So a lot of people use Plugin Clans
Auto lock is awsome but dose not support clans. Here is a fix if you would like to support clans in Auto Lock

Add:

[PluginReference]
private Plugin Clans;​

Edit: private void OnEntityBuilt

private void OnEntityBuilt(HeldEntity plan, GameObject go)
        {
            var player = plan.GetOwnerPlayer();
            if (player == null) return;
            if (!permission.UserHasPermission(player.UserIDString, PermissionUse)) return;
            var entity = go.ToBaseEntity() as DecayEntity;
            if (entity == null || _config.Disabled.Contains(entity.PrefabName)) return;
            var container = entity as StorageContainer;
            if (entity.IsLocked() || container != null && container.inventorySlots < 12 ||
                !container && !(entity is AnimatedBuildingBlock)) return;
            if (_noEscape != null)
            {
                if (_config.NoEscapeSettings.BlockRaid && _noEscape.Call<bool>("IsRaidBlocked", player.UserIDString))
                {
                    player.ChatMessage(lang.GetMessage("RaidBlocked", this, player.UserIDString));
                    return;
                }

                if (_config.NoEscapeSettings.BlockCombat &&
                    _noEscape.Call<bool>("IsCombatBlocked", player.UserIDString))
                {
                    player.ChatMessage(lang.GetMessage("CombatBlocked", this, player.UserIDString));
                    return;
                }
            }


            var playerData = CreateDataIfAbsent(player.UserIDString);
            if (!playerData.Enabled || !HasCodeLock(player)) return;
            var code = GameManager.server.CreateEntity("assets/prefabs/locks/keypad/lock.code.prefab") as CodeLock;
            if (code != null)
            {
                code.gameObject.Identity();
                code.SetParent(entity, entity.GetSlotAnchorName(BaseEntity.Slot.Lock));
                code.Spawn();
                code.code = playerData.Code;
                code.hasCode = true;
                entity.SetSlot(BaseEntity.Slot.Lock, code);

                // Add the player who built the entity to the whitelist
                code.whitelistPlayers.Add(player.userID);

                // Clan integration: Add clan members to the whitelist
                if (Clans != null)
                {
                    string clanTag = Clans.Call<string>("GetClanOf", player.UserIDString);
                    if (clanTag != null)
                    {
                        List<string> clanMembers = Clans.Call<List<string>>("GetClanMembers", player.UserIDString);
                        foreach (var memberId in clanMembers)
                        {
                            ulong memberUserId;
                            if (ulong.TryParse(memberId, out memberUserId))
                            {
                                code.whitelistPlayers.Add(memberUserId);
                            }
                        }
                    }
                }

                code.SetFlag(BaseEntity.Flags.Locked, true);
                Effect.server.Run("assets/prefabs/locks/keypad/effects/lock-code-deploy.prefab", code.transform.position);
            }

            TakeCodeLock(player);
            player.ChatMessage(string.Format(lang.GetMessage("CodeAdded", this, player.UserIDString),
                player.net.connection.info.GetBool("global.streamermode") ? "****" : playerData.Code));
        }