Doors & Hatches: Difference between revisions

From Official Barotrauma Wiki
Jump to: navigation, search
(Updated infoboxes)
m (Fixed broken file link.)
(16 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{stub}}
{{Version|0.12.0.3}}
{{Installations infobox
{{Installations infobox
| name = Door
| name = Door
| image = door.png
| image = door.png
| imagewidth = 30
| imagewidth = 50
| repair = mechanical
| repair = mechanical
| construction = 40
| mechanical engineering = 55
| repairitems = [[Welding Tool]]
| repairitems = {{Hyperlink|Welding Tool}} or {{Hyperlink|Wrench}}
}}
}}
{{Installations infobox
{{Installations infobox
| name = Hatch
| name = Hatch
| image = hatch.png
| image = hatch.png
| imagewidth2 = 90
| imagewidth = 90
| repair = mechanical
| repair = mechanical
| construction = 40
| mechanical engineering = 55
| repairitems = [[Welding Tool]]
| repairitems = {{Hyperlink|Welding Tool}} or {{Hyperlink|Wrench}}
}}
}}
'''Doors''' are [[:Category:Installations|installations]] allowing to close off sections of the [[Submarine|submarine]].
'''Doors''' and '''hatches''' are [[:Category:Installations|installations]] allowing to close off sections of the [[Submarine|submarine]].
 
==Usage==
==Usage==
Most doors are assigned a [[button]] allowing anyone to open or close them, but some require '''clearance''' to be opened, which is provided by possessing the appropriate [[ID Card]] in one's inventory. Typically, the [[Jobs#Captain|captain]]'s cabin and private quarters (when they exist) are protected this way.
Most doors and hatches are assigned a [[button]] allowing anyone to open or close them, but some require '''clearance''' to be opened, which is provided by possessing the appropriate [[ID Card]] in one's inventory. Typically, the [[Jobs#Captain|captain]]'s command room and armory are protected this way.


Doors prevents passage when closed, and are thus used to contain [[Maintenance|flooding]] and [[:Category:Creatures|creatures]] in case of breach hulls, and to keep [[Traitor Mode|suspicious individuals]] out of sensitive areas.
Both prevent passage when closed, and are thus used to contain [[Maintenance|flooding]] and [[:Category:Creatures|creatures]] in case of breach hulls, and to keep [[Traitor Mode|suspicious individuals]] out of sensitive areas.
Closed doors can be forced open with a crowbar or destroyed with a [[Plasma Cutter]] to allow passage in emergency situations.


Doors send out an input when closed and do not when open. This can be used to make failsafe and airlocks in turn giving more suitability to a ship.  
Doors and hatches can also be welded shut with a [[Welding Tool]], in which case they can no longer be opened with external signals nor the [[Crowbar]], and must be unwelded with a Plasma Cutter.
However, creatures damage welded doors at the same rate as non-welded doors.


==I/O Interface==
==Connection Panel==
{{Connection panel
{{Connection panel
| input1 = toggle
| input1 = toggle
| input1tt = Closes/opens the door when any signal is received.
| input1tt = Toggles door state on a non-zero signal
| input2 = set_state
| input2 = set_state
| input2tt = Closes the door when a signal "0" is received and opens it whenever any other signal is received.
| input2tt = Sets the door open or closed depending on the signal value (0 = closed, non-zero = open).
| output1 = state_out
| input3 = state_out
| output1tt = Sends out "0" if the door is closed and "1" if it is open.
| input3tt = Sends a signal of 0 if the door its closed and 1 if the door its open.
}}
}}
== Docking Hatch ==
The '''Docking Hatch''' creates a secure airlock between two entities that players can pass between. It can connect the Submarine to other entities like Outposts and Shuttles. Both entities must have a Docking Hatch for a connection to be made. When the connection is not active, water can freely flow in the Docking Hatch, so it's imperative that a standard hatch is also part of the setup and configured to close when the Docking Hatch is not connected to another ship or structure. There is a prefab in the Submarine Editor to handle the wiring for this.


The Docking Hatch also includes a Power connector which acts similarly to a Junction Box power connection in that it relays power between the two connected entities. You should make sure your Docking Hatch's power is connected to your grid so it can benefit from the free power provided by Outposts. Outposts seem to regulate power consumption perfectly so you can take all the juice for charging batteries and running fabricators without worrying about overloads and your Reactor can be shutdown to save fuel.
==Gallery==
==Gallery==
<gallery widths="90" heights="150">
<gallery widths="90" heights="150">
windowedclosed.png|A windowed door.
windowedclosed.png|A windowed door.
doorclosed.png|A standard door.
door.png|A standard door.
doorwelded.png|A standard door welded shut.
doorwelded.png|A standard door welded shut.
brokendoor.png|A broken standard door.
brokenwindowdoor.png|A broken windowed door.
</gallery>
<gallery widths="90" heights="150">
hatch.png|A hatch.
hatch.png|A hatch.
hatchwelded.png|A hatch welded shut.
hatchwelded.png|A hatch welded shut.
hatchbroken.png|A broken hatch.
</gallery>
</gallery>
{{Installations nav}}
{{Installations nav}}
[[Category:Installations]]
[[Category:Installations]]

Revision as of 18:23, 14 September 2021

Data is potentially outdated
Last updated for version 0.12.0.3
The current game version is 1.2.8.0
Door
Technical
Identifier {{{identifier}}}
Categories Misc
Hatch
Technical
Identifier {{{identifier}}}
Categories Misc

Doors and hatches are installations allowing to close off sections of the submarine.

Usage

Most doors and hatches are assigned a button allowing anyone to open or close them, but some require clearance to be opened, which is provided by possessing the appropriate ID Card in one's inventory. Typically, the captain's command room and armory are protected this way.

Both prevent passage when closed, and are thus used to contain flooding and creatures in case of breach hulls, and to keep suspicious individuals out of sensitive areas. Closed doors can be forced open with a crowbar or destroyed with a Plasma Cutter to allow passage in emergency situations.

Doors and hatches can also be welded shut with a Welding Tool, in which case they can no longer be opened with external signals nor the Crowbar, and must be unwelded with a Plasma Cutter. However, creatures damage welded doors at the same rate as non-welded doors.

Connection Panel

Connection Panel for Doors & Hatches
Hover over pins to see their descriptions.
toggle
set_state
state_out
Toggles door state on a non-zero signal
Sets the door open or closed depending on the signal value (0 = closed, non-zero = open).
Sends a signal of 0 if the door its closed and 1 if the door its open.
Requires: Screwdriver

Docking Hatch

The Docking Hatch creates a secure airlock between two entities that players can pass between. It can connect the Submarine to other entities like Outposts and Shuttles. Both entities must have a Docking Hatch for a connection to be made. When the connection is not active, water can freely flow in the Docking Hatch, so it's imperative that a standard hatch is also part of the setup and configured to close when the Docking Hatch is not connected to another ship or structure. There is a prefab in the Submarine Editor to handle the wiring for this.

The Docking Hatch also includes a Power connector which acts similarly to a Junction Box power connection in that it relays power between the two connected entities. You should make sure your Docking Hatch's power is connected to your grid so it can benefit from the free power provided by Outposts. Outposts seem to regulate power consumption perfectly so you can take all the juice for charging batteries and running fabricators without worrying about overloads and your Reactor can be shutdown to save fuel.

Gallery

v·d·e·h
Installations
Submarine Weapons
Small Turrets
Large Turrets
Loaders
Other
Navigation
Machines
Electrical
Structure
Other
Alien