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− | {{Image wanted|reason=Gizmos for hold open and such}} | + | {{Image wanted|reason=Gizmos for hold open and such}}{{infobox main|structure| |
− | {{ | ||
| name = Door | | name = Door | ||
− | | image = Door.png | + | | image = Door.png|Door |
| description = Divides rooms. Simple doors must be manually opened, which slows people down. The amount of slowdown depends on what the door is made of. | | description = Divides rooms. Simple doors must be manually opened, which slows people down. The amount of slowdown depends on what the door is made of. | ||
| type = Building | | type = Building | ||
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| flammability = 1 | | flammability = 1 | ||
| hp = 160 | | hp = 160 | ||
− | | terrain affordance = | + | | terrain affordance = light-heavy |
| work to make = 850 | | work to make = 850 | ||
| stuff tags = Metallic, Woody, Stony | | stuff tags = Metallic, Woody, Stony | ||
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== Acquisition == | == Acquisition == | ||
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Constructing a door requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. | Constructing a door requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. | ||
== Summary == | == Summary == | ||
− | {{ | + | {{stub|section=1|reason=Base door open speed}} |
− | Doors mostly act like [[wall]]s. Doors are valid structures for supporting [[roof]]s and creating [[room]]s. Opening a door will allow access | + | Doors mostly act like [[wall]]s. Doors are valid structures for supporting [[roof]]s and creating [[room]]s. Opening a door will allow access make [[temperature|heat]] transfer faster. Note that the room is still considered enclosed for [[temperature]] mechanics. So, unlike a hole in the wall, an open door will not equalize temperature instantly with the outdoors. Doors do not block the interaction spots of buildings. |
− | Opening a door take a small amount of time, dependent on the material. Doors can be opened by colonists, [[slave]]s{{IdeologyIcon}} | + | Opening a door take a small amount of time, dependent on the material. Doors can be opened by colonists, [[slave]]s,{{IdeologyIcon}} and [[friendly mechanoids]]{{BiotechIcon}}. Doors cannot be opened by [[raider]]s, [[manhunter]] animals, or [[prisoner]]s (usually). |
− | Doors can be held open by selecting the door and toggling the gizmo marked as such. The door will not open or close automatically. Instead, a held open door will simply not close after the next | + | Doors can be held open by selecting the door and toggling the gizmo marked as such. The door will not open or close automatically. Instead, a held open door will simply not close after the next pawn opens it, and a held open door toggled off will close after the next pawn walks through it. |
− | Doors can also be [[Orders#Forbid|forbidden]], again by selecting the door. Colonists and other colony-controlled pawns will not pass through it | + | Doors can also be [[Orders#Forbid|forbidden]], again by selecting the door. Colonists and other colony-controlled pawns will not pass through it.{{Check Tag|Even Open?|Will they pass through a held open forbidden door?}} However, colonists under a [[mental break]] will ignore restrictions, as do visitors, traders, and enemies. |
=== Enemy behavior === | === Enemy behavior === | ||
− | In general, humanoid and mechanoid raiders treat | + | In general, humanoid and mechanoid raiders treat doors like a wall. Most raiders will only try and break one if there are no other paths. Sappers and breachers can break doors intentionally. Doors have less HP than walls, so tend to be prioritized. Retreating enemies will often break down doors in their path out, even if they have higher {{HP}} than the surrounding walls. The exact mechanics behind this are unknown. Manhunter animals will only try and break doors if they see something go inside it. Prisoners who have gone [[berserk]] will try and break out, while those in a [[prison break]] "have broken the locks" and can just open them. |
Unclaimed doors, like those in [[ruin]]s, can be opened by any non-animal until they are claimed. Doors owned by an enemy must be claimed (which requires defeating said enemy) in order for colonists to open them. | Unclaimed doors, like those in [[ruin]]s, can be opened by any non-animal until they are claimed. Doors owned by an enemy must be claimed (which requires defeating said enemy) in order for colonists to open them. | ||
== Analysis == | == Analysis == | ||
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=== Material choice === | === Material choice === | ||
[[Wood]] is plentiful in most [[biome]]s, easy to construct, and quick to open, so a newer colony will typically make all of their doors out of it. However, it is both [[fire|flammable]] and not especially durable, so are prone to destruction. Later on, wood is still useful for internal structures, where their health doesn't really matter. | [[Wood]] is plentiful in most [[biome]]s, easy to construct, and quick to open, so a newer colony will typically make all of their doors out of it. However, it is both [[fire|flammable]] and not especially durable, so are prone to destruction. Later on, wood is still useful for internal structures, where their health doesn't really matter. | ||
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=== Temperature regulation === | === Temperature regulation === | ||
− | + | Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce [[temperature]] equalization. If they are placed directly adjacent to each other, both doors will be open at the same time as a pawn walks through them, allowing more temperature equalisation. Ideally, a single tile space is placed between the doors to prevent this. When creating [[cooler|freezers]], double doors can be used to create an 'airlock'. | |
− | On the other hand, open doors can increase temperature equalization, either with another room or the outdoors. Equalization through open doors is less potent than [[vent]]s.{{Check Tag|Verify|Verify and provide actual numbers}} | + | On the other hand, open doors can increase temperature equalization, either with another room or the outdoors. Equalization through open doors is less potent than [[vent]]s.{{Check Tag|Verify|Verify and provide actual numbers}} |
=== Mini-rooms === | === Mini-rooms === | ||
Because doors do not block the interaction spots of buildings, it's possible to build "mini-rooms" that are only large enough for the building itself, with the door at the interaction spot. Mini-rooms are best used for buildings that don't damage pawn mood when used in cramped quarters, such as [[Cryptosleep casket|cryptosleep caskets]] and [[Biosculpter pod|biosculpter pods]]{{IdeologyIcon}}, or buildings that see only very brief use, such as a [[comms console]]. | Because doors do not block the interaction spots of buildings, it's possible to build "mini-rooms" that are only large enough for the building itself, with the door at the interaction spot. Mini-rooms are best used for buildings that don't damage pawn mood when used in cramped quarters, such as [[Cryptosleep casket|cryptosleep caskets]] and [[Biosculpter pod|biosculpter pods]]{{IdeologyIcon}}, or buildings that see only very brief use, such as a [[comms console]]. | ||
− | These rooms are especially useful for biosculpter pods: mini-rooms only require 6 tiles of [[sterile tile]] per pod for maximum cleanliness. | + | These rooms are especially useful for biosculpter pods: mini-rooms only require 6 tiles of [[sterile tile]] per pod for maximum cleanliness. (While the door's tile does not need to be sterile tile itself, it does need to be kept free of dirt for the best bonus to apply.) The door can be held open to maximize speed of access while still maintaining the cleanliness bonus. |
+ | |||
+ | [[File:Tiny biosculpter room.png|thumb|none|A biosculpter "mini-room" with a pawn undergoing sculpting. The pod is selected to show the interaction point, which overlaps the door. The pawn in suspended animation does not care about the tiny space. The door should probably be held open for easier nutritional loading and for emergency medic cycles.]] | ||
− | {{Building | + | {{Building Material Table|Door||Terrain Affordance}} |
== Version history == | == Version history == | ||
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* [[Version/0.7.581|0.7.581]] - Now lockable. | * [[Version/0.7.581|0.7.581]] - Now lockable. | ||
* [[Version/1.3.3066|1.3.3066]] - Doors not owned by the player can be forbidden. | * [[Version/1.3.3066|1.3.3066]] - Doors not owned by the player can be forbidden. | ||
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− | {{ | + | {{nav|structure|wide}} |
− | [[Category:Structure | + | [[Category:Structure]] |