RimWorld

RimWorld

2,836 ratings
Locks
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
659.941 KB
3 Oct, 2017 @ 2:16pm
21 Aug @ 10:45pm
43 Change Notes ( view )

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Locks

Description
Version 2.6.2

Older versions
Rimworld b19 version (0.19)[github.com]
Rimworld b18 version (0.18)[github.com]
Rimworld a17 version (0.17)[github.com]

Description
This addon adds new locking door system.
  • Doors can be unlocked to allow enemies and prisoners to pass by (only races that have inteligence "humanlike" or above).
    Note: In order to unlock/lock door, colonist must "flick" the door. Unflicked door will work as unchanged for enemies and prisoners.
  • Doors can exclude visitors (wanna lock some traders?).
  • Pet doors for small animals can now be added to doors.
  • Doors can be assigned to colonists (you can simply restrict rooms to specific colonists without allowed area manager).
  • New Flicking job: Locking/unlocking doors, it has higher priority than normal flicking job. ("Flicking" doors is needed).

How to use
Select door and left click "Lock" command if you want to unlock/lock door.
Right click for more options.
Alternatively you can use "Lock" inspector tab.
User guide at github: Click here[github.com]

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

Why do I need this?
I've created this mod to allow prisoners walk through doors while keeping temperature indoors with Prison Labor mod.
You can use this mod to create heat/cold killboxes, lock traders inside, keeping base safe from animals but avoiding destroying doors by pirates.
Also you can lock bedrooms for specific colonists. When that colonist will be in second camp-like base, nobody will sleep in his bed.
You can lock areas from dirty vistors, or lock them when horde of manhunter animals is waiting outside.

Compatibility
  • You can enable this mod to old saves.
  • You can disable this mod from saves, but you need to clear all locking/unlocking job first (all semi-transparent locks shouldn't be visible).
  • There can be compatibility issues with mods that add custom doors with custom security mechanics.
  • Lockable Doors mod compatibility - as long as you DO NOT assign any pawns through lockable door menu ("set unlockable"), doors will apply to this mod mechanics.
  • Clutter Structure mod compatibility - this mod leaves management to Clutter Structures, expect you can now "unlock" doors with Locks.

Links
Github project[github.com]
Report bug[aviuz.wufoo.com]
Credits[github.com]

Discord server[discord.gg]
Popular Discussions View All (27)
9
1
31 Aug @ 12:11pm
1.6 Currently broken
KilledJoy
40
30 Jan, 2024 @ 9:11am
Prisoners not exiting cells into common area after door unlocking.
The Last Helldiver™
17
5 Nov @ 6:57am
Bugs
star
1,190 Comments
crashfly 3 Dec @ 3:56pm 
@IηVεcтσ я - did you click on the lock to set the door as a "pen door"?

i find that when doors or gates are first created with this mod, that option is not enabled by default.
IηVεcтσ я 3 Dec @ 3:52pm 
pens doors not locking animals? im started new game save and still having issues with pens not enclosed bug
PandaWaffles 18 Nov @ 11:37pm 
Can confirm what Scytheangel stated, if you add this to an existing save, you'll have to deconstruct and replace your existing doors for this to work.
ZzZombo 11 Nov @ 4:46pm 
You don't need that. You can change the lock settings on existing doors.
Scytheangel 11 Nov @ 12:10pm 
for anyone that finds the mod not working correctly, if you add the mod to an already started save you need do rebuild all doors, doors that where already built before the mod was added will have the lock system bugged.
Ketunar 25 Oct @ 3:19am 
Мод баганный и сломан, не тратьте время :steamthumbsdown:
Scytheangel 23 Oct @ 9:28am 
can you add an option for prisoners too? want to be able to give access to prisonerts but stil restrict visitors on the same door.
RAWWW 12 Oct @ 6:15am 
после нажатия кнопки применить ничего не применяется((
cagier.阳 8 Oct @ 4:09am 
it can not work in the door of "简易科技"
Drone Operator 30 Sep @ 6:44am 
Need to rebuild all your doors if you add to an existing save. Then everything seems to work fine.