
Connected Doors
Two free furniture doors, connecteddoor0 and connecteddoor1, that lead to each other. An add-on for Pocket Rooms: place one anywhere on the ship, the other somewhere else, and walk through.Connected Doors
Two free furniture doors that lead to each other. An add-on for Pocket Rooms by MelanieMelicious, This add-on is not affiliated with them.
What you get
| Terminal word | Price (default) |
|---|---|
connecteddoor0 |
$0 |
connecteddoor1 |
$0 |
Buy both, place them wherever you like on the ship in build mode, then go through one and come out of the other, in front of it and facing away from it.
- Hold [LMB] on a door to go through it.
- Walking in also works (and so does walking in while holding furniture in build mode). This follows the Pocket Room Library's own Walk-In Teleport option.
- A door does nothing while its partner is not placed or is in storage, so nobody is ever sent to a stored door's parking spot.
- The doors look like the doors of the Pocket Rooms furniture. They have no room behind them.
Requirements
- Pocket Rooms and Pocket Room Library (this mod uses the door that is already installed with them; nothing from them is copied or redistributed).
- DawnLib. Note: if you did not have DawnLib before, Pocket Rooms notices it and switches to its DawnLib registration path by itself. Start a fresh save or back up your save first.
- Everyone in the lobby needs this mod, because the doors are networked furniture.
Config
BepInEx/config/ConnectedDoors.PocketRoomAddon.cfg
| Setting | Default | Meaning |
|---|---|---|
Price |
0 |
Price of each door in the terminal store. |
The Pocket Room Library's options (Walk-In Teleport, No Room Access When Landed, enemy door warp blacklist and teleport times) apply to these doors as well.
Notes
- Adding furniture can shift the order of the game's unlockables list, so add this mod on a new save or keep a backup.
- Both doors appear at the same default spot when bought. Pick them up in build mode and move one.
Troubleshooting
In BepInEx/LogOutput.log, a healthy start looks like this:
[Info :Connected Doors] Using the door of '...' (...) as the model.
[Info :Connected Doors] Registered 'connecteddoor0' (price 0).
[Info :Connected Doors] Registered 'connecteddoor1' (price 0).
[Info :Connected Doors] Connected Doors 1.0.1 loaded: 2 doors registered.
When the ship loads: 'connecteddoor0' has unlockable id N (after Terminal.Awake).
When a door is in the ship: Door 0 appeared. and, once both are there, Door 0 is now connected to door 1.
If you see lost its prefab ... Rebuilding it, something destroyed a door prefab; the game still starts, but the
doors may not be buyable until the next launch. If you see could not start, no doors were added, the line after it
says why. Please include the log, plus your Pocket Rooms, Pocket Room Library, DawnLib and LethalLevelLoader versions,
when reporting a problem.
Credits
The door model and teleport script belong to Pocket Rooms and Pocket Room Library by MelanieMelicious. This add-on is not affiliated with them.