Project Zomboid

Project Zomboid

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HydeCo. Automatic Garage Doors!
   
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26 Oct @ 2:14pm
3 Nov @ 1:23pm
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HydeCo. Automatic Garage Doors!

Description
HydeCo — Automatic Garage Doors
Open, close, and hack garage doors with a programmable remote. Keybinds, context menus, per‑item HUD, a Garage Manager, and a Bulls & Cows keypad mini‑game.






Features
  • Remote‑controlled doors — Open/close any paired garage door from a distance. Supports multi‑tile garage groups.
  • Programmable pairing — Link doors to a device, unpair, or reassign on the fly; pairing requires being near the target (proximity rules apply).
  • Bulls & Cows hacking mini‑game — Crack 4‑digit keypad codes with logic and deduction; keypad UI shows attempts, bulls/cows feedback, discovered digits, and lockout chance.
  • Keybinds + context menu + vehicle radial — Use hotkeys, right‑click menus, or vehicle radial slices; bind remotes to hotkey slots.
  • Multi‑slot remotes — Assign remotes to Slot 1/2/3 and toggle/lock/unlock per slot via keybinds.
  • Per‑item Remote HUD — Compact/expanded HUD for any remote (battery %, paired code, garage name, Toggle/Lock/Unlock/Pair). Windows are item‑bound, movable, and remember layout.
  • Garage Manager UI — View/manage garages: rename, reorder (drag & drop), add nearby entries, set frequency (after discovery), and see distance/lockout/status.
  • Battery & salvage mechanics — Insert/remove batteries from inventory; battery % is shown on the item/HUD. Disassemble remotes into salvaged components.
  • Sandbox options — Fine‑tune range, pairing distance, keypad behavior, battery drain, manager availability, and more (full list below).
  • Compatibility & safety — Singleplayer supported; works with most building/vehicle mods. If another mod replaces garage door behavior, load order may matter. Generally safe to add to existing saves; back up important worlds.

How to play
  • Get a Remote — Find in garages/sheds/electronics loot or craft one (if crafting enabled). Remotes display battery % in inventory.
  • Insert a Battery — Use the inventory context menu to insert/remove batteries; charge is preserved and displayed.
  • Pair to a Door — Stand near a garage door → Right‑click the remote → Pair with HydeCo Remote (or use the HUD/Manager). Pairing uses a stable UID so large multi‑tile doors behave consistently.
  • Hack Locked Doors (optional) — Play the 4‑digit Bulls & Cows puzzle:
    Bulls = correct digit, correct spot
    Cows = correct digit, wrong spot
    The keypad UI shows recent attempts, bulls/cows hints, discovered slots, and lockout chance after configured attempts.
  • Operate — Use keybinds, context menu, vehicle radial, or the HUD to open/close, lock, or unlock paired doors from range.
  • Manage Garages — Open the Garage Manager (inventory context or keybind) to rename, reorder, add nearby, set discovered frequency, and inspect lockout/coords info.

Controls & keybinds
  • Bind keys in Options → Key Bindings → HydeCo Automatic Garage Doors.
  • Common actions: Toggle paired door, Open, Close, Lock, Unlock, Toggle Remote HUD, Open Garage Manager.
  • Three hotkey slots: assign remotes to Slot 1/2/3 and operate that remote directly via slot keys.
  • Right‑click a remote in inventory for: Open HUD, Manage Garages, Pair (enter code), Unpair, Insert/Remove Battery, Bind to slot, Rename.
  • Vehicle radial integration: quick remote actions when in/near a vehicle and carrying a remote.

Sandbox options
  • RemoteRange — how far remotes can operate (tiles)
  • PairMaxDistance — max distance to pair a door (tiles)
  • GroupSearchRadius — search radius for garage pieces when pairing/discovering
  • BatteryDrainToggle — battery cost per toggle
  • BatteryDrainWrongCode — battery drain for wrong keypad attempts
  • AllowRemoteThroughLocked — allow temporary unlock/relock when operating locked doors
  • KeypadAttemptsShown — cap how many attempts are shown in UIs
  • KeypadHints — enable/disable bulls/cows + discovered digits
  • GarageManagerEnabled — enable/disable the Garage Manager UI
  • HackKeypadElectricityLevel — Electrical level required for hacking
  • HackKeypadHackingLevel — Hacking level required (HackingSkill integration)
  • KeypadLockoutBaseAttempts — attempts before lockout chance begins

Compatibility
  • Singleplayer supported.
  • Works with most building/vehicle mods; if another mod overrides garage doors, adjust load order.
  • Generally safe to add to existing saves, but back up important worlds.
  • Optional integration: HackingSkill mod; Electrician/Burglar professions and Electrical skill gates can affect keypad hacking.

FAQ
Q: How far can I operate doors?
A: Typically driveway length — controlled by the RemoteRange sandbox option. Pairing requires being closer (PairMaxDistance).

Q: Can I re‑pair a door to a different remote?
A: Yes. Unpair, then pair again from the context menu, Remote HUD, or keypad UI.

Q: What’s the Bulls & Cows mini‑game?
A: A 4‑digit logic puzzle. Each guess returns Bulls (right digit, right place) and Cows (right digit, wrong place). Use the keypad’s attempts list and hints to deduce the code.

Q: How do batteries work?
A: Remotes store battery percent (0–100). Insert/remove via inventory context. Battery drains on use and (optionally) on wrong keypad attempts.

Q: What is the Garage Manager?
A: A UI to view/manage known garages: rename, reorder, add nearby entries, set a discovered frequency, and see lockout/proximity info (can be disabled in Sandbox options).

Roadmap
  • Gate Automation is priority
  • Custom icons, models, and textures
  • v1, v2, v3 style remotes with more range and features
  • shared/networked behavior (multiplayer considerations)
Suggestions welcome — post them in the comments!

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Workshop ID: 3594285774
Mod ID: hydecoautomaticgaragedoors
48 Comments
Euzio 13 Nov @ 9:34pm 
Oh wow~ Thank you so much for this! Was hoping there was a remote control that I could access while driving my vehicle so that I don't need to exit and open it manually. It works great! The mini-game is a nice touch~

On a side note though, after cracking the door code, I can't seem to be able to change the code. It pops an error.

A minor issue but it would be nice to be able to change the code
A$Aleks 13 Nov @ 7:05pm 
Very cool. :steamhappy: I just found out the "remote trigger" in my trash in the game and thought that it could be used in gate control).
HydeTheBooty98  [author] 13 Nov @ 4:20pm 
They will soon. I'm testing a new feature currently with gates only right now. This new feature will require the user to craft a "Chain Drive", This will be attached to any existing or newly constructed gate. A car battery WILL be required and its charge will be tracked and depleted on every use, it can be removed for recharging (im working on getting the car battery charger to work directly). To more directly answer your question, No the garage door remote will NOT work on gates. Crafting a "Gate Controller" and "Chain Drive" will enable the new controller to function nearly identically to the garage remote with its own gate manager for tracking and modifying specific gate properties. I'm my own bug tester so i have a lot of back and forth to perfect the system.. almost there!:Uranium:
A$Aleks 12 Nov @ 8:22pm 
Hello. Do self-built wooden or metal gates work through this remote control?
asasas 10 Nov @ 12:14pm 
thank you, you are awesome:steamhappy:
HydeTheBooty98  [author] 9 Nov @ 3:50pm 
Working on it! got the Gate controller, Gate manager, and most of the context menus and ToolTips already done. I'm just bug fixing and testing it in various ways to ensure this is no weirdness.. plus I'm wifi-less on my laptop right now so I can't do anything 😞
asasas 9 Nov @ 11:27am 
gates control?
HydeTheBooty98  [author] 9 Nov @ 4:14am 
I will make a video and upload pictures soon, but i'm moving.. So i have no Wi-Fi Unless im in a hotel or somewhere with free wi-fi. Sorry it may take 2 weeks to get new wifi installed when i move in on the 13th of november.

For now i hope the mod is in am acceptable state to play with, thank-you for your helpful bug report! :spiffo:
HydeTheBooty98  [author] 9 Nov @ 4:14am 
Your first garage door got its keypad locked, but the "Hack" option didn’t appear because the system was only showing "Hack" when it thought the physical door was locked. That door didn’t report as “locked” even though the keypad was in lockout, so the menu hid Hack. I’ve updated the logic so the Hack option now appears whenever the keypad is locked out (or the door is locked) and you meet the skill/profession requirements. (i know its confusing but it should be fixed)

Also, a single remote can only be paired to one garage door at a time—each new pairing replaces the previous one. That’s why only the last paired garage works. (Future improvement could add multi-pair lists or remote cycling.) I plan on implementing advanced features for the remote (upgrades) to be able to have a single remote for multiple garages.
bolshoi.booze.1213 8 Nov @ 10:22pm 
ok, now i know more ... my problem is i have 4 garage door in my base ... when i made a remote i went to the first gate to try it ,,, i make 19 attemps to slve code and i locked terminal and my character says i need to hack terminal but the option 'hack' doesent apper ... i went to other doors to double check and on the next doors i see hack option and everything works but still on my 1st doors noyhing happened and i think this is a bug ... u should add 'Hack' button somewhere to the UI ... mod got potencial but if i pair 3 garage doors to the remote it will be working onnly with the last one ... its little bit to complicated this mod to lern how its works ...