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Nimarus Jul 3, 2017 @ 3:25pm
Bulkhead Door Animation (Enable/Disable Option)
I like building my base with some Bulkhead doors. I usually place them around important rooms, like my room with growbeds and plants. However, it can become a chore when I need to get past, say, 3-4 bulkheads to get to something. I still like the animation of opening and closing, adds a feel of weight to it.

I'd like to see an option in the options menu, where you can enable/disable animations for the bulkhead door. This way, they could open and close, much like the doors inside the Cyclops.
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Showing 1-7 of 7 comments
I'd like for me to be able to put the doors in and only have to open them ONCE and the game remembers they are open. Then if any hull breaches happen it just force closes all of them automatically.

Would be less of a pain and be actually nice to have them. I also have the same tiring issue of constantly opening the damn doors that I dont even use most of my hallways and just swim from place to place instead.
Testsubject276 Jul 3, 2017 @ 5:22pm 
I'm the complete opposite, in my game the bulkhead refuses to play the animations and p*sses me off, i second this.
Last edited by Testsubject276; Jul 3, 2017 @ 5:22pm
Nimarus Jul 4, 2017 @ 2:52pm 
Originally posted by Testsubject276:
I'm the complete opposite, in my game the bulkhead refuses to play the animations and p*sses me off, i second this.

I ran into this by accident. I had a lot of bulkhead doors (10+) in my base. One day, poof, they just open and my character's position shifts a little. I liked the ease of movement, but it does make the bulkhead feel like a regular door.

Maybe the best option would be:

Option 1: Default Animation
Option 2: No Animation (Opens like bulkhead doors on the Cyclops)
Option 3: A faster version of the default animation. (around 2x speed perhaps? But, in a someone realistic speed of movement)
MasterFeff Jul 4, 2017 @ 3:13pm 
I like the bulk head doors. I think it would be cool if they were automated on approach. Even still if they remained the same I would love at least the following behaviour.

1. Remembers State from prevous use. (Open/Closed)
2. Closes automattically when the base suffers a leak to prevent water from entering non damaged sections of the base.

This is simply IMO and thought to add my voice to the collective suggestion.
Nimarus Jul 4, 2017 @ 3:31pm 
Originally posted by WhiteGold761:
I like the bulk head doors. I think it would be cool if they were automated on approach. Even still if they remained the same I would love at least the following behaviour.

1. Remembers State from prevous use. (Open/Closed)
2. Closes automattically when the base suffers a leak to prevent water from entering non damaged sections of the base.

This is simply IMO and thought to add my voice to the collective suggestion.

The idea of the doors closing automatically during a leak would be awesome. The idea of the doors open/closing upon approach is also nice. I'd guess, if they implimented this, it would be with a new bulkhead blueprint (Like a Bulkhead MkII or something).
Testsubject276 Jul 4, 2017 @ 5:17pm 
Originally posted by Nimarus:
Originally posted by WhiteGold761:
I like the bulk head doors. I think it would be cool if they were automated on approach. Even still if they remained the same I would love at least the following behaviour.

1. Remembers State from prevous use. (Open/Closed)
2. Closes automattically when the base suffers a leak to prevent water from entering non damaged sections of the base.

This is simply IMO and thought to add my voice to the collective suggestion.

The idea of the doors closing automatically during a leak would be awesome. The idea of the doors open/closing upon approach is also nice. I'd guess, if they implimented this, it would be with a new bulkhead blueprint (Like a Bulkhead MkII or something).
Maybe would need more parts in construction, maybe a new voiceline as well, something along the lines of "Base module compromised, sealing"
or0b0ur0s Jul 4, 2017 @ 8:33pm 
Mine actually went back and forth twice on their own, recently. I still have no idea why.

Was in Moonpool when I saved. Went to leave, got halfway down the hallway when I realized the bulkhead animation didn't play, and the door had just clipped straight to the open visualization and spawned me on the other side.

Went back, sure enough, that door opens and closes instantly with no animation.

Tried the next one on the adjacent Moonpool for the PRAWN. It displays the animation. And after that, so did the original one. Now I can't make them not play the animation. But until I'd opened that 2nd door, that first one would not play the animation ever.

Very odd.
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Date Posted: Jul 3, 2017 @ 3:25pm
Posts: 7