Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
AutoDoors
Doors and gates open automatically as you approach and close again as you leave. Locked doors are left alone.
| Date uploaded | a week ago |
| Version | 1.0.2 |
| Download link | Zenox-AutoDoors-1.0.2.zip |
| Downloads | 302 |
| Dependency string | Zenox-AutoDoors-1.0.2 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350README
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. |
Multiplayer
Works per-player - each client with the mod installed gets doors auto-opened for them; players without it just use doors normally.
CHANGELOG
Changelog
1.0.15
- Fixed a packaging bug:
upload_to_thunderstore.pyzipped the DLL frombin/Debug/instead ofbin/Release/, so 1.0.14's actual fix (the door-range change below) never actually shipped despite the correct manifest/changelog. No functional code changes beyond what 1.0.14 already described - this is that fix, finally packaged correctly, republished as 1.0.15 since Thunderstore doesn't allow overwriting an existing version.
1.0.14
- Fixed doors sometimes staying closed for a moment after you're already standing right at them, especially wide/double doors - range was measured against the door's pivot point (often off to one edge, not the center), now measured against the door's actual collider surface instead.
1.0.13
- Fixed double wood gates (and any wide double-door pair) sometimes only opening one half, requiring walking back and forth to trigger both - pairing used to compare the pieces' center points against a fixed distance, which failed for gates wider than a standard door. Now measures the actual gap between the pieces instead, so pairing works correctly regardless of piece size.
1.0.12
RequireFacingDoorandPairDoubleDoorsare now enabled by default (previously opt-in) - most people want both, and this avoids every door in a hallway popping open plus makes double doors behave correctly out of the box. Set them back tofalsein the config if you prefer the old behavior.
1.0.11
- Added RequireFacingDoor + FacingAngleThreshold: doors only auto-open while you're roughly facing them (camera/crosshair direction), so walking down a hallway no longer pops open every door in it.
- Added MuteAutoDoorSound: suppresses the open/close sound and particle effect when the mod triggers a door - doors opened/closed by hand still sound normal.
- Added PairDoubleDoors + MaxPairDistance: two door pieces snapped together as a double door are now detected automatically and treated as one unit - either half wanting to open opens both, and both only close once neither half is in range/facing anymore (including a fix for the farther half previously closing noticeably earlier than the nearer one).
1.0.10
- Added a screenshot to the README.
1.0.9
- Added proper Thunderstore categories (Building, Utility) - no functional changes.
1.0.8
- Fixed manually closing a door while still in range immediately being reopened by the mod.
- Added CloseDelaySeconds (default 0.5s) so doors don't snap shut the instant you step out of range - set to 0 for the original instant-close behavior.
1.0.4
- Fixed the README's screenshot not actually being included in the uploaded package.
1.0.3
- Fixed doors sometimes getting stuck permanently open (especially with multiple doors close together, or walking past repeatedly) - the mod now keeps retrying the close instead of giving up after one attempt.
1.0.2
- Added a Discord link for bug reports/suggestions.
1.0.1
- Added an in-game screenshot to the README and a custom icon.
1.0.0
- Initial release: doors and gates open automatically as you approach and close again as you leave, split out of Zenox as a standalone mod.