Greybear Posted June 28, 2019 Share Posted June 28, 2019 The current options for doors are extremely limited and feel very lacking. Especially now with the new light mechanics. At the very least, I think the game needs: - A normal door that blocks light. - An insulated door. - A vertical door, 1x1 title. A hatch would be fitting. Link to comment https://forums.kleientertainment.com/forums/topic/108042-more-door-options/ Share on other sites More sharing options...
goboking Posted June 28, 2019 Share Posted June 28, 2019 1 hour ago, Greybear said: - An insulated door. - A vertical door, 1x1 title. A hatch would be fitting. Yes please to both. At the very least, allow us to construct mechanized airlocks out of ceramic and insulation.And a 1x1 hatch would do wonders for those of us who build with an eye towards symmetry. Link to comment https://forums.kleientertainment.com/forums/topic/108042-more-door-options/#findComment-1215562 Share on other sites More sharing options...
Nightinggale Posted June 28, 2019 Share Posted June 28, 2019 4 hours ago, Greybear said: - An insulated door. - A vertical door, 1x1 title. A hatch would be fitting. I completely agree with both of those. They really are missing in the game. I made the 1x1 door mod and it's by far my most popular mod with people commenting that it should be in the base game. There is also an insulated door mod, though I didn't make that one. Link to comment https://forums.kleientertainment.com/forums/topic/108042-more-door-options/#findComment-1215709 Share on other sites More sharing options...
Guinaro Posted June 29, 2019 Share Posted June 29, 2019 My 2 cents: Incorporate 2 mods: Chemical Burns and Self-Sealing Airlocks And Add a new Tidying Skill: Vacuum Suit Usage with corresponding suit. 1. The mod Chemical Burns make gasses like Chlorine Gas and Sour Gas do damage to the duplicants when in a concentration of 100g/cell or more. Makes the initial game, more dangerous as you do not want to open up any spot with chlorine, before you can get your dupes in atmosuits! However when playing with this mod, you really do need the option to being able to actually block of your rooms/base from unwanted entry of said gasses. How often doesn't it happen that even in an overpressured room a different gas, gets unwantedly inside! Enter Mod Self-Sealing Airlocks. 2. For self sealing airlocks: Airlocks should prevent the exchange of gasses/liquids between the two sides, when in Auto-Mode. Switching them to Open either with a dupe or by automation should negate that functionality. Further more: since it is currently an issue with the mod. It should not prevent the passage of items when in horizontal mode (drop door). The automation feature will not prevent those using the compressor door trick to actually move/compress gases with automated doors. If wanted, we could limit this as functionality to the Powered door version only! Leaving the manual airlock as is. 3. Vacuum a Room: Add a new type of clothing: Vacuum Suit that allows dupes to vacuum/suck out the gasses out of a certain room to get it vacuum. Limit the Room Size to that of a Great Hall. Gasses are placed in Canisters. So it should probably be added in the research tree there. It should function as mobile gas pump! Also add it as a third skillpoint function for Tidying: Vacuum Suit Usage. We can add it to the Exosuit Forge, requiring an atmosuit aswell as the necessary materials to build a pump. The material used could possible define the max temperature of gasses that can be vacuumed. Otherwise it damages the pump and suit! Since it is a more bulky suit: the remove exosuit penalty shouldn't apply! Only dupes with the necessary skill can equip such suits and do so only when said dupe has an actual vacuum gasses task. Link to comment https://forums.kleientertainment.com/forums/topic/108042-more-door-options/#findComment-1216099 Share on other sites More sharing options...
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