AutoDoors
Doors and gates open automatically as you approach and close again as you leave. Locked doors are left alone.
Screenshots 1 screenshots
About this mod Author’s original text
AutoDoors
Doors and gates open automatically as you approach, and close again once you leave - no more
manually pressing E on every door. Works on wooden doors, iron gates and wooden gates alike.
Bugs / suggestions: Discord
Behaviour
- Approach a closed door within range → it opens automatically.
- Walk away from a door you (or the mod) opened → it closes automatically again.
- Doors opened manually by a player are left alone - the mod won't slam them shut on someone
standing in a doorway.
- Locked doors (requiring a key) are ignored by default - you still open those by hand.
Configuration
Settings live in BepInEx/config/zenox.autodoors.cfg, generated on first run:
| Setting | Default | Description |
|---|---|---|
| Enabled | true | Enable/disable the whole mod. |
| RangeMultiplier | 1.0 | Multiplier on your normal interaction distance for the auto-open range. |
| UpdateInterval | 0.1 | Seconds between range checks. Lower = more responsive, higher = better performance. |
| IgnoreLockedDoors | true | If true, doors that need a key are left alone. |
| CloseDelaySeconds | 0.5 | Seconds to wait after leaving range before auto-closing. |
| MuteAutoDoorSound | false | If true, suppresses the open/close sound and effect when the mod triggers it. Doors opened/closed by hand still sound normal. |
| PairDoubleDoors | true | If true, two door pieces snapped close together (a double door) act as one unit: either half opening opens both, and both only close once neither half is in range anymore. |
| MaxPairDistance | 2.5 | Max distance in meters between two doors to count as a double-door pair. Only used if PairDoubleDoors is true. |
Multiplayer
Works per-player - each client with the mod installed gets doors auto-opened for them; players
without it just use doors normally.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: