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Arches don't count as walls, but doors do. Not sure about open power doors.
But yes, regular construction panels cannot create large (tall) volumes without letting weather in.
https://www.nexusmods.com/nomanssky/mods/1657
Here are a couple of examples:
I built this geobay garage on a storm crystal planet before the exocraft hazard protection nerf. The geobays are placed on a slope that is 2 tiles high but the slope goes down to 4 tiles high where the opening is. There is no weather where the exo craft are parked and before the nerf I could get in the roamer and take it out looking for storm crystals and not be exposed to the weather except when I was actually harvesting storm crystals. You can see from the screen shot that my hazard protection is not turned on even though there is a large opening for the exo craft to exit by.
https://steamcommunity.com/sharedfiles/filedetails/?id=1800679503
This is a "green house" that I made on an extreme cold weather planet to grow frost crystals before they nerfed using frost crystals to make carbon in your refiner. You can see that it is 4 tiles high and I'm not adjacent to a wall but I am adjacent to a frost crystal that I planted directly in the ground. This has also prevented my hazard protection from kicking on.
https://steamcommunity.com/sharedfiles/filedetails/?id=1800678893
No dice. I wasn’t even able to make a single-level cuboid chamber without weather. My dimensions are appx. 12x10, and it appears neither structure type is good with this.
I've never had weather inside cuboids, so I have no clue why you are getting it. It's never happened even on the stormiest planet. Always comfy when the storm is howling outside and lightning battering the landscape. Could be something unique to your computer perhaps?
As for lightning - been struck twice now, survived both times. First time I was jet-packing, second I wasn't paying attention, but scanning lifeforms. That one hurt.
Tornadoes are a fun way to travel - I'll run directly into them for the boost.
Meteorites though... those suck to get hit by.
The game recognizes interiors by player’s proximity to walls and ceilings.
With basic, or potentially cuboid, you’re able to create wide areas by placing ‘pillars’ at regular increments within the space. With single-level chambers I measured it out to 3 ^2 or 4 ^2 tile areas with half-wall pillars and had no problem, but higher areas require much closer areas. Honestly that isn't so bad, and I was still able to make a massive greenhouse how I wanted.
One option would be to use the short wall pieces like beams around each new "floor" and that may be sufficient to have the program decide it is "inside" versus out outside...so no weather.
I usually just build a hallway around at the second floor level because I can add stairs then and do the same at a third floor level. You get the open space feel and functionality.
I just saw this and just picked it up Thank You!