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Door

CategoryDefense
door
Category
Defense
Planet
Serpulo
Footprint
1x1
Health
400
Official description

A wall that can be opened and closed.

Overview

Door is a basic, tile-sized block used to control passage for ground units and to create simple on/off gating in factory layouts. It functions as a passable tile when open and as a solid obstacle when closed; this enables players to channel or block unit movement, control flow through chokepoints, and create rudimentary logic-driven doors within base defenses or conveyor architectures. Door integrates with the game's logic system and with unit pathfinding, making it useful both for tactical base design and for creative logic contraptions.

The Door exposes an enabled property to the Logic Processor, allowing scripts to read and change its open/closed state. Because any Door's state is addressable by logic, doors can be linked into very long chains that transmit binary information (open = 1, closed = 0) across arbitrary distances. This form of communication is extremely slow and inefficient compared with dedicated logic links, but it is a valid method for simple signaling or aesthetic mechanisms.

Closed Doors are considered obstacles by the ground-unit pathfinder. This behavior can be exploited defensively or offensively: repeatedly closing a door as an enemy ground unit approaches will cause the unit to stall, and arranging multiple doors on alternate paths can permanently delay or trap AI-controlled ground forces. This pathblocking does not affect insectoid-type units, which ignore Doors for movement, and it does not apply to enemies that are using the RTS-style AI if that AI mode is toggled off.

The Door has seen several small balance and cosmetic changes across versions. Its health was increased from 360 to 400 in an early build, and its sprite and construction costs have been adjusted in multiple updates. The block remains a low-cost, low-health structure intended for tactical control rather than heavy defense.

Practical notes and strategies:

  • Use Doors to create choke points that funnel enemy ground units into kill zones or traps; pair Doors with turrets and walls for layered defense.
  • Combine Doors with logic to open or close paths on a schedule or in response to enemy detection, freeing friendly units while blocking foes.
  • For base traffic control, place Doors to regulate unit congestion and to force units to use desired routes; this can improve delivery times for logistics that rely on ground units.
  • Avoid relying on Doors as primary defenses against flying or insectoid enemies, since those units bypass Door blockage.
  • When designing logic circuits, prefer dedicated logic links for fast signaling; use Door-based signals only where speed is not important or when you need the visual/mechanical effect of an actual gate.

Official description

A wall that can be opened and closed.

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