Doors & Hatches
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Data is up-to-date |
Last updated for version 1.7.7.0 The current game version is 1.7.7.0 |
Door | ||||||||||
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![]() Closes off section of the Submarine | ||||||||||
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Hatch | ||||||||||
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![]() Closes off section of the Submarine | ||||||||||
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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 first. However, creatures damage welded doors at the same rate as non-welded doors.
Doors & Hatches Connection Panel
Connection Panel for Doors & Hatches Hover over pins to see their descriptions. | ||||||||||||||||||||||||||||||||
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Requires: ![]() |
Toggle When Clicked
A door or hatch with buttons attempts opening/closing when its buttons or the object itself is clicked. Preventing this using electrical components required either sending an immediate correcting signal, which can result in the door/hatch jittering back and forth, or a custom door/hatch. The custom door/hatch does not come with its own buttons so you had to add some, and, as an additional downside, clicking the object does not perform a toggle.
An alternative to this is using the Toggle When Clicked option. This makes it so clicking the built-in buttons or object does not perform an actual toggle.
Instead, one uses the ACTIVATE_OUT
output and feeds that into circuitry that decides if the door/hatch can be toggled.
If it is allowed, the circuitry should send the appropriate signal to the door/hatch's input.
Note that only direct player actions are inhibited using this option.
If another component sends a signal to TOGGLE_STATE
, those signals will not be inhibited and ACTIVATE_OUT
will not be notified.
Bot Logic

When an AI waypoint is on a door it changes to a different icon, indicating the AI will try to unlock a door if it cannot pass that spot. To unlock the door (if needed) the bot will using any controls (buttons, switches, levers, etc) nearby
- Controls that are linked with the door itself (the connection will turn green in the sub editor)
- Controls that are wired to the set_state or toggle_state of the door
- Nearest controls
- (unverified) it will click a "door with buttons", with unknown priority (The door might count as the "nearest controls")
Properly setting down waypoints so they change into a "door waypoint", and linking the relevant controls can help the bot navigate complex wiring and airlocks.
Docking Hatch & Port
Main article: Docking Hatch
The Docking Hatch and Docking Port are an Installation used to dock two submarines together, or a submarine to an outpost.
Media
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A windowed door.
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A standard door.
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A standard door welded shut.
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A broken standard door.
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A broken windowed door.
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A hatch.
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A hatch welded shut.
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A broken hatch.
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