Starbound

Starbound

Automatic Doors
343 Comments
爱笑的佐巴扬 19 Feb @ 5:50am 
This mod seems to cause the elevator in the space station to fall
lornlynx  [author] 31 Dec, 2024 @ 8:43am 
@Bottinator22 yes, it scans for entities and only when it finds a player it opens. Could be added as an exception, or if i ever come to it as a setting
VariableVixen 23 Dec, 2024 @ 6:26pm 
I don't think I can change it myself, because I'm playing with some friends, and they'd need a copy too. But if the vanilla spawning command will work, then I can at least use those doors in my own builds, as long as they'll stay open until all players and NPCs move away.
bk3000  [author] 18 Dec, 2024 @ 11:26am 
@VariableVixen
Either by making sure it finds no valid target by type, or with setting the radius to 0, it should do what you want. If you know how to spawn custom objects (vanilla item spawning command), you could make custom doors that do what you want.
"queryOpenRadius" : 0

There are other things you can change, if you look at the top pinned thread above.
VariableVixen 14 Dec, 2024 @ 9:01pm 
I would like to request a feature: automatic door closing without automatic door opening . My initial idea is that the existing mechanism could mostly be reused, so that when no valid scan target is near an open door it will close, but doors will only open when a player or NPC does so manually (or via wire signal). I would personally use this in my own base, so that the full space within rooms I build is "available" without opening the door out.
Bottinator22 26 Sep, 2024 @ 8:33am 
Looking at your code, it seems I should probably switch my drones to using openDoor instead for opening doors, since this mod doesn't expect non-players to interact with doors
Bottinator22 26 Sep, 2024 @ 8:28am 
It has come to my attention that this mod causes issues with my Support Drones mod, where they open/close doors repeatedly.
My Support Drones mod handles doors this way:
- Drone pathfinder finds a wall and detects it to be a door (via hasCapability("door"))
- Drone, while following the path, checks if the door is closed (via hasCapability("closedDoor")
- If it finds a closed door in its path, it will open it (via calling onInteraction with object {source={mcontroller.facingDirection()}}
The drones are monsters.
I haven't looked at your code, but it might be unable to perceive the possibility of a monster opening a door.
Or it needs an entity id in the table passed to onInteraction. (The data provided by the drone for that call is incomplete)
bk3000  [author] 23 Apr, 2024 @ 3:29pm 
@KrayZ RoarC
This is so if your traveling at a good speed (hover bikes or techs), you shouldn't crash into doors.

You can custom spawn your doors though: see the pinned threads?
KrayZ RoarC 25 Nov, 2023 @ 11:42am 
the door open to far away from me, i mean it could by the touch of the player idk.. cause when i don't even want it to open and i'm standing really backed away and it still opens is boring ' - '
lornlynx  [author] 4 Sep, 2023 @ 6:42am 
@Mechanos: I wanted to add customisation options easily available for players since ages together with a full rewrite, but never had the time nor drive for it.
But should I ever come to it, be sure that these requests are on the bucket list.
Mechanos 25 Aug, 2023 @ 8:38pm 
Alternatively, if there's a way I could have this mod not close the doors behind me, that would work just as well.

(I did notice the "Basic customization" pinned discussion, but I'm using this in a modpack that downloads from the workshop, so editing the mod just for myself would defeat the purpose)
Mechanos 25 Aug, 2023 @ 8:25pm 
Apologies if this has been asked before. Is there any way to make this work for pets? The issue I'm running into is.. I'll be exploring some random town or dungeon with doors in it. Every time I walk through, I slam the door behind me. Crew I have with me are able to open the doors if they need. But my monster pet gets stuck behind the door. When this doesn't happen often, it's no big deal.. he'll eventually teleport out, or I can manually get him out with the pokeball. But in large areas with many doors, this gets really annoying lol. Have any advice?
lornlynx  [author] 28 May, 2023 @ 5:04am 
Ye, that can work if you are lucky *thumbsup*
๖ۣۜNightling 28 May, 2023 @ 2:20am 
Ok i managed to fix it, just had to re-place down the doors.
๖ۣۜNightling 28 May, 2023 @ 2:11am 
I subscribed to a mod that slowed hunger and then after I went to restart the game, this mod suddenly stopped working. Coincidence?
lornlynx  [author] 3 May, 2023 @ 11:18pm 
@Dragonblade you can try to make a new game with the mod installed and see if the doors still don't open, so you can see if it is the savegame that's causing the issue. And the other ship mod shouldn't be an issue, but just in case unsubscribe from it and start a new game as well.

And you can also look into starbound.log file inside the storage folder and see if any error messages in there might indicate something.

And thank you Moses for the appreciation :)
Moses 3 May, 2023 @ 6:07pm 
this mod is a life saver, literally. especially where NPCs are always shutting doors on you. NO LONGER WILL A DOOR EVER STAND IN YOUR WAY AGAIN (unless it's a locked or one way door, in which case F**k that door). much recommend.
Dragonblade 3 May, 2023 @ 3:15pm 
Unfortunately, unsubbing and then going in and out then re-subbing didn't work. Always seemed dependent on whether or not the mod was installed, as if it somehow turned non-auto doors into auto doors and vice versa. I don't have FU ship doors, and the only other ship mod I have is to have the Hylotl ship on my Apex character, so not sure if that would be effecting it?
bk3000  [author] 3 May, 2023 @ 4:31am 
Could be something like FU ship doors. IIRC They don't use the same script path, so their script won't be replaced by this.

But maybe another ship mod could be doing something. Or in theory they could be using custom object properties in the ship's blockKey.
lornlynx  [author] 2 May, 2023 @ 10:13pm 
ehh, the storage folder I meant.

Oh and other mods could also be an issue, remember if you have installed some others before it happened.
lornlynx  [author] 2 May, 2023 @ 10:11pm 
Hmm, this is something that I had appear myself often, but never found out exactly why. I think it has to do with instances of the doors, there can whack stuff happen.
As you aren't able to replace the ship doors, which would often fix it, you can try to unsubscribe from it, enter your savegame, then exit and subscribe again. But it is a far guess. And better make a save of the "universe" folder in the game directory before, just in case.

Also it could be that they made an update that changed those specific doors?
Dragonblade 2 May, 2023 @ 7:40pm 
Hello! Great mod, super convenient. Only issue I'm having is that for some reason the Ship Doors *aren't* automatic anymore. Is there any fix for this I can do by editing files? I like to use those on my ship to separate sections & have tenants there.
lornlynx  [author] 3 Mar, 2023 @ 10:34am 
Haha yeah, I imagine. But I'd guess there's also a mod you could use so vehicles go above the minimum elevation restriction.
The Verminator 2 Mar, 2023 @ 3:32pm 
Oh my god I just discovered it works while on Bikes! That. Is. AWESOME! Zooming straight through villages now! ...minus crashing hard into that one odd building with a door on the wrong elevation. lol
Zaanzabar 30 Aug, 2022 @ 7:03am 
so far as I know, the fliers opening doors happens in vanilla
bk3000  [author] 1 Jul, 2022 @ 11:23am 
I can't say I've tried it or looked at it, but this is probably what I recall seeing - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2017171209
Toenail The Lit 1 Jul, 2022 @ 5:03am 
oh? Could you perhaps point me in the right direction for that mod to fix the flyer scripts?
Cause that would be Fantastic!
bk3000  [author] 26 Jun, 2022 @ 4:48pm 
IIRC that's actually a vanilla issue, where flying enemies just send the command to open doors. And I think a mod exists to stop it, via messing with monster scripts.
lornlynx  [author] 26 Jun, 2022 @ 3:29am 
Oh, this is weird. But the mod is outdated in a lot of things, it would need a complete overhaul which I didn't find the time for yet. But thanks for the report, I will add it to the list haha
Toenail The Lit 25 Jun, 2022 @ 11:15am 
Love this. Only thing we see odd is that all Flying enemies can open any door. Grounded enemies cannot.
Makes doors useless if Flyers can barge in anytime they wish.

Playing MP Dedi server with a few mods:
RPG Growth
Life alert
Food Stacking
pixel bags
overhauled moons
sticky notes
and This lovely automated door mod.
Pönttinen (chill-lock) 16 Mar, 2022 @ 3:03pm 
could you update the mod to work with Fu door don't know why they're not working for me but i think they are just new doors.
TheDarkJediKnight 21 Feb, 2022 @ 1:55pm 
@CuddlySpider, that happens in the game normally too; like with the door-hatch to the cockpit of your ship, if it is closed and your pet is right outside it will not open up.
did i make you laugh? oh sorry 6 Feb, 2022 @ 8:01pm 
OH MY GOD ! THIS IS WONDERFUL !
CuddlySpider 18 Jan, 2022 @ 1:02pm 
Not sure if you are aware of this for the new clean version, but when an npc is standing too close to a door, it cant be opened at all.
lornlynx  [author] 17 Jan, 2022 @ 2:49pm 
@Ripto I haven't dabbled in Starbound modding in a while but I'm pretty sure it is! Check out the "Base in a Box" mod, I think it does that.
Aethis 8 Dec, 2021 @ 1:52pm 
breaks the already automatic doors. help
Dran_____ 12 Nov, 2021 @ 9:06am 
Just the thing I was looking for. So tired of constantly have to open doors after NPCs close them.
lornlynx  [author] 29 Sep, 2021 @ 10:33am 
Regarding Outpost Doors: The devs have seemingly made automatic opening an innnate feature of the door-code now, but only the Outpost doors have it activated. I tried to backwards-fit the code to our modded doorcode, but the differences are now so great that some things don't work together, which is why Outpost doors may not work. I have decided to rewrite the code using the new door code, as otherwise things will get only messier. I have to add a few featuers that their code is still lacking, and will upload a new clean version once I have it done.
ThePizzaBoy 5 Sep, 2021 @ 2:31pm 
The Outpost's doors don't work
OMEGA 25 Aug, 2021 @ 4:31am 
so the peace keeper station's doors and some space doors dont work but be sides that this is greate
lornlynx  [author] 23 Aug, 2021 @ 12:31pm 
Weird, I thought I fixed the outpost doors not working...
But you can change the code to also work for NPCs (otherwise they use the manual E-method, except in the outpost which uses a new internal automatic function they added in one of the last few patches.
Caddie 17 Aug, 2021 @ 12:15pm 
This mod makes The Outpost's doors non-automatic, not a huge problem but still annoying.
Baruc 2 Aug, 2021 @ 4:27pm 
It's still working on 1.4.4
Very good mod! Thanks.
Sp00n 28 Jun, 2021 @ 7:56am 
A VERY convenient mod!
lornlynx  [author] 10 May, 2021 @ 4:45pm 
What do you mean? there should be no issue I think
Aryterst 9 May, 2021 @ 10:30pm 
Is it safe to uninstall this?
lornlynx  [author] 24 Apr, 2021 @ 8:49pm 
@AlexA: that sounds like a more complicate issue. Please check the Starbound.log file in the Starbound/storage/ folder (rightclick on starbound on steam, then properties/local-files and file locaitons) and open it with a txt editor to check for errors. Do you have any other mods installed? What colony planet do you mean, have you explored it already before you installed the mod? If there are invisible walls where once doors were, you may need to remove them with some hacky methods: https:// // community.playstarbound.com/threads/how-to-remove-invisible-platform.132256/
AlexA_NeoN 24 Apr, 2021 @ 5:25pm 
Aand additional info - now I can't teleport on my colony planet through buyed portal - it send me on my sheep after some sec + "empty map" effect. And I can't take something or broke it by manipulator ,_,
AlexA_NeoN 24 Apr, 2021 @ 4:56pm 
Good time to you!
Same problem which Scope described( When I try to come through door in my colony - it'snt open itself or with "E" button some seconds and after it send me back to my sheep( It began after some walking in Avian settlement where were many NPCs which blocked or opened doors themselfs. After this doors in my colony begin send me on my sheep(
Hope it will be fixed soon -3- Very useful mode - thank you for that!
lornlynx  [author] 20 Apr, 2021 @ 5:00am 
Thanks for the report, I will look into it once I find the time for it.