Door Control
Description:Temperature controlling with doors, for example! Is your room on fire with over 300'C (572'F)? Open the door so pawns don't have to go there and melt like ice cream!
This mod took me about 4 hours to make, and I'm quite happy with it. I wouldn't even have started if I wouldn't have found Haplos post (https://ludeon.com/forums/index.php?topic=7151.msg70963#msg70963) with some delicious source code. You deserve to eat all my ice cream, thank you! :)
FeaturesDoor and auto door have two new buttons:
- Toggle door (open & close)
- Toggle pawn door (keep door open until pawn goes through it (can be cancelled))
It should be self explanatory how this mod works.
Download LatestMediaFire (http://www.mediafire.com/download/g8xdx564d3ct1ha/DoorControl.v1.4.zip) | RRS (https://www.mediafire.com/rss.php?key=7p2pj7djbaxz7) feed for the folder where I will add the future versions. You can also find older versions via the RRS link.
CompatibilityPatchesGlassworks IX (https://ludeon.com/forums/index.php?topic=3223.0) - MediaFire (http://www.mediafire.com/download/n905v0c7tubam93/DoorControl.v1.4.Glassworks.zip) <<< Download
Miscellaneous w/o MAI (https://ludeon.com/forums/index.php?topic=3612.0) - Just activate DoorControl after this mod.
Activate all compatibility patches after this and the mod that the compatibility patch is for.
AuthorTemeez (https://ludeon.com/forums/index.php?action=profile;u=32968)
How to install- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Changelog
v1.4 (09.05.2015)
- Won't override vanilla doors now, since doors aren't too moddable in this alpha release. This mod will become obselete in Alpha 11.
v1.3 (26.04.2015)
- Updated to Alpha 10.
v1.2 (22.02.2015)
- Updated to Alpha 9.
v1.1 (08.01.2015)
- Added hotkeys O and P for the buttons.
v1.0 (06.01.2015)
- Released for alpha 8.
Do tell me if there is a snag somewhere ::)Screenshot(s)(http://i.imgur.com/dqEpf8M.jpg) (http://i.imgur.com/u0FLgqI.jpg)
thank you. another mod had added this but it seems to have disappeared.
Cool
I don't exactly get the point of the pawn door. Can you explain ? :)
Quote from: Nirahiel on January 06, 2015, 10:33:51 AM
I don't exactly get the point of the pawn door. Can you explain ? :)
You click it -> Door opens and stays open until someone walks through it. I didn't try, but if it works with enemies, then you can make traps with that I guess :P
Nice Mod :)
But do you know what would make it even better? If it would work on "old" doors as well, because it doesn't work for doors which were built before the mod was installed. ;)
Quote from: Der Failer on January 06, 2015, 10:57:47 AM
Nice Mod :)
But do you know what would make it even better? If it would work on "old" doors as well, because it doesn't work for doors which were built before the mod was installed. ;)
That would be impossible. Just deconstruct the old doors and build the new ones in their place.
So this mod adds "Lock Close", "Lock Open" and "Hold the Door" options, yes?
Quote from: StorymasterQ on January 06, 2015, 07:49:17 PM
So this mod adds "Lock Close", "Lock Open" and "Hold the Door" options, yes?
yes, except hold the door is more like, "Hold the door until pawn enters." I think any pawn.
Listening to Frank Sinatra :P
Quote from: Iwillbenicetou on January 06, 2015, 07:52:54 PM
Quote from: StorymasterQ on January 06, 2015, 07:49:17 PM
So this mod adds "Lock Close", "Lock Open" and "Hold the Door" options, yes?
yes, except hold the door is more like, "Hold the door until pawn enters." I think any pawn.
Listening to Frank Sinatra :P
Yeah, like with elevators. "Hold the door, please." :D
Anyone thinking about frying raiders, this is your chance, apparently ::)
Let them in.... close the door.... heat the place.... and... (figure out the rest) ;D
Quote from: john pretzel on January 06, 2015, 10:12:03 PM
Anyone thinking about frying raiders, this is your chance, apparently ::)
Let them in.... close the door.... heat the place.... and... (figure out the rest) ;D
It's better to freeze them. Don't wanna set their valuable gear on fire now do you?
Quote from: john pretzel on January 06, 2015, 10:12:03 PM
Anyone thinking about frying raiders, this is your chance, apparently ::)
Let them in.... close the door.... heat the place.... and... (figure out the rest) ;D
The funny thing is that I didn't even think of this until much later. I just wanted to have a tiny bit more room temperature control. :P
Quote from: Igabod on January 06, 2015, 10:50:00 PM
It's better to freeze them. Don't wanna set their valuable gear on fire now do you?
Speaking of that, I've seen pawns with hypothermia and initial heart stroke at the same time lol. Some visitors took shelter in my geothermal room that was around 60�c ;D coming from an outside temp of -70�c (icesheet dome).
But since I play a lot in the icesheet, I'm used to frozen corpses and food.. ;D what's funny though sometimes an attack starts and seconds later they're retreating, with some pawns dying along the way of hypothermia ;D. Cold has its advantages.. but playing with fire seems interesting too!
ok, whe have a door of ice and fire, now wait of dragon :)
desired mod :D
Added hotkeys for the buttons.
Quote from: Igabod on January 06, 2015, 10:50:00 PM
Quote from: john pretzel on January 06, 2015, 10:12:03 PM
Anyone thinking about frying raiders, this is your chance, apparently ::)
Let them in.... close the door.... heat the place.... and... (figure out the rest) ;D
It's better to freeze them. Don't wanna set their valuable gear on fire now do you?
[/quote
Finally, i can make that freezer killbox i've always wanted to. I wonder how well, or badly, it would (or wouldn't) work with 30+ raiders... hmm. I wonder how feasible it is to freeze or melt them robots with such a trap...
You might need to make a loooong path for the effects to work on them, before they reach a door and destroy it. :)
freezer traps are best used on friendly visitors. What you do is build a table in a room with a strong door and walls close to the entrance to your base. Visitors will then use that table to eat once they get hungry. Lock the doors once they are inside and just allow your colonists to repair the damage done if the visitors freak out. It doesn't take long to kill them if you have the room cold enough. They'll die, their faction won't know it's cause you locked the doors so they won't be mad at you. And you get their gear for free. To work on raiders you would need the walls to be double thick at least and have a colonist dedicated to repairing the door. But it still doesn't take long to kill them if you get the room cold enough. Takes longer if they happen to be wearing parkas already, but it's still doable.
I just registered to say thanks for this mod. So, thanks!
I was looking this morning into what it would take to make this very mod (at least the "lock open" portion), so I'm glad someone else did it! :D
Like it!
Nice mod Temeez this will help a lot with making my kill zones work without losing loads of doors each attack.
Quote from: Patrykbono20 on January 07, 2015, 10:41:49 AM
ok, whe have a door of ice and fire, now wait of dragon :)
desired mod :D
when you play the game of Pawns you win or you die.. :P
Just started using this mod today. It's great! Now I can leave those heavy granite doors open to let my colonists get in and out of the base faster. :)
Is it possible to create a "White list\Black list" system so pawns will be able to use some doors but not others?
Just to prevent my colonists from going far from the main base and leaving work unattended. like my doctor decided to go to the far edge of the map and getting himself shot wile theres people to heal in the med-bay.
I love the idea behind this mod, however if you can figure out how to fix my dilemma, I would be grateful.
I built a large no-roof prison area, with individual rooms with beds inside. I was hoping to have this setup to alleviate the "shared room" and "cabin fever" debuffs on my prisoners. I was hoping that if I just left the room doors open, they would walk outside freely and mill around, then return to their rooms when they were tired. For some reason, they just won't pass that threshold between the indoors and outside. I don't know much about programming, but I fear this might be something ingrained in the prisoner AI, and has nothing to do with the mod itself. Any suggestions would be appreciated, and thank you again for the work you do.
Quote from: NeoGambit on January 23, 2015, 01:44:35 AM
I love the idea behind this mod, however if you can figure out how to fix my dilemma, I would be grateful.
I built a large no-roof prison area, with individual rooms with beds inside. I was hoping to have this setup to alleviate the "shared room" and "cabin fever" debuffs on my prisoners. I was hoping that if I just left the room doors open, they would walk outside freely and mill around, then return to their rooms when they were tired. For some reason, they just won't pass that threshold between the indoors and outside. I don't know much about programming, but I fear this might be something ingrained in the prisoner AI, and has nothing to do with the mod itself. Any suggestions would be appreciated, and thank you again for the work you do.
I kinda had the same problem, it seems that the problem is that the area outside the room isn't considered prison area, to work around this just build a medical bed outside and declare it as "prisoner bed". It worked for my slave control area.
Quote from: Temeez on January 06, 2015, 09:07:22 AM
...
Features
...
- Toggle pawn door (keep door open until pawn goes through it (can be cancelled))
...
Can you make a option so the door stays open untill eighter
the same pawn passes it again or untill
any pawn passes it again?
Why?Lets say that you have a room with a single door where you know that the pawn will enter and exit rapidly (eg. your central storage area), then you don't want the pawn to waist valuable time with opening and closing doors, just in & grab the stuff & out again, then close the door.
Thanks!
Quote from: Sion on January 27, 2015, 05:26:53 PM
Quote from: Temeez on January 06, 2015, 09:07:22 AM
...
Features
...
- Toggle pawn door (keep door open until pawn goes through it (can be cancelled))
...
Can you make a option so the door stays open untill eighter the same pawn passes it again or untill any pawn passes it again?
Why?
Lets say that you have a room with a single door where you know that the pawn will enter and exit rapidly (eg. your central storage area), then you don't want the pawn to waist valuable time with opening and closing doors, just in & grab the stuff & out again, then close the door.
Thanks!
Or yet better, a kind of toggle door.
It's closed, counter to 0. When a pawn passes through it, it opens, counter++
If the same pawn passes again, counter--
If it's another pawn, counter++
if counter == 0, close the door.
Would allow things like a door to a storage, if one pawns comes in, he opens the door and then closes it when he leaves.
If several pawns goes through the door, usually the last one exiting will close the door. (Eventually a button to force reset the counter to 0)
Very good idea Nirahiel, I was thinking about something like that, but I couldn't express it in words.
Now we can give prisoners their own room. ::)
Ok, this mod is great, it has given me so much fun, specially with the fact that I don't have to be rebuilding doors all the time, I just make my guys move to their positions with the amazing teams of Miscellaneous mod, once they're there, I just open the door and let the bad guys rush in and get pwnd to death, if they just try to scape, I simply close the door that's still there! AND THEY DIE, DIE LIKE LITTLE BASTARDS AS THEY ARE.
Again, thanks for the mod, is great as it is.
It would be great to have the option to set "colonist only" doors, or "colonist and prisioners" only doors, so you don't have the stupid unwanted guests beating up your prisioners...
Quote from: Kazuto Kirigaya on January 31, 2015, 05:10:10 PM
Now we can give prisoners their own room. ::)
Awww, they still stay in the door, how obedient....
Quote from: Nirahiel on January 27, 2015, 06:26:12 PM
Quote from: Sion on January 27, 2015, 05:26:53 PM
Quote from: Temeez on January 06, 2015, 09:07:22 AM
...
Features
...
- Toggle pawn door (keep door open until pawn goes through it (can be cancelled))
...
Can you make a option so the door stays open untill eighter the same pawn passes it again or untill any pawn passes it again?
Why?
Lets say that you have a room with a single door where you know that the pawn will enter and exit rapidly (eg. your central storage area), then you don't want the pawn to waist valuable time with opening and closing doors, just in & grab the stuff & out again, then close the door.
Thanks!
Or yet better, a kind of toggle door.
It's closed, counter to 0. When a pawn passes through it, it opens, counter++
If the same pawn passes again, counter--
If it's another pawn, counter++
if counter == 0, close the door.
Would allow things like a door to a storage, if one pawns comes in, he opens the door and then closes it when he leaves.
If several pawns goes through the door, usually the last one exiting will close the door. (Eventually a button to force reset the counter to 0)
I'll look into this when I get the time to update to A9. Soon I hope. :)
Soon I hope also! Love this mod, its one that i consider essential for sure, great job and hope this becomes vanilla some day it certainly deserves it.
Updated to Alpha 9!
About the idea that Nirahiel and Sion talked about; Look like its not that simple to implement (or so I think). I'll get back to it if I get an idea how to do it.
Here's the link if you are too lazy to go to the first page: MediaFire (http://www.mediafire.com/download/gif6h3wf04hkdda/DoorControl.v1.2.zip)
I think this conflicts with m.a.i door control anyway to make this overwrite hers?
Quote from: Dragoon on February 24, 2015, 02:05:32 AM
I think this conflicts with m.a.i door control anyway to make this overwrite hers?
Was not aware that the door is back in there, thanks. I'll look into it today. :)
I quickly tested, and there didn't seem to be any problems with the following setting:
EdB Mod Order (https://ludeon.com/forums/index.php?topic=7454.0)
Miscellaneous w/o MAI (https://ludeon.com/forums/index.php?topic=3612.0)
Door Control
Look like my mod overwrites the lockable door if its loaded after.
Since i use, on 100 doors, something like 95 glassdoors and only 5 vanilla, how can i add the feature to other doors?
Quote from: Asfalto on February 24, 2015, 04:55:06 PM
Since i use, on 100 doors, something like 95 glassdoors and only 5 vanilla, how can i add the feature to other doors?
The Glassworks mod I presume, I'll look into it! :)
Compatibility patch added for Glassworks IIX mod, see the first post. :)
This mod is broken in alpha 10.
Doors no longer appear onscreen after being built. It still shows that there is a door in the square description.
I believe it may be something to do with how the door locks were re coded in the new release?
Ended up using it as the only mod activated and had no luck regardless of load order with core.
Very sad as this is one of my favorite mods for setting up defenses.
Quote from: pap3rrr on April 20, 2015, 09:55:08 PM
This mod is broken in alpha 10.
Doors no longer appear onscreen after being built. It still shows that there is a door in the square description.
I believe it may be something to do with how the door locks were re coded in the new release?
Ended up using it as the only mod activated and had no luck regardless of load order with core.
Very sad as this is one of my favorite mods for setting up defenses.
Fear not, I will try to get this updated to A10 today. This week if stuff happens.
Any news on an update? I tried to create a workaround, but ive never modded anything before so I didn't make it far :P Ill just have to practice patience lol
Quote from: puddlejumper448 on April 25, 2015, 07:06:11 PM
Any news on an update? I tried to create a workaround, but ive never modded anything before so I didn't make it far :P Ill just have to practice patience lol
I have managed to get the mod to a state that allows you to open the door manually, but it won't stay open after a colonist goes through it. I'm going to try couple things, but if they won't work, then.. well we'll see.
Edit: Good progress has been made!
Edit2: Updated, should work without problems! :)
Are the doors closing in the room to make it an interior for anyone else? I de/recompiled this a week ago for personal use, so maybe my save is just messed up, but I ran into the same problem with my assembly.
For me the doors are not closing the room, resulting in a "outdoor" location :(
Same as by gattazzo the doors don´t create indoor zones.
Argh, this is not good.
I have absolutely no idea why it does that. If I use custom <thingClass> indoor zones are not created, even if the custom class is empty or 1:1 copy of the Building_Door. Could this be a bug in the game code?
It's a known problem. Try look at mod help forum, "Stuck in door" written by mrofa. Adding regionBarrier to true will resolve this issue but will prevent pawns to find path through the door, thus rendering custom door useless anyway.
Quote from: Latta on April 27, 2015, 10:08:40 AM
... Adding regionBarrier to true will resolve this issue but will prevent pawns to find path through the door, thus rendering custom door useless anyway.
In this case, since you can point a pawn to open the door, could you point all to open it ?
In this case the
regionBarrier would be set to false when the pawn opens and set to true when it closes.
The indoor/outdoor would be instantaneously.
Another thing would be create a new door icon for your door so we could use it when we wanted.
This is one of the most required mods, don't give up :D
Quote from: ROD on April 28, 2015, 10:07:48 AM
Quote from: Latta on April 27, 2015, 10:08:40 AM
... Adding regionBarrier to true will resolve this issue but will prevent pawns to find path through the door, thus rendering custom door useless anyway.
In this case, since you can point a pawn to open the door, could you point all to open it ?
In this case the regionBarrier would be set to false when the pawn opens and set to true when it closes.
The indoor/outdoor would be instantaneously.
Another thing would be create a new door icon for your door so we could use it when we wanted.
This is one of the most required mods, don't give up :D
That is actually not a bad idea. I shall try it today / tomorrow and see what happens. :)
Atm you cant do it, since pathfinder class specificly looks for Building_Door class.
I really like this mod. Thank you for making it! Is there any chance of a compatibility patch for the Superior Crafting mod? Currently, it does allow for door control with newly constructed regular and auto doors in the mod(haven't tested with blast doors yet), but it breaks the temperature tooltip. With both mods active, you can only see "outside" temperature, even when hovering over "inside" areas. I have no clue what causes this bug, but it would be really awesome if it were fixed.
Quote from: Milliman on April 28, 2015, 12:48:51 PM
I really like this mod. Thank you for making it! Is there any chance of a compatibility patch for the Superior Crafting mod? Currently, it does allow for door control with newly constructed regular and auto doors in the mod(haven't tested with blast doors yet), but it breaks the temperature tooltip. With both mods active, you can only see "outside" temperature, even when hovering over "inside" areas. I have no clue what causes this bug, but it would be really awesome if it were fixed.
I'm having this problem too
Quote from: rsof69 on May 02, 2015, 02:29:12 PM
Quote from: Milliman on April 28, 2015, 12:48:51 PM
I really like this mod. Thank you for making it! Is there any chance of a compatibility patch for the Superior Crafting mod? Currently, it does allow for door control with newly constructed regular and auto doors in the mod(haven't tested with blast doors yet), but it breaks the temperature tooltip. With both mods active, you can only see "outside" temperature, even when hovering over "inside" areas. I have no clue what causes this bug, but it would be really awesome if it were fixed.
I'm having this problem too
Atm. there is not much I can do about this, as said here (like 5 posts up) there is a bug in the game code which doesn't like (C#) modded doors currently. You can read a bit more in https://ludeon.com/forums/index.php?topic=12508.0 I hope that this gets fixed in the next alpha version.
I'll try to update this mod as per ROD suggestion.
Quote from: Temeez on May 02, 2015, 02:33:45 PM
Quote from: rsof69 on May 02, 2015, 02:29:12 PM
Quote from: Milliman on April 28, 2015, 12:48:51 PM
I really like this mod. Thank you for making it! Is there any chance of a compatibility patch for the Superior Crafting mod? Currently, it does allow for door control with newly constructed regular and auto doors in the mod(haven't tested with blast doors yet), but it breaks the temperature tooltip. With both mods active, you can only see "outside" temperature, even when hovering over "inside" areas. I have no clue what causes this bug, but it would be really awesome if it were fixed.
I'm having this problem too
Atm. there is not much I can do about this, as said here (like 5 posts up) there is a bug in the game code which doesn't like (C#) modded doors currently. You can read a bit more in https://ludeon.com/forums/index.php?topic=12508.0 I hope that this gets fixed in the next alpha version.
I'll try to update this mod as per ROD suggestion.
Ah, that is unfortunate. Thank you for the effort you put into the mod, regardless. It really is a cool mod.
Just saw this in the change log today
"It's now possible to hold doors open. Autodoors will remote open/close, while simple doors will be left open when a colonist passes. Enemies and animals can pass through held-open doors, and anyone can shoot through held-open doors." It sounds like your mod finally made it to vanilla (assuming i'm not misunderstanding what it says), thanks for all the hard work Temeez
Quote from: puddlejumper448 on May 04, 2015, 07:15:05 PM
Just saw this in the change log today
"It's now possible to hold doors open. Autodoors will remote open/close, while simple doors will be left open when a colonist passes. Enemies and animals can pass through held-open doors, and anyone can shoot through held-open doors." It sounds like your mod finally made it to vanilla (assuming i'm not misunderstanding what it says), thanks for all the hard work Temeez
Haha, amazing. Looks like this mod will become obsolete then. :D
I know this mod is gonna be obsolete next update but is there any way for it to work in alpha 10 for now?
Quote from: deadlydullahan on May 08, 2015, 02:49:46 PM
I know this mod is gonna be obsolete next update but is there any way for it to work in alpha 10 for now?
They way it worked in Alpha 9? No.
I think I'll make them their own doors, so they can be used along side the vanilla doors. Could at least use them as wall/outpost doors or something. Tomorrow.
Quote from: Temeez on May 08, 2015, 02:53:20 PM
I think I'll make them their own doors, so they can be used along side the vanilla doors. Could at least use them as wall/outpost doors or something. Tomorrow.
I appreciate it, thank you. I'm also really excited to see it in alpha 11, congrats. ;D
Quote from: deadlydullahan on May 08, 2015, 02:56:58 PM
Quote from: Temeez on May 08, 2015, 02:53:20 PM
I think I'll make them their own doors, so they can be used along side the vanilla doors. Could at least use them as wall/outpost doors or something. Tomorrow.
I appreciate it, thank you. I'm also really excited to see it in alpha 11, congrats. ;D
Done and thank you :D
Hi. Dont know if this bug was reported already, but in my game, when this mod is active and you place the mod door, the temperature of the game doesnt funcion properly. Its only has outsider temperature, no interior temperature, its always outsider. By disabling the mod and deleting this doors the game function properly.
Quote from: micaelrm on May 10, 2015, 06:14:00 AM
Hi. Dont know if this bug was reported already, but in my game, when this mod is active and you place the mod door, the temperature of the game doesnt funcion properly. Its only has outsider temperature, no interior temperature, its always outsider. By disabling the mod and deleting this doors the game function properly.
He's aware of this, however in the next alpha update this mod will be obsolete as Tynan has integrated "door control" for alpha 11
Quote from: micaelrm on May 10, 2015, 06:14:00 AM
Hi. Dont know if this bug was reported already, but in my game, when this mod is active and you place the mod door, the temperature of the game doesnt funcion properly. Its only has outsider temperature, no interior temperature, its always outsider. By disabling the mod and deleting this doors the game function properly.
I found that rooms with these doors actually don't have a roof, might have something to do with eachother.
I miss this mod. I haven't played using Alpha 12 yet as I'm still finishing a game in 11 but I can't see any door controls. There are of course the zones but my colonists don't always want to obey the zones, I'd rather just lock the door and be done with it.
Quote from: tigg on October 09, 2015, 03:14:33 AM
I miss this mod. I haven't played using Alpha 12 yet as I'm still finishing a game in 11 but I can't see any door controls. There are of course the zones but my colonists don't always want to obey the zones, I'd rather just lock the door and be done with it.
There's "stay open" but no "force open", which makes me sad.