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RimWorld => Releases => Mods => Outdated => Topic started by: Neurotoxin on August 05, 2014, 06:10:37 PM

Title: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on August 05, 2014, 06:10:37 PM
Are you sick of feeding unwanted guests? Are your "guests" stopping by your prison and executing your valuable prisoners? Just don't like outsiders? This is the mod for you.

This mod adds a metal and wood door called a Colonist Only Door. Only colonists, as the name suggests, can pass. Your colonists still need their key to enter of course so don't lose it.


Screenshot: I'd love to demonstrate the doors working but the visitors just cluster at a random point outside the base rather than at the door because they can't use it.
(http://i.imgur.com/0yuNEEP.jpg)


Changelog:

v.1.2.3
    Fixed wood doors acting like powered doors
    Seperated 2 versions, 1 with standalone doors, 1 replace vanilla doors

v1.2.2
    Seperated wood doors added by this mod from the vanilla wood doors (Oops, oversight on my part)
    Added power transmission to Colonist only wood doors
    Now with 100% more awesome thanks to MonkeyWithAWrench's textures.

v1.2.1
    Hotfix for NRE caused by animals path-checking through doors

v1.2.0
    Update for alpha 6
    Fixed issue with visitors opening and closing doors constantly

v1.1.1
    Decided on a license.
    Added License to download archive.
    Made source available

v1.1.0
    Added lockable doors. Click a door, hit the UI button (Pending replacement, Borrowed from mrofa) and nobody can go through (without breaking it down).
    Added wooden Variant.
    Started work on power safety doors.

v1.0.2
    Open doors no longer allow everybody through. I can't fix both bugs and it's better the non-colonists don't come in.
    ^There's 2 methods for allowing people in doors, BlocksPawn(Pawn) which can be overridden (And that's what I'm using) and WillOpenFor(Pawn) which can't be overridden.
    ^^ I could theoretically use a NEW method to hide WillOpenFor but for some reason it doesn't want to work out.

v1.0.1
    Fixed open doors not allowing everybody through.

v1.0
    Initial Release


Known Issues:

Activating mod then loading into game can cause some texture glitches
to get around this activate then restart the game. This is on me, I need to assign the textures outside of the assembly.
I'm now not sure this CAN be fixed but stay tuned, might work something out.



TODO:


Textures to differentiate doors at a glance.
Create a door to work in conjunction with power switch. Powered = closed and unopenable, unpowered = open. (Think prison saftey cell doors).
Reorganize this thread.


Downloads:
The current version can always be found attached to this post. If you'd prefer a mirror I will provide Github links as well which also provides me a way to keep old versions available and easily maintained for me.
https://github.com/LtStingray/Colonist-Only-Doors/releases


Source Code:
https://github.com/LtStingray/Colonist-Only-Doors

License/Modpacks:
This modification is license under the MIT license.
Full license: http://opensource.org/licenses/MIT (http://opensource.org/licenses/MIT)
TLDR license: https://tldrlegal.com/license/mit-license (https://tldrlegal.com/license/mit-license)

Things to note for ModPackers:
If you intend to use this mod in a modpack, Supporting any version besides the current version is YOUR job and your job only.
That said, try to keep up to date. I would refrain from adding this in for the next couple days as the updates will be frequent. Goal of this weekend (soft) for full release.

It's also not REQUIRED but I would appreciate you notifying me that you intend to use my mod in a modpack. No real reason, just metrics/ would love to kno.w



Big thanks to MonkeyWithAWrench for offering up some textures. It's greatly appreciated.

Hope you guys enjoy the mod. Any comments, questions, concerns can be addressed in this thread.

Pick the ColonistOnlyDoors-v#.#.#-Replacer if you want regular doors to be replaced by colonist only doors. (This is not compatible with other mods that modify the base vanilla door)


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors
Post by: The_Shaikan23 on August 05, 2014, 07:17:08 PM
It's super annoying to have about 25 people visit, get dirt all over the entire base, block the hallways, eat all my food and then leave without having contributed anything to the settlement. Great idea to make these doors.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors
Post by: Neurotoxin on August 05, 2014, 07:44:52 PM
Yeah, I had a few prisoners I was waiting to sell, I was broke and had nothing else worth selling. Some visitors came, walked into the prison and murdered all my prisoners. That was the last straw and thus the mod was born. Now that I've started I'm working on a few more door improvements (see TODO). Try it out and let me know how it works for you.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors
Post by: The_Shaikan23 on August 05, 2014, 09:27:16 PM
That's just the worst visitor who arrives unannounced whenever they want, dirties up your carpets, empties your fridge and kills the people you have chained up in your basement... I mean colony.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors
Post by: Neurotoxin on August 05, 2014, 09:31:52 PM
Yes, yes it is. BTW door lock function is working perfectly but drawing the button on the UI uses some borrowed code so either I have to reimplement it or wait for permission from the original maker to use it. I'll wait for now and work on the powered doors and wood doors (That's just adding a new thingDef) until then. Maybe I'll try my hand at the texturing myself but, they gon' be ugly unless I just recolor the stock doors *thought*.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors - Now with lockable doors!
Post by: BetaSpectre on August 06, 2014, 06:01:45 PM
Is there a conflict with the Misc Mod?
If not then I'm totally gonna want this!!!
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors - Now with lockable doors!
Post by: Neurotoxin on August 06, 2014, 08:59:38 PM
I don't see how it could cause a conflict as I don't modify any base classes. All doors from this mod are a new instance of a different class that extends the base door class. But, give it a try and let me know, if there's an issue I'll try to figure out what could be causing it.


Looking at Haplo's mod, it looks like he does the same but overrides the Defs for the default doors, Shouldn't cause an issue but his locked doors are better than mine as he modifies the path grid. That'd be easy enough to implement, for the locked doors at least. I just need to figure out how to make taking the path undersirable for non-colonist friendly factions in the colonist only part.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors - Now with lockable doors!
Post by: BetaSpectre on August 07, 2014, 02:19:36 AM
The misc mod's doors don't seem to stop AI from WANTING to use the doors so then massive lag can be caused by pawns if enough are wanting to go through the door but can't.

I might try this mod...but I'm currently playing another game.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors - Now with lockable doors!
Post by: Neurotoxin on August 07, 2014, 03:18:26 AM
Quote from: BetaSpectre on August 07, 2014, 02:19:36 AM
The misc mod's doors don't seem to stop AI from WANTING to use the doors so then massive lag can be caused by pawns if enough are wanting to go through the door but can't.

I might try this mod...but I'm currently playing another game.


Yeah I can see how that would happen, just making the path less desirable to use doesn't make them UNABLE to use it. If it's the only door to get somewhere (I.E. in and out of the base) they'll still try to use it. I suggest using Colonist Only doors only for places like the kitchen and prisons, places you don't want visitors. You CAN lock them out of the base entirely but they'll dog pile on the door and continually try to get in until they leave. I THINK when Alpha6 comes out and Tynan gives us the option to override WillOpenFor(Pawn) that should fix it because a Pawn, I think, shouldn't try to path through a door that won't open for them.


I suggest the same idea for using locking doors, don't use them as a "don't leave the base" door but as a way to modularily cut off access to certain parts of your base in cases of emergency (I.E. radiers dropping into base, mortar fire, etc..). The way it stands now, unless we figure out some techno-wizardry there's not much we can do for the bug besides making the path less desirable.


I'm working on a second project at the moment and once I'm done I'll be dedicating my time to trying to work around this.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors - Now with lockable doors!
Post by: Haplo on August 07, 2014, 06:27:56 AM
Quote from: BetaSpectre on August 07, 2014, 02:19:36 AM
The misc mod's doors don't seem to stop AI from WANTING to use the doors so then massive lag can be caused by pawns if enough are wanting to go through the door but can't.
...

I'm curious why you think that the misc mod doesn't stop the AI from wanting to go through the door?
In my tests, the pawns didn't try to path through the doors anymore. Do you have a different experience with it?
As far as I know, if the pathing to the target returns a value high enough, it is effectively not reachable.
So, because of this, they shouldn't try to use the locked doors from Misc anymore. At least in the newest version, where I've added the new pathing code.

Title: Re: [MOD] (Alpha 5D) Colonist Only Doors - Now with lockable doors!
Post by: Neurotoxin on August 07, 2014, 08:35:09 AM
Quote from: Haplo on August 07, 2014, 06:27:56 AM
As far as I know, if the pathing to the target returns a value high enough, it is effectively not reachable.


It makes the path undesirable yes but it doesn't technically invalidate the path. If it's the only route to somewhere they want to go they'll still probably try. Depending on the job and priority they will still attempt to go through undesirable paths. It should be easy to recreate. Enlist a pawn, build a room around him with only the locked door out and unenlist him, sooner or later he'll try to use the door anyway if he doesn't go nuts and break it down first.


It's nothing wrong with your code, and it works better than mine atm, it's just a limitation of what were able to modify. That said, I haven't used your mod or even tried the grid thing yet, these are just my observations of the code in play and the engine. I'll try it out to confirm and let you know what I come up with.



Edit: I'll leave what I said, but I can't recreate the pawns attempting to use a locked door using only your mod and core. I didn't test thoroughly but enough that 1 died of starvation before trying to use the door. I can still see how it could happen in theory but it does seem to make them rather die than use the door. Literally haha.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors - Now with lockable doors!
Post by: rsdworker on August 07, 2014, 10:43:18 AM
nice idea - that's will help my base
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors - Now with lockable doors!
Post by: BetaSpectre on August 07, 2014, 04:58:20 PM
Quote from: Haplo on August 07, 2014, 06:27:56 AM
Quote from: BetaSpectre on August 07, 2014, 02:19:36 AM
The misc mod's doors don't seem to stop AI from WANTING to use the doors so then massive lag can be caused by pawns if enough are wanting to go through the door but can't.
...

I'm curious why you think that the misc mod doesn't stop the AI from wanting to go through the door?
In my tests, the pawns didn't try to path through the doors anymore. Do you have a different experience with it?
As far as I know, if the pathing to the target returns a value high enough, it is effectively not reachable.
So, because of this, they shouldn't try to use the locked doors from Misc anymore. At least in the newest version, where I've added the new pathing code.

I must have an old version I haven't been playing/DL'ing mods for a while.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors - Now with lockable doors! - Updated 8/14
Post by: Neurotoxin on August 14, 2014, 07:58:01 AM
Updated for Alpha 6, fixed issues with pawns trying to path through unusable doors.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.1) Updated 8/14
Post by: MonkeyWithAWrench on August 15, 2014, 04:43:15 AM
Hi there. I wanted a way to differentiate the doors, so I fired up photoshop and made a couple small texture changes so that they'd stand out a bit more. What I made is basically the same as the regular doors, only they have an "employees only" type name plate on them. I made two versions. One with a single warning plate that goes across the whole door, and one with two smaller plates that go on each side.
Here's what they look like:

Powered Door: (http://s17.postimg.org/kp7ts9q9n/Door_Powered_Menu_Icon_CO_V1.png) (http://s27.postimg.org/t2srdbrdb/Door_Powered_Menu_Icon_CO.png)
Wood Door: (http://s21.postimg.org/56tg0xwir/Door_Wood_Menu_Icon_CO_V1.png) (http://s29.postimg.org/96zj6ar77/Door_Wood_Menu_Icon_CO.png)

I've included the images as well as the photoshop psd's in a file attached to the post, in case you'd like to use them yourself. Personally I prefer the look of the double plate doors, but I made both so I might as well include both.

Also I had two "problems" with the mod that were bugging me. First, installing it replaced ALL wood doors with the ones from this mod. It looks like this was caused by having <defName>DoorWood</defName> in the xml. I guess it was overriding the default for me. I simply changed it to <defName>DoorWoodCO</defName> and got the original doors back as well.
Second, The wood doors from this mod weren't carrying power. It appears to be caused by these doors missing a few lines in the xml, namely:

    <comps>
      <li>
        <compClass>CompPowerTransmitter</compClass>
        <transmitsPower>true</transmitsPower>
      </li>
    </comps>

Which is something that the vanilla wood doors do have. adding it to the mod's wood doors seems to restore power transmission just fine.

I call these "problems" just because they were issues that bugged me. I don't know if anyone else had these "problems" or if anyone even cared, but I figured I mention them anyway since I found a solution to them.

Anyway, thanks for the time.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.1) Updated 8/14
Post by: Neurotoxin on August 15, 2014, 05:09:52 AM
Thanks, good feedback, I overlooked renaming the wood door in the def, oops. I'll get that fixed in the next update. Also, thank you very much for the textures, I'll gladly use them as I haven't gotten around to trying my hand at textures, and quite frankly, I suck at anything artistic anyway.

I don't know why, but when I quickly threw in the wood version of the doors, I assumed the vanilla ones didn't transmit power (probably because they don't use it) so I left that out. I'll bring that in-line as well with the next update.

Actually, I could throw all that together in the next 30 minutes or so, I wanted to try fixing the texture bug when you enable the mod and start playing right away anyway.

Edit: Not sure there is a fix actually, or it might not be directly related to this mod. It only seems to happen for me to beds and with specific textures. I'll continue investigating.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.2) Updated 8/15
Post by: MonkeyWithAWrench on August 15, 2014, 05:58:54 AM
Quote from: Neurotoxin on August 15, 2014, 05:09:52 AM
...I wanted to try fixing the texture bug when you enable the mod and start playing right away anyway.

Edit: Not sure there is a fix actually, or it might not be directly related to this mod. It only seems to happen for me to beds and with specific textures. I'll continue investigating.

What problem are you referring too? I didn't notice any texture problems either before or after my fiddling with the few things I mentioned.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.2) Updated 8/15
Post by: Neurotoxin on August 15, 2014, 06:03:48 AM
It might actually be an issue with another mod I use, shame on me for not using a sterile testing environment. I know in A5 enabling the mod and starting it right up had missing UI textures because they're defined in the assembly, and now in A6 if I do that beds get replaced with a bed sized version of another mod's texture. I'm almost certain it's just a glitch from the other mod because it happens when I enable and start any mod. I used Miscellaneous mod as a test dummy (Because I respect Haplo's work and assumed his UI stuff would be correct) to see if it was my mod causing it or something else out of my control and it still happened, I assume to no fault of Haplo's and both of our UI codes are pretty similar.

I'm going to publicly write it off as not my mod's fault while I privately investigate what's causing it further.

ninja edit: I've updated to v1.2.2
separated my wood doors from vanilla, fixed the power transmission and included your textures, which I can't thank you enough for.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.2) Updated 8/15
Post by: MonkeyWithAWrench on August 15, 2014, 06:15:12 AM
Ah, glad it's not anything major then. That'd be annoying if there was some undiagnosed problem lurking around my mods folder just waiting to spring itself at the most inopportune time. The only mods I've installed right now are the "cannons and turrets" mod, the "Embrasures" mod and the "target practice dummy" mod. I've also activated the blast charges one. I'm just adding them in slowly, so I don't have "much" yet. Anyway, with those I don't see any issues so hopefully that'll help narrow it down.

I'm glad you can get some use out the textures too. Since I've already applied the fixes on my end I won't be downloading this particular update, but which door set did you decide to go with?

I had also been thinking of taking a look at the save editor you're working on and seeing if I could help any. Unfortunately I haven't reinstalled Visual Studio since my last hd wipe, and I haven't been able to find the disks with it over the last week or so that I've been poking around. Boo to that :(
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.2) Updated 8/15
Post by: Neurotoxin on August 15, 2014, 06:31:31 AM
Yeah it's nothing to worry about. I'm running this mod, Cannons and turrets, Embrasures, Extra research tables, Modular tables, T's mods and workplaces. The one giving me issues is the extra research tables but I don't want to point fingers until I know the actual cause, and it doesn't even use an assembly.

As for helping out with my save editor, or any of my mods for that matter, its always appreciated. Easiest way to do so is just fork and pull from github. That does remind me though I need to tidy up the source a bit.

I went with the door set where each door has it's own sign, they both look good but that one is a bit more aesthetically pleasing when it's open.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors
Post by: Somz on August 16, 2014, 07:24:27 AM
Quote from: The_Shaikan23 on August 05, 2014, 07:17:08 PM
It's super annoying to have about 25 people visit, get dirt all over the entire base, block the hallways, eat all my food and then leave without having contributed anything to the settlement. Great idea to make these doors.

I usually kidnap one and kill the rest so they won't come back. Or if they will, I'll just kidnap more and kill more! Win-win situation! Or... :o
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.2) Updated 8/15
Post by: Dr. Z on August 16, 2014, 01:52:31 PM
Not that I would complain about a mod making the game more comfortable, but the colonist only wooded door opens and closes by itself, like the powered door, maybe you want to change that to make the powered door useful again.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.2) Updated 8/15
Post by: Neurotoxin on August 16, 2014, 06:59:21 PM
Quote from: Dr. Z on August 16, 2014, 01:52:31 PM
Not that I would complain about a mod making the game more comfortable, but the colonist only wooded door opens and closes by itself, like the powered door, maybe you want to change that to make the powered door useful again.

I'm not sure why it would do that but I'll take a look. Gotta be in the assembly because my wood door def is almost exactly the same as the vanilla. Thanks for the notice though.

Edit: yeah it doesn't look like I can change that easily. I'd have to override PathCostToOpenNow and Notify_PawnApproaching which isn't virtual abstract or overridden. I tried hiding the base methods with the new keyword to no avail. I'll keep poking around.

Edit 2: OMG did I derp hard.
CompPowerTrader and CompPowerTransmitter looked a lot alike, I haven't had enough coffee yet today apparently. I'll roll out an update to fix that here.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.2) Updated 8/15
Post by: longbyte1 on August 16, 2014, 07:14:10 PM
I don't know how to do this, but it would be interesting if you could inject the code directly onto the default doors' classes so that you don't need a special door class. It's a pain when you have to update the door every time that a change is made to the door's def.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.2) Updated 8/15
Post by: Neurotoxin on August 16, 2014, 07:20:52 PM
Quote from: longbyte1 on August 16, 2014, 07:14:10 PM
I don't know how to do this, but it would be interesting if you could inject the code directly onto the default doors' classes so that you don't need a special door class. It's a pain when you have to update the door every time that a change is made to the door's def.

That's easy enough, in the ColonistOnlyDoors.xml file just change the door defName by removing the CO at the end. That said, since release the defs have been modified once (looking at github, it's been a couple changes but only one time has the defName changed) When I fix the wood doors' misbehaving ways, I'll roll out a second version with default doors replaced. That way you can choose if you want separate doors (which I still recommend) or these ones only.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: sidfu on August 19, 2014, 12:44:45 PM
could u put out a compat pach for tech tree minami since it changes the doors on tech not sure if using the replacer would cause problems
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on August 19, 2014, 11:00:19 PM
Quote from: sidfu on August 19, 2014, 12:44:45 PM
could u put out a compat pach for tech tree minami since it changes the doors on tech not sure if using the replacer would cause problems

I can almost guarantee the replacer WILL cause issue for TTM but, if you add in my mod, you can delete the Defs it has, find TTM's defs for the doors and change this <thingClass>ColonistOnlyDoors.ColonistOnlyDoors</thingClass>, that Should give them the functionality without actually adding my doors or their textures. That way you get the best of both worlds!
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: PolandBall on August 23, 2014, 06:31:03 AM
Why in link to download at mediafire this mod weight only 5 Kb?
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on August 23, 2014, 06:36:58 AM
Quote from: Awesom1 on August 23, 2014, 06:31:03 AM
Why in link to download at mediafire this mod weight only 5 Kb?

Because I haven't used mediafire (the mediafire link isn't even in the OP anymore and hasn't been since I switched to github) since the initial release, and I forgot to update the github for 1.2.3 but the most recent version is always attached to the post.

edit: updated github release.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Bruvvy on August 23, 2014, 11:33:59 PM
Visitors get annoying I suppose..
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Zeta Omega on August 29, 2014, 07:00:50 PM
Weird question, did I download a older version? all I have are the metal unchanged colonist only doors, how do I get the wood ones and the new textures for both?
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on August 30, 2014, 01:23:15 AM
o.O did you download it from the attachment in the post? Have you used any previous versions? If you have used a previous version delete the entire folder from your mods folder and reinstall it.If you grabbed it from github I might have uploaded the old version and if you got it from mediafire (I don't know how you would have got the link) it's definitely an old version. I'll make sure the github copy is up to date shortly, I'm not at my computer atm but otherwise get it from the attachment on the OP and do a clean install.

Edit: Not sure where you would have gotten an old version so I'd recommend a fresh install. Check the mod's directory and let me know if the textures aren't there for some reason.

Double edit: Wow did I derp hard, for some reason when I replaced the mediafire link with the github link it kept the mediafire link and displayed the github one. I can't believe I missed that for this long. If you downloaded it via link that's the OLD version from Alpha 5. I've fixed the link.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Zeta Omega on August 30, 2014, 07:39:07 PM
So is the github one updated or....
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on August 30, 2014, 09:26:19 PM
Yep, all downloads are fixed and up to date.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: daft73 on August 31, 2014, 11:51:47 AM
Thanks for this mod. I have seen no issues with the current build. Will keep you updated when and if that changes. ;)
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Zeta Omega on August 31, 2014, 12:57:31 PM
Quote from: daft73 on August 31, 2014, 11:51:47 AM
Thanks for this mod. I have seen no issues with the current build. Will keep you updated when and if that changes. ;)
Hmm...I think its working now, ill know the next time those tribals come, they are the only ones who can seem to pass it
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Abrexus on August 31, 2014, 03:22:33 PM
Quote from: Zeta Omega on August 31, 2014, 12:57:31 PM
Quote from: daft73 on August 31, 2014, 11:51:47 AM
Thanks for this mod. I have seen no issues with the current build. Will keep you updated when and if that changes. ;)
Hmm...I think its working now, ill know the next time those tribals come, they are the only ones who can seem to pass it

Them sneaky tribals get past it because they do not believe in technology, so therefore it cannot stop them :-P
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on August 31, 2014, 03:25:03 PM
Quote from: Abrexus on August 31, 2014, 03:22:33 PM
Quote from: Zeta Omega on August 31, 2014, 12:57:31 PM
Quote from: daft73 on August 31, 2014, 11:51:47 AM
Thanks for this mod. I have seen no issues with the current build. Will keep you updated when and if that changes. ;)
Hmm...I think its working now, ill know the next time those tribals come, they are the only ones who can seem to pass it

Them sneaky tribals get past it because they do not believe in technology, so therefore it cannot stop them :-P

Is there really a bug with the tribals or are you just ahvin a giggle m8? If it's an actual bug I'll have to figure out a way to deal with them.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Zeta Omega on August 31, 2014, 05:32:27 PM
Its working now, plus they have the new textures Thanks for the help
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on August 31, 2014, 05:34:47 PM
Quote from: Zeta Omega on August 31, 2014, 05:32:27 PM
Its working now, plus they have the new textures Thanks for the help

No problem, that was an error on my part. Glad I managed to get it sorted out. I'm honestly surprised nobody pointed out that my github link went to mediafire instead o.O
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Ptolisgoodguy on August 31, 2014, 06:04:26 PM
um...isn't this mod a bit pointless when you can just change the door to be openable with a door key only?

If you Click on the door there Is a button by the info panel to do it.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Iwillbenicetou on August 31, 2014, 06:42:40 PM
Do you have Misc. with Mai?
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Ptolisgoodguy on August 31, 2014, 07:22:23 PM
yes.

does that mod add that feature, if so then I retract my previous comment.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on August 31, 2014, 08:53:42 PM
Yes, it does.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Abrexus on September 01, 2014, 06:50:08 PM
Quote from: Neurotoxin on August 31, 2014, 03:25:03 PM
Is there really a bug with the tribals or are you just ahvin a giggle m8? If it's an actual bug I'll have to figure out a way to deal with them.

I was just having a giggle, sorry :)  I couldn't resist.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Omni on September 08, 2014, 04:43:01 PM
Now THIS is a truly wonderful, yet simple, mod.

I actually specifically went to look at the modding forums in the hopes of finding a mod to do exactly this. Same reason as everyone else, of course. I had some prisoners captured, but didn't quite have my trading set up yet, so I was just storing them to sell later. As things went along, I suddenly noticed a visitor had walked into the room where the prisoners were being held, prisoners from another tribe he must have been at war with, and was shooting them with a bow while they did absolutely nothing to protect themselves. I didn't want to outright attack him, so I positioned one of my colonists between him and his target in the hopes that it would remove the need. But as he shot me repeatedly in the face, I eventually decided it was time to murder or arrest him for his crimes against my people. Needless to say, they decided this was an act of aggression and attacked me. I kind of felt like the arrows in my eyes (okay, not literally in my eyes) might imply it was self-defense, but I guess the AI doesn't think that far. ;D

So instead, to avoid conflict, I reloaded and immediately executed both of my valuable prisoners. So the visitors wandered around like idiots and then left, gaining me nothing of value, while having forced me to destroy my own property. So to speak.

Yeeaaaah... that was simply a ridiculous situation. Glad to see there's a mod to fix it. I wouldn't be at all surprised if Tynan adds this as a standard feature in an update - hopefully one soon - likely as a simple toggle in already built doors. (Hopefully swapping out the visuals with something slightly different so you can tell which has been toggled at a glance.) Either that or maybe alter the AI to be a bit more logical about visitor etiquette. Or both. Either way, this mod should save me a lot of frustration....
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Matthiasagreen on September 08, 2014, 05:56:55 PM
Quote from: Omni on September 08, 2014, 04:43:01 PM
I wouldn't be at all surprised if Tynan adds this as a standard feature in an update - hopefully one soon - likely as a simple toggle in already built doors.

He already has. it will be coming out with the next alpha probably.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Omni on September 09, 2014, 01:53:40 AM
Quote from: Matthiasagreen on September 08, 2014, 05:56:55 PM
Quote from: Omni on September 08, 2014, 04:43:01 PM
I wouldn't be at all surprised if Tynan adds this as a standard feature in an update - hopefully one soon - likely as a simple toggle in already built doors.

He already has. it will be coming out with the next alpha probably.
Oh. Remind me to actually pay attention, haha. Well, I can certainly say I'm continually impressed by Tynan's development style. ;) So that isn't really any surprise.

Still, in the meantime, delicious mod.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Matthiasagreen on September 09, 2014, 09:36:19 AM
Quote from: Omni on September 09, 2014, 01:53:40 AM
Quote from: Matthiasagreen on September 08, 2014, 05:56:55 PM
Quote from: Omni on September 08, 2014, 04:43:01 PM
I wouldn't be at all surprised if Tynan adds this as a standard feature in an update - hopefully one soon - likely as a simple toggle in already built doors.

He already has. it will be coming out with the next alpha probably.
Oh. Remind me to actually pay attention, haha. Well, I can certainly say I'm continually impressed by Tynan's development style. ;) So that isn't really any surprise.

Still, in the meantime, delicious mod.

No worries. Not everyone watches Tynan's update like a hawk like I do. 
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Reaper on September 21, 2014, 05:04:11 PM
What line in the html enables the thing you did to make doors lockable? Trying to fix a conflict with TTM.
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on September 21, 2014, 05:22:15 PM
Quote from: Reaper on September 21, 2014, 05:04:11 PM
What line in the html enables the thing you did to make doors lockable? Trying to fix a conflict with TTM.

You mean XML?
<thingClass>ColonistOnlyDoors.ColonistOnlyDoors</thingClass>
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors
Post by: C. Fenderson on September 21, 2014, 10:09:53 PM
Quote from: The_Shaikan23 on August 05, 2014, 07:17:08 PM
It's super annoying to have about 25 people visit, get dirt all over the entire base, block the hallways, eat all my food and then leave without having contributed anything to the settlement. Great idea to make these doors.
This is the exact reason I built a prison that has about fifty beds in it and a trade beacon in the middle of it.  Their lost freedom will contribute something!  This does seem easier, though, if not more resource efficient.  I'm keeping my slave trader, though.
Title: Re: [MOD] (Alpha 5D) Colonist Only Doors
Post by: Iwillbenicetou on September 21, 2014, 10:24:51 PM
Quote from: C. Fenderson on September 21, 2014, 10:09:53 PM
This is the exact reason I built a prison that has about fifty beds in it and a trade beacon in the middle of it.  Their lost freedom will contribute something!  This does seem easier, though, if not more resource efficient.  I'm keeping my slave trader, though.

You don't need a trade beacon to sell the prisoners...
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Reaper on September 22, 2014, 02:14:29 AM
Quote from: Neurotoxin on September 21, 2014, 05:22:15 PM
Quote from: Reaper on September 21, 2014, 05:04:11 PM
What line in the html enables the thing you did to make doors lockable? Trying to fix a conflict with TTM.

You mean XML?
<thingClass>ColonistOnlyDoors.ColonistOnlyDoors</thingClass>

okay in trying to get the doors from TTM to use that how did i go wrong?

Because The game spouts a no such thing error when i use da XML

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Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Neurotoxin on September 22, 2014, 10:54:02 AM
Quote from: Reaper on September 22, 2014, 02:14:29 AM
Quote from: Neurotoxin on September 21, 2014, 05:22:15 PM
Quote from: Reaper on September 21, 2014, 05:04:11 PM
What line in the html enables the thing you did to make doors lockable? Trying to fix a conflict with TTM.

You mean XML?
<thingClass>ColonistOnlyDoors.ColonistOnlyDoors</thingClass>

okay in trying to get the doors from TTM to use that how did i go wrong?

Because The game spouts a no such thing error when i use da XML

Did you actually define the door itself in there somewhere? You have the BuildingBase and the door base but I don't see the door definition which should look something like:

<ThingDef ParentName="DoorBaseCO">
      <defName>DoorPoweredCO</defName>
      <label>Colonist Only Door</label>
      <description>I didn't invite these visitors, who are they to just walk into my base?</description>
      <workToBuild>1100</workToBuild>
      <texturePath>ColonistOnlyDoors/Things/DoorPowered_Mover_CO_V2</texturePath>
      <uiIconPath>ColonistOnlyDoors/Things/DoorPowered_MenuIcon_CO_V2</uiIconPath>
      <costList>
         <li>
            <thingDef>Metal</thingDef>
            <count>75</count>
         </li>
      </costList>
      <comps>
         <li>
            <compClass>CompPowerTrader</compClass>
            <basePowerConsumption>50</basePowerConsumption>
            <transmitsPower>true</transmitsPower>
         </li>
      </comps>
   </ThingDef>


replacing my values there with TTM's
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Haplo on September 22, 2014, 11:54:41 AM
Another possibility could be that he added the class, but didn't add the needed assembler folder. :)
Title: Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
Post by: Last2Night on July 20, 2016, 01:02:48 AM
Any chance we can get a download link? The current guests state of the game is a complete bull****, they just come in eat all my food and leave. Shame that dev didnt add a locked doors option yet.

Thanks.