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Zenox-AutoDoors-1.0.4 icon

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 1.0.4
Download link Zenox-AutoDoors-1.0.4.zip
Downloads 24
Dependency string Zenox-AutoDoors-1.0.4

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350

README

AutoDoors

Gate opening automatically

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.py zipped the DLL from bin/Debug/ instead of bin/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

  • RequireFacingDoor and PairDoubleDoors are 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 to false in 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.