Door

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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%
"Light-heavy" is not in the list (Light, Medium, Heavy, Depends on materials, Bridgeable, Diggable, Shallow water, ShallowWater, MovingFluid, GrowSoil, ...) of allowed values for the "Terrain Affordance" property.
Terrain Affordance
Light-heavy

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

Constructing a door requires Stuff 25 Stuff (Metallic/Woody/Stony, 250 for SMVs) and 850 ticks (14.17 secs) of work.

Summary

Doors mostly act like walls. Doors are valid structures for supporting roofs and creating rooms. Opening a door will 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. Doors do not block the interaction spots of buildings.

Doors can be opened by colonists, slaves,Content added by the Ideology DLC and friendly mechanoidsContent added by the Biotech DLC. Doors cannot be opened by raiders, animals, manhunter animals, or prisoners (usually). 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. Doors can be held open by selecting the door; the next time something passes through it, the door stays open.

Doors can be forbidden, also by selecting the door. Colonists and other colony-controlled pawns will not pass through it. However, colonists under a mental break will ignore restrictions, as do visitors and traders. Human/mechanoid raiders will try and break a door if there are no other paths. Manhunter animals will only try and break doors if they see something go inside it.

Analysis

Material choice

Wood is plentiful in most biomes, easy to construct, and quick to open, so a colony typically makes 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 mater.

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 should be reserved for prisons and active combat zones.

Stone doors open very slowly. However, they are durable and have 0% flammability. Use stone doors in places where colonists won't travel a lot, such as a burning room, battery compartment, or a geothermal generator room. Granite 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

Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization. On the other hand, open doors can increase temperature equalization, either with another room or the outdoors. When creating freezers, double doors can be used to create an 'airlock'. Equalization through open doors is less potent than vents.[Verify]

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 caskets and biosculpter pods, 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. (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.

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.

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