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Many stuff is allready possible, but its a question of the Details. The most problematic is to disable the owner himself to open doors.
But a central Switch that lock all doors (for all except the owner(faction)) is no problem
https://steamcommunity.com/app/383120/discussions/0/1747896085863443960/
solved it finally
Made a trapdoor that closes if someone is inside the 2 Blocks in front of the door. (Motionsensor)
https://steamcommunity.com/sharedfiles/filedetails/?id=1990783908
https://steamcommunity.com/sharedfiles/filedetails/?id=1990784075
https://steamcommunity.com/sharedfiles/filedetails/?id=1990784126
This way everyone (including the Base owner) must take the long way through the "Decontamination" to enter the inner rooms
https://steamcommunity.com/sharedfiles/filedetails/?id=1990784178
As you allready can see on the pic above
https://steamcommunity.com/sharedfiles/filedetails/?id=1990783908
If you want to Lock up the ship (includes NOT the O2 Control) you can make a lever that controls these "Trap doors" like in the pic above and place them in front of the doors (like in the pic above)
Just as lever and not as motion sensor.
If I approach a door however, it will open automatically for me. I haven't found any way to turn that particular function off yet.
Set it up with a dummy signal. Doors controlled by signals do not open automatically.
If you want a physical control, place a lever/switch next to it and set the door to Follow its signal. You could also set it to Toggle instead, if the state of the lever is irrelevant and only the action of flipping it should matter. You could also create a virtual signal in the main tab of Control Panel and then set the door to Follow that. The door will never open automatically when slaved to a signal.
For restricted access, do the same thing(s) except assign the signal to Lock/Unlock instead of On/Off. I can't recall if you can utilize both at the same time or not; I've never played multiplayer and so the Lock/Unlock feature is irrelevant in my games.
Doors are not at all incredibly annoying to work with. It sounds like you haven't explored this part of the game nearly enough. You need to observe, question, experiment. What I described above should have been discoverable on your own; that is the way that I learned it.
https://www.youtube.com/watch?v=GXDS8o2B148 here is one for the basics
https://www.youtube.com/watch?v=Ty-9jUYJvFQ
there is one that is pinned as well.
I wanted to have a ramp that would follow the inverse of a door...except I had to use a shutter door for the ramp. Ramps automatically open when approached, so I wanted to get rid of the automatic on the shutter door.
This is what I did:
1. On the signal logic tab, Give the automatic item a name. In my case, I gave the shutter door the name "ramp".
2. Set the Lock/Unlock on the shutter door to itself ("ramp" in my example).
Shutter door:
Closed = "false"
Open = "true"
- When closed (extended), the shutter door is locked (inverted (closed/false) = true). This prevents the shutter door from auto-opening.
- When open (retracted), the shutter door is unlocked, but it doesn't matter; it doesn't auto-extend (close) for whatever reason.
I am still able to control the ramp using the door as the trigger. I have the shutter door set to follow the inverse of the door.
- When the door opens, the ramp closes (extends)
- When the door closes, the ramp opens (retracts).
*** EXCEPTION: When the door is triggered, if you are standing too near the ramp, the ramp will auto open--I guess this is because it is not yet locked. However, setting the ramp to always be locked (create a signal that always generates true/1) has the same problem: standing too close when the door opens will cause the shutter door to close partially and then open.
I've also noticed that doors in Empyrion generally don't close on their own. You can always manually close the door, but it might just get triggered again anyway to open. :p
https://steamcommunity.com/sharedfiles/filedetails/?id=2941445559