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I don't think I've had them auto-close before.
I've gone into my base for short periods, and gone to leave to see a bulkhead door I went through in the first place (leading to the hatch out) is still open.
Is there a set amount of time, or distance traveled, before they start to auto-close?
it was just never the case in previous updates, back then under flood damage i would simply seal of the doors whilst the base was fully flooded and then repair section by section...
annoyance, not gamebreaking matter !!
If they do auto-close after a while, or traveling to far from them, then good.
I've had an intact base flood many versions ago, due to a mishap I think involved 'misaiming' with a Floater while in base (I went to click on a locker while moving the mouse quickly, 'misaimed' and 'placed' the floater on the wall immediately next to the locker...).
Another time I think occured due to a knife swinging mishap with a fish next to my base... my improvised 'airlock' suddenly had water in it for real... *face palms*
Imagine being deep underwater, about to drown, you enter your base, and it is flooded... and all the doors are open, and the breach is on the other side of the base... if you are on hardcore, game over...
On a side note, I like keeping my doors closed. Only on a 'quick in and out' trip will I leave a door open.
Immersion ftw!
I don't know how difficult this suggestion would be, but the devs could make the bulkheads auto-close if there's a hull breach. That could potentially lead to some awesome movie-style moments where you're trying to run for the door through the water while it closes on you.
No, you'd just close them if you want to close them, or if a room starts flooding. Better than having their default state as closed and having to open them every single time.
Though I can actually understand them automatically closing over time (due to not being able to stop flooding while open), A smarter situation would be if they only auto closed in reaction to hull breaches.
But, sadly, that would involve effort compared to the doors just forgetting they were open and getting reset to default.
The fact that means they are closed if floods happen then, is a pleasant coincidence used to deflect away from the issues with the doors. Which would sound a lot more belivable as a benefit if not for all the apologizing for longstanding known bugs of not being able to open them at all.
Can't have it both ways claiming it's both a boon that they shut themselves, AND admitting it's a problem when shutting themselves also leads to not being able to open them.
The Devs are working very hard, and they have a lot on their plate to prioritize. While a pain in the grand scheme of things this particular bug is less disruptive than a lot of- *clips through floor of Cyclops again*
But trying to PR spin doors shutting themselves while still in a buggy state in a positive manner would be highly suspect and discouraging.
Commonly used rooms can quickly be shut if you're in the vincinity after all. I for one doesn't like the auto-close. It varies depending on VR and not, but I often found the open door I just went through shut when turning around.
Not sure how it is after the recent updates these last weeks. Haven't been able to play until now. Oh, and I only play on experimental.