Doors, shutters and lighting
Doors, shutters and lighting
The original controls have player testing; expansion controls have scoped native development checks. Wider survival use and real second-client checks remain open.
The expansion uses continuous door and barrier clips. The door’s inspection pane uses a painted cutout glaze so it follows the same animated leaf; its revised appearance and smoothness await player feedback.
| Block | Use action | Space to leave clear |
|---|---|---|
| Rolling loading-bay shutter | Retracts or closes eleven slats | Full curtain opening, guides and overhead hood |
| Hinged catwalk safety gate | Opens or closes around the left hinge | Gate swing and approach |
| Factory personnel door | Opens or closes the steel panel | Door swing and two-block doorway |
| Floor service hatch | Raises or lowers the deck around its rear hinge | Swing above the hatch and the opening below |
| Guarded factory lamp | Toggles the light | Housing and wall bracket |
| High-bay industrial pendant | Toggles the warehouse light | One ceiling-mounted fixture cell |
| Red, amber or green rotary beacon | Switches reflector rotation and light together | Beacon housing |
| Rising factory entrance barrier | Lifts or lowers the attached pole | Full four-block swing arc above and beside the pedestal |

Original model render. A native open/closed usage screenshot is pending.
Use the normal Use action while looking at a mechanism from within eight blocks. Operation is shared by default, including mechanisms placed before the expansion. The placing owner retains removal rights. Wait for a shutter’s motion to finish before toggling again; other controls also have a brief cooldown.
Doors fit a one-wide, two-high wall gap. The shutter occupies three blocks in width and height, including its hood; blocks can meet its sides and top. Both sides have a control button, handle and reinforced slats. Its held item is scaled down so it does not hide the placement view.
The controller refuses changes when the destination or swing space is blocked. It checks the destination collision against nearby entities before changing solid mechanisms. Light toggling changes the native light state. Accepted control states and ownership are saved with the world.
Original generated sound effects are requested after accepted changes. The original sound families were included in earlier player listening checks. New expansion cues await native listening. If a control does not respond, see troubleshooting.