Minicopter lock and additional togglesSuggestion
Hello, Minicopter Lock can be added in the future, so we wouldnt need another plugin to lock minicopter.

Also we can have configuration like;

Items can be locked;

BBQ = false
Furnace = true
furnace.large = true
minicopter = true

like this :) it would be very good and convenient
5d35f1495da0a.jpg FastBurst

No It's a suggestion, I mean plugin can be work for minicopters too, and have a config to edit which items can be locked or not(in the plugin items)

You put your post BBQ false when it works for BBQs - I will consider minicopters however there are a dfew that already lock vehicles
Love the plugin works well so far.  I would also like the config or permission for each item that can be locked.  Would you consider adding support for Quarries and maybe Boats when you add Heli's.

Thanks
I am working on a plugin to allow deploying key locks and code locks to most vehicles. However, it requires a command to deploy the lock unlike the native feature this plugin uses. There are ways to allow the native style of deployment on vehicles but they are not very performant so that may not be implemented.

The suggestion to make all locks in one plugin is not a good idea for plugin maintenance. I feel the pain of having to install many plugins, so there is a balance to be struck between plugin size and quantity. That's why I'm making a lock plugin for all vehicles as opposed to individual vehicle types.
I agree with WhiteThunder
Thank you for all answers, I wanted to say the thing is less mods better than more mods for sure, and I don'T want like 3 items can be locked in 1 mode + 3+3+3+3+3+3+3+3 and its infinite modes :D you could merge vehicle lock + item lock in 1 mod and it would be very useful! thank you for all answers again
CreeZ
I wanted to say the thing is less mods better than more mods for sure :D you could merge vehicle lock + item lock in 1 mod and it would be very useful!

It would be very unwise to do so. The statement "less mods better than more mods for sure" appears to be an uninformed opinion. Large plugins negatively impact you, the consumer, whether you realize it or not. There are many very good reasons to reduce plugin scope that may not be obvious to people who don't develop them. I won't go into all of them, but here's a few.

If a small plugin has a bug or breaks due to a game update, it's much easier for the original author to update it, so they are more likely to support the plugin long term. If that author is busy or no longer supports the plugin, another developer may take it upon themselves to patch it, but they have to take time to understand the code and be confident that the changes they are going to make won't break other functionality in the plugin. That can be very difficult to do for larger and more complex plugins, so other developers are less likely to even bother. A large plugin can also break more frequently for reasons unrelated to the features you are actually using. Overall this means large plugins are harder to maintain and therefore less likely to be supported long term. It can also take developers longer to make changes to a large plugin, which takes away their precious time from working on things that are more useful for people.

For consumers who only want to lock a vehicle or a furnace, installing a large all-in-one plugin can be daunting. Lots of questions are likely to go through their mind, such as "Can I enable the features I want without enabling other stuff I don't want?" or "Will all these other features I don't use cause lag to the server?". They will have to spend time reading all the plugin documentation, which could be lengthy, just to enable one feature. They may also have to spend a bunch of time configuring the plugin to selectively enable features. If you happen to want all of the features of the all-in-one mod, sure, you may save a little bit of time, installing or updating the plugin (at least for the updates that don't require you to do anything), but the plugin design should keep in mind that there is a wide range of people who may use the plugin.

There are some good reasons to combine plugins into one, such as if the code for multiple features is really similar and can be shared (rather than duplicated across plugins which would hinder maintenance), but that isn't the case here at all. The vehicle lock plugin works completely differently than this plugin, for important reasons.

5f1792699e67b.jpg WhiteThunder

It would be very unwise to do so. The statement "less mods better than more mods for sure" appears to be an uninformed opinion. Large plugins negatively impact you, the consumer, whether you realize it or not. There are many very good reasons to reduce plugin scope that may not be obvious to people who don't develop them. I won't go into all of them, but here's a few.

If a small plugin has a bug or breaks due to a game update, it's much easier for the original author to update it, so they are more likely to support the plugin long term. If that author is busy or no longer supports the plugin, another developer may take it upon themselves to patch it, but they have to take time to understand the code and be confident that the changes they are going to make won't break other functionality in the plugin. That can be very difficult to do for larger and more complex plugins, so other developers are less likely to even bother. A large plugin can also break more frequently for reasons unrelated to the features you are actually using. Overall this means large plugins are harder to maintain and therefore less likely to be supported long term. It can also take developers longer to make changes to a large plugin, which takes away their precious time from working on things that are more useful for people.

For consumers who only want to lock a vehicle or a furnace, installing a large all-in-one plugin can be daunting. Lots of questions are likely to go through their mind, such as "Can I enable the features I want without enabling other stuff I don't want?" or "Will all these other features I don't use cause lag to the server?". They will have to spend time reading all the plugin documentation, which could be lengthy, just to enable one feature. They may also have to spend a bunch of time configuring the plugin to selectively enable features. If you happen to want all of the features of the all-in-one mod, sure, you may save a little bit of time, installing or updating the plugin (at least for the updates that don't require you to do anything), but the plugin design should keep in mind that there is a wide range of people who may use the plugin.

There are some good reasons to combine plugins into one, such as if the code for multiple features is really similar and can be shared (rather than duplicated across plugins which would hinder maintenance), but that isn't the case here at all. The vehicle lock plugin works completely differently than this plugin, for important reasons.

thank you for this amazing answer! It totally cleared my mind and I got all the points. 

Also, @FastBurst, not sure if you realized, but CreeZ was asking for a way to configure which entities are allowed to have locks deployed to them. For instance, to disable deploying locks to BBQs, but to still allow them for Furnaces.
I can look into it in a later release. Make them all config options and permissions