CustomDoorKey
Customizable key that enables the opening of doors, supporting key consumption.
About this mod Machine translation
CustomDoorKey
- One can set all doors that can be opened to add specified keys and consume keys with automatic closing, and support changes to weird database clone prefab doors.
feature
Set the specified door automatic closing time
Set the automatic closing time of the door. The format is door name: time (seconds). Multiple doors are separated by semicolons, for example: sunken_crypt_gate:60;another_door:30
Door automatic closing time=sunken_crypt_gate:60
Set up a key-bound door:
Fill in the project IDs of the door and key separated by commas, multiples separated by semicolons, example: [wood_door,Wood][server synchronization]
Bind door key = wood_door,Wood
Destroy the key after adding the key to open it
Filling in the value will remove the corresponding number of keys from the inventory when opening the door, 0 means no consumption [Server synchronization]
Number of keys consumed = 2
Supports server sync locking
[Server only] The configuration is locked and cannot be changed by the client once synchronized from the server. Only valid for server configuration and has no effect on clients. [Server synchronization]
config_lock = true
Install using BepInEx
- Copy CustomDoorKey.dll to the BepInEx/plugins folder and run it once to generate the configuration file.
Please report errors in our resource workshop: QQ group: 157845336 by Molecular Ant Dream
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: