About this mod
Adds additional functionality to vanilla doors, allowing you to properly lock them. Not overwrite them with remote control, just LOCK them.
- Permissions and credits
- Mirrors
- Changelogs
Have you ever looked at Starbound's plethora of doors and wanted to just... lock them? Keep an NPC out - or trapped inside - of a room? Maybe just troll your friends? Sure, you could just attach a wire to them and they'll immediately lose all interactability... But wait, now it's just a remote controlled door, not a locked door! What if you want the ability to lock your door AND still be able to open it normally when it's not locked?! You'd need to build a whole overcomplicated, space-consuming contraption featuring two buttons AND your lock switch, ontop of that whole NAND mumbo-jumbo just to make your door, door again! And at this point it is still 100% certified NPC-proof, as these little idiots cannot possibly open them ever again. Even when using proximity sensors to automatically open the door - their pathfinding thinks it's a wall, so no dice here unless they just so happen to wander into sensor range and then decide to pathfind through in time!
Worry not, for I have a solution: Wire-locked doors!
What this mod does is rather simple - it adds an alternate variant to every* vanilla door in the game, craftable from their normal base variant in the Wiring Station. These "new" doors feature a whopping total of TWO input wiring nodes. The first one, found farther away from the output node behaves like normal - connect a wire and the door becomes useless and remote controlled, with the wiring input determining if it shall be open or closed. The new, second input node however, found closer to the output node, acts as a lock! Connect a wire - nothing changes! Door functions as normal, allowing you to interact with it to open and close it, and NPCs to behave like normal! But, power that second input node and the door becomes locked. Interaction is disabled, the door forcibly closed (even when the first input is on), NPCs ignore it again. Turn the second input back off, and the door becomes a functional door again. It's that easy! Fun fact - did you know that vanilla doors have a naturl "locked" state that does this, which is just never used outside, like, the Avian mission? Cool, isn't it?
Known Issues
- Might have forgotten a door. It's been over 90 of them and I had to copy and edit them manually and it was a pain. Just let me know if you find a vanilla door that's missing.
- I might have accidentally copied a trapdoor or two that actually used a different "trapdoor", not "door" script with the new "door" script. its5amandthistookforevercutmesomeslackhere. Let me know if you find wonky trapdoors.
FAQ
> Is this FU compatible?
...I mean, I only created copies of all vanilla doors, so I guess? These copies are obviously based on the vanilla assets, so any door altering mod will just not work on these.
> Can you add this for X modded door?
I could. Probably. If I feel like it. You can drop your request, but don't expect too much.
> Can I add this for X modded door?
Sure thing. Just credit me as the original creator.
> Something brokey/no worky
As mentioned above, just let me know and I'll look into it. There is the bug-tracker somewhere in the buttons above. See if anyone already reported it and if not, drop your troubles there.
Support
Like my work and want to support me? You can buy me a coffee. I also do commission work, for people wanting a bang for their buck.