Give doors a "forbid to pets" checkbox

Started by Limdood, May 26, 2017, 03:24:21 PM

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Limdood

Doors with a "Forbid to pets" option.  Just a little checkbox, like the "make gather spot" option on tables and campfires

Doors are already mysteriously locked to raiders, but open to colonists and visitors.  Being able to prevent pets from getting through specific doors would be a big QoL improvement, especially as pets are able to ignore allowed zones to consume meals or drugs.

At LEAST give autodoors this option.

Lightzy

+ Have cats aggregate always aggregate next to closed doors and cry

Jorlem

Similarly, a way to tell visitors not to open doors.  Or at least, a way to let them know that they really shouldn't open the door, as there's a pack of maneating ostriches outside.  You know, the ones I rescued you from? They haven't left yet.  You're still wounded from the last time you tried this, please, don't open the...  He opened the door.

Maybe some way for the AI to check to see if the outside is dangerous, when the visitor AI paths through a forbidden door?  That would keep the behavior that allows them to escape the player trying to trap them, while keeping them inside if the player has a good reason for locking those doors.

ukuleleguy

Or how about a pet-specific door? Like a dog or cat door on many homes. Only lets pets in or out, and nothing large.
Caesar non supra grammaticos.

Limdood

Those additional suggestions are great and all, but I believe that small, specific suggestions are easiest and most likely to make it in.

This is ONLY supposed to solve the issues of pets straying outside their allowed zones and consuming items that you've specifically zoned to keep safe, or dirtying up areas outside allowed zones (hospitals and bedrooms come to mind).

It would also help to keep freshly tamed pets (who are always set to unrestricted zones) from beelining to those destinations.

TheMeInTeam

+1.

Allow pets, allow visitors, allow colonists, forbid as options.

Animals leaving designated zones to consume drugs is an anti-gameplay implementation anyway.  Given that you CAN prevent them from getting the stuff entirely, what is the design purpose of adding hassle by making them do this nonsense?  It's a QoL debuff by design with no real gameplay benefit.

Aerial

Potentially another way to solve the problem would be to put a "locked" checkbox on all doors.  If the "locked" checkbox is checked, only colonists can open the door (assume all colonists not under arrest are given keys).  For balance, opening the door should take longer and the lock/unlock function should work like switch flicking.  A pawn has to go around and lock or unlock the doors once selected.