RimWorld

RimWorld

183 ratings
Personal Doors
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Mod, 1.4, 1.5
File Size
Posted
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841.700 KB
11 May @ 6:06pm
30 May @ 11:05pm
7 Change Notes ( view )

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Personal Doors

Description
This is a very simple mod that lets you assign any number of pawns to doors and gates, similar to how beds are assigned.


  • Assigned doors will prevent any unassigned pawns from using them. This includes non-colonist pawns, animals and mechs.

  • Unassigned doors will behave normally.

  • Optional: In the mod options, you can choose to allow colony animals and/or mechanoids to go through assigned doors. Both options are off by default. (You will need to restart your game for the changes to apply!)



I've done a lot of testing on vanilla and using various mods with negligible impact. Most of it was done in 1.5, but nothing came up in 1.4, either.

Obviously, the more pawns and doors you have, the bigger the impact will be. Regardless, it has yet to cause any big impact, with tests of over 50 pawns and doors on my end. This also applies to the mod options.



There is a soft incompatibility with Dubs Mint Menus. The door assignment window will close upon assigning a pawn if you have the "Mint Assign Menu" option turned on, but it is nothing more than a small annoyance.

No other incompatibilities were found at the moment. The few pathfinding-related mods I've tried seem to work well.

It should already support a decent amount of modded doors/gates. If you find any exceptions you'd like to have implemented, let me know!

*It is highly unlikely I will add compatibility for any pathfinding mods that don't work or break, as I simply lack the knowledge to support those on my end. Don't hesitate to report any issues you encounter with them, though!



  • Is it safe to add/remove mid-game?
    Completely safe to add and probably safe to remove. Make sure you make a backup and unassign all doors before removing, just in case.

  • Will you add/modify X feature?
    At the moment, I no longer plan on changing anything besides adding support for existing mods or fixing errors/weird behaviours. Maybe in the future!

  • Does the mod support translations?
    Yes! Please post any translation-related comments in the "Language contributions" discussion.

  • Load order?
    Shouldn't matter.



- Huge thanks to Bradson; without his input, there's a good chance this mod wouldn't be published!

- Also a big thanks to Madman666 for testing the performance[imgur.com] on his end!

- Code inspired by AssignedWorkbenches.
Popular Discussions View All (1)
0
20 May @ 2:02pm
PINNED: Language contributions
biowreck
50 Comments
Jaggid Edje 6 Jun @ 3:43pm 
Copy/Paste works with a mutli-selection for storage settings in the game, so my vision of a copy/paste for the assignments would work similarly.

Of course, that's no use to you because it's not a current feature. :steamsad:

I have no advice for you on what you're doing wrong....for me I have to do it one door at a time too, so I don't think you're doing anything wrong...it's just how it works.
Yrol Denjeah 6 Jun @ 3:28pm 
This seemed to be a very usefiul mod for me at first, as i have many doors in my settlement and
wanted to forbid guests and traders to roam around in my rooms, having to clean the
packanimals droppings all day long after that...

So i selected all doors ( about 100 ) with "allow tool" and added all my colonists
( and animals via the mod options ), then removed all my colonists from
the public bedroom and the public diningroom.

Sadly, that does not work.
And Jaggid's idea would not work either i think, as then i _still_ would have to
paste the settings 99 times.

What am i doing wrong?
biowreck  [author] 31 May @ 4:08pm 
@the mouse Prisoners cannot be assigned to doors. They will be able to open unassigned doors, which is vanilla behaviour. You can use Prisoners Dont Have Keys to prevent that entirely.
the mouse 31 May @ 10:47am 
Can assign prisoners? or everyone can pass
Stein Grenadier 31 May @ 1:28am 
Oh, sweet. Thanks for the update.
biowreck  [author] 30 May @ 11:32pm 
- Added compatibility with Glass+Lights and Vault Walls and Doors
- Revenants should now follow vanilla behaviour.
Astra 30 May @ 1:57am 
haven't tested this mod by itself, but i seem to encounter a bug where the revenant from anomaly will get locked out if you assign the door to someone. i spawned in a revenant and saw the proximity detector go off. after assigning the door, the revenant started punching the door before going away.
Stein Grenadier 29 May @ 9:37am 
Also doesn't seem to work with Glass+Lights doors
Stein Grenadier 29 May @ 2:48am 
This doesn't seem to work with Vault Walls and Doors.
biowreck  [author] 28 May @ 9:32pm 
@Jaggid Edje It's definitely possible, but I'm taking a break from modding at the moment. I'm also pretty content with the state of the mod right now, so it's unlikely I will add more features, at least for a while.