RimWorld

RimWorld

Locks
1,106 Comments
Darius Wolfe 13 hours ago 
Additional context: I started up an existing save, attempted to edit settings on a gate, then attempted to unlock it, commanded a pawn to do it, then attempted to have him re-lock it after he failed to lock it.
Darius Wolfe 13 hours ago 
I'm having the same issues Paprikahörnchen was having but I don't have any of the mods that Hazzer pointed out as being potential conflicts. On a quick review, I don't see any other mods mentioned in the same line as Locks.

https://pastebin.com/0jj1L1Ew
Hazzer  [author] 18 hours ago 
@Vultr - Please share the game logs. Without them, I can't fix anything.

@grijnskat - you may want to branch from version 2.9.3. Main latest may no longer be compatible with 1.5
Hazzer  [author] 18 hours ago 
@Paprikahörnchen please share your logs with Niilo007. In logs that you shared found:
`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.`
Vultr 21 Jul @ 7:59am 
Doesnt work. The door options cannot be changed so traders still walk trough my base to find a table...
grijnskat 21 Jul @ 7:21am 
@Hazzer: Oh, I didn't know that. Sorry. I am still on 1.5. ^^"
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).
Hazzer  [author] 21 Jul @ 6:55am 
@Paprikahörnchen Still worried this is compatibility issue. With minimal mod list I can't reproduce issue :( However, I will add additional null reference procetion in that part of code. Settings will be reseted in that case, but it should allow you to edit settings

@grijnskat - since 1.6 there is option to allow any mech: https://imgur.com/a/5NugCgY Wont it match your requirement?
grijnskat 21 Jul @ 6:25am 
@Hazzer: No, that would be overkill. :D
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.
Paprikahörnchen 21 Jul @ 6:21am 
Paprikahörnchen 21 Jul @ 5:33am 
I would test which mods cause the issue but with too many disabled mods I can't open my save anymore.
And it's weird, cause the mod works when I start a new colony.

But thank you.
Hazzer  [author] 21 Jul @ 2:10am 
@Paprikahörnchen I know it’s a common response from mod authors, but this looks like a compatibility issue. The Lock system isn’t receiving the expected data—possibly due to mods marked with arrows. Based on the call order, it might also be related to DragSorting. It would be good to inform the authors of those mods. https://imgur.com/a/jcWBYKk
Hazzer  [author] 20 Jul @ 11:55pm 
Please share full game log when this error occurs. I don't have any running game and in dev mode I can reproduce this issue ;/
Paprikahörnchen 20 Jul @ 10:28pm 
Alright. I only get the errors in my running game and not when I try a Quickstart through DevMode. :c
Darius Wolfe 20 Jul @ 8:42pm 
Got the same issues as Paprikahörnchen; edit button does nothing, and I see the same error in the logs.. Additionally, a couple other issues:

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.
Paprikahörnchen 20 Jul @ 8:36pm 
Okay, got two different error messages! xD
https://imgur.com/a/GSYNHh3
Paprikahörnchen 20 Jul @ 8:23pm 
The edit button sadly doesn't do anything for me :(
Hazzer  [author] 20 Jul @ 1:45pm 
@Paprikahörnchen you have two option. First (red arrow) click right mouse button on Lock icon. Second (blue-ish arrorw) click left mouse button on lock button, next LMB on edit and you should see edit dialog. Here is screen where to click ;) https://imgur.com/a/ytD0tXI

@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
Paprikahörnchen 20 Jul @ 1:31pm 
How are you suppposed to edit the lock?
grijnskat 20 Jul @ 7:41am 
Stupid question: Would you guys consider adding a toggle similar to the Pet door one for colony mechs? So that they can pass through owned doors regardless of their mechanitor?
Shalax 20 Jul @ 6:32am 
I have an idea, which, while not perfect, could at least help. Maybe all doors on a gravship copy your lock setting on landing?
Hazzer  [author] 20 Jul @ 3:13am 
Lock version 3.0.3 is now live on GitHub!
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! ;)
Vermillion Cardinal 19 Jul @ 10:12pm 
@Ark: Have you tried holding the doors that lead to the exit open? I've found that happening long before 1.6 (with non-Hospitality survivors and those in similar circumstances at least; that mod is installed however), and they'd pick up the trail home once they have a path available. It can be a little annoying if you fail to notice them being stuck in the hospital, but that's been my go-to solution.
Auspician 19 Jul @ 8:31pm 
Yeah I had to disable Hospitality outright because it was crushing my relationships with the factions. Either I "rescued" them by capturing and loading them into a pod launcher to send them home (getting negative relationship for the capture) or they starved to death and I get -10 relationship that their leader never heard back from them.

This happens with vanilla guests too, but they are much more likely to hang around and get stuck using hospitality.
Apex Legacy 19 Jul @ 1:24pm 
@Hazzer I'm sorry but i do not have the knowledge of how to do that. Care to send a step by step if you have time.
Ark 19 Jul @ 1:22pm 
Unforunatelly the mod absolutely breaks Hospitality and guests. Ex. Upon rescuing a crash survivor, once he's healed he will just die due to starvation cuz he cant exit the hospital or the base.
Tried unlocking locks, didnt help.
AngryHornet 19 Jul @ 11:52am 
@Hazzer: Have you by any chance, right clicked on lock icon at least once after the latest update that you had suggested to another user? It doesn't open any options.
Paprikahörnchen 19 Jul @ 11:08am 
Sadly doesn't work, cause I can't edit the lock. Hope the fix comes soon, thank you for the mod :)
Auspician 19 Jul @ 6:29am 
Also having the same issue with guests being unable to leave. You can manually set the locks to Unlocked status, but this does not persist through a savegame load.
stecph 19 Jul @ 1:36am 
Also my guests can't get out, I tried everything.
Hazzer  [author] 18 Jul @ 11:43pm 
@Apex Legacy - can you share debug file?

@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.
ghengilhar 18 Jul @ 4:55pm 
Right click what? When I right click the lock nothing happens.
Apex Legacy 18 Jul @ 4:17pm 
@Hazzer im still getting the same issue where the locks are preventing the gust from entering through the doors. I have tried the mod on github, still the same bug.
Zamaza 18 Jul @ 10:34am 
Was coming here to mention having an issue like Jet. Guess you're already on it @Hazzer!
Hazzer  [author] 18 Jul @ 12:42am 
@Jet - right mouse button on lock icon also opens edit mode. This issue should be fixed in 3.0.2 but not yet on steam.

@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
Jet 17 Jul @ 11:41pm 
how can i edit the locks? clicking edit in the tab menu shows copy and edit but pressing edit does nothing. i seem to recall opening a menu before with child lock etc. my only option is to lock or unlock with the bottom button
Natasha 17 Jul @ 7:39pm 
Animals were going through all my doors, had to remove for now
Apex Legacy 17 Jul @ 7:22pm 
Anyone else having the issue where the lock is preventing guest from entering with the hospitality mod even though the guest allowed is selected. Or am im doing something wrong
Dracon 17 Jul @ 5:08pm 
The automatic child lock is imho not that good of an idea, it keeps children away from food sources and you also have to set each door to unlock separately.
Karysu 17 Jul @ 1:50pm 
No problem. Thank you so much for update :)
Hazzer  [author] 17 Jul @ 1:47pm 
Patch 3.0.2 is now live on GitHub!
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 :steamfacepalm:
DerTod 17 Jul @ 3:13am 
+1 to what S.Imyourflower says. Guests from Hospitality can't open any doors, it seems.
OceanOfGaming 17 Jul @ 1:43am 
locks get reset when jumping with the gravship
KilledJoy 16 Jul @ 7:14am 
Doesnt work for 1,6
SapphicFail 16 Jul @ 4:05am 
Commenting and subbing to thread.

I removed the mod days ago due to issues, but entirely spaced to supply bug reports and logs. Apologies for that!
S.Imyourflower 16 Jul @ 4:05am 
bug with Hospitality
Lee Townage 15 Jul @ 8:54pm 
Help! a Wild Man just ran up in my ship and stole one of the survival meals I was saving and ate at my table! (just commenting so I get notifications)
Ellias 15 Jul @ 2:00am 
Kosh, it for some reasons dedfaults to a door being child locked when built, meaning children cannot go through - something that should be sent to off automatically I think.

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.
Hazzer  [author] 15 Jul @ 1:50am 
@Fluffy - thanks for debugs. Working on fix
@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
kyasvpa 15 Jul @ 1:28am 
no errors at all, the weird thing is he respects doors that has no allowed colonists (also such doors are stuck on changing lock because no one owns the door, but everyone respects the lock)
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