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Security Clearance

Положительные голоса99%651 голосов игроков
Подписчики55,9 тыс.55 878 в Steam Workshop
Размер файла437,76 КБЗагрузка через Steam
Обновление автора22 февр. 2026 г.Дата обновления материала
Security Clearance

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О материале

«Security Clearance» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

Yet another door locking mod for all of your [DATA EXPUNGED] needs, heavily inspired by Card Doors.

Description


Adds several types and clearance levels of keycards and microchip implants, and makes it possible to restrict any powered door (i.e. autodoors, security doors) to a specific level. More specifically, it adds:

  • Five "standard" clearance levels of Alpha through Epsilon, each of which can unlock doors of its own clearance level or below (e.g. a Gamma keycard can unlock Gamma, Delta and Epsilon doors).

  • Four "special" clearance levels of Theta, Lambda, Tau, and Phi, each of which can only unlock its own associated door (e.g. only a Theta keycard can unlock a Theta door).

  • And last but not least an Omega clearance level, which can unlock everything. Omega clearance doors can only be unlocked with Omega keycards.

Pawns can wear both standard and special clearance keycards at once.

Everything is unlocked via a dedicated research after autodoors, and keycards/implants can be crafted at the machining table. Mechanoid clearance levels can be set by clicking on them like for doors by default, and can be inherited from mechanitors with a mod setting.

If you'd rather assign clearance levels to human pawns directly as well rather than using keycard apparel/implants, that can also be enabled in mod settings.

Compatibility


Should work with pretty much everything (including other lock mods like Locks and Lockable Doors). If anything is broken (and isn't already listed in known issues), let me know in the dedicated steam discussion or elsewhere.

Can be safely added mid-save, removing might throw a few red errors but should otherwise be fine as well.

Includes explicit compatibility patches for:

Known issues:

  • Dead Man's Switch: Drones spawned from stations like Trashpans can't have a security clearance. Might be fixed in the future, for now just make one station per restricted zone.

  • Project Rimfactory Revived: Drones spawned from buildings can't have a security clearance. Unlikely to be fixed, since the drones' range is very limited anyway.

Performance


I've done my best to optimize everything, but since the game checks whether a pawn can pass through a door very often when pathing (up to a few hundred times per second, per pawn, per door), there could still be a performance hit with big numbers of pawns and doors (even though it should be negligible under normal playthrough conditions).

I benchmarked the mod with 144 pawns and 98 doors and compared it to some other popular door lock mods, which you can check in the last two preview images - TLDR, the mod should be ~14x faster than Card Doors and ~2x slower than Lockable Doors when processing locked doors as of 2026-01-03 (when I ran the benchmarks). When processing unlocked doors (meaning non-powered doors or doors with clearance set to None), it performs only slightly slower than Lockable Doors. Locks was also included, but might not be directly comparable since instead of running checks after the vanilla PawnCanOpen() method it completely replaces it.


Source code: https://codeberg.org/maevi/rimworld-mods/src/branch/main/security-clearance

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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