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Showing results for tags 'Locks'.
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Description: Adds two recipies to the game. With level 8 Carpentry and a Screwdriver, you can take a door knob and alter it to match any key so it can be locked and unlocked with the key. Or you can do the opposite and alter a key to match a doorknob that already has a lock. Which means you can make multiple keys for one door knob and or multiple door knobs for one key. http://undeniable.info/pz/LockCraftingMod.php
So I've been working (and mostly have working) doors that you can be 'latched' or locked from the inside. The major caveat is that they only work on building boundaries (much the same way current default locked doors work.) I'm also expanding it to allow for locking doors that can be locked/opened from the outside using keys. That's very much so WIP. The way I plan it to work is that keys will spawn in residential buildings (which works but needs loot balancing) and then the player will be able to knock out the building's doors for the doorknobs that those keys will work on. Keys will only work with doorknobs scavenged from the same building that they came from. I feel like this gives a good reason to go out and loot more interesting things rather then sit in place in base and craft up. And it's realistic. I'm not sure if I'll put a visual indicator or not for keys/doorknobs or if players will just have to guess what matches just like you have to in real life. I'm open to ideas there. If you want to see how I've done things or give what I currently have a spin you can find the code here: After getting keyed doors working well I might move on to trying locking containers. I dunno.