Locks come in three types: building locks, vehicle locks and container locks. The first two serve to control entry and exit to the building or vehicle with the lock, and can be destroyed from the inside or outside. Container locks serve to keep characters without keys from accessing the content of the container.
When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied with 10 grams of iron - a file is needed to work on the project. An option is available to "tag" each key. Meaning a written label may be added to identify each individual key.
Lockpicking is done using a crowbar. It can be started from outside or inside a locked room or vehicle, or by trying to unlock a container without having the correct key. The project takes 1 day and may succeed, in which case the lock is destroyed, or fail, in which case nothing happens. Everyone on either side of the locked door hears the initiation of the lockpicking project.
An abandoned lockpicking project can be canceled once it has become a year old.
Locks can be destroyed with a screwdriver. The lock must be unlocked, and the project must be started in the same room or vehicle as the lock. The project takes 3 days and (unlike lockpicking) always succeeds. Everyone on either side of the locked door hears the initiation of the lock destruction project.
Right now, it is not possible to destroy a lock in a container. The only way of destroying a container lock is by locking it and breaking the lock with a crowbar.