Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Disable Door/Lock Down Feature
Is there seriously no way to disable a door via a lever?

Here is my scenario: I want to have a switch in my captains quarters that when I turn on, it locks the door to my quarters or essentially closes it, or disables it.

Another thing I am looking to work on is a "Lock Down" feature where a switch/lever in my captains quarters, when switched on, closes and locks all doors to my CV.

The doors are incredibly annoying to work with and I don't understand why this isn't available.
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Showing 1-10 of 10 comments
Priest Feb 7, 2020 @ 2:03am 
What exactly is your plan ?
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
Priest Feb 7, 2020 @ 2:06am 
asked myself a few hours a related question
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
Indigo Viking Feb 7, 2020 @ 2:23am 
What I was hoping for was just a simple lever to open/close a door, rather than using the automatic system. I want to have control over this. I would really love to have a switch that puts the ship on lockdown, closing all doors to the ship in the event of a breach as I have my ship set up in sections so that each part is oxygenated.
Priest Feb 7, 2020 @ 2:34am 
Hmm, you allready can have air in only closed sections
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.
Last edited by Priest; Feb 7, 2020 @ 2:46am
Sabaithal Feb 7, 2020 @ 3:14am 
There is kind of a way to do that, but it doesn't apply to the player using it. I have a 'lockdown mode' on a few of my ships, which closes blinds, doors, and activates internal sentry guns throughout a ship or structure. Anything that is not on my team cannot open them once this mode is activated. They would have to shoot or blast their way through the obstacles.

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.
ravien_ff (Banned) Feb 7, 2020 @ 6:22am 
Originally posted by Sabaithal:
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.
VulcanTourist (Banned) Feb 7, 2020 @ 8:36am 
Originally posted by ravien_ff:
Originally posted by Sabaithal:
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.
Five posts it took to get to a correct answer. *sigh*

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.
Last edited by VulcanTourist; Feb 7, 2020 @ 8:38am
Grand Forks Feb 7, 2020 @ 9:09am 
You can do all that in the switches and levelers. there are some Youtube vids out there that would explain it. they maybe old but are still true.
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.
Last edited by Grand Forks; Feb 7, 2020 @ 9:14am
Talon-Thorn Mar 2, 2023 @ 9:02pm 
SOLVED: Just in case someone googles this thread (as I did).

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
Last edited by Talon-Thorn; Mar 2, 2023 @ 9:42pm
Talon-Thorn Mar 2, 2023 @ 9:43pm 
^^^ Replies to a 3-year old thread that was resurrected, doesn't bother to read why it was posted, but does add a message that has zero use to the community. :p
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Date Posted: Feb 7, 2020 @ 2:00am
Posts: 10