oxygen not included bunker door automation. This includes the wiki. oxygen not included bunker door automation

 
 This includes the wikioxygen not included bunker door automation So, my latest colony (I don't have the DLC) since the DLC came out and I've just gotten my scanner network setup

You can then build an array of robo miners to mine them out. First time opening the bunker doors from the left to center line of the map and the left most bunker door isn't responding to the automation signal to open. Is there a way to automate gantries so they automatically extend when a spaceship lands? It's irritating having to order them to extend manually. > Added a not-gate from the bunker doors, which I hooked up to the gantry(s) > Added a filter gate for delayed start between bunker doors and command capsule input I still need to do the landing automation, hooking up radar dishes to the bunker doors/rockets and making sure the gantry(s) are not extended on approach Hey guys, I am having some problems with the space scanners and the bunker door. Input 1 will be straight from the filter. Temperature management is one of the key challenges of the game. Thanks. 2 closely timed direct hits can melt even steel wires in the bunker doors. But from time to time it seems like the wiring that goes through the bunker doors connecting. I've used mine to neaten up the automation wires for my blast door/regolith mashers, since the logic gates required to set that up is a bit. I am not a pro of the automation in particular the "gates", i recently started to learn how the not gat, buffer gate and filter gate works. But now with Spaced Out dlc there is no such device no more. If you hover over the quality it will say how many seconds in advance it will detect the meteors. If you place the miners above the bunker doors you can have the gas from the meteors cool the miners. Meteors damage any building they pass through until they hit a solid tile. As a building material, Steel. #2. Or, use automation to open the bunker doors for the Silo independently from a Meteor Show. Power those bunker doors and build automation to a switch so you can open/close the doors on demand. 2 seconds until meteors were detected. The more complex non-cheaty way is to build a row of bunker doors above it, with a row of mesh tiles about 8to10 rows under the doors. #11. You have many choices : - Make a rocket - Make solar panels with meteor scanner - Make a space baseCurrently if a dupe has a task assigned to it that would have it go through a bunker door, it waits until the bunker door is completely open. which in turn is needed to make bunker doors and tiles - the only tiles that can withstand. GUIDES NOT INCLUDED. Hi. [Oxygen Not Included] - General Discussion. And automation. a) rocket leaves. Is there a way to prevent my solid booster from destroying most of my bunker door automation ? (A single steam/petroleum engine doesn´t seem to have this drawback. Never had a bunker door open late. So, my latest colony (I don't have the DLC) since the DLC came out and I've just gotten my scanner network setup. 2s filter - the memory gate open and close the door after 2 seconds have passed. Send a green signal to the port (to make viewing the problem easier), then save and reload. Regardless of the scan quality, all scanners will all send the "meteor shower ended" signal at the same time. Noisy electronics include these: (so keep em away) Solar panels Transformers Automated sweepers Noisy electronics DO NOT include these: (so you can put em close) bunker doors automation Logic gates heavy, little or automation wires. Mack. First time opening the bunker doors from the left to center line of the map and the left most bunker door isn't responding to the automation signal to open. So first of all, can someone post how permanent space setup looks like for him? I found some in the internet, but most of them either not good enough either. Using the same above mentioned automation wire connect to a NOT gate and then to your first gantry => rocket ready OR incoming = gantry retract. Stick them high up under 1x bunker door with a double airlock door-floor automated to get rid of meteor debris. 1) Bunkers don’t really have Auto, since dupes don’t walk through them. Anyone has any ideas how to detect incoming rocket, so I could open bunker door before it lands?A complete material, item, creature handbook and crafting guide for Oxygen Not Included. . Command capsule sends 0101 during lauch/landing sequence to automate bunker doors (actually 1010 but who cares) To refuel rocket with liquid oxygen it should be in landed stance only. For example if rocket travel time is 27. They deliver the material, but then don't build the wire. I would pulse them every 37. UX and QoL ImprovementsIs there a way to automate gantries so they automatically extend when a spaceship lands? It's irritating having to order them to extend manually. I wait until a meteor shower starts while looking at my left-hand set of bunker doors (16-ish) then pan my camera right after about 30 seconds and the right-hand 10-ish bunker doors won't have moved. Since there used to be only regolith meteor showers, when you open the bunker doors, the regolith falls down and create solid tiles. g. An Or gate can literally be replicated by stretching your automation wire to the two signals. Steel is required to build Bunker Doors and Bunker Tiles which can withstand Meteor Showers in Space Biome. Bunker Tile is a Tile that doesn't take any damage from meteors just like Bunker Doors, so it can be used to protect the surface against Meteor Showers . I'm a new-ish player to ONI, just launched my first few rockets, (successfully) and i'm working on the first space research. I thought this might be because: - They are being hit by a meteor (They are not, I watched during a meteor shower and they disappeared without being hit) - They are over-heating (I would expect to get an. The Bunker Doors and Mechanized Airlocks to crush regolith and sweep debris. Your done. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. This could also be very useful for certain. And the Space Sensor (automation tab) is used to detect incoming meteors and close the doors (via a NOT gate; the sensor outputs green when meteors are detected, the doors open on green and close on red). To figure out how many batteries you need take the number of doors you have: One door draws 120 watts for at most 45 seconds (when continuously powered) wiki. This is VERY gimmicky. I've used this type of setup multiple times without issue before, and I do use multiple. The doors underneath the auto-miners close for a second when the bunker doors finish opening. This is a pattern that I came up with while trying to organize the bunker doors, meteor scanners, robot miners, and sweepers. Meteor Shower is a regular event that happens in the Space Biome. Rocket & Gantry automation is quite straight forward now. All of this to say I just want a simple way to have the bunker doors above my scanner and ship to close when. The only reliable option is for the player to keep an. Therefore, you need to reverse this signal for the door via a not gate. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. it is indeed possible to always open bunker doors on time, for rockets landing. - I like doors. Not a fan of regolith crushers. What I want is for the Space Scanner to close the Bunker Doors when a shower is…Is there a way to automate gantries so they automatically extend when a spaceship lands? It's irritating having to order them to extend manually. (assuming scanner is set to your rocket) 1: Connect scanner direct to the bunker doors and to a "NOT gate" leading to your gantries. But now with Spaced Out dlc there is no such device no more. I almost died multiple times to this before I realized what was happening. This is the basic automation for closing the doors when meteors are detected, doors take 39s to close and 44s to open when powered. Rocket & Gantry automation is quite straight forward now. Blocks that fall into doors are just deleted - I believe this change was made because they were destroying bunker doors before. A Sweepy Dock needs 25 kg Refined Metal to make a Sweepy. But the rocket will not try to land on an. I built some safety mechanisms into my system to make. The doors underneath are open 99. You want to have 1 vacuumtile under bunker to avoid mech damage. 3 cycles then first counter from left you set to 7 and middle one to 2. First time opening the bunker doors from the left to center line of the map and the left most bunker door isn't responding to the automation signal to open. And if it had melted the wires under would have melted too. Space scanners cannot reliably detect incoming rockets because bunker doors have to be closed during meteor showers to protect the space scanners which results in 0% scan quality. 2 tiles of light blocked does make each panel take a hit, so I opted for something tileable to keep it to 1. I've used this type of setup multiple times without issue before, and I do use multiple. Posted February 14, 2019. You also need a row of mesh tiles above the solar panels to catch the hot. 2 seconds until meteors were detected. Build the base out of bunker tiles. Critters have very little space to move (Improving FPS) , and new critters are added to the ranch using my 'Mechanical Incubation and Delivery System'. #5. I am not a pro of the automation in particular the "gates", i recently started to learn how the not gat, buffer gate and filter gate works. However at least in my game, occasionally the rockets would destroy the bunker doors while landing if a meteor shower was currently occurring. When the bunker door automation signal kicks in it disconnects the battery from the power supply. Find relations between elements, information and attributes. This is making true automation impossible. After a few seconds (160s) the doors will open and drop the regolith down. Three tiles seems to be fine for regolith collection, I don't ever see it pile up to 3 tiles high, as the doors open after a shower and drop what is there. Otherwise you can just stick a notication on your space scanner/bunker door automation line. Oxygen Not Included > General Discussions > Topic Details. I seem to have seen Regolith deleted when a normal automated door below an open bunker door closed. The last counter counts from 0 to 10 and is needed to detect when to increment the middle counter. v · d. I have used ribbons to make some neat logic contraptions before with not much effort. From my experience both the automation output signal from the capsule and the rocket scanner work fine. Co2 - Food for slicksters, can be. It produces, power , petroleum and meat while also getting rid of excess CO2. Automation wires are cheap, make them out of tungsten or out of steel in space. Regarding the bunker doors, they have, as all components that accept automation input, an internal buffer, and then a real time buffer to play out it's open/closing animation. When the meteor alert goes away, the interaction between a 120 second filter gate, and the XOR. (But you can get by without it. Yeah, and just to add to this, the scan quality only determines how early you'll catch the meteor shower. At 0%, a given scanner will detect the shower anywhere from 1 to 200s, and if your doors are powered, they take about 40s to close. Robo-Miner will mine out a space 7 tiles around itself, in a rectangular shape. The exhaust is super hot and can melt steel power and automation wires. Big thanks for LT. Hi. 1). So, my latest colony (I don't have the DLC) since the DLC came out and I've just gotten my scanner network setup. 3 examples in my current base: Space scanner and bunker doors. I've used this type of setup multiple times without issue before, and I do use multiple. First time opening the bunker doors from the left to center line of the map and the left most bunker door isn't responding to the automation signal to open. Robominers then dig it away. 3 cycles then first counter from left you set to 7 and middle one to 2. Anyone has any ideas how to detect incoming rocket, so I could open bunker door before it lands?Oxygen Not Included is a space colony simulation game where you oversee your Duplicants (aka, lovable 3D printed clones) as they attempt to overcome the harsh conditions of deep space. Critters have very little space to move (Improving FPS) , and new critters are added to the ranch using my 'Mechanical Incubation and Delivery System'. Bunker tiles obscure light, scanners do not. You can't make the cables, tiles, logic, and so on of materials that can melt, like lead, dont make all the cables/pipes out of lead, also sensors. A complete material, item, creature handbook and crafting guide for Oxygen Not Included. You want to have 1 vacuumtile. Set up a bank of jumbo batteries to store power for when the bunker doors operate. I believe if you connect a space scanner to the bunker door it sends a green signal when a rocket is in orbit. Does anyone know how to prevent that without a water clock or similar over engineering. ago. If you are happy with your scan network quality, you could add a 0% quality space scanner (literally put it anywhere) to control your doors for a returning rocket. Opening a Bunker Door takes 45 seconds when powered - that's quite a long time! We only need to open the Mechanized Airlocks when debris will be falling - and that's two seconds before the Bunker Doors fully open - Mechanized Airlocks have a small, 2 sec opening delay. Presenting - The Power Farm. But now with Spaced Out dlc there is no such device no more. If you build the bunker doors at the edge of space, you only need a 2 cell gap between the bunker doors and the mechanized airlocks. The filter on the right, above the red box on the line that opens the rocket bay doors is not required and set to 0. The large door/automation chunks in the middle and at the right are rocket launch paths and the. Automation has been foreign to me for the most part. 1. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. I have a Space Scanner with a Not Gate and Automation Wires connected to Bunker Doors to close whenever the scanner detects a meteor. Anyone has any ideas how to detect incoming rocket, so I could open bunker door before it lands?Hi. You got a buffer gate on the left with 140-150s timer (the time for the doors to open) And so a OR Gate wich activate when rocket is ready to launch or when the rocket is on the proximity scan. Yes. place drywall (1 layer tall) and let water (polluted for example) drip there. The only things you need to power in this build are the Bunker Doors and the Space Scanners (at least 2). Bunker Door is a slow, double-and-a-half-sized airlock, that can be controlled with Automation signal, but cannot be used by dupes manually. Hi. Logga in Butik. Rockets don't need protection from meteors. Or gate on top of th screen can. Bunker tiles could still have their use for their pressure resistance. Find relations between elements, information and attributes. 1 - a "bus" that gets turned on to open the bunker doors and delay in series any gantries (filter first gantry for 45 sec, second for 50 sec, etc). The access door switch controls access to the access door labelled above, and can be opened or closed independently of all other doors so Dupes can access the area. As. allangod • 2 yr. Logic gates cost a uniform 25 kg of Refined Metal . First time opening the bunker doors from the left to center line of the map and the left most bunker door isn't responding to the automation signal to open. Oxygen Not Included. The bunker doors close during meteor strike. Battle-tested for 500 cycles. This thread is archived New comments cannot be posted and votes cannot be cast Related Topics Oxygen Not Included. If it's just being damaged, you solve that by retracting the gantry. Now sure I can optimize this, by turning them off with my automation (or probably soon with saturnus automation for even sharper optimization); but this already works, I'm just scrapping watts. This is the biggest issue. Steel is a late game building material produced in Metal Refinery. Originally posted by zoarionprime: You dont need to cool them or the surface. Allows Rockets to launch from or land on the host Planetoid. All gates are set to 3 seconds. Personally, I use a much simpler solution. As it's set up, each solar panel has 1 tile of light blocked, which doesn't significantly impact efficiency. You can't make the cables, tiles, logic, and so on of materials that can melt, like lead, dont make all the cables/pipes out of lead, also sensors. To know how long a bunker door takes to load you just have to manually time it. Finally hammer out the last of the telescope work, it's amazing how much effort you have to put in just to get the telescope up and running. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. r/Oxygennotincluded. However, you need to keep tungsten wire for a ways outside the rocket as well; at least two tiles left/right/up/down, even if the wire is on the other side of a closed bunker door. I build scanners at regular intervals along with the rest of the surface infrastructure, the rate of expansion being dictated by steel production for the bunker doors. But from time to time it seems like the wiring that goes through the bunker doors connecting. When it's inactive the bunker doors close and the gantry extends. F. But now with Spaced Out dlc there is no such device no more. When the rocket lands it will open the door and stop the pump again. ago. The problem is, that after the doors are shut, the space sensors no. So, my latest colony (I don't have the DLC) since the DLC came out and I've just gotten my scanner network setup. From opening Bunker Doors to turning off Coal Generators, it can help protect a base and. 3) the scanner logic is different: green - yes there are meteors. I would pulse them every 37. Yes, I have used bunker tiles and bunker walls + automation, it all just doesnt feel right in terms of tools, work effort and how its happening. "I want my bunker doors to fully shut before any dupes can be allowed out into space" >Mechanical door must only be openable after bunker doors close *(turn red,+ need 30~40s)*(maybe more, idrc) > If Bunker doors are fully closed *(40s), THEN mechanical door can open (NOT be closed) >Bunkers close with Red signal. It tracks rocket travel time, which you need to first input to counter and filter gates. Valheim Genshin Impact Minecraft Pokimane Halo Infinite Call of Duty: Warzone Path of Exile Hollow Knight: Silksong Escape from Tarkov Watch Dogs: Legion. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. + as a bonus this things. Provide power and oxygen to the telescope. Guide colonists through the perils of subterranean asteroid living and watch as their population grows until they're not simply. Just build a lip so that diagonally. I use automation to open and close the bunker doors during the rocket launch. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. There will be two different plug types displayed, input and output. hacksaw12. Stick them high up under 1x bunker door with a double airlock door-floor automated to get rid of meteor debris. You will have to dig out the regolith after each shower. Connecting the "ready to launch" port to the bunker door will automatically open the door when the rocket is ready to launch. This section lists all buildings that has an Output Port. The OR Gate will send a signal to open the door and (with a NOT Gate) retracts the gantry. One solution could be to build your rockets on top of your bunker doors. On return, my bunker doors were broken. That was not evident from the video. Then build a setup of autominers and a cooling solution to clear the regolith from the mesh layer for. But now that you mention that, most of the failures occurred relatively early in the game, when there were fewer scanners. Jul 23, 2021 @ 5:22pm. I thing the most infuriating thing is when rockets melt the automation or power of the bunker doors and the entire chamber is later bombarded or cracked by the launching rocket. Eventually, a rocket return will coincide with a meteor shower and then you are going to lose the bunker doors. But now with Spaced Out dlc there is no such device no more. Oxygen Not Included [Oxygen Not Included] - General Discussion ; Mechanized Airlock Science Mechanized Airlock Science. But it work VERY well. Size: width and height, in tile. But now with Spaced Out dlc there is no such device no more. That feeds into the NOT gate, to retract the gantry. The not gate turns it into a red signal and the bunker doors close. Automatically links up to Rocket Ports built to either side of the platform. rocket destroying bunker doors on reentry. It is mainly used in extreme environments such as Space Biome. When the smart battery reaches a certain charge level the battery will send a signal to the generators to turn off. Opening a Bunker Door takes 45 seconds when powered - that's quite a long time! We only need to open the Mechanized Airlocks when debris will be falling - and that's two seconds before the Bunker Doors fully open - Mechanized Airlocks have a small, 2 sec opening delay. 2. So, my latest colony (I don't have the DLC) since the DLC came out and I've just gotten my scanner network setup. to 00010001. This is the biggest issue. When the sensor detect. g. Automation overlay. 2: Connect your rockets output to both the scanners line to the bunker doors and the rockets input. Hydro sensors are for manually controlling the pumps for the liquid hydrogen and oxygen so you can toggle it on/oiff without a dupe. Hi. Hi. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. Therefore, you need to reverse this signal for the door via a not gate. As soon as you build an automation wire on door's input jack it will be controlled by it and it will be either closed or opened. The radbolt engine is specific to the dlc. Did some some liquid oxygen refueling automation based on RS-trigger counter schema. But if there`s an automation hiccup and the doors are closed it will heat both them and the miners. A Sweepy will pick up any item, bottled liquids, and mop any liquids. Anyone has any ideas how to detect incoming rocket, so I could open bunker door before it lands?Hi. Especially when using petroleum or hydrogen engines. Becoming a bit frustrated with the atomated regolith removal. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. When a door goes into the 'off' state, it will not. Automation : From top to bottom : Filter Gate 1 : set to 50 secondes -> close the door under the space scanner after the regolith has droped. Once your pilot is in the rocket, just deconstruct the gantry and leave the pilote in the command capsule forever. The AND output should pulse a green signal for your mech doors, and will reset the circut every time the bunker doors are closed. I'm using the same automation wires to do all that and space scanners. However, like already mentioned, the bunker doors will sometimes just not close or close really slowly off screen so sadly that is not an option. One of them detects the meteor rains and closes the bunker door, the others detect the rockets. I've used this type of setup multiple times without issue before, and I do use multiple. That way either retracting or expanding, second gantry. Also be careful when building the wire - as soon as you build wire on door it will lock until you connect it to green signal so your builder dupe can be locked in hostile environment behind that door. Your space scanners all work with each other to detect all incoming events with the same reliability. Hi. A complete material, item, creature handbook and crafting guide for Oxygen Not Included. Join. The basic idea. (assuming scanner is set to your rocket) 1: Connect scanner direct to the bunker doors and to a "NOT gate" leading to your gantries. Material Study Terminal emits green when full, but Radbolt Chamber needs green to emit10 It's Getting Hard To Breathe! Appropriately enough, one of the first problems players face in Oxygen Not Included is. Oxygen Not Included [Oxygen Not Included] - General Discussion. While building them, well your stairs will get damaged, disable autorepair and live with it. Didn't notice the automation wires could actually melt. When it's inactive the bunker doors close and the gantry extends. When the signal is active, the bunker doors open and the gantry retracts. But otherwise, the door certainly could retain use for closed silos if you want to keep the gas from drifting off. Hello all, I'm using a basic door pump setup with a steam generator to generate power. Or is it just a property of solid booster ?) 2. I’m a simple man. Using algae in Terrariums or Deoxydizers makes for one of the best early. Connect the signal which you use to open the bunker doors to the gantry via a NOT gate. If scanners have 0% scanning quality then it will detect rocket in 1s to 200s range, before it lands. Hi. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. Hi, I have a major issue right now with space scanner opening bunker doors and keeping them open during the entire duration of a meteor shower…You put a hydro sensor at the top of your fluid reservoir attached by automation to a liquid shutoff on the liquid vent, then set the hydro sensor to "on when below 900 (or so). But now with Spaced Out dlc there is no such device no more. It is not a waste of time if your goal is to maximize solar panels power output. Yeah, and just to add to this, the scan quality only determines how early you'll catch the meteor shower. Hi there,. Overheat Temperature. Premium Powerups Explore Gaming. Hi. So, my latest colony (I don't have the DLC) since the DLC came out and I've just gotten my scanner network setup. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. Im later replacing telescope with a rocket, so manual is best. The way tune ups work, it's not worth in on backup systems. The lullaby effect sticks around even if the incubator is turned off after the lullaby. The actual action of closing the door does not need to finish. . #6. 65 votes, 31 comments. This may also work with solids, but is more complicated. Once power goes out during a meteor shower, why does the bunker doors automatically open? Klei, please make bunker door's status (open/closed) only change when either: a) A duplicant manually. However, a break in meteor showers detected by the scanner array should also open bunker doors. I am watching one place and the doors start closing. Then extend that wire from the first gantry through a combo included 1 buffer and 1 filter both set to 1. By: Minotas. I know there was such a device Space scanner long time ago, which could determine when the rocket is nearby, then you could switch bunker doors to open. Oxygen Not Included IDs Buildings Initializing search Home Docs Oxygen Not Included IDs Home. By imPyre. The door can be cooled with looped oil or petrolum or water. > Added a not-gate from the bunker doors, which I hooked up to the gantry(s) > Added a filter gate for delayed start between bunker doors and command capsule input I still need to do the landing automation, hooking up radar dishes to the bunker doors/rockets and making sure the gantry(s) are not extended on approachHey guys, I am having some problems with the space scanners and the bunker door. I've tried searching for this, but things like "oxygen not included rocket tutorial" end up with pages that assume you know everything about building and launching rockets, but have some question about range and fuel tanks or something. 9% of the time, they only do a short pulse to crush the regolith. I move camera to another place and I would expect the bunker doors there. ignore the not gate on the upper right, that goes to something else. Because of that, keeping it protected is trivial. If you want separate notifications for launch and return you'll probably need a memory toggle (Memory input on the space scanner, and memory reset on rocket module output with a 60 sec-ish buffer). The important thing here is the way my robominers are placed below the bunker doors below mechanized airlocks by using automation. The end result is that bunker door automation that has been working well for years is now unreliable because the interval between meteor showers is. Be aware that incoming rocket detection is unreliable (if your scanners are blocked by bunker doors due to meteor shower then you will not detect the rocket in time to open the doors), and you will lose bunker doors. the miner clears exactly 4 tiles left and right, which is one bunker door. The OR Gate will send a signal to open the door and (with a NOT Gate) retracts the gantry. Power: how much power the building requires or produces. Power: how much power the building requires or produces. Nat gas - Produces Polluted water which is useful, Co2 which is useful and power. I wait 20 seconds until they are half closed. The rocket bunker doors are adjacent to the redzone with 0 tiles in between. place the telescope on insulated tiles and it wont overheat. Bunker doors won't accept an automation state change until they've completed their current state change, so if you run out of power while opening them and need to close them, it takes a loooooong time. So offscreen automation behaviour seems ill defined when using buffer and filter gates. Can anyone tell me what to do to? I'm a bit lost with the automation still. We only use automation wiring when needed. Using the same above mentioned automation wire connect to a NOT gate and then to your first gantry => rocket ready OR incoming = gantry retract. Most of the time it will work just fine, take off and landing. Storage Capacity: how much weight can be stored inside the building. G. 100 kg. The more complex non-cheaty way is to build a row of bunker doors above it, with a row of mesh tiles about 8to10 rows under the doors. They deliver the material, but then don't build the wire. Second filter from right is the delay for bunker doors to open after a shower and waiting for regolith to drop. Anyone has any ideas how to detect incoming rocket, so I could open bunker door before it lands?The following is a simply way to automate your incubators. I'm not sure what causes it. 2) green open and red close. Now what i don't know how to fix is bunker doors overheating. Space scanners Re-opening doors too soon. Aim:Complete rocket on the right Side, Correct Power demand, Number of Duplicants for max efficiency, Space Bunker Lock(repair bunker door automation by seeing automation on extreme top left ), Number of critters, Improve Ranching, Get all type of Critters(Empty stable are for. This effectively renders all my rocketry automation moot, or not very purposeful. This is true even if the bunker door is unpowered and takes 4584925743 years to completely open, so the dupe just sits there forever instead of taking a legitimate alternate route that doesn't require. 8s filter - reopen the doors after 8 seconds to allow in sunlight. Steel: 500 Kg. The 1 for rocket just uses a not gate (for bunkers) and some buffer/filters (i think) for my 2 gantries so they don't open at the same time and use 2400 Power lol. Wire run inside a wall or closed bunker door doesn't seem to be affected as far as I can tell.