Difference between revisions of "Door"

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(Added a section about a "mini-rooms" concept.)
 
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{{Rewrite|reason=Format standardization and stub. Also door mechanics should be explained}}{{infobox main|structure|
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{{Image wanted|reason=Gizmos for hold open and such}}
|name = Door
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{{Infobox main|structure
|image = Door.png|Door
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| name = 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.
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| image = Door.png
|type = Building
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| 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.
|type2 = Structure
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| type = Building
|placeable = true
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| type2 = Structure
|cover = 1
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| placeable = true
|minifiable = false
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| cover = 1
|size = 1 ˣ 1
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| minifiable = false
|rotatable = false
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| size = 1 ˣ 1
|flammability = 1
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| rotatable = false
|hp = 160
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| flammability = 1
|terrain affordance = light-heavy
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| hp = 160
|work to make = 850
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| terrain affordance = depends on materials
|stuff tags = Metallic, Woody, Stony
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| work to make = 850
|resource 1 = Stuff
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| stuff tags = Metallic, Woody, Stony
|resource 1 amount = 25
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| resource 1 = Stuff
|destroyyield = nothing
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| resource 1 amount = 25
 +
| destroyyield = nothing
 
}}
 
}}
 
{{Info|'''Doors''' provide entry points through walls for colonists while still keeping out enemies and wild animals.}}
 
{{Info|'''Doors''' provide entry points through walls for colonists while still keeping out enemies and wild animals.}}
  
Pawns manually open doors which causes a delay as they try to pass through, as opposed to [[autodoor]]s which open on demand and allow faster passage. All doors are generally locked to hostile entities, including prisoners, raiders and mad animals. A door can be marked to "Hold open," which means the next time it is opened, it will stay open, and then all pawns can pass through. A door can also be marked "Forbid". Colonists and tamed animals don't use forbidden doors, even if they're held open. However visitors, traders, and colonists on [[Mood#Mental breaks|mental breakdowns]] ignore the forbidden status.
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== Acquisition ==
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{{Stub|section=1|reason=door gizmo on walls}}
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{{Acquisition}}
  
Doors do not block the interaction spots of buildings.
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== Summary ==
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{{Stub|section=1|reason=Base door open speed, animals}}
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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. [[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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Opening a door take a small amount of time, dependent on the material. Doors can be opened by colonists, [[slave]]s{{IdeologyIcon}}, [[friendly mechanoids]]{{BiotechIcon}}, [[revenant]]s{{AnomalyIcon}} and [[prisoner]]s during [[prison break]]s. Doors cannot be opened by [[raider]]s, [[manhunter]] animals, or prisoners that are not participating in a prison break.
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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 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 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.
 +
 
 +
=== Enemy behavior ===
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In general, humanoid and mechanoid raiders treat a closed door like a wall. Most raiders will only try and break one if there are no other paths to their target. Sappers and breachers can break doors intentionally. Doors have less {{HP}} than walls, so tend to be prioritized. Retreating enemies will often break down doors in their path out, even if they have higher HP than the surrounding walls. The exact mechanics behind this are unknown. Manhunter animals will only try and break doors if they see something go inside it. Prisoners who have gone [[berserk]] will try and break out, while those in a prison break "have broken the locks" and can just open them.
 +
Revenants can always open doors, revealing their location, as the door can still be seen opening and closing.
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 +
Unclaimed doors, like those in [[ruin]]s, can be opened by any non-animal until they are claimed. Doors owned by an enemy must be claimed (which requires defeating said enemy) in order for colonists to open them.
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 +
== Analysis ==
 +
[[File:Tiny biosculpter room.png|thumb|left|Biosculpter "mini-room" showing the interaction point overlapping the door.]]
  
 
=== Material choice ===
 
=== Material choice ===
Typically, a colony constructs their first doors from [[wood]], which is light and so opens more quickly than other doors. However, wood is both flammable and comparatively weak against attacks, so proves vulnerable as the early game moves into mid-/late-game conflict. Despite this, as interior doors, they are often still quite suitable, at least until [[autodoor|better options]] are available.
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[[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.
  
Once they can be afforded, steel doors are a good balance of durability, flame resistance and price.  The next step up for doors that are often closed/opened would be [[plasteel]], a precious material but unsurpassed in strength for defensive positions.
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[[Steel]] doors are moderately expensive. They are still vulnerable to fire, but have more health and open reasonably quickly. Once you can afford them, they are a decent upgrade to wood. [[Uranium]] and then [[plasteel]] have even more health, but are expensive materials, so should be reserved for [[prison]]s and active combat zones.
  
Stone doors can be problematic because they open so slowly. However, they do have a 0% flammability, making them a nice option for a firebreak at key locations; select them to be Held Open for normal traffic, and draft/shut them if/when the need arises.  They can also be used for areas that are rarely entered, perhaps your [[chemfuel powered generator]]s (which only need to be fueled once/6 days), or for the switch to a bank of emergency batteries.  If you do choose to make use of stone doors, [[granite]] is your [[Stone blocks#Comparison table|strongest choice]], and is no slower than any other stone.
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Stone doors open very slowly. However, they are cheap, durable and have 0% flammability. Use stone doors in places where colonists won't travel a lot or where high durability is needed, such as a burning room, [[battery]] compartment, a [[geothermal generator]] room, or a [[Containment Strength|Containment Cell]].{{AnomalyIcon}}[[Granite]] is the hardiest rock, and no slower than any other stone.
  
 
Once [[autodoor]]s have been researched, ''and'' you have the power and [[component]] supplies to reliably operate them, standard doors can be replaced with alternative materials and not slow down traffic at all, or at least slow it far less.
 
Once [[autodoor]]s have been researched, ''and'' you have the power and [[component]] supplies to reliably operate them, standard doors can be replaced with alternative materials and not slow down traffic at all, or at least slow it far less.
  
=== Temperature Regulation ===
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=== Temperature regulation ===
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce [[temperature]] equalization. A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms, or outdoors for exterior doors. Equalization through open doors is less potent than [[vent]]s.{{Check Tag|Verify|Verify and provide actual numbers}}
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When creating temperature controlled spaces, such as [[cooler|freezers]], two doors can be used to create an 'airlock' to improve insulation and reduce [[temperature]] equalization, similar to double thick walls. The two doors should be placed  in the path of travel, not side by side, and ideally a single tile space is placed between the doors. If they are placed directly adjacent to each other both doors will be open at the same time as a pawn walks through them, allowing more heat to get out, though it will still perform better than a single door on average.  
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On the other hand, open doors can increase temperature equalization, either with another room or the outdoors. Equalization through open doors is less potent than [[vent]]s.{{Check Tag|Verify|Verify and provide actual numbers}}
  
 
=== Mini-rooms ===
 
=== Mini-rooms ===
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]], or buildings that see only very brief use, such as a [[comms console]].
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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]] outside of [[Biotech]] since [[Children]]{{BiotechIcon}} will frequently use it to fill their learning need.
 
 
These rooms are especially useful for biosculpter pods: mini-rooms only require 6 tiles of [[sterile tile]] per pod for maximum cleanliness. (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 while still maintaining the cleanliness bonus.
 
  
[[File:Tiny biosculpter room.png|thumb|none|A biosculpter "mini-room" with a pawn undergoing sculpting. The pod is selected to show the interaction point, which overlaps the door. The pawn in suspended animation does not care about the tiny space. The door should probably be held open for easier nutritional loading and for emergency medic cycles.]]
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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 Material Table|Door||Terrain Affordance}}
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{{Building Stats Table}}
  
 
== Version history ==
 
== Version history ==
Line 50: Line 70:
 
* [[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]]
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[[Category:Structure]] [[Category:Door]]

Latest revision as of 22:00, 25 September 2024

Door

Door

Divides rooms. Simple doors must be manually opened, which slows people down. The amount of slowdown depends on what the door is made of.

Base Stats

Type
BuildingStructure
HP
160
Flammability
100%
Rotatable
False

Building

Size
1 × 1
Minifiable
False
Placeable
True
Cover Effectiveness
75%
Terrain Affordance
Depends on materials

Creation

Work To Make
850 ticks (14.17 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 25
Deconstruct yield
Stuff 12 - 13
Destroy yield
nothing

Doors provide entry points through walls for colonists while still keeping out enemies and wild animals.

Acquisition[edit]

Doors can be constructed, each requiring Stuff 25 Stuff (Metallic/Woody/Stony, 250 for SMVs) and 850 ticks (14.17 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Summary[edit]

Doors mostly act like walls. Doors are valid structures for supporting roofs and creating rooms. Opening a door will allow access and make 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.

Opening a door take a small amount of time, dependent on the material. Doors can be opened by colonists, slavesContent added by the Ideology DLC, friendly mechanoidsContent added by the Biotech DLC, revenantsContent added by the Anomaly DLC and prisoners during prison breaks. Doors cannot be opened by raiders, manhunter animals, or prisoners that are not participating in a prison break.

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.

Doors can also be 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.

Enemy behavior[edit]

In general, humanoid and mechanoid raiders treat a closed door like a wall. Most raiders will only try and break one if there are no other paths to their target. Sappers and breachers can break doors intentionally. Doors have less HP than walls, so tend to be prioritized. Retreating enemies will often break down doors in their path out, even if they have higher HP than the surrounding walls. The exact mechanics behind this are unknown. Manhunter animals will only try and break doors if they see something go inside it. Prisoners who have gone berserk will try and break out, while those in a prison break "have broken the locks" and can just open them. Revenants can always open doors, revealing their location, as the door can still be seen opening and closing.

Unclaimed doors, like those in ruins, can be opened by any non-animal until they are claimed. Doors owned by an enemy must be claimed (which requires defeating said enemy) in order for colonists to open them.

Analysis[edit]

Biosculpter "mini-room" showing the interaction point overlapping the door.

Material choice[edit]

Wood is plentiful in most biomes, 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 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.

Steel doors are moderately expensive. They are still vulnerable to fire, but have more health and open reasonably quickly. Once you can afford them, they are a decent upgrade to wood. Uranium and then plasteel have even more health, but are expensive materials, so should be reserved for prisons and active combat zones.

Stone doors open very slowly. However, they are cheap, durable and have 0% flammability. Use stone doors in places where colonists won't travel a lot or where high durability is needed, such as a burning room, battery compartment, a geothermal generator room, or a Containment Cell.Content added by the Anomaly DLCGranite is the hardiest rock, and no slower than any other stone.

Once autodoors have been researched, and you have the power and component supplies to reliably operate them, standard doors can be replaced with alternative materials and not slow down traffic at all, or at least slow it far less.

Temperature regulation[edit]

When creating temperature controlled spaces, such as freezers, two doors can be used to create an 'airlock' to improve insulation and reduce temperature equalization, similar to double thick walls. The two doors should be placed in the path of travel, not side by side, and ideally a single tile space is placed between the doors. If they are placed directly adjacent to each other both doors will be open at the same time as a pawn walks through them, allowing more heat to get out, though it will still perform better than a single door on average.

On the other hand, open doors can increase temperature equalization, either with another room or the outdoors. Equalization through open doors is less potent than vents.[Verify]

Mini-rooms[edit]

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 caskets and biosculpter podsContent added by the Ideology DLC, or buildings that see only very brief use, such as a comms console outside of Biotech since ChildrenContent added by the Biotech DLC will frequently use it to fill their learning need.

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

Stats table

  • Door Door Beauty Work to Build HP Flamma­bility Door
    Speed
    Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 002,125 ticks (35.42 secs) 320 75% 100% 26 Silver
    Gold Gold 20 000,765 ticks (12.75 secs) 96 40% 100% 2,505 Silver
    Granite blocks Granite blocks 0 005,240 ticks (1.46 mins) 272 0% 45% 41 Silver
    Limestone blocks Limestone blocks 0 005,240 ticks (1.46 mins) 248 0% 45% 41 Silver
    Marble blocks Marble blocks 1 004,815 ticks (1.34 mins) 192 0% 45% 40 Silver
    Plasteel Plasteel 0 001,870 ticks (31.17 secs) 448 0% 100% 230 Silver
    Sandstone blocks Sandstone blocks 0 004,390 ticks (1.22 mins) 224 0% 45% 38 Silver
    Silver Silver 6 000,850 ticks (14.17 secs) 112 40% 100% 255 Silver
    Slate blocks Slate blocks 0 005,240 ticks (1.46 mins) 208 0% 45% 41 Silver
    Steel Steel 0 000,850 ticks (14.17 secs) 160 40% 100% 51 Silver
    Jade Jade 10 004,250 ticks (1.18 mins) 80 0% 100% 140 Silver
    Uranium Uranium 0 001,615 ticks (26.92 secs) 400 0% 75% 156 Silver
    Wood Wood 0 000,595 ticks (9.92 secs) 104 100% 120% 32 Silver
  • Version history[edit]

    • 0.3.410 - Added.
    • 0.7.581 - Now lockable.
    • 1.3.3066 - Doors not owned by the player can be forbidden.
    • 1.3.3117 - Added a "build door" gizmo that displays when a wall or wall blueprint is selected.