Difference between revisions of "Doors"
|Line 119:||Line 119:|
| Size = 1x1
| Size = 1x1
| UsedIn = • Every [[Room]]
| UsedIn = • Every [[Room]]
| Description = Secret Door function exactly the same as [[Door
| Description = Secret Door function exactly the same as [[DoorStaff Door]].
Revision as of 10:14, 19 February 2020
Doors open at different speeds. A normal wood door is the fastest; the large road gate is the slowest.
The Permission setting is used to restrict who will be able to pass through a door.
- "Door Mode: Locked Open" - This keeps the door open unless closed by a Lockdown.
- "Door Mode: Normal" - Standard mode, jail and staff doors will need to be unlocked for entry.
- "Door Mode: Locked Shut" - This closes the door permanently, no one except who you authorise will be able to open or go through a door.
The Permission menu is accessed by left-clicking the door. From the Permissions interface you can also choose to open the door yourself, in case there are no guards nearby.
Tips & Other Information
- All doors can be opened remotely using a Servo and either the Door Control System operated by a guard or some custom logic using e.g. a Door Timer. The Remote Door can only be opened that way.
- Because Solitary Doors appear to be immune to damage, they can be useful to tighten security.
- However, they are not a good replacement for jail doors when used on normal Cells, dormitories and Holding Cells, as there the jail doors will be opened and closed automatically and without the need of a servo according to the regime, while solitary doors always will have to be opened by guards or using servos, except when used in a solitary cell and solitary punishment is over.
- Be careful during riots, because unconscious guards drop jail keys that can be used by prisoners to open any door except if it has been set to "Locked Shut".
- However, there is no real object like a staff key. Unconscious staff won't drop any keys, so prisoners will need jail keys for staff doors, too.
- Foundations require at least one door to be placed on their border before they can be completed.
- While a door is open, regardless of the permission setting, anyone can pass through it and can be used by prisoners to escape.
- Doors that are blocked when closing will no longer push the blocking object aside. - They won't close fully until unblocked.
- A staff door can be made into a staff-only door by setting the zone behind it to "staff only" via deployment. The way zones are currently drawn, it's possible that a prisoner will request a staff-only door be opened. This is because the door itself is in a zone that the prisoner can go in, but the room behind is not. The situation usually presents itself with prisoners who are cleaning indoor areas. They will still not be able to proceed into the room, but they will clean the floor beneath the door.
- If you want to make it so that it's impossible to escape your prison by force, use Remote Doors to seal off all exits, then connect them to a Door Control System inside a security office that is also secured with Remote Doors. Even if your prisoners manage to beat up guards and steal their keys, they will neither be able to open the doors to the outside world, nor will they be able to get to the consoles controlling those doors.
- As normal doors can be opened by anyone, they only actually serve a purpose when manually "Locked Shut" or during a Lockdown. Their low toughness makes them a rather insecure measure in cases of riots, though. Consider replacing them by jail or solitary doors which usually are "Locked Open" (or the sectors behind them being "Unlocked") and only closed in emergency cases.
- Servos need electricity. Be aware that in the case of a power failure, e.g. because of a fire, certain areas of your prison might become inaccessible or guards will again be required to open the doors. This may as well include the road gates, which are often far away from the prison, but needed to be passed by the firemen in case of a fire.