Stuck Bulkheads

Demolisher05Demolisher05 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

  • Trainmaster2Trainmaster2 Join Date: 2016-04-08 Member: 215524Members
    I have the same problem. I've just been deconstructing and constructing them and would suggest that until they are fixed.
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    I think it is the same problem as this
  • Demolisher05Demolisher05 USA Join Date: 2016-04-08 Member: 215482Members
    No. That's talking about the doors you cut through in the wrecks with the laser cutter. I'm just talking about the constructible bulkheads in a base not opening.
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    edited April 2016
    Yes but all these things - openable objects in game, so i think its has a similar 'reason of mulfunction' - some propeties as 3D object. in both case stop to work an animation's part of process (opening) which lead to change of object property (open/close status)
  • Demolisher05Demolisher05 USA Join Date: 2016-04-08 Member: 215482Members
    edited April 2016
    Yes but all these things - openable objects in game, so i think its has a similar 'reason of mulfunction' - some propeties as 3D object. in both case stop to work an animation's part of process (opening) which lead to change of object property (open/close status)

    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.
  • Demolisher05Demolisher05 USA Join Date: 2016-04-08 Member: 215482Members
    Update to version 31322 today didn't fix it for me. It working for anyone else?
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    Last update fix it...
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    Doors not openable AGAIN!!!
  • WaterfallWaterfall Cherbourg/FR Join Date: 2016-03-27 Member: 214918Members
    Not totally bugged 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...
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    I've noticed it too, but i think - any action in base (build/demolish anything) lead to this action (closing doors). I can agree with it as a some sort of security action.
  • WaterfallWaterfall Cherbourg/FR Join Date: 2016-03-27 Member: 214918Members
    Yes, but it's so annoying to open ALL of the doors each time...
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    Bulkhead Doors should automatically close behind you. Consider their purpose; they aren't just doors you whinge about having to open like a two year old. They're huge, thick heavy things; not only do they shore up your base and provide that extra bit of reinforcement, they're also designed for a purpose: to seal and isolate sections of your base in the event of a breach!

    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:

    MABR608.jpg
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    in that case this sign must be some sort of: "Caution! To prevent depressurization this door will close automatically!"

    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
  • Demolisher05Demolisher05 USA Join Date: 2016-04-08 Member: 215482Members
    As of version 33409, I am still having issues with the bulkheads. Started a new game today, bulkheads worked just fine. Loaded the same save later the same day and the bulkheads are stuck closed again. Anyone got a way to get around this other than removing all bulkheads?
  • Demolisher05Demolisher05 USA Join Date: 2016-04-08 Member: 215482Members
    Now the bulkheads work. Guess it just needed a restart for something.
  • Calarand77Calarand77 lurking in general forums Join Date: 2016-01-22 Member: 211786Members
    This has been a problem for quite some time and it appears on and off in various builds. I can't find any consistency in this bug, I can't reproduce it at will, all I know is that after loading a saved game the bulkheads may be stuck, and if I re-load the very same save, it will sometimes fix the issue. Sometimes.
  • gunmetal563gunmetal563 Join Date: 2015-09-30 Member: 208239Members
    I have the same problem I deconstructed all my bulkheads then tried rebuilding one and it still wouldn't work they do in my smaller second base though so I'm guessing it may have to do with base size
  • StarWalkingSageStarWalkingSage usa Join Date: 2016-07-27 Member: 220721Members
    same problem on xbox. very very annoying.
  • gunmetal563gunmetal563 Join Date: 2015-09-30 Member: 208239Members
    it seems to happen to me when I create an very large base
  • gunmetal563gunmetal563 Join Date: 2015-09-30 Member: 208239Members
    my game is up to date build 36618, and it still happens to me and it seems to happen when my base gets too large
  • DaveyNYDaveyNY Schenectady, NY Join Date: 2016-08-30 Member: 221903Members
    edited September 2016
    Same here...
    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>
  • gunmetal563gunmetal563 Join Date: 2015-09-30 Member: 208239Members
    I have 2 bases a small base I use as storage room of sorts and my main base which has a solar array stacked alien containment, breeding tank for food shop, galley, bedroom, nuclear reactor, moon pool for the seamoth and a moon pool for the prawnsuit.

    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
  • DaveyNYDaveyNY Schenectady, NY Join Date: 2016-08-30 Member: 221903Members
    edited September 2016
    Mine were back to working for a few days and now they are stuck again.
    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.
    B)
  • cdaragorncdaragorn Join Date: 2016-02-07 Member: 212685Members
    I've been seeing this bug as well for a long time now. I don't think I've run into a case where I can't open it at all, but every time I change anything on my base all the bulkheads close.

    @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.
  • EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
    cdaragorn wrote: »
    I've been seeing this bug as well for a long time now. I don't think I've run into a case where I can't open it at all, but every time I change anything on my base all the bulkheads close.

    @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.
  • DaveyNYDaveyNY Schenectady, NY Join Date: 2016-08-30 Member: 221903Members
    Has anybody found a cure for the "Stuck Bulkheads" BUG yet?
    B)
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