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Author Topic: [1.0] Locks  (Read 41278 times)

Avius

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Re: [1.0] Locks
« Reply #90 on: March 21, 2019, 11:35:49 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.
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Senio

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Re: [1.0] Locks
« Reply #91 on: May 23, 2019, 08:10:58 AM »

Can you help us support Multiplayer mod?
Thanks.
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Avius

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Re: [1.0] Locks
« Reply #92 on: May 23, 2019, 02:20:28 PM »

Can you help us support Multiplayer mod?
Thanks.
Sure
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Senio

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Re: [1.0] Locks
« Reply #93 on: May 26, 2019, 10:45:35 AM »

Thanks.
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SYDWAD

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Re: [1.0] Locks
« Reply #94 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
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Tocato

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Re: [1.0] Locks
« Reply #95 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?
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Avius

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Re: [1.0] Locks
« Reply #96 on: September 23, 2019, 10:08:08 AM »

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].
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Ruisuki

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Re: [1.0] Locks
« Reply #97 on: September 23, 2019, 05:27:22 PM »

So I can use both simultaneously not choose one or the other ok
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carpediembr

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Re: [1.0] Locks
« Reply #98 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
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Schwartz

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Re: [1.0] Locks
« Reply #99 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?
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Nachtwolf

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Re: [1.0] Locks
« Reply #100 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?
« Last Edit: January 10, 2020, 11:47:39 PM by Nachtwolf »
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rawrfisher

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Re: [1.0] Locks
« Reply #101 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.
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