Subnautica

Subnautica

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Shane Jun 14, 2016 @ 11:16am
bulkhead doors
automatically closing is a royal pain in the backside, i go through two of them enter fish tank grab two peepers and i have to open the dam doors again a second later
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Showing 1-15 of 17 comments
Drascalicus Jun 14, 2016 @ 1:54pm 
find lithium and make hull upgrades, ditch the doors
Shane Jun 14, 2016 @ 3:06pm 
i got those, i like the styling/decoration factor of them, just prefer them when they stayed open
Explore Jun 14, 2016 @ 3:11pm 
I would like them to stay open too - I found it's on reload or adding something to the base that they all close. Perhaps it could be fixed by having their default state as open?
Last edited by Explore; Jun 14, 2016 @ 3:13pm
rditto48801 Jun 14, 2016 @ 4:19pm 
Originally posted by Explore Games:
I would like them to stay open too - I found it's on reload or adding something to the base that they all close. Perhaps it could be fixed by having their default state as open?
When you consider the fact they are intended to stop flooding from spreading, having them default to the open state on load sort of defeats their purpose.

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?
Rain Jun 14, 2016 @ 4:49pm 
Ever have structural integrity damage? Your base takes on water. The bulkheads prevent all the rooms from flooding with water. I actually had it happen to me. Started using the bulkheads thoroughly to prevent it from happening again.
Shane Jun 14, 2016 @ 5:08pm 
by no means not saying that they have no value, i use them in design so that the whole base becomes compartmental in nature for the very reason of flooding, its just that the base itself is also designed in a manner that the frontal sections are the most used. They house the main storage and so forth, which require constant access. i could probably look at it and make the frontal section a larger less secured area of course.

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 !!
Last edited by Shane; Jun 14, 2016 @ 5:09pm
rditto48801 Jun 14, 2016 @ 5:17pm 
Originally posted by Skully:
Ever have structural integrity damage? Your base takes on water. The bulkheads prevent all the rooms from flooding with water. I actually had it happen to me. Started using the bulkheads thoroughly to prevent it from happening again.
As I said, wanting them to stay open by default defeats their purpose.
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!
Raptor Jun 14, 2016 @ 6:52pm 
They auto-close now? I haven't noticed on my new game yet.

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.
TrekNx01 Jun 14, 2016 @ 10:05pm 
With space faring technology the base should have auto sensors that could detect flooding and close any doors so making them open by default wouldn't be a issue if they where to seal in case of breach
Explore Jun 15, 2016 @ 12:06pm 
Originally posted by rditto48801:
Originally posted by Explore Games:
I would like them to stay open too - I found it's on reload or adding something to the base that they all close. Perhaps it could be fixed by having their default state as open?
When you consider the fact they are intended to stop flooding from spreading, having them default to the open state on load sort of defeats their purpose.

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.
sunwalker0347 Aug 7, 2016 @ 2:15pm 
Would love this to be fixed so the doors you leave open stay open / stay open more consistently. Also they won't open at all anymore. I just loaded in inside my base streaming for a small community of friends, and was locked in a room without my construction tool. Fun times.
ImHelping Aug 7, 2016 @ 2:27pm 
All the bugs regarding bulkhead doors are a real pain.

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.
Last edited by ImHelping; Aug 7, 2016 @ 2:36pm
sunwalker0347 Aug 7, 2016 @ 4:39pm 
I couldn't agree more that the dev team is hard working, and doing an amazing job creating an amazing game :) just want them to hear from us which issues are causing us the most issue, because I believe they do care. Also was hoping someone had an easy "oh your setting in this file must be messed up, this fixes it" xD
Orfevs Aug 7, 2016 @ 5:49pm 
Considering some wish to see a base control panel, me included, that could be used for such purposes as closing bulkhead doors, or whether or not they should be on auto.

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.
discorddad Feb 20, 2023 @ 11:47am 
Oh man... ancient thread, but I'd love to have the doors auto close maybe _when_ flooding occurs. This game is already futuristic. Why not automatically close available doors if there's a flood?
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Date Posted: Jun 14, 2016 @ 11:16am
Posts: 17