linked in the op.
Ofcouse Jecstools is for B18,
not sure where you looked even the topic say
"[B18] JecsTools [2/20/2018]"
I see what henk means: the link takes those who click it to a particular post further in the thread rather than the first page. However, it's definitely updated if you check the first post. ;)
I am absolutely in love with these, but just wanted to check because I'm a little too cowardly to try on my own yet: Clutter Doors and Doors Expanded can work without clashing while enabled at the same time, right? I know of course the lock system won't work with these since these are a completely different setup, but I can't find myself ever going back to the vanilla door system after this. Way too many room intrusions happen with visitors, caravans, and other colonists, and I could never find myself without door locks... plus, both mods are just aesthetically pleasing in comparison... :P
Quote from: Tenshi~Akari on March 04, 2018, 06:40:57 AM
I see what henk means: the link takes those who click it to a particular post further in the thread rather than the first page. However, it's definitely updated if you check the first post. ;)
I am absolutely in love with these, but just wanted to check because I'm a little too cowardly to try on my own yet: Clutter Doors and Doors Expanded can work without clashing while enabled at the same time, right? I know of course the lock system won't work with these since these are a completely different setup, but I can't find myself ever going back to the vanilla door system after this. Way too many room intrusions happen with visitors, caravans, and other colonists, and I could never find myself without door locks... plus, both mods are just aesthetically pleasing in comparison... :P
I agree with Tenshi~Akari. While I love the mod itself and would definitely like to use these doors, I've come to depend on clutter doors locks. If these two mods could play nice and maybe patch it so it could utilize the door locks system, I could really use these formidable doors in my infrastructure.
Just wondering what makes clutter door locks different from the locks mod by avius? For compatibility purposes with this im just wondering why you prefer it?
The locks mod by Avius also allows unlocking doors so everyone, including prisoners, can pass them.
It would be great if the new doors were compatible.
Quote from: Ruisuki on March 04, 2018, 01:06:32 PM
Just wondering what makes clutter door locks different from the locks mod by avius? For compatibility purposes with this im just wondering why you prefer it?
Just check out Clutter door locks. Seriously, it is everything I could ever want from a door lock/permission mod, because it also does permissions as well. The only other thing I could think of would be time of day access, but that really isn't too important to me for the time being.
Right now it's the only one of Clutter's mods that I'm using, but in future games I do plan to enable his furniture and possibly the "tech" looking walls. Current game I'm using the natural stone/cave looking walls for my desired aesthetic.
Anyway, with Clutter's locks, you can designate any door, to allow who can access the lock/permission for any colonist/animal/prisoner/guest/whatever. So far from what I've seen in it and my tests, I really couldn't ask for much more out of it. It's fantastic.
If only there was a way to let Clutter's mod turn off the forced graphics of doors, and just let everything else work. Then this would be perfect because right now the mod has the forced change of perspective on the vertical doors, but it only changes the graphics of the 2 vanilla doors (regular and autodoor) and a "blast door" added in from the mod. This means that all other doors added in from other mods (RF - Concrete has "plasteel reinforced concrete doors, among a few others) will look like the original vanilla doors with a different perspective, so it looks weird if you see them side by side. Plus, the issues of trying to run mrofa's Clutter Door mod along with Jecrell's.
Quote from: Ruisuki on March 04, 2018, 01:06:32 PM
Just wondering what makes clutter door locks different from the locks mod by avius? For compatibility purposes with this im just wondering why you prefer it?
For me, it's not even just about the locks alone as it is
the looks...
Quote from: mrofa on February 16, 2016, 02:33:25 PM
Doors Stuff
Doors stuff contain new mechanics for doors and changes vanilia doors to use this mechanics.
[Graphic change]
Vanilia doors aswell reinforced door now uses pseudo 2,5d graphic
(https://s1.postimg.org/wz71ug85b/Door_Types.png)
I like these graphics very much more than the vanilla door graphics. It feels so right to have 2.5d view for them. I cannot bring myself to part easily with these. :'( Which is mainly why I ask before I take the plunge myself if I ever get to a point w/ getting bored with current colony I'm working on...
Ah now I see your point man they also look very nice. Hopefully a compatibility patch comes for both mods soon
Given that Crell added jail doors i assume Locks mod will get a compatch too.
1.18.0.10 (3/5/18)
==============
- Fixed some irregular door behavior, so now doors can be properly stacked.
I love the Curtains, if only they work with Clutter doors :(
Jecrell, is it in the realm of possibility that sometime in the not too distant future we could see integration with Clutter Door Stuff for the locking mechanism, or would you ever plan to implement anything of your own, locking door type system?
Quote from: Harry_Dicks on March 05, 2018, 12:45:57 PM
Jecrell, is it in the realm of possibility that sometime in the not too distant future we could see integration with Clutter Door Stuff for the locking mechanism, or would you ever plan to implement anything of your own, locking door type system?
I'll look into it and let you know, but mod compatability is bottom priority, and right now there are more things to fix first.
Also,
***Known issues****
1) Temperature doesn't maintain properly between saves between rooms with expanded doors.
2) Prisoners throw messages about escaping, even though the door closes.
You don't need a compactibity, if you add your own lock system.
And maybe that prisoner pass prisoner doors :-)
1.18.0.11 (3/6/18)
=============
- Prisoners don't try to escape when an Expanded Door opens for others to perform regular jobs any more.
***Known issues****
1) Temperature doesn't maintain properly between saves between rooms with expanded doors.
2) Prisoners throw messages about escaping, even though the door closes. - FIXED
3) Reinstalling an Expanded Door using MinifyEverything causes the door to be stuck permanently open.
door opening speed stat missing from info screen
Okay, so Idk why, but I have a "Doors" tab and for some reason only the vanilla single tile door is there whereas all the other expanded doors are in "Structures"? Halp pls.
Following. Just waiting for this colony to round up and then starting again.
Quote from: Ser Kitteh on March 08, 2018, 11:59:30 PM
Okay, so Idk why, but I have a "Doors" tab and for some reason only the vanilla single tile door is there whereas all the other expanded doors are in "Structures"? Halp pls.
I think you need to update the mod since
Quote1.18.0.4 (3/2/18)
=============
- Moved all Doors to the Structures tab by request
Man excelent mod, but can you change the default door of rimworld? Thi is the only thing i dont like in your mod.
Thanks to Jecrell for the excellent mod: I always hated having two-tile hallways before, because then the doors would be irregular :-(.
Just a question: is it WAD that two-and-three tile doors have fewer Hit Points than their single-tile counterparts? I have some three-tile Limestone doors for my main base with 230 Hit Points apiece, my two-tile Limestone doors are 194, but my one-tile Limestone doors are 390 Hit Points. Also, the two-and-three tile doors don't seem to have a reduced opening speed.
Quote from: Dargaron on March 12, 2018, 07:51:20 PM
Thanks to Jecrell for the excellent mod: I always hated having two-tile hallways before, because then the doors would be irregular :-(.
Couldn't agree with this more! Awesome mod Jecrell
Quote from: Dargaron on March 12, 2018, 07:51:20 PM
Thanks to Jecrell for the excellent mod: I always hated having two-tile hallways before, because then the doors would be irregular :-(.
Just a question: is it WAD that two-and-three tile doors have fewer Hit Points than their single-tile counterparts? I have some three-tile Limestone doors for my main base with 230 Hit Points apiece, my two-tile Limestone doors are 194, but my one-tile Limestone doors are 390 Hit Points. Also, the two-and-three tile doors don't seem to have a reduced opening speed.
Interesting find here. Stuffed materials are not affecting the master door? =o
Doors Expanded
1.18.0.12
-Added Portuguese / Portuguese Brazilian translation by Freewayz
-Added Russian translation by kr33man
-Added Korean translation by MarinHigh
I love the mod. It offers something for many situations.
To bad we can't use locks mod with it, making the jail doors unusable for those who play with non standard prisons.
So, I fired up my colony and did some checking. It's only the 2x and 3x doors that aren't getting the stuffed modifier: gates and jail doors get the extra hit points, as expected. For the moment, I just swapped some 3x doors to regular doors and will use gates in place of 2x (besides the fact they look sweeter anyway!)
Quote from: Dargaron on March 12, 2018, 07:51:20 PM
Thanks to Jecrell for the excellent mod: I always hated having two-tile hallways before, because then the doors would be irregular :-(
I hadn't thought about it, but that is probably one of the biggest reasons I use 3 wide instead of 2. Looks like this mod is making *the list*, lol!
2 cell wide hallways are for plebs. Real mean have 3 cell wide hallways, so that you can put sculptures, decorations, furniture, lighting, a chess table with 2 chairs, or couches on opposite sides of the hallway, and all kinds of other fun stuff in there and it will look awesome. Plus, you get to have a "carpet" that you can line down the middle cell for that extravagant look ;D
Please add 1x3 gates?
Meanwhile, here's a 1x3 gate, although the door animation has been changed to a regular door open.
https://pastebin.com/raw/zU095xUa
Paste into a new file at \Mods\Doors-Expanded\Defs\ThingDef_Building
Could you lock the blast doors and such behind research? Feels very odd starting as a tribal and having access to blast doors..
I have both JecsTools and this mod but I open rimworld and it says the doors mod is out of date. Don't know what the problem is but my first idea was to ask you people as it seems that the most of you are far more versed in these issues than I. If it's super obvious, sorry, as I my self is not well versed in modding. thank you again.
I would love some knowledge on this issue, but no one's responded. Either this mod is perfect for everyone else or I'm being ignored. That's a shame because I have a base built right now that these would fit perfectly for. I'm going to move on for now but if you happen to come across this post and know the issue, feel free to tell me what I'm doing wrong. I'll check this thread often to see for any responses. Thank you again.
Looks like your problem is unique.
I just download the mod and activate it at the game
Loaded mods:
Core: (no assemblies)
ModSwitch: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), ModSwitch(1.4.0.125)
HugsLib[4.1.1]: 0Harmony(1.0.9.1), HugsLib(0.18.0.0)
JecsTools: 0Harmony(1.0.9.1), 0JecsTools(1.0.8.0), AbilityUser(1.18.0.0), AbilityUserAI(1.18.0.0), CompActivatableEffect(1.18.0.0), CompAnimated(1.18.0.0), CompDeflector(1.18.0.0), CompDelayedSpawner(1.18.0.0), CompExtraSounds(1.18.0.0), CompInstalledPart(1.18.0.0), CompLumbering(1.18.0.0), CompOverlays(1.18.0.0), CompOversizedWeapon(1.18.0.0), CompSlotLoadable(1.18.0.0), CompToggleDef(1.18.0.0), CompVehicle(1.17.0.1), PawnShields(1.0.0.0)
Doors Expanded: 0Harmony(1.0.9.1), DoorsExpanded(1.18.0.0)
And i don't got a msg. that the mod is out of date.
Could you maybe say where you got these message, since i don't think such message got added to jecstools or this mod.
And btw. Jecrell the author is known not to read the forum much. :-) He just post some modupdates and the rest of the time he hang out at this discord channel.
Quote from: Canute on April 14, 2018, 09:18:18 AM
Looks like your problem is unique.
I just download the mod and activate it at the game
Loaded mods:
Core: (no assemblies)
ModSwitch: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), ModSwitch(1.4.0.125)
HugsLib[4.1.1]: 0Harmony(1.0.9.1), HugsLib(0.18.0.0)
JecsTools: 0Harmony(1.0.9.1), 0JecsTools(1.0.8.0), AbilityUser(1.18.0.0), AbilityUserAI(1.18.0.0), CompActivatableEffect(1.18.0.0), CompAnimated(1.18.0.0), CompDeflector(1.18.0.0), CompDelayedSpawner(1.18.0.0), CompExtraSounds(1.18.0.0), CompInstalledPart(1.18.0.0), CompLumbering(1.18.0.0), CompOverlays(1.18.0.0), CompOversizedWeapon(1.18.0.0), CompSlotLoadable(1.18.0.0), CompToggleDef(1.18.0.0), CompVehicle(1.17.0.1), PawnShields(1.0.0.0)
Doors Expanded: 0Harmony(1.0.9.1), DoorsExpanded(1.18.0.0)
And i don't got a msg. that the mod is out of date.
Could you maybe say where you got these message, since i don't think such message got added to jecstools or this mod.
And btw. Jecrell the author is known not to read the forum much. :-) He just post some modupdates and the rest of the time he hang out at this discord channel.
I see. Thank you. When I open the mods list in-game, it shows up as red. I remember continuting the colony I was hopefully going to use these for and all of my colonists just stopped working. There was plenty of work to be done. I exited to the main menu and turned off the mod. I went back in and the problem was still there. I decided to make another colony to see if this problem had fixed it self (It happened once before and starting a new colony fixed it) How ever it hadn't worked. I think it might be related to JecsTools. Maybe my computer/rimworld cannot handle this.
And that "code" thing you posted. I'm not sure if that's a download or just code to put in the download.
Thank you
I'm sorry. That "code" comment was useless. I took one more peek at it and saw exactly what it was. My bad lol.
The "code" is just a small scrollable box. Ok i this kind the modlist i posted was short, but normaly my modlist ist 100+ lines and that would made the posting long.
The code box just show what mod's i used for the test.
At first, be sure you installed the mod correct and with the latest versions.
If you use steam workshop you should have the latest versions, but you can unsubscribe and resubscribe, so you can be sure to have fresh latest versions.
After you checked this and still got problems, an error log would be helpful.
Point 5a. , or alternative 4. and 5. from this thread to find/post logs.
https://ludeon.com/forums/index.php?topic=38291.0
Ok here's another situation. My friend gave me a copy of sorts of the game. I don'y really know how to explain it. Something like tranactions.sendowl or something. He didn't really explain it to me. It could be shady but he bought the game so I'm 90% sure it's safe. If this is immoral let me know but:
I don't know if this copy of the game can be linked the steam. I looked it up but I couldn't find anything on the subject. If there's certain steps I need to take that I personally haven't found, let me know.
Thank you.
I love the mod, and the little textures and slight changes in dimensions go a long way.
And now, for the extensive list of grievances I have with it.
- I would appreciate it if there were a way to mute some of the doors, or at least "oil" some hinges with chemfuel or something. I enjoy my mountain bases, and a blast door is a great boon. However, the constant hhhnnshk. . . hhhnnshk. . . hhhnnsk is a bit aggravating during busier times, and is just unnecessary noise pollution.
- Again with the blast doors: They kinda clip into walls when you place them. I so far have only had the resources to make one, and that's when I placed it kinda vertically. The door - annoying even though it's so minor - has a kind of 2.5D feel to it rather than the expected tilted 2D top-down as it clips into the blocks to its left side (door facing East).
Thus ends the extensive list of grievances. I appreciate the time and effort put into your mods and collaborations.
I've discovered a bug with this mod, temperature changes between rooms separated by doors, the double wooden ones at least, don't seem to be calculated properly when the game loads. I.e, if you're playing on a -30C map and all you've got separating you from the outside is one of these double doors, your room will start at -30C whenever you load a save. I discovered this because I'm playing on a -30C map and my crops all kept dying every time I loaded the game...
Something I noticed today is that light isn't blocked like it should be (dwarven reinforced door, if that helps) but the XML says it should block light.
To be more precise, the doors do block light when they are built if you pause and then build one with god mode, but otherwise or if you unpause, they immediately let light through.
Still having issues guys? Jecrell is really good about this
Alright folks! Doors Expanded has returned for B19 and it should have its kinks worked out.
Patreon: https://www.patreon.com/posts/21060058
GitHub: https://github.com/jecrell/DoorsExpanded/releases/tag/1.11.0.0
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771
v1.19.0.1 (9/1/18) - The Clean Everything Patch
=====================================
- Non hostile characters from caravans, etc can now safely cross colony doors.
- Fixed issue where line of sight blockers did not apply properly after loading (pawns shooting through doors)
- Fixed breathtraverse error when hiding behind double doors during raids
Cant be that im the only one with this problem but...
I still seem to have the same LoS problem as before this latest patch :(
I deleted the contents of the old Doors Expanded folder, and pasted in the contents of the latest patch zip file, all folders in their place as before, everything works doors are there in the build menu, but pawns still cant shoot over sandbags and embrasures.
Was there a step i missed somewhere?
Absolutely love your mod tho!
This mod is breaking ALOT of things.
tested:
colonists CANT shoot over sandbags.
CANT shoot through open doors.
who knows what other problems this mod is causing...would not recommend using this mod until the author fixes these problems
I use this mod myself and while the issues your describing occured for me they went away after a day or so
Same here, there are problems with shooting over stuff. It also prevents pawns from shooting through mod-added Embrasures.
Try moving it around in the load order?
Quote from: rawrfisher on September 09, 2018, 10:07:14 AM
Try moving it around in the load order?
No use, i tried it without any other mods (well except the one listed as dependancy of course) and it still doesnt work.
I think it has to do with the author uploading the wrong file for the non-steam version, it says its updated there but it still doesnt work.
Steam users report this bug as fixed on the steam page tho.
All we can do is wait for the mod author to take a look on the forums and recheck the non-steam upload.
It works for me
That might be the case then krn
Maybe you could try adding the non steam rimworld into steam? I know its possible to add non steam games to the library but I dont know if it will try matching it with a steam app
Parteon links have been updated, and everything works fine again!
Thanks Jecrell :)
Doors Expanded
(https://raw.githubusercontent.com/jecrell/DoorsExpanded/master/About/Preview.png)
Doors Expanded
Version: B19.642
Updated: 09-14-2018
Description:
Player animals now properly go to restricted areas that use doors from DoorsExpanded.
Prisoners now properly go along with caravaners.
Manhunters should not give errors when seeking targets hiding behind doors from Doors Expanded.
Download now on...
Patreon (https://www.patreon.com/posts/doors-expanded-0-21060058)
GitHub (https://github.com/jecrell/DoorsExpanded)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=39264.0)
Doors Expanded
(https://raw.githubusercontent.com/jecrell/DoorsExpanded/master/About/Preview.png)
Doors Expanded
Version: B19.642.1
Updated: 09-14-2018
Description: Japanese translations updated by Proxyer
Download now on...
Patreon (https://www.patreon.com/posts/doors-expanded-0-21060058)
GitHub (https://github.com/jecrell/DoorsExpanded)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=39264.0)
Doors Expanded
(https://raw.githubusercontent.com/jecrell/DoorsExpanded/master/About/Preview.png)
Doors Expanded
Version: 1.19.0.3
Updated: 09-22-2018
Description: Manhunters and raiders should no longer pass through doors from doors expanded.
Download now on...
Patreon (https://www.patreon.com/posts/doors-expanded-0-21060058)
GitHub (https://github.com/jecrell/DoorsExpanded)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=39264.0)
Berserk prisoners seem to have an awful habit of phasing through 1x3 doors.
Thanks for updates yet again! But just wanted to report I also had a prisoner (not beserk, but recovering from injuries) just waltz right into one of my fridges to grab a meal. Granted, this was with the curtain door and the 1x3 door, and I haven't tried the jail door yet to confirm. Seems they're not recognizing the expanded doors as prison barriers.
Also, the mod folder got renamed - from DoorsExpanded to Doors Expanded, thus disabling the mod from the modlist after updating.
And why you don't name it back ?
Or just copy the content inside the modfolder over ?
Some modder like to rename their modfolder after their release version too, so you should know about that thing.
Not a big issue at all, all it takes is reenabling it in the mod list, still can be confusing to some people.
Im reporting it because it seemed unintentional to me ¯\_(ツ)_/ ¯
Hi, there is a little bug with the prisoners doors, wild animals can pass through and open them like it's nothing, pretty annoying with ratboom
Qnd i think there is also a problem with blastdoor, i just see a family of boomaloope come from outside of my wall to come in front of my fridge door for eating my food and they enter at the second where the door open and get stuck inside :/
Quote from: Urubaen on September 25, 2018, 08:56:00 AM
Hi, there is a little bug with the prisoners doors, wild animals can pass through and open them like it's nothing, pretty annoying with ratboom
I'm having the same problem but with 2x1 doors. Pawns still use them when they are forbidden and during the winter the animals on the map gathered around the only place where food could be found: my house. I had to kill them all and almost lost some pawns in the process.
Hello, I have a bigger problem with the doors. They are lovely but all raiders or enemy mechanoids just go through doors like there is nothing there! Any help? ::)
Got many red:
Could not load UnityEngine.AudioClip at Misc/Curtain/CurtainOpen in any active mod or in base resources.
Verse.Log:Error(String, Boolean)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Sound.<GetResolvedGrains>c__Iterator0:MoveNext()
Verse.Sound.SubSoundDef:<ResolveReferences>m__0()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Others are similar.
i'd really like to use this MOD... Could you make your doors closing rate the same as vanillas?
Updated for RimWorld 1.0!
Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
at DoorsExpanded.HarmonyPatches/<>c__DisplayClass13_0.<InvisDoorsDontWipe>b__0 (Verse.ThingDef) <0x0001f>
at System.Linq.Enumerable.First<Verse.ThingDef> (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>,System.Func`2<Verse.ThingDef, bool>,System.Linq.Enumerable/Fallback) <0x000c5>
at System.Linq.Enumerable.FirstOrDefault<Verse.ThingDef> (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>,System.Func`2<Verse.ThingDef, bool>) <0x0005e>
at DoorsExpanded.HarmonyPatches.InvisDoorsDontWipe (Verse.BuildableDef,Verse.BuildableDef,bool&) <0x000bc>
at (wrapper dynamic-method) Verse.GenSpawn.SpawningWipes_Patch7 (Verse.BuildableDef,Verse.BuildableDef) <0x0084f>
at Replace_Stuff.OverMineable.DontMineSmoothingRock.ToBeSmoothed (Verse.Thing,Verse.ThingDef) <0x00065>
at Replace_Stuff.OverMineable.DontMineSmoothingRock.ToBeSmoothed (Verse.Thing,Verse.Thing) <0x0002b>
at (wrapper dynamic-method) RimWorld.GenConstruct.HandleBlockingThingJob_Patch0 (Verse.Thing,Verse.Pawn,bool) <0x006f5>
at (wrapper dynamic-method) RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints.JobOnThing_Patch1 (object,Verse.Pawn,Verse.Thing,bool) <0x000e8>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region) <0x00320>
at Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x000f7>
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x00130>
Verse.Log:Error(String, Boolean)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, Int32&, RegionType, Boolean)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
ExpandedRoofing.ClosestThingReachableHelper:ClosestThingReachableWrapper(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch0(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch3(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Jec do you know what this means?
What about make door size related to body size?
Only body size smaller than 2 can get through normal door,
Only body size smaller than 4 can get through double door,
Anyone can get through triple door.
This mod seems incompatible with Locksmod and pets dont want to pass through. Caravaning also doesn't work. Seems only settlers are able to pass through them.
^^ Did you download the update from Oct. 28th from Patreon? As far as I've seen personally after using that update in recent playthroughs, the problem with entry for pets & other glitches like prisoners wandering though doors has been fixed. You also might want to double check and see if your version of Jecs Tools is also fully up-to-date.
Also, Locks has a separate patch for Doors Expanded listed in the thread that you'll have to enable
with the base Locks mod in order for these doors to use the lock system.
Quote from: Avius on October 03, 2017, 05:34:07 PM
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).
- For DoorsExpanded use this mod (https://github.com/Aviuz/Locks-DoorsExpanded-).
- Clutter Structure mod compatibility - this mod leaves management to Clutter Structures, expect you can now "unlock" doors with Locks.
- There can be compatibility issues with mods that add custom doors with custom security mechanics.
---------
Also being one of those ones again, there seems to be a strange sound issue w/ the curtains... the curtain door sounds will play, but when it opens, it also plays the regular unpowered door sounds, too. There doesn't seem to be anything in the defs that's causing that, so possibly something strange in the assemblies that's making it do that? Otherwise, outside of this issue, that's all I have seemed to notice that was odd as of the latest version of this.
Have you thought about adding autodoor-versions of the 1×2- and 1×3-sized doors?
Awesome stuff.
How do you build the Gates?
I was serious. The blue prints of the gates simply don't appear when I try to build them.
PhantomFav,
since noone else got such problems to build gates (me either).
Some you need to research first, i think something about hinge.
If you don't can't build them after you researched them, you should check if that still happen on a new colony with only hugslib,jecstools and Doors expanded.
With one of the hugslib feature you can start a quick test colony (top right icon if you got Dev mode on).
Hey All!
Anyone experienced the issue where the "allow/not allowed" command has no effect on these doors at all?
Vanilla doors work fine, but my pawns just waltz through disallowed expanded doors.
I'm not getting any errors regarding his mod on bootup and the required lib/tools are installed.
Quote from: bobisz on March 06, 2019, 04:26:35 AM
Hey All!
Anyone experienced the issue where the "allow/not allowed" command has no effect on these doors at all?
Vanilla doors work fine, but my pawns just waltz through disallowed expanded doors.
I'm not getting any errors regarding his mod on bootup and the required lib/tools are installed.
Same problem here. Forbidden 1x3 door, angry horde on the other side, "whoops, better clean that blood puddle on the front porch!"
Good day everyone,
I can't make the Lock mod work. I'm getting the following error:
Could not load reference to RimWorld.WorkGiverDef named Locks_Flick
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:Look(WorkGiverDef&, String)
WorkTab.WorkPriority:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
WorkTab.PriorityTracker:ExposeData()
WorkTab.PawnPriorityTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:ExposeSmallComponents()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Tried to change the load order to no avail. It worked back in B18 and I'm lost right now. I'd appreciate any help.
Doors Expanded
(https://raw.githubusercontent.com/jecrell/DoorsExpanded/master/About/Preview.png)
Doors Expanded
Version: 1.20.0.3 ~ 1.20.0.5
Updated: 04-11-2019
Description:
* Adds remote doors (1x1 and 2x1 variety)
* Adds remote buttons and levers
* Adds research for remote buttons and doors as well.
* Updates Japanese translation.
* Changed the door size labels to be width x height
Download now on...
Patreon (https://www.patreon.com/posts/22140156)
GitHub (https://github.com/jecrell/DoorsExpanded)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=39264.0)
Hello i want to do czech translation but i cannot find english translation in fold with languages
Could you post or send the original english translation?
Thanks.
Doors Expanded
(https://raw.githubusercontent.com/jecrell/DoorsExpanded/master/About/Preview.png)
Doors Expanded
Version: 1.20.0.6
Updated: 06-02-2019
Description: You can now create Remote Doors.
The Remote Doors can be "Secured Remotely."
This means they will close and lock themselves...
unless you use a lever or button to unlock and open them.
Perhaps this will let you make the trap room of your dreams?
Enjoy!
.... also a lot of pathing fixes have been done, so hopefully the doors expanded
mod will finally function as it was originally intended. ^^
Download now on...
Patreon (https://www.patreon.com/posts/22140156)
GitHub (https://github.com/jecrell/DoorsExpanded)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=39264.0)
Doors Expanded
(https://raw.githubusercontent.com/jecrell/DoorsExpanded/master/About/Preview.png)
Doors Expanded
Version: 1.20.0.7
Updated: 06-02-2019
Description: Fixes explosion slowdowns that occur while playing the CE mod coupled with Doors Expanded. The fix was engineered by JonnyNova.
Download now on...
Patreon (https://www.patreon.com/posts/22140156)
GitHub (https://github.com/jecrell/DoorsExpanded)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=39264.0)
Thank you very much. Now I can use it with my CE-dependent save files again!
Any chance for a high end, remote blast door ? It would really simplify my trap system.
Two suggested features:
Vented doors - work just like regular doors, but do not block heat (Could either make two temperature zones and "vent" between them like wall vents, or just keep a single temperature zone, which I imagine would be more CPU friendly)
Prisoner Passable doors - Create a door that prisoners can move through, so that it is easier to create prison complexes where the prisoners are free to move between bedrooms and dining room area while still having the bedrooms treated as separate rooms.
Suggestions ...
Boulder/Chunk Door - Extremely slow opening but very strong door. Made directly from stone chunks.
Drawbridge Door- Opens down on the ground. (probably impossible to do)
Garage Door- Opens Up instead of to the side.
Forcefield/Holo Door - An energy door that requires electricity to be generated.
Hey Jecrell...
Firstly I'd like to compliment you on all of the mods you have made; I love them all.
Secondly, I'd just like to give some feedback on a couple of tiny things you might want to look at with 'Doors Expanded'.
(not suggested changes.)
Remote doors:
Sometimes, not all, when a door gets destroyed then rebuilt and it is not in the same position as the others (opened/closed), it is really tough to disconnect then reconnect it to sync with the other doors... The 'switch' itself will not release the co-ordinates, even though I have disconnected the door itself.
I even moved the door to a different location and the switch followed the door to the new co-ordinates.
I tried hooking the new door up to a different switch to open/close it to sync with it's previous doors, then reconnect it to the old switch... both switches ended up showing a visual connection. Even a save and restart didn't resolve.
I've found the only solution is to destroy the door and rebuild it from scratch. (previously it was rebuilt from the game menu 'toggle automatic rebuild of destroyed structures in the home area' hammer icon.) Perhaps this is the culprit?...
Blast door (3x2): When multiple enemies attack the door, one of them gets pushed through to the other side... this one feels similar to the game mechanic 'crowded-corridor-push-the-pawns-out', which pushes/pops pawns out into the open space when they crowd an entrance from a corridor, but generally doesn't push them 'through' a closed door.
Thanks again for all of your work you have done to make the game so much more enjoyable.
cheers.
doors arent being built
Doors Expanded
(https://raw.githubusercontent.com/jecrell/DoorsExpanded/master/About/Preview.png)
Doors Expanded
Version: 1.5.0.0
Updated: 4-20-2024
Description: Updated for RimWorld 1.5 to use the new MultiTileDoor class instead of invisible doors. Saves from 1.4 to 1.5 will need to rebuild their doors in the new 1.5 version.
Download now on...
Patreon (https://www.patreon.com/posts/102723038)
GitHub (https://github.com/jecrell/DoorsExpanded)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1316188771)
Discuss the mod on...
Discord (https://discord.gg/AaVFA7V)
Ludeon (https://ludeon.com/forums/index.php?topic=39264.0)