Stuck Bulkheads
Demolisher05
USA Join Date: 2016-04-08 Member: 215482Members
After the most recent update to version 31112 on 04/05/2016, I loaded a save. Everything was fine except for the bulkheads. All the bulkheads in my base were closed when I know they were open before the update and I could not get them to open. The text saying how to open the door shows up. I can use hatches, ladders, and all the other equipment and pilot-able ships, but not the bulkheads. I even disassembled and rebuilt the doors. Nothing seems to get them to work. Anyone else having this issue?
Comments
Good point. Seems like they do have the same issue. Just thought they were different since everything else seemed to work just fine for me.
Sometimes I can't open the doors, but if I leave my base, and enter by an other entrance, I can open them.
But, there is an other bug. If I touch something on my base (e.g: delete a window), all doors close.
So each time, I need to open them...
And they work damn well.
There was one time when I was tinkering with my outdoor gardens - cutting plant samples to put in grow boxes - and I kept on accidentally causing breaches by doing so. Stupid thing, I know (fix, devs, please). My glass 'vanity' corridor kept breaking and flooding--but because I had the Bulkheads at the ends shut, a simple weld and it was fixed without incident.
Not enough Pylons? Please... In Subnautica, it's "You've not enough Bulkheads! You require more Bulkheads!" It'd be awesome if the Devs altered their art such that they had some 'hazard' or 'warning' signs on them, like this one:
Also I noticed that now (after update) when we've got a breach the level of lighting will decreasing. Good idea, but I want to grow it a little far:
1. Light level must be directable (some sort of control panel for swithcing lighting level up and down - maybe work table?)
2. when we've got a breach it would be nice to add abow bulkheads' doors red blinking lihgts (like in the life pod at start this game when we awaken surrounded by fire) and maybe some sound of alarm siren
Nice base built, numbers are all good, no apparent leaks, but when I restart the game the bulkheads won't open.
Very annoying.
Trapped in a room, no other exit, no construction tool handy.
A weeks worth of play down the drain because "Saving Your Game" and coming back at a later date, BUGS out the doors!
Really??
This particular BUG should be top priority for getting to the bottom of.
I certainly would not be telling anybody at this point to spend money on a game where a common feature of all underwater TV shows and movies (a bulkhead door), is the one thing that breaks the game, AFTER you do a save.
My guess would be that when one first starts the game and is inside the base, it appears that the base has shut down all the power when you previously saved and closed the game.
When you first come back it needs to reboot the entire power system for the first few seconds of the game.
Since it seems you can't open a bulkhead door when the other side is flooded, the act of shutting down the base puts all the bulkhead doors into a Locked position due to the computer believing that the whole base is full of water and since you can't get to the other side of a locked bulkhead without leaving the base, there's no way to convince the computer that the entire base is not really flooded.
That's just my guess, but it's logical.
<shrug>
at first the bulkheads were working even through closing the game and restarting it multiply times. atm I think I have about 8 corridors, 5 foundations, 7 multipurpose rooms, 1 scanner room, and 2 moon pools.
I think they stopped working when I got to building the shop, or the scanner room and before I got to building the moon pools
My first grumble about it above, was a bit harsh but I was really annoyed that day.
I just make sure I now leave my character in a room with a Escape Hatch or at the very lease make sure I have a Habitat Builder in my possession when I close the game.
At least that way I can "de-rezz" whichever hatch I want to go through when I get back to it.
@Coranth Yes they are there to prevent leaks/hull breaches from pouring into the entire base, but they are very much meant to be closed only when that condition actually exists.
Even if that were true, though, this is a game, and this makes base building EXTREMELY onerous. These are a crucial tool to shoring up the base so we can keep expanding it, and having to reopen them all every time we do expand is spending time over and over again on a task that isn't helpful to gameplay at all.
Yeah, that's an extremely good point. ANY bulkhead animation is too long for me, so I simply don't use them. I just add a couple corridors or a MFR and slap some reinforcements on to jack up the structure value.
No idea why it is still a thing.