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{{Image wanted|reason=Gizmos for hold open and such}}
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{{Image wanted|reason=Gizmos for hold open and such}}{{infobox main|structure|
{{Infobox main|structure
 
 
| name = Door
 
| name = Door
| image = Door.png
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| image = Door.png|Door
 
| description = Divides rooms. Simple doors must be manually opened, which slows people down. The amount of slowdown depends on what the door is made of.
 
| description = Divides rooms. Simple doors must be manually opened, which slows people down. The amount of slowdown depends on what the door is made of.
 
| type = Building
 
| type = Building
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| flammability = 1
 
| flammability = 1
 
| hp = 160
 
| hp = 160
| terrain affordance = depends on materials
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| terrain affordance = light-heavy
 
| work to make = 850
 
| work to make = 850
 
| stuff tags = Metallic, Woody, Stony
 
| stuff tags = Metallic, Woody, Stony
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== Acquisition ==
 
== Acquisition ==
{{Stub|section=1|reason=door gizmo on walls}}
 
 
Constructing a door requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
 
Constructing a door requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
  
 
== Summary ==
 
== Summary ==
{{Stub|section=1|reason=Base door open speed, animals}}
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{{stub|section=1|reason=Base door open speed, animals}}
Doors mostly act like [[wall]]s. Doors are valid structures for supporting [[roof]]s and creating [[room]]s. Opening a door will allow access and make [[temperature|heat]] transfer faster. Note that the room is still considered enclosed for [[temperature]] mechanics. So, unlike a hole in the wall, an open door will not equalize temperature instantly with the outdoors. [[Floor]] under a door does not count towards a rooms' stats, but [[filth]] on that tile does count. Doors do not block the interaction spots of buildings.
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Doors mostly act like [[wall]]s. Doors are valid structures for supporting [[roof]]s and creating [[room]]s. Opening a door will allow access and make [[temperature|heat]] transfer faster. Note that the room is still considered enclosed for [[temperature]] mechanics. So, unlike a hole in the wall, an open door will not equalize temperature instantly with the outdoors. Doors do not block the interaction spots of buildings.
  
Opening a door take a small amount of time, dependent on the material. Doors can be opened by colonists, [[slave]]s{{IdeologyIcon}}, and [[friendly mechanoids]]{{BiotechIcon}}. Doors cannot be opened by [[raider]]s, [[manhunter]] animals, or [[prisoner]]s (usually).  
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Opening a door take a small amount of time, dependent on the material. Doors can be opened by colonists, [[slave]]s,{{IdeologyIcon}} and [[friendly mechanoids]]{{BiotechIcon}}. Doors cannot be opened by [[raider]]s, [[manhunter]] animals, or [[prisoner]]s (usually).  
  
Doors can be held open by selecting the door and toggling the gizmo marked as such. The door will not open or close automatically. Instead, a held open door will simply not close after the next friendly pawn opens it, and a held open door toggled off will close after the next pawn walks through it.  
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Doors can be held open by selecting the door and toggling the gizmo marked as such. The door will not open or close automatically. Instead, a held open door will simply not close after the next pawn opens it, and a held open door toggled off will close after the next pawn walks through it.  
  
 
Doors can also be [[Orders#Forbid|forbidden]], again by selecting the door. Colonists and other colony-controlled pawns will not pass through it, even if open. However, colonists under a [[mental break]] will ignore restrictions, as do visitors, traders, and enemies.
 
Doors can also be [[Orders#Forbid|forbidden]], again by selecting the door. Colonists and other colony-controlled pawns will not pass through it, even if open. However, colonists under a [[mental break]] will ignore restrictions, as do visitors, traders, and enemies.
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== Analysis ==
 
== Analysis ==
 
[[File:Tiny biosculpter room.png|thumb|left|Biosculpter "mini-room" showing the interaction point overlapping the door.]]
 
[[File:Tiny biosculpter room.png|thumb|left|Biosculpter "mini-room" showing the interaction point overlapping the door.]]
 
 
=== Material choice ===
 
=== Material choice ===
 
[[Wood]] is plentiful in most [[biome]]s, easy to construct, and quick to open, so a newer colony will typically make all of their doors out of it. However, it is both [[fire|flammable]] and not especially durable, so are prone to destruction. Later on, wood is still useful for internal structures, where their health doesn't really matter.
 
[[Wood]] is plentiful in most [[biome]]s, easy to construct, and quick to open, so a newer colony will typically make all of their doors out of it. However, it is both [[fire|flammable]] and not especially durable, so are prone to destruction. Later on, wood is still useful for internal structures, where their health doesn't really matter.
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=== Mini-rooms ===
 
=== Mini-rooms ===
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Because doors do not block the interaction spots of buildings, it's possible to build "mini-rooms" that are only large enough for the building itself, with the door at the interaction spot. Mini-rooms are best used for buildings that don't damage pawn mood when used in cramped quarters, such as [[Cryptosleep casket|cryptosleep caskets]] and [[Biosculpter pod|biosculpter pods]]{{IdeologyIcon}}, or buildings that see only very brief use, such as a [[comms console]].
 
Because doors do not block the interaction spots of buildings, it's possible to build "mini-rooms" that are only large enough for the building itself, with the door at the interaction spot. Mini-rooms are best used for buildings that don't damage pawn mood when used in cramped quarters, such as [[Cryptosleep casket|cryptosleep caskets]] and [[Biosculpter pod|biosculpter pods]]{{IdeologyIcon}}, or buildings that see only very brief use, such as a [[comms console]].
  
 
These rooms are especially useful for biosculpter pods: mini-rooms only require 6 tiles of [[sterile tile]] per pod for maximum cleanliness. Note that while the door's tile does not need to be sterile tile itself, it does need to be kept free of dirt for the best bonus to apply. The door can be held open to maximize speed of access for nutritional loading or emergency medic cycles while still maintaining the cleanliness bonus
 
These rooms are especially useful for biosculpter pods: mini-rooms only require 6 tiles of [[sterile tile]] per pod for maximum cleanliness. Note that while the door's tile does not need to be sterile tile itself, it does need to be kept free of dirt for the best bonus to apply. The door can be held open to maximize speed of access for nutritional loading or emergency medic cycles while still maintaining the cleanliness bonus
  
{{Building Stats Table}}
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{{Building Material Table|Door||Terrain Affordance}}
  
 
== Version history ==
 
== Version history ==
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* [[Version/0.7.581|0.7.581]] - Now lockable.
 
* [[Version/0.7.581|0.7.581]] - Now lockable.
 
* [[Version/1.3.3066|1.3.3066]] -  Doors not owned by the player can be forbidden.
 
* [[Version/1.3.3066|1.3.3066]] -  Doors not owned by the player can be forbidden.
* [[Version/1.3.3117|1.3.3117]] - Added a "build door" gizmo that displays when a wall or wall blueprint is selected.
 
  
{{Nav|structure|wide}}
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{{nav|structure|wide}}
[[Category:Structure]] [[Category:Door]]
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[[Category:Structure]]

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