Jump to content

Disable a building and opening doors like toggling a switch


Recommended Posts

Since duplicants are not required to operate a switch, it is easier to mantain the colony (especially for saving energy shutting off unnecessary buldings). I could do the same thing disabling the building but it takes a lot of time to perform because a duplicant needs to be there and disable it. Same thing with keeping doors opened or locked, a duplicant must perform the operation. Can this processes be immediate like toggling a swtich?

Of course you can disable a building like toggling a switch -- by simply attaching a switch to that building. lol

Btw, I think that design encourages players to use automation instead of manual opeartion, so is reasonable in some ways. If you don't like that, maybe some mods can do this.

Like said above, any automation signal will flip the state of doors. Same for buildings. Buildings also have the benefit of automatically disabling upon losing foundation. So you can have an airlock as (part of the) foundation and automate that instead.

9 hours ago, Ixenzo said:

Like said above, any automation signal will flip the state of doors. Same for buildings. Buildings also have the benefit of automatically disabling upon losing foundation. So you can have an airlock as (part of the) foundation and automate that instead.

I use this trick to disable reservoirs 

A disabled reservoir can receive liquids but can't release them (Like a liquid shutoff with a 5000kg buffer) This is useful for killing germs as liquid shutoffs will still leave germy water in the pipes

Here's a pic of my bathroom loop that uses both shine bugs and chlorine to kill germs.  I was even able to fit a materials study terminal as a bonus :) 

1799887121_Bathroom1.thumb.png.d0cc85ea3fbb373db56f21ce2de8f897.png984732137_Bathroom2.thumb.png.49f0d8b6938dc0568675c384db1417fb.png723142904_Bathroom3.thumb.png.06b2e2b6b127dac3748552231f5944fc.png

On 6/24/2022 at 3:57 PM, efx200z said:

Since duplicants are not required to operate a switch, it is easier to mantain the colony (especially for saving energy shutting off unnecessary buldings). I could do the same thing disabling the building but it takes a lot of time to perform because a duplicant needs to be there and disable it. Same thing with keeping doors opened or locked, a duplicant must perform the operation. Can this processes be immediate like toggling a swtich?

Originally switchs used to be manually flipped by duplicants so players had to use other means for personally flipping switches without duplicant interaction (Such as using hydro sensors in space for your automation for rockets, no liquids in space so it's essentially a player switch).

Since the normal switch then become almost useless, KLei ended up issuing a QoL update updating the switch to flip on player interaction rather than duplicant interection to give it meaning..

Doors on the other hand mostly function with automation (exception of manual doors), so the original immersion of needing a duplicant needing to flip when automation isn't involved pretty much voids the point of automation in a certain sense if there isn't automation (it's automatable, so it has to have a manual duplicant interaction when it is not automated) .

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...