[1.0] Doors Expanded - Doors Expansion for RimWorld (6/3/2019)

Started by jecrell, February 28, 2018, 11:58:44 AM

Previous topic - Next topic

jecrell

1.18.0.1 (3/1/18)
=============
- Expanded Doors now prevent manhunters / raiders / other hostiles  from opening like colonists.
- Expanded Doors now properly damage when raiders / manhunters / etc attack.
- Invisible doors text is no longer display when moused over
- "Attacking invisible door" is now replaced with "Attacking [name of door]" as it should be.

...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Ruisuki

Quote from: Harry_Dicks on February 28, 2018, 07:55:56 PM
Quote from: Ruisuki on February 28, 2018, 07:39:31 PM
Quote from: 15scavenger on February 28, 2018, 07:11:28 PM
HOLY SHOCKS! THIS IS SUPERBLY AWESOME!!! well i saw someone posts that he or she requesting 2door mods but this...THIS IS NOT WHAT I WAS EXPECTING!!! AWESOME!!
he

I am confident that this has been a long requested feature by many people :)

In the GIF it looks like the pawns get slightly slowed down when going through the blast gates. Do pawns normally get slowed down when going through all doors, is this normal behavior?
If by several people you mean me, yes. Legit happy rn gj jecrell

jecrell

1.18.0.2 (3/1/18)
=============
- Small XML change to avoid mod conflicts.
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

sumghai

I've been looking forward to this mod for a very long time - glad to see that it has been released!

That said, would it be possible to make a 1x2 blast door? How easy is it for someone to mod their own doors?

jecrell

1.18.0.3 (3/1/18)
=============
- Added smaller blast doors by request
- Added secret support for Lord of the Rims content
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

jecrell

Quote from: sumghai on March 01, 2018, 01:51:13 AM
I've been looking forward to this mod for a very long time - glad to see that it has been released!

That said, would it be possible to make a 1x2 blast door? How easy is it for someone to mod their own doors?

Oh it's not too hard. Here's an example of the simpler doors.

  <DoorsExpanded.DoorExpandedDef Name="HeronDoor" ParentName="HeronDoorBase">
    <defName>PH_DoorDouble</defName>
    <label>door (1x2)</label>
    <thingClass>DoorsExpanded.Building_DoorExpanded</thingClass>
    <blueprintClass>Blueprint_Build</blueprintClass>
    <blueprintGraphicData>
      <texPath>Things/Building/Door/DoorDouble_Blueprint</texPath>
    </blueprintGraphicData>
    <description>Divides rooms. Must be manually opened and closed, which slows people down.</description>
    <statBases>
      <WorkToBuild>850</WorkToBuild>
    </statBases>
<placeWorkers>
      <li>JecsTools.PlaceWorker_Outline</li>
    </placeWorkers>
    <size>(2,1)</size>
    <rotatable>true</rotatable>
    <graphicData>
      <texPath>Things/Building/Door/DoorDouble_Mover</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(2,1)</drawSize>
      <damageData>
        <!--  no damage marks because they don't move with the door
        <rect>(0,0.12,1,0.76)</rect>-->
        <enabled>false</enabled>
      </damageData>
    </graphicData>
    <uiIconPath>Things/Building/Door/DoorSimple_MenuIcon</uiIconPath>
    <costStuffCount>25</costStuffCount>
    <designationHotKey>Misc1</designationHotKey>
    <doorType>Standard</doorType>
  </DoorsExpanded.DoorExpandedDef>


The extra variables I've added in this DoorsExpanded.DoorExpandedDef are...
<doorType> -- Standard (sliding door). Stretch (like a curtain). DoubleSwing (swings open on the sides).  Free passage (archways without doors).
<singleDoor> -- false (default - copies the left door and makes a mirror copy) true (does not copy)
<doorAsync> -- (like graphicData -- used for when one moving door part is different -- for example, the interlocking parts of the blast door)
<doorFrame> -- (like graphicData -- used for a door frame that appears over the door)
<doorFrameSplit> -- (like graphicData -- similar to doorAsync, but for the frame of the door)
<fixedPerspective> -- false (default) true (makes the doorFrameSplit graphic go to a lower altitude than standard buildings walls)

<rotatesSouth> -- true (default) false (does not flip the graphic upside down for the North side)
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Harry_Dicks

It just keeps getting better and better!

Could we expect to see more awesome new door types or textures in the future?

Would the mod ever be expanded in such a way as to include some built in features for setting specific access for who/what can pass through each door/gate individually? I'm thinking individual settings for colonists/colony animals/wild animals/visiting pawns/prisoners/etc, as well as being able to set the "default policy" for say any guests, but allow further refinement on a per guest or per whatever level.

I suppose what I really just want is Clutter's door lock system, but without the forced change in door graphics. Really, that locking system is all I could ever ask for, as far I can tell, for a mod that deals with such things. Maybe it could have time restrictions as well in addition to all of the features it already has, but I can't think of too much else.

Also, I'm thinking about making some cool looking castles with drawbridges and the giant wooden gates, how cool will that look with parapets and embrasures, crossbows and spikey barricades!

PS-So with what you've added, Jecrell, modders can essentially build all of their own doors by just creating new graphics, correct? If that's the case, which it appears to be, then this is even more awesome! ;D Too bad I'm a horrible artist, but I'm sure we will see some fantastic stuff in the future! With the way you have different doors being able to be opened in different ways, then really I don't think we are missing too many! Maybe in the future we'll get some sort of cool sci-fi type doors that open in interesting ways? I'm thinking about the blast gates/doors from Star Wars on the Death Star, and stuff like that.

Maybe in the future we could have one that sort of "raises/lowers" into the ground? Sort of like this, how the graphics look from the giant blast gate in the Hardcore SK mod I think look awesome, and I wish we had something like this in a mod outside of HCSK.


Vertical blast gate down and up



Horizontal blast gate down and up


mrofa

Good job jecrell, especialy with the outside opening gates  just love them :)
All i do is clutter all around.

Wanderer_joins

Nice addition! i've seen two issues with blast doors:

-my colonists ignore forbidden blastdoors, they just walk right through them
-when a large blast door (2*3) is set on fire by enemies (on the outside), colonists have to open the door to extinguish it

wwWraith

In the gifs I see a decent delay before the doors begin to close. Looks like it may give a chance to the chasing enemies to get inside, or am I wrong?
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Canute


jecrell

Quote from: Wanderer_joins on March 01, 2018, 10:28:30 AM
Nice addition! i've seen two issues with blast doors:

-my colonists ignore forbidden blastdoors, they just walk right through them
-when a large blast door (2*3) is set on fire by enemies (on the outside), colonists have to open the door to extinguish it

Thank you so much my good fellow!
I'll get it fixed soon.
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Sandy

Quote from: jecrell on March 01, 2018, 09:43:13 PM
Quote from: Wanderer_joins on March 01, 2018, 10:28:30 AM
Nice addition! i've seen two issues with blast doors:

-my colonists ignore forbidden blastdoors, they just walk right through them
-when a large blast door (2*3) is set on fire by enemies (on the outside), colonists have to open the door to extinguish it

Thank you so much my good fellow!
I'll get it fixed soon.
Really nice work, Jecrell. thanks so much.

doubt: how compatible is it with Linkable Doors mod? at least single tile doors, like Curtains, should be linkable, right?

jecrell

1.18.0.4 (3/2/18)
=============
- Moved all Doors to the Structures tab by request
- Faster closing time for all Expanded Doors.
- Expanded Doors now properly forbid.
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

jecrell

1.18.0.5 (3/2/18)
=============
- Adjusted the XML costs of the doors to better reflect their size differences.
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell