[b]Lets you mark multiple doors to forbid them (or allow them) with one button press.[/b]
Mod adds two buttons to door menu (the thing that pops up when door object is selected). One marks door as lockdownable. Second flips global lockdown status - enabling or disabling it. When lockdown is enabled, all doors marked as lockdownable will be forbidden. Click on button again to stop lockdown and change marked doors back to allowed.
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Why I created this mod?
I always make bases with multiple exits. Because of that when certain events like raids or mad animals happen I have to manually forbid all exits, one by one. Lately I lost two good colonist because I forgot about one of the exits. Well, no more. Now I can just mark those exits as lockdownable and when I want them to be forbidden I just select any random door and click Start Lockdown button. Yes, I'm that lazy.
Does this mod modify AI of Pawns?
No. Only thing that this mod does is mark doors as forbidden. The same thing you can do by clicking "Allow" button on them.
Traders/Pawns with mental breaks are still going through forbidden doors!
Of course they are, this is vanilla behaviour. Forbidden doors aren't actually closed, they just have small post-it note on them with "Don't go through, please" on it. Colonists will (usually) obey it, others won't.
[b]If you want to stop traders and guests from going through forbidden doors use
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2813059928]Do Not Go There[/url].[/b]
Mod conflicts?
Probably none. No existing code is touched.
Safe to add in the middle of the game? Safe to delete?
Should be perfectly safe. Mod is only "doing" things when one of the buttons is clicked and when game is loaded from a save, so no background processes to mess things up.
After deleting you may get an error in console when loading save. This will only happen once, is completely harmless and will go away after saving again (game is trying to set saved lockdown status but status variable no longer exists. After next save this value will not be saved to the file, so error goes away).
Does this work with modded doors?
Any mod that inherits its door class from vanilla door will work. Others, that create their own abstract door class will need to be patched. If there are some doors that do not have any lockdown buttons or throw errors when using them, write a comment and I will try to fix this (with an emphasis on TRY, as I'm not an experienced programist).
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Which mods work?
Door Lockdown is confirmed to work with doors added by those mods:
• Doors Expanded (by Jecrell,lbmaian)
• Medieval Overhaul
• [JAIL] Prison Walls
• [LTS]Furnishing
• Vault Walls and Doors
Mod should always be put AFTER any modded doors.