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Massively Improving Doors...


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Okay, Keli Devs...
How do "Airlock" doors not have the default behavior of blocking the passage of gasses and liquids when when a Dupe passes through and the door is set to "Auto"? I can totally understand them not doing so when locked in the "open" position, but it's an AIRLOCK for a reason. Please fix this in the default game. Having to use liquid locks everywhere is extremely annoying and consumes a lot of space on the smaller Spaced Out maps.

Also, can we get a half sized version of all doors and some insulated airlock doors in the same research block you get the regular versions?

I present here a few mods that have done this well for your reference. Take your pick on which one does it best.

Airlock Option 1: A proper dual door airlock that requires power. (Involves a new building asset.)

Airlock Option 2: A simple tweak to the existing manual and automatic doors. (A simple config tweak that does not require new assets.)

Addition: Insulated Airlock Doors (For temperature management. Both full and half sized.)

Addition: Half-Size Pneumatic Doors (Mostly for critter containment.)

Tweak: Don't Idle In Doors (Simple fix to prevent a Dupe from holding a door open.)

I agree with the new dual airlock asset. It would be way more convenient, as like you said making liquid locks everywhere is pretty annoying so being able to create an airlock like that would be awesome. I guess you already can but a small self contained airlock building is much more convenient and makes a lot more sense then current in game solutions.

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