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RimWorld => Mods => Releases => Topic started by: Avius on October 03, 2017, 05:34:07 PM

Title: [1.1] Locks
Post by: Avius on October 03, 2017, 05:34:07 PM
(https://raw.githubusercontent.com/Aviuz/Locks/master/Logo.png)
(https://img.shields.io/badge/version-2.5.1-blue.svg?style=flat) (https://github.com/Aviuz/Locks/releases)

Description
This addon adds new locking door system.

How to use
Select door and left click "Lock" command if you want to unlock/lock door. Right click for more options.

Performance
This mod has almost zero impact on performance. It's quick and light.

Compatibility

Links
Download (https://github.com/Aviuz/Locks/releases)
Steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1157085076)
Github project (https://github.com/Aviuz/Locks)
Report bug (https://aviuz.wufoo.com/forms/q1v9h0qw05s7gw6/)
Credits (https://github.com/Aviuz/Locks/blob/master/credits.md)

You can include this mod in mod-packs, and mod lists. You can modify/upgrade/use this mod, but don't use this commercially, and make sure to include link to original mod.

Doors Expanded version (https://github.com/Aviuz/Locks-DoorsExpanded-)
(https://raw.githubusercontent.com/Aviuz/Locks-DoorsExpanded-/master/About/Preview.png) (https://github.com/Aviuz/Locks-DoorsExpanded-)

Title: Re: [1.0] Locks
Post by: Avius on October 03, 2017, 05:34:25 PM
Changelog:


2.5.1
- update to Rimworld 1.2
2.5.0
- added compatibility with Multiplayer Mod (thanks to https://github.com/Cody-Spring)
2.4.0
- added compatibility with RimWorld 1.1s (thanks to https://github.com/MerGatto)
2.3.0
- added copy/paste buttons
- added cancel button
- now settings that do not apply in comparision to other settings will not be displayed on tab "Lock"
2.2.2
- changed max size for pet door to 0.86 up from 0.85
2.2.1
- updated to RimWorld 1.0
2.2.0
- updated to RimWorld beta 19
2.1.1
- wanted state of lock will be respected for colonists and allies when they are sane, instead of current state (exception is lock/unlocked state)
- fixed bug when selecting another door with lock ITab opened
2.1.0
- added Lock inspector tab for easy use (alternative management)
- added Lock comp to display text "locked", "unlocked" etc.
2.0.1
- fixed some bugs
2.0.0
- changed that every change need to be "flicked", instead of locking/unlocking
- locks now need to be changed by one of new owners
- added "add pet door", and "remove pet door" that will allow to control whetever small animals should pass the door
- changed that every change to lock settings when mulitple doors are selected affects all doors
- added Clutter Structure comaptibility by enabling "unlocking" from Locks mod, other mechanics works as in CS
- added alert that will trigger when locks can't be changed due to work settings
1.0.2
- updated to RimWorld Beta 18 (Rimworld v. 0.18.0)
1.0.1
- fixed bug that colonists-prisoners can go through locked doors
1.0.0
- initialization
Title: Re: [A17] Locks
Post by: Ceanox on October 03, 2017, 05:36:40 PM
This seems like such a better indepth lock mod, Going to try it out and give a proper review.  :D
Title: Re: [A17] Locks
Post by: Canute on October 04, 2017, 03:37:19 AM
I can see a problem with cleaning some rooms.
What do you think to add an option that a sleeping pawn lock the door when he sleep/enter his room, and unlock when he leave/wakeup.
Then cleaner can enter the room.
Title: Re: [A17] Locks
Post by: TheGakurniawan on October 04, 2017, 11:53:43 AM
this mod have "potential", but

1. screenshot of the locking, that'll help a lot
2. what if, you can unlock&lock door, but in long range,  (main controller that can control a multiple door, but it's high end)
Title: Re: [A17] Locks
Post by: SpaceDorf on October 04, 2017, 01:09:41 PM
Locks very good Avius.
( yes I went there .. )

Maybe more useful than the autolock or other mods I have seen so far. I will test it in my new Colony
( I can't understand why people refer to it as playthrough .. most of my colonies die either of boredom, fps or a new idea )

@TheGakurniawan
Dude/tte I love your signature .. had me laughing for a hole five minutes
( yes I did this on purpose too ..  )

Title: Re: [A17] Locks
Post by: Avius on October 04, 2017, 03:43:36 PM
Problem with locking/unlocking for certain job is game mechanics are somehow weird. It works on cache and enabling/disabling locks will have impact on performance.

But good point I will think about that.
Title: Re: [A17] Locks
Post by: sidfu on October 06, 2017, 09:35:48 AM
there 2 ways we can do cleaning

1. have a timed lock. it locks in the times  u set but is unlocked rest of time so u could have it lock during night and such
2. have it only lock when who owns the door goes past. if more than 1 person own it only lock when both are in room
Title: Re: [A17] Locks
Post by: Canute on October 06, 2017, 10:35:30 AM
The 2. way works better, if you got an nightowl the 1. way would cause problems.
Title: Re: [A17] Locks
Post by: mrofa on October 06, 2017, 11:03:38 AM
Avius best solution i found for cleaning and doctoring while doing lock mod is to check the pawn job queue. If next job is not cleaning/doctoring and job target is not in current room, checks pawn position and if pawn room != current room, revoke passage.
Title: Re: [A17] Locks
Post by: Avius on October 07, 2017, 05:47:54 AM
You've missing the point. The whole system is designed with idea that changing locks are very very rare. If not the whole game will be lagging and you will loose FPS.

Each individual pawn have his own Reachability Matrix if any of these matrix is about to change all matrix of all pawns in the map will be cleared and need to be calculated from beginning.
Title: Re: [A17] Locks
Post by: mrofa on October 07, 2017, 12:19:55 PM
Oh i though you just did use vanilia pather methods to do that, my bad then sorry :P
Title: Re: [A17] Locks
Post by: Avius on October 07, 2017, 01:13:17 PM
Quote from: mrofa on October 07, 2017, 12:19:55 PM
Oh i though you just did use vanilia pather methods to do that, my bad then sorry :P
It is vanilla pather methods

EDIT: This happen every time you're building any structures.
Title: Re: [A17] Locks
Post by: Avius on October 10, 2017, 08:14:26 AM
Maybe if trigger would be call very rare, and condition will call one global function it could be a lot quicker, but now I think about another problem, what if pawn stuck inside room, which has transfered into locked a few seconds ago
Title: Re: [A17] Locks
Post by: Redfire1200 on October 18, 2017, 05:50:15 AM
Question how do you enable it for prisoners im a bit lost (or stupid)
(Insert meme here)
Title: Re: [A17] Locks
Post by: Avius on October 18, 2017, 07:53:59 AM
Quote from: Redfire1200 on October 18, 2017, 05:50:15 AM
Question how do you enable it for prisoners im a bit lost (or stupid)
(Insert meme here)
You need to unlock door, then wait for pawn to "flick" the lock.
Title: Re: [A17] Locks
Post by: Redfire1200 on October 21, 2017, 05:25:51 PM
K thx I'll try once I actually get a prisonerright now every one that actually got downed is useless. 



.-.
Title: Re: [A17] Locks
Post by: viperwasp on October 22, 2017, 06:53:50 PM
Thanks great mod. This was an old suggestion that I asked someone to make. So I'm very glad that you have made this mod.
Title: Re: [A17] Locks
Post by: NemesisN on November 01, 2017, 08:10:19 AM
This works only with vanilla doors right ?

Because I have doors that are not vanilla and apparently "unlock" door for prisoners does not work the door needs to stay opened they don't use the door. And visitors go trough doors that I set as "Forbid visitors"

The only thing that works is "assign" option
Title: Re: [A17] Locks
Post by: Avius on November 01, 2017, 08:58:48 AM
Quote from: NemesisN on November 01, 2017, 08:10:19 AM
This works only with vanilla doors right ?

Because I have doors that are not vanilla and apparently "unlock" door for prisoners does not work the door needs to stay opened they don't use the door. And visitors go trough doors that I set as "Forbid visitors"

The only thing that works is "assign" option
"There can be compatibility issues with mods that add custom doors with custom security mechanics."
As long as door don't change mechanics of who can pass through door it should work for them too
Title: Re: [A17] Locks
Post by: Nightinggale on November 01, 2017, 12:14:31 PM
Quote from: NemesisN on November 01, 2017, 08:10:19 AM
This works only with vanilla doors right ?

Because I have doors that are not vanilla and apparently "unlock" door for prisoners does not work the door needs to stay opened they don't use the door. And visitors go trough doors that I set as "Forbid visitors"

The only thing that works is "assign" option
If you have encountered a modded door, which doesn't work with locks and you would want it to work, it would be a good idea to mention precisely which door and which mod you are talking about. With a bit of luck, it might turn out that the problem is easily fixable. If not, the button might be easy to remove, making it clear that it will not work. Not telling which door you are talking about will more or less make sure nothing will happen.

Also even if nothing happens, some people (like me) would like to know which specific doors are incompatible with this mod.
Title: Re: [A17] Locks
Post by: NemesisN on November 01, 2017, 05:22:37 PM
Quote from: Nightinggale on November 01, 2017, 12:14:31 PM
If you have encountered a modded door, which doesn't work with locks and you would want it to work, it would be a good idea to mention precisely which door and which mod you are talking about. With a bit of luck, it might turn out that the problem is easily fixable. If not, the button might be easy to remove, making it clear that it will not work. Not telling which door you are talking about will more or less make sure nothing will happen.

Also even if nothing happens, some people (like me) would like to know which specific doors are incompatible with this mod.

Fences and Floors https://ludeon.com/forums/index.php?topic=26964.0 (https://ludeon.com/forums/index.php?topic=26964.0)
Clutter Mod https://ludeon.com/forums/index.php?topic=17610.0 (https://ludeon.com/forums/index.php?topic=17610.0)

I also use Diamond walls and doors and glass doors mod but I don't think that changes anything

YES....Clutter Mod -> Door Stuff has his own locking system so it collides with this mod...shame I really like those reinforced doors....but locks mod is lot better option
Title: Re: [A17] Locks
Post by: Nightinggale on November 01, 2017, 05:54:00 PM
Since the problem is the DLL file in Clutter Mod, the solution has to do with Clutter Mod as well. Now I asked for a reinforced door mod without the DLL stuff. A brief look in the mod indicates any xml modder should be able to make that in a short amount of time.

Since we now have a name for an incompatible mod, I will point out it's a case like this I wrote ModCheck for (well one of the cases). It could be added to Locks and it will display an error if loaded together with Clutter "The Door Stuff"
Since the error is fixable (or will be fixable?) by using the non-lock Clutter Mod, it would make sense to use a custom error message for that. However I didn't add support for that because I didn't think of the need until right now  :-[
Title: Re: [A17] Locks
Post by: NemesisN on November 01, 2017, 07:23:10 PM
is there a way to disable the locks on clutter doors without removing the "door stuff" mod from modlist ?

I removed it but can't load my map without it....I did replace all custom doors with regular doors before removing the mod but still can't load
Title: Re: [A17] Locks
Post by: Avius on November 01, 2017, 07:44:46 PM
Oh I've actually know Clutter mod incompatibility. It's on TO-DO list. I'm going back to modding after alpha 18 or maybe earlier if I got any inspiration.

Sorry guys for "you need to wait" message but this is how it is for now.
Title: Re: [A17] Locks
Post by: SzQ on February 01, 2018, 10:27:36 PM
Seems updated
Locks:
http://steamcommunity.com/sharedfiles/filedetails/?id=1157085076
Prison Labor:
http://steamcommunity.com/sharedfiles/filedetails/?id=972057888
Title: Re: [A17] Locks
Post by: Avius on February 02, 2018, 02:24:34 AM
Quote from: SzQ on February 01, 2018, 10:27:36 PM
Seems updated
Locks:
http://steamcommunity.com/sharedfiles/filedetails/?id=1157085076
Prison Labor:
http://steamcommunity.com/sharedfiles/filedetails/?id=972057888
Oh yeah, sorry.
I always forgot to update forum threads, will do that soon.
Thanks for reminding.
Title: Re: [A18] Locks
Post by: Canute on February 02, 2018, 04:16:43 AM
Does exist a mod community outside the forum, yeah maybe i think i heared about some steam workshop, but never investigate that rumor so far ! :-)
Title: Re: [A18] Locks
Post by: minakurafto on February 03, 2018, 04:36:04 AM
can lock be assigned to prisoner too? maybe it works in reverse, like allow prisoner to pass while lock is on.
and button to select all in set owner menu / make menu that exclude some pawn as it useful when locking out a few certain drug addict pawn from drug warehouse
Title: Re: [A18] Locks
Post by: mmance on February 21, 2018, 12:53:09 PM
I just want to say thank you.  You have kept the visitors out of my fridge.  You are awesome.
Title: Re: [A18] Locks
Post by: Avius on March 14, 2018, 07:47:56 PM
Version 2.0.0
- changed that every change need to be "flicked", instead of locking/unlocking
- locks now need to be changed by one of new owners
- added "add pet door", and "remove pet door" that will allow to control whetever small animals should pass the door
- changed that every change to lock settings when mulitple doors are selected affects all doors
- added Clutter Structure comaptibility by enabling "unlocking" from Locks mod, other mechanics works as in CS
- added alert that will trigger when locks can't be changed due to work settings
Title: Re: [A18] Locks
Post by: henk on March 14, 2018, 10:23:01 PM
Sounds amazing. Any chance it is save compatible?
Title: Re: [A18] Locks
Post by: Avius on March 15, 2018, 02:22:05 AM
Quote from: henk on March 14, 2018, 10:23:01 PM
Sounds amazing. Any chance it is save compatible?
Yes it is, no changes in this aspect.
Title: Re: [A18] Locks
Post by: henk on March 15, 2018, 01:40:10 PM
It works with previous version, I just needed to re-set 'forbid visitors' where appropriate.  However, I can't find the new 'add/remove pet door' option (started a new game to make sure it's not my save, still I don't see it..) is this hiding behind a research, in another screen, or?

Using v2.0.1 from github.
Title: Re: [A18] Locks
Post by: Avius on March 15, 2018, 03:56:09 PM
Quote from: henk on March 15, 2018, 01:40:10 PMHowever, I can't find the new 'add/remove pet door' option (started a new game to make sure it's not my save, still I don't see it..) is this hiding behind a research, in another screen, or?
Option is visible when door have owners so pets cant get through.
Title: Re: [A18] Locks
Post by: Avius on March 26, 2018, 05:01:19 PM
v 2.1.0
- added Lock inspector tab for easy use (alternative management)
- added Lock comp to display text "locked", "unlocked" etc.
Title: Re: [A18] Locks
Post by: mrofa on March 27, 2018, 03:33:40 AM
Thanks mate for adding the compatibility :)
Title: Re: [A18] Locks
Post by: Avius on March 30, 2018, 09:17:42 AM
For DoorsExpanded use this mod (https://github.com/Aviuz/Locks-DoorsExpanded-/releases).
Title: Re: [A18] Locks
Post by: Wilponderroci on April 15, 2018, 02:33:02 PM
If someone is having a breakdown it seems they can still open the door even if its locked. Clutter mod "LOCKED" the door legit...   

I locked the door and allowed no one. Then told a pawn to get something inside the room and they just went right in.

I am not running clutter mod currently as it keeps throwing error and showing up incompatible with this version.
Title: Re: [A18] Locks
Post by: Avius on April 16, 2018, 02:49:37 PM
Quote from: Wilponderroci on April 15, 2018, 02:33:02 PM
If someone is having a breakdown it seems they can still open the door even if its locked. Clutter mod "LOCKED" the door legit...   

I locked the door and allowed no one. Then told a pawn to get something inside the room and they just went right in.

I am not running clutter mod currently as it keeps throwing error and showing up incompatible with this version.
They cannot, but after patch the door need to be flicked in order to make effect.
Title: Re: [A18] Locks
Post by: Avius on April 17, 2018, 08:52:31 AM
2.1.1
- wanted state of lock will be respected for colonists and allies when they are sane, instead of current state (exception is lock/unlocked state)
- fixed bug when selecting another door with lock ITab opened
Title: Re: [A18] Locks
Post by: matheryn on May 05, 2018, 08:31:45 AM
hi mate,

when using your locks mod I have absolutely no problems and I  love it but when I add doors expanded and have to add your locks extended mod it causes duplicate errors atm I haven't got the game open but if you need ill try and post a error log for you later
Title: Re: [A18] Locks
Post by: Avius on May 05, 2018, 09:21:32 AM
Quote from: matheryn on May 05, 2018, 08:31:45 AM
hi mate,

when using your locks mod I have absolutely no problems and I  love it but when I add doors expanded and have to add your locks extended mod it causes duplicate errors atm I haven't got the game open but if you need ill try and post a error log for you later
did you loaded both locks mod after doors expanded? Did you loaded locks for doors expanded after basic locks?
Title: Re: [A18] Locks
Post by: matheryn on May 05, 2018, 09:31:56 AM
yeah both locks and locks expanded were loaded after doors expanded I'm going to fiddle with some pack creation now and ill add them all and see if I can generate the same errors again and post the error log for you

as promised here is the log I'm getting about the duplicates

https://git.io/vprtZ
Title: Re: [A18] Locks
Post by: matheryn on May 05, 2018, 10:03:47 PM
down the bottom of that link you will find all the duplicates
Title: Re: [A18] Locks
Post by: Avius on May 06, 2018, 07:20:58 AM
Oh that is harmless. It's says that key strings are same, but they are same so it doesn't matter. It's just a warning
Title: Re: [A18] Locks
Post by: Dash423 on June 23, 2018, 07:55:07 AM
Looking into Prison Labor - does Locks mod work for b18 as well?
Title: Re: [A18] Locks
Post by: Navy1227 on June 28, 2018, 11:24:18 PM
Quote from: Dash423 on June 23, 2018, 07:55:07 AM
Looking into Prison Labor - does Locks mod work for b18 as well?
This posting is for the B18 version of Locks. B18 = A18. A17 was technically the last alpha version, beta 18 was the first revision in the beta set.
Title: Re: [A18] Locks
Post by: Avius on June 29, 2018, 02:18:36 AM
Quote from: Navy1227 on June 28, 2018, 11:24:18 PM
Quote from: Dash423 on June 23, 2018, 07:55:07 AM
Looking into Prison Labor - does Locks mod work for b18 as well?
This posting is for the B18 version of Locks. B18 = A18. A17 was technically the last alpha version, beta 18 was the first revision in the beta set.

Indeed. When I was changing version to B18, forgot to change letter too. It's changed now.

Have a nice day
Title: Re: [B18] Locks
Post by: JamesFoster on June 30, 2018, 04:26:24 PM
I have a decent amount of colonists, and the list can only scroll down so far before it cuts off. Is there any way to fix this?

http://prntscr.com/k19fqy
Title: Re: [B18] Locks
Post by: Ruisuki on July 31, 2018, 03:45:19 AM
Do I extract both Locks and Locks expanded zips? I did the former and noticed no change in my vanilla doors, when trying to extract locks doors expanded compatch it asks me to overwrite a file, should i?
Title: Re: [B18] Locks
Post by: Canute on July 31, 2018, 05:36:50 AM
So far i remember "locks expanded" are if you use the Expanded door's from Jecrell.
For plain vanilla doors the regular Locks mod, downloadable from github.
Title: Re: [B18] Locks
Post by: Ruisuki on July 31, 2018, 07:03:28 AM
Alright Ill download both and see if it makes a difference
Title: Re: [B18] Locks
Post by: Avius on September 09, 2018, 02:09:38 PM
2.2.0
- updated to RimWorld beta 19
Title: Re: [B18] Locks
Post by: cordilon on September 14, 2018, 05:48:30 AM
Seems not to work for my prisoners in B19.
As you can see in the attached screenshot, Klein is hungrily sitting in her cell while the door is unlocked and food plus recreation are waiting outside.

Assigning doors to colonists works fine, though.
Mods this save is using (in this order):
- Core
- HugsLib
- Hospitality
- Recycle
- RunAndGun
- Moody
- Avoid Friendly Fire
- Locks
- [KV] Recolor Stockpiles & Growing Zones
- Follow Me

Could one of these be infering with Locks?


[attachment deleted due to age]
Title: Re: [1.0] Locks
Post by: Avius on October 19, 2018, 12:23:17 PM
2.2.1
- updated to RimWorld 1.0
Title: Re: [1.0] Locks
Post by: viperwasp on October 19, 2018, 02:57:46 PM
Thanks never used this mod yet. But now I can when I want. I fear it may conflict with Hospitality? Does anyone know? If it does I will play a game without Hospitality at some point. Thanks for upload.
Title: Re: [1.0] Locks
Post by: Angelix on October 19, 2018, 07:41:35 PM
mod are working partially. "lock-unlock" does not working, colonist open "locked" door normally. setting "owner" are working(but only in restricting other colonists while "locked" and not owner). "anti-visitor" also working.
Title: Re: [1.0] Locks
Post by: Avius on October 20, 2018, 09:01:39 AM
Quote from: Angelix on October 19, 2018, 07:41:35 PM
mod are working partially. "lock-unlock" does not working, colonist open "locked" door normally. setting "owner" are working(but only in restricting other colonists while "locked" and not owner). "anti-visitor" also working.
QuoteDescription
This addon adds new locking door system.
- Doors can be unlocked to allow enemies and prisoners to pass by (only races that have intelligence "humanlike" or above).
(...)

You're describing how you think it should work, not what's not working as intended.
If you want to exclude door from using just forbid the door.
Title: Re: [1.0] Locks
Post by: Angelix on October 20, 2018, 10:51:46 AM
from this point you are right. i just wanted to see this like alternative to god power "forbide" and without exclusions like prisoners/mental-stated/visitors/enemies/etc. my locked beer must be unreachable whilst door stands)))
Title: Re: [1.0] Locks
Post by: crusader2010 on October 20, 2018, 10:56:26 AM
Because of this mod I might just abandon my B19 colony and move to 1.0 :) damn :D

One question: could you make it such that a door is available to be open if inside a certain area, by whichever pawns do not have that area forbidden?

Basically I want all doors to be opened by the cleaning pawns, but only while they are cleaning (also using the mod Cleaning area just for that).
Title: Re: [1.0] Locks
Post by: Epson on October 21, 2018, 01:12:45 PM
Quote from: crusader2010 on October 20, 2018, 10:56:26 AM
Because of this mod I might just abandon my B19 colony and move to 1.0 :) damn :D

One question: could you make it such that a door is available to be open if inside a certain area, by whichever pawns do not have that area forbidden?

Basically I want all doors to be opened by the cleaning pawns, but only while they are cleaning (also using the mod Cleaning area just for that).

Orrrr just grab the B19 version from Github ;) https://github.com/Aviuz/Locks/releases
Title: Re: [1.0] Locks
Post by: Avius on October 23, 2018, 03:10:05 PM
Quote from: crusader2010 on October 20, 2018, 10:56:26 AM
One question: could you make it such that a door is available to be open if inside a certain area, by whichever pawns do not have that area forbidden?

Basically I want all doors to be opened by the cleaning pawns, but only while they are cleaning (also using the mod Cleaning area just for that).
Cleaning is prime problem with this mod, and those suggestions was made several time, including me.
Unfortunately the main problem is that while it seems simple for human understaning, it's really complex in implementing because:
- pathfinding in RimWorld is cached, so that's mean there should be some fixed times when allowed paths are changed.
- logic behind whenever pawn can pass through door, I mean let's take example: pawn is cleaning and he entered the room, and then finished cleaning, whats next? he can't get out. Making the door it will only let people leave won't work so simple, whats about doors between two closed room? Should we add some directions of passing through door? It's simple for human understanding, but complex (not hard, just veeery time consuming) in mathematical logic
- mentioned above direction of passing, there is no such direction in RimWorld, from door perspective you see block of space <-> door <-> block of space, that's all

Sorry for long post, but I hope you can understand that this can be very time consuming, and not so rewarding as other problems that need to be solved.
Title: Re: [1.0] Locks
Post by: crusader2010 on October 23, 2018, 04:10:21 PM
@Avius: yep, thank you for the explanation. Didn't know the code-behind logic. Thought about it more in the lines of:
- pawn enters room because door is part of an area that the pawn has access to and is configured for the door;
- pawn cleans the room and usually picks up a new job from the queue;
- replace that job with (i.e. inject before it) one that says "Exit current room while ignoring the lock on the door" (with the proper checks that the pawn actually has the only way out through the door, that the door is still part of that area, etc... simply because maybe we want to lock pawns inside a room sometimes) :)

So maybe there's no need for a "direction" concept for doors, but I can see how path caching can be a problem here. Not familiar with Rimworld code so can't really give ideas on that.

Nevertheless, can you think of a workaround? Except having only one pawn do the cleaning and also letting him go through each door :D

Thanks!
Title: Re: [1.0] Locks
Post by: ecofox on October 27, 2018, 04:22:51 AM
Figured out how to extract the zipfile, had to use 7z.
Title: Re: [1.0] Locks
Post by: Canute on October 27, 2018, 04:36:25 AM
You right ecofox,
the latest release Locks v2.2.1 isn't a zip file, it is a 7z or rar archive.
Older releases are zip files.

And another request Avius, could you please include a mod folder into the archive, so people don't need to create one ?
Title: Re: [1.0] Locks
Post by: Avius on October 30, 2018, 01:34:41 PM
2.2.2
- changed max size for pet door to 0.86 up from 0.85
Title: Re: [1.0] Locks
Post by: Avius on October 30, 2018, 01:36:50 PM
Quote from: Canute on October 27, 2018, 04:36:25 AM
You right ecofox,
the latest release Locks v2.2.1 isn't a zip file, it is a 7z or rar archive.
Older releases are zip files.

And another request Avius, could you please include a mod folder into the archive, so people don't need to create one ?

I can unpack this with win-rar as .zip file, .... weird
Title: Re: [1.0] Locks
Post by: Canute on October 30, 2018, 01:39:12 PM
winrar or 7z can unzip anything, and don't watch at the ending .zip

But since you mention winrar, try to open it with the windows explorer, that don't work and that indictate it is a .rar or .7z archive and not a .zip
Title: Re: [1.0] Locks
Post by: Avius on November 05, 2018, 12:24:01 PM
2.3.0
- added copy/paste buttons
- added cancel button
- now settings that do not apply in comparision to other settings will not be displayed on tab "Lock"
Title: Re: [1.0] Locks
Post by: vandal on November 20, 2018, 02:59:21 AM
any way to disable semi transparent locks symbol for unlocked doors?
Title: Re: [1.0] Locks
Post by: crusader2010 on November 26, 2018, 05:16:32 PM
Please include a "Locks" folder inside the archive for this mod. Right now it only has the main folders (about, defs etc) and it gets really annoying when you want to extract more mods at the same time (need to look for what folders/files should be in the mod, create a folder for them and move them). Thanks
Title: Re: [1.0] Locks
Post by: Avius on November 27, 2018, 12:48:20 PM
Quote from: crusader2010 on November 26, 2018, 05:16:32 PM
Please include a "Locks" folder inside the archive for this mod. Right now it only has the main folders (about, defs etc) and it gets really annoying when you want to extract more mods at the same time (need to look for what folders/files should be in the mod, create a folder for them and move them). Thanks
This single folder is against convention. Please use correct option instead:
(https://techdows.com/wp-content/uploads/2009/04/extract-files-from-multiple-WinRAR-archives-at-once.png)
Title: Re: [1.0] Locks
Post by: JT on November 27, 2018, 03:56:37 PM
It may be against official RARlabs/PKZIP convention, but it's in line with informal RimWorld convention. =)
Title: Re: [1.0] Locks
Post by: graf22 on January 22, 2019, 08:52:31 PM
Doors can be unlocked to allow enemies and prisoners to pass by (only races that have inteligence "humanlike" or above)

Not working for me, my prisoners are just sitting in their cells with the doors unlocked, tried forcing them open as well, nothing. I'm using Star wars mods.
Title: Re: [1.0] Locks
Post by: Avius on January 23, 2019, 04:39:53 PM
Quote from: graf22 on January 22, 2019, 08:52:31 PM
Doors can be unlocked to allow enemies and prisoners to pass by (only races that have inteligence "humanlike" or above)

Not working for me, my prisoners are just sitting in their cells with the doors unlocked, tried forcing them open as well, nothing. I'm using Star wars mods.
Do you have any errors in logs? Do you use normal doors? Did you tried to load only Locks mod and check if thats working for you?
Sometimes I really want to help you but can't. Please provide as much info as you can.

Also if you don't have Prison Labor mod prisoners don't leave prison cells since RimWorld 1.0, ask Tynan why.
Title: Re: [1.0] Locks
Post by: minakurafto on February 19, 2019, 09:17:06 AM
gate from doors expanded is buggy. it doesnt have pet door and other problem is if you hold door open after some time or after load game, animal pathfinder will standing still unless the gate is toggled off then the pathfinder will return normal, also prisoner with prison labor mod will keep trying to do job outside gate so they will stuck in front of gate, it act as if it doesnt recognize that gate is closed for them but they still that they cant open the door ,hence stuck forever.
Title: Re: [1.0] Locks
Post by: Canute on February 19, 2019, 09:21:30 AM
Yep, that's is a known old problem.
But why don't you report that to the Door's expanded mod/discord ?
Title: Re: [1.0] Locks
Post by: Lupin III on March 01, 2019, 08:06:37 AM
My pawns seem to be ignoring the lock. I have doors (vanilla, no door mod installed) set to locked, but pawns still move through them.
Title: Re: [1.0] Locks
Post by: Avius on March 02, 2019, 11:47:53 AM
"Locked" state is actually normal state => every pawn have key to door.
If you want to restrict to a certain pawns assign it from menu.
If you want to forbid pawns from using them use Forbid option
Title: Re: [1.0] Locks
Post by: Lupin III on March 03, 2019, 06:21:20 AM
Ah, ok, thank you. That wasn't really clear when looking at the options for the doors.
Title: Re: [1.0] Locks
Post by: publicuser on March 03, 2019, 09:24:07 PM
It seems your mod block guests visit base and leave directly

https://ludeon.com/forums/index.php?topic=11444.2250 (page 151-152)
Title: Re: [1.0] Locks
Post by: Avius on March 04, 2019, 11:21:34 AM
Quote from: publicuser on March 03, 2019, 09:24:07 PM
It seems your mod block guests visit base and leave directly

https://ludeon.com/forums/index.php?topic=11444.2250 (page 151-152)
By default it doesn't. So make sure hospital beds are inside available area for visitors.
Title: Re: [1.0] Locks
Post by: Canute on March 04, 2019, 12:59:35 PM
Avius, Orion mention a different thing
Quote from: Orion on March 03, 2019, 12:47:31 PM
Read carefully: It does not matter if the doors are locked or not. With the door mod all doors appear locked to visitors and they will leave.
Title: Re: [1.0] Locks
Post by: publicuser on March 04, 2019, 09:05:07 PM
Quote from: Avius on March 04, 2019, 11:21:34 AM
Quote from: publicuser on March 03, 2019, 09:24:07 PM
It seems your mod block guests visit base and leave directly

https://ludeon.com/forums/index.php?topic=11444.2250 (page 151-152)
By default it doesn't. So make sure hospital beds are inside available area for visitors.

Read page 152, I did 2 quick test about the bug
Title: Re: [1.0] Locks
Post by: Avius on March 05, 2019, 01:21:55 AM
Will look at that later. Thanks for report
Title: Re: [1.0] Locks
Post by: LiteEmUp on March 21, 2019, 03:42:45 AM
does this mod also prevents pawns from "passing" through forbidden doors when a colonist is on a mental state?? im currently having this issue in my young colony on mental state pawns being able to access forbidden doors
Title: Re: [1.0] Locks
Post by: Avius on March 21, 2019, 03:55:15 AM
Quote from: LiteEmUp on March 21, 2019, 03:42:45 AM
does this mod also prevents pawns from "passing" through forbidden doors when a colonist is on a mental state?? im currently having this issue in my young colony on mental state pawns being able to access forbidden doors
Yes but doors need to be flicked first. Colonists respect unflicked state but not in mental state. It was latest addition to Locks mod.
Title: Re: [1.0] Locks
Post by: LiteEmUp on March 21, 2019, 05:46:42 AM
Quote from: Avius on March 21, 2019, 03:55:15 AM
Quote from: LiteEmUp on March 21, 2019, 03:42:45 AM
does this mod also prevents pawns from "passing" through forbidden doors when a colonist is on a mental state?? im currently having this issue in my young colony on mental state pawns being able to access forbidden doors
Yes but doors need to be flicked first. Colonists respect unflicked state but not in mental state. It was latest addition to Locks mod.

i assume  so far no compatibility issues based from the info on the first page... also, where would this going to be in load order??
Title: Re: [1.0] Locks
Post by: Canute on March 21, 2019, 07:56:35 AM
LiteEmUp,
basicly the load order doesn't matter (when all mods are proper modded).
Except you use another mod that maybe change door behavior, then you need to try it out.
Title: Re: [1.0] Locks
Post by: Avius on March 21, 2019, 11:35:49 AM
Quote from: Canute on March 21, 2019, 07:56:35 AM
LiteEmUp,
basicly the load order doesn't matter (when all mods are proper modded).
Except you use another mod that maybe change door behavior, then you need to try it out.
It doesn't matter usually. There are exceptions:
- It depends when mods modifies with reflection same classes. The result will be: last mod takes last word.
- When mods depends on general-purpose mods like HugsLib.

It really doesn't depend on how "proper" modded it is.
Title: Re: [1.0] Locks
Post by: Senio on May 23, 2019, 08:10:58 AM
Can you help us support Multiplayer mod?
Thanks.
Title: Re: [1.0] Locks
Post by: Avius on May 23, 2019, 02:20:28 PM
Quote from: Senio on May 23, 2019, 08:10:58 AM
Can you help us support Multiplayer mod?
Thanks.
Sure
Title: Re: [1.0] Locks
Post by: Senio on May 26, 2019, 10:45:35 AM
Thanks.
Title: Re: [1.0] Locks
Post by: SYDWAD on July 05, 2019, 07:30:00 PM
if you're having problems opening the .Zip just extract it to location with winrar or another archiving program
Title: Re: [1.0] Locks
Post by: Tocato on September 19, 2019, 08:26:56 PM
I downloaded the doors expanded version of Locks but it doesnt affect vanilla doors. I need to run both versions of locks simultaneously?
Title: Re: [1.0] Locks
Post by: Avius on September 23, 2019, 10:08:08 AM
Quote from: Tocato on September 19, 2019, 08:26:56 PM
I downloaded the doors expanded version of Locks but it doesnt affect vanilla doors. I need to run both versions of locks simultaneously?

Quote
Affected doors
This mod only affects doors included in DoorsExpanded mod. If you want to affect also vanilla doors, please install (orignial mod)[https://github.com/Aviuz/Locks].
Title: Re: [1.0] Locks
Post by: Ruisuki on September 23, 2019, 05:27:22 PM
So I can use both simultaneously not choose one or the other ok
Title: Re: [1.0] Locks
Post by: carpediembr on November 22, 2019, 02:49:37 PM
Can someone help me understand why Lachi is able to go into this locked door?

https://i.imgur.com/N0CQCZS.png
Title: Re: [1.0] Locks
Post by: Schwartz on November 22, 2019, 02:57:02 PM
Is it possible that either you haven't set any owners, or that a change in ownership hasn't been applied yet?
Title: Re: [1.0] Locks
Post by: Nachtwolf on January 10, 2020, 11:19:08 PM
So I use Rational Romance, (RR), and have several poly relationships in my camp. So while one pawn might have a usual bed they sleep in, they sometimes get into a relationship with a pawn in a different bedroom without severing the original relationship. (This is such an amazing mod, btw. Thank you so much for creating it, it makes the game 100% better even if it is the only mod one uses). But with Locks, it creates a problem with RR in the above mentioned regard. So I am curious if there is a way to add the ability to let people in that are lovers, or related even. I also had a thought that might help with the cleaners issue, but I don't know anything about coding, so you'll have to tell me if it has merit or not. This might even be a work around to assigning doors. Could you make a mod item that is attached to the door, (we'll call it a key, for the sake of this discussion, LOL), something that could be duplicated in game and given to lovers, family, whoever you want? Perhaps make it so that either the door owner has to gift them a key, or it must be asked for, and of coarse, we can "order" our pawns to create a key for someone, and add/remove the keys ourselves if we wish. I believe doing Locks that way, if possible, would negate pathing and cache issues, would it not?
Title: Re: [1.0] Locks
Post by: rawrfisher on January 20, 2020, 07:35:49 AM
Not sure if you covered this but robots from Misc robots/++ cannot go through doors that have an owner assigned.
I wanna be able to have the robots pass though but not animals since my animals always eat my packaged survival meals/other non spoiling meals.  Currently I'm getting around the issue by using areas.
Title: Re: [1.1] Locks
Post by: Avius on March 08, 2020, 02:09:00 PM
Updated to RimWorld 1.1
Shout out to MerGatto(https://github.com/MerGatto) for helping with upgrade
Title: Re: [1.1] Locks
Post by: Ruisuki on May 05, 2020, 04:18:55 AM
Quote from: Avius on March 08, 2020, 02:09:00 PM
Updated to RimWorld 1.1
Shout out to MerGatto(https://github.com/MerGatto) for helping with upgrade
last update there seems to be from december?
Title: Re: [1.1] Locks
Post by: wwWraith on May 05, 2020, 07:10:58 AM
I believe this link was mentioned just to thank MerGatto. The actual links are in the 1st post (https://github.com/Aviuz/Locks/releases (https://github.com/Aviuz/Locks/releases)).
Title: Re: [1.1] Locks
Post by: Ruisuki on May 05, 2020, 01:20:34 PM
Quote from: wwWraith on May 05, 2020, 07:10:58 AM
I believe this link was mentioned just to thank MerGatto. The actual links are in the 1st post (https://github.com/Aviuz/Locks/releases (https://github.com/Aviuz/Locks/releases)).
ty
Title: Re: [1.1] Locks
Post by: Ruisuki on May 16, 2020, 11:40:06 PM
you know how hospitality allows you to 'make default' the settings for when a guest arrives? I always check both "try to befriend and try to engage.' is it possible to do the same for lock settings? i find whenever i send out a caravan and it returns it resets the colonists permissions to use a door. Can really take a while, specially if you have a larger base. Same deal when recruiting people via hospitality.
Title: Re: [1.1] Locks
Post by: Avius on May 24, 2020, 03:27:31 AM
2.5.0
- added compatibility with Multiplayer Mod (thanks to https://github.com/Cody-Spring)