Ostranauts

Ostranauts

Ship Door will not close
I can't seem to get my newly installed ship door to close. It's powered, doesn't appear blocked, in good repair (as are the walls), but the darn thing just stays open. There doesn't seem to be a manual "close" option either. Any ideas what could be causing it, or how to force it shut?

https://steamcommunity.com/sharedfiles/filedetails/?id=2895490370
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Showing 1-7 of 7 comments
pgames-food Nov 30, 2022 @ 6:39pm 
hi if you try standing near the middle of the door (or near positions 2 and 4 of the door), and bring up the inventory screen showing the surrounding floor, does it show anything nearby maybe causing it to block the door from closing?

for example sometimes when i uninstall a storage bin on a derelict, it gets stuck within the actual wall it was on, but removing the wall in some way, lets you pick it up. (actually storage bins seem to remain in place, even when you remove the wall it is attached to) :)
Joshu  [developer] Dec 2, 2022 @ 7:39am 
Strange! If you saved and reloaded did that help fix the issue?
Doc_McStabbins Dec 3, 2022 @ 8:55am 
Reloading the save does not unstick, the door, but I will try the storage bin/wall trick. The door faces an exterior area with no airlock, is that a contributing factor? Atmosphere on one side, no atmo on the other? Do I need an actual airlock door instead?
Brandemihl Dec 16, 2022 @ 2:41pm 
I am having this problem and it is breaking the game for me. My hired crew can close/open doors with the manual option, but my character does not get the option.
Just in case this helps someone else that ends up here with this problem (as I did). It may be what happened to me:

When messing around with installing/uninstalling doors, you may also have removed the power conduit that was powering it previously or you are placing it in a location that has no power conduit near it. You need some power conduit (buy it or loot it). Bring up the powerVis display to show the power grid on your ship and make sure that at least one end of the door has power. You may want to power both ends to avoid the scenario of losing power to one side of your ship due to a break in the power grid and it locking the door shut
Pelgrie Jan 30 @ 5:55am 
I've had it on my ship where if power is cut, or I manually power down the vessel the doors forget to auto close once power is restored. Although in my case once I manually close the door though the item menu the door works correctly. (I forget the menu's actual name, it's the one that pops up when you right click an item and has all the quick action items.) Have you ever manually opened the door in question? I do know if you open it manually then the door will stay open. I've also accidentally locked the door in the open position before by manually opening the door and then using the pin pad to lock the door, but if memory serves locking the door this way still causes the green light turns red which isn't happening in your screen shot.
Rekal Jan 30 @ 6:35am 
Originally posted by Pelgrie:
I've had it on my ship where if power is cut, or I manually power down the vessel the doors forget to auto close once power is restored. Although in my case once I manually close the door though the item menu the door works correctly.
I've noticed this but my experience was a little different. I set some doors up with a signal box - I power them off remotely to prevent crew from wandering through them. Once powered back on the doors would not auto close after opened by a character moving through.

Even after manually closing the doors, they still would not auto close if my character was told to move to the other side. I noticed one of the three doors was actually behaving properly though. So I did a little poking around and found that if you drag something while telling your character to move through the door the door will operate normally and even reset so then walking through the door without dragging anything auto-closes too.


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Another semi-related door issue - if you uninstall a door and drop it in such a way that it falls into the middle space of an installed door you end up with some problems. The least pressing is that as your characters auto-paths through the door you'll sometimes get a message that reminds you that your door is unpowered. It seems that the character is attempting to open the door and the command picks the uninstalled door first, blasts you with the unpowered message, and then tries the other door which is plugged in.

The troubling issue involves three doors. If you manage to drop two doors (A and B) into the center spot of an installed door (C) you can get stuck in a loop. Telling your character to move to the other side of the installed door (C) and he could inadvertently pick and try door A. Door A is unpowered so you automatically try Door B. Oh that's unpowerd too. Try Door A - unpowered, Door B? Door A? Door B? Just back and forth looping. I had to manually tell the character to open door C to break him out of the loop.
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