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I've wired up a modular system on a few submarines before, where all I had to do was flip a switch to begin the routing process to drain the water in most places, all the way down from most places into one of the submarines sets of pumps as we had the means to handle pretty heavy leaks quickly. Course I'd have it in the captain's navigation with an override maintenance mode switch in engineering.
The motion sensor you'll probably need to figure out a good placement and program it somewhat for distance to what type, but once set you can have it set to open and close. This one you don't need to worry about the false signal being blank as you can set it up to be 0; assuming you have it for players/bot humans walking around, so when it detects motion there it lets them pass, but without it shuts the door timely.
It only takes one extra water detector to turn a drain into something that more or less functions as a check valve.
To allow normal access would require an override, but that's just two more components. Ducts were nice when the flow rate on them was much higher but I can see why people would want to use hatches now.
Depends on what your aim is. Most motion sensors acquirable in game do not register the presence of the target character classes within their range unless those characters move in some way, making them a little annoying to deal with when you want to build a circuit that is active when someone is (not)present, as if they stop moving the motion detector won't detect them.
If all you want is the ballast to open when water is detected in the room above, place a water detector at foot level in the room above and set 'output' to 1 and 'false output' to null, meaning delete the '0' and leave the false output field blank. Wire the signal_out of that detector to the hatch 'set_state' pin of every ballast hatch in that room and those ballasts will be forced open when there is water in the above room and will default to normal behavior when water is not detected.
This isn't a great way to go about it, but it's 1 detector and 1 wire per hatch (assuming you don't already have some other circuit control on the hatch) so it's cheap and easy.
Personally, I install override levers on ballast hatches for that exact reason. Bots usually shut doors behind them, which makes it a nuisance when something other than the ballast is leaking. It's actually of particular note on the Humpback, since the command room is just as liable to leak as the ballast underneath it. If ever a ballast starts leaking, and we're not in a good place to have it fixed, I just lock it shut to keep the water contained.
Door State Out -> Signal Check component's Signal in
Signal Check Component's Signal out -> Relay Components Set State
Water Detector % -> Relay Component Signal In 1
Relay Component Signal Out 1 -> To Door Toggle State
This took me hours upon hours to figure out but I did it (-_-)
https://steamcommunity.com/sharedfiles/filedetails/?id=2293153015
Just don't close it!
Closing automated doors: hold my