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https://pastebin.com/0jj1L1Ew
@grijnskat - you may want to branch from version 2.9.3. Main latest may no longer be compatible with 1.5
`Error in Niilo's QoL, assembly name: NQualityOfLife, method: My:LocksModIntegration, exception: System.MissingMethodException: Method not found: void Locks.LockState..ctor(Locks.LockMode,bool,bool,bool,System.Collections.Generic.List`1<Verse.Pawn>,bool,bool)`
and
`NQoL [W] - 'Locks' version has changed! Current version: '3.0.4', Last tested version: '2.9.3', Compatibility should be re-tested.`
However I've just noticed that you have the source for the older versions on GitHub too. Already started implementing the feature for 1.5 (using the 2.9.2 source).
@grijnskat - since 1.6 there is option to allow any mech: https://imgur.com/a/5NugCgY Wont it match your requirement?
What I meant was a "Mech door" toggle like "Children door", "Pet door", "Animal flap". So that colony mechs ignore locked/owned doors.
Basically you would check for pawn.Faction.IsPlayer && pawn.RaceProps.IsMechanoid and let it pass through.
https://www.dropbox.com/scl/fi/x03oznuck4un7xe4bn584/Player.log?rlkey=1m91texi4zv3hzwa283nkvzba&st=m9mk1ez1&dl=0
And it's weird, cause the mod works when I start a new colony.
But thank you.
Here you go:
https://www.dropbox.com/scl/fi/x03oznuck4un7xe4bn584/Player.log?rlkey=1m91texi4zv3hzwa283nkvzba&st=84qa9ole&dl=0
When I try to unlock, the pawn gets stuck and just stands there until I cancel the action.
All of my gates appear to become open to animals, but since I can't edit, I can't fix this.
https://imgur.com/a/GSYNHh3
@grijnskat you want to select one of colony mechs? Similar to pawn select?
@Shalax that was my initial idea, but Im looking for something more optimal
Avius will handle the steam release as soon as he can.
What's new in this version:
- Added French translation (thanks to Erazil!)
- Child lock is now disabled by default (this applies to new doors only—existing settings should remain unaffected)
- Hospitality guests should now interact correctly with doors in allied mode
Known issue:
Gravship still doesn’t work properly with the lock system. Fixing this will likely require changing how lock data is stored, which might reset all existing door settings. I'm aiming to make this transition as smooth and painless as possible.
Stay tuned! ;)
This happens with vanilla guests too, but they are much more likely to hang around and get stuck using hospitality.
Tried unlocking locks, didnt help.
@ghengilhar - lock icon had two modes. On left click it changes settings to lock/unlock. On right click it should open window with all options.
@Natasha - please check doors settings. By defualt doors has any animal allowed. Only fance door by default has option for pens.
@Apex Legacy - not yet released on steam, but should be fixed in 3.0.2 on github
@Dracon - right, in 1.5 was disabled be default. Will change this behavior in 3.0.3
Avius will release it on Steam as soon as he can.
Fixes in this version:
- Fixed issue with unlocked doors and mechs
- Fixed edit button not clickable after using the copy button
- Wildmen now respect locks properly
- Allies now use allied-mode doors correctly
- Added more protection against null references
- Fixed incorrect labels when pasting settings
Resetting settings after moving the gravship is still a work in progress.
Sorry for the long delay — life happens
I removed the mod days ago due to issues, but entirely spaced to supply bug reports and logs. Apologies for that!
Hazzer, not sure if it was mentioned earlier, but when I lock doors on a grav ship, when I fly to a new map tile, it resets all the locks back to dedfault, removing all my changes to them.
@LZIM - please include logs with stacktrace.
@Kosh - If I remember correctly keeping doors force opened works as unlocked doors. Will check this one, but in 95% force open door works as designed
i made a save with just this mod and char editor and a 6 year old child could even just wander into a room with children lock on