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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.
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)
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?
But should I ever come to it, be sure that these requests are on the bucket list.
(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)
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 :)
But maybe another ship mod could be doing something. Or in theory they could be using custom object properties in the ship's blockKey.
Oh and other mods could also be an issue, remember if you have installed some others before it happened.
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?
Cause that would be Fantastic!
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.
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.
Very good mod! Thanks.
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!