Workshop blueprint / LOG-11

Sensor Airlock Door - Controlled Entry

A two-door entry that uses separate Sensors and interlock logic so one door closes before the other is allowed to open.

Advanced45–70 minutes1 mechanicVersion 1.0
Choose this build when
  • Controlled workshop or farm entry
  • Learning Sensor range and interlocks
  • Areas where both doors are protected from direct raid damage
Choose another approach when
  • A simple two-Button door solves the problem
  • Sensor sight lines include unrelated traffic
  • There is no manual release for a trapped player
01 / Size the job

Workshop baseline

Use these dimensions and targets for the first working version. They are a practical starting layout, not a fixed in-game preset; adjust them only after the baseline passes its tests.

Plan the craftable parts →
01Chamber
4 × 6 blocks minimum
02Doors
2 Piston sliding panels
03Sensors
2, one per approach
04Interlock
3 Logic Gates
05Manual release
Button inside chamber
06Safe default
Both doors closed
02 / Prepare the bench

Part manifest

The quantities below describe one baseline build. Optional parts are marked so you can prove the working system before spending on lighting, storage, or automation.

PartQtyJob in this buildPriority
Metal Block Level 2 item iconMetal Block Level 2× 56

Chamber, guides, and door panels

Required
Piston Level 1 item iconPiston Level 1× 2

Independent door movement

Required
Sensor Level 1 item iconSensor Level 1× 2

Outside and inside approach detection

Required
Logic Gate item iconLogic Gate× 3

Requests and mutual exclusion

Required
Controller Level 1 item iconController Level 1× 1

Optional close-then-open timing

Required
Button item iconButton× 2

Chamber release and maintenance test

Required
Switch item iconSwitch× 1

Automation disable

Required
03 / Count before crafting

Direct crafting cost

This total multiplies each listed part by its preferred Craftbot or Mechanic Station recipe. Processed materials and block recipes are shown as direct inputs instead of being expanded into every earlier production step.

Craftable part types
7/7
Station time
2m 20s
Input types
8
Recalculate in the Crafting Planner →
Metal Block Level 2 item icon
56 neededMetal Block Level 2
Craftbot6 batches · 1mAvailable from the start
Metal Block Level 1 × 120Ember × 24Water × 6
Piston Level 1 item icon
2 neededPiston Level 1
Craftbot2 batches · 20sQuest or Farmer task
Metal Block Level 2 × 20Component Kit × 2Circuit Board × 2
Sensor Level 1 item icon
2 neededSensor Level 1
Craftbot2 batches · 20sTrader recipe offer
Metal Block Level 1 × 2Glass Block × 2Component Kit × 2Circuit Board × 6
Logic Gate item icon
3 neededLogic Gate
Craftbot3 batches · 15sTrader recipe offer
Metal Block Level 1 × 3Circuit Board × 3Glue × 3
Controller Level 1 item icon
1 neededController Level 1
Craftbot1 batch · 10sAvailable from the start
Metal Block Level 1 × 5Component Kit × 1Circuit Board × 5Glue × 1
Button item icon
2 neededButton
Craftbot2 batches · 10sAvailable from the start
Metal Block Level 1 × 2Circuit Board × 2
Switch item icon
1 neededSwitch
Craftbot1 batch · 5sAvailable from the start
Metal Block Level 1 × 1Circuit Board × 1
04 / Build in testable systems

Construction sequence

Do not place the next system until the checkpoint under the current stage is true. That keeps steering, motion, power, and storage failures separate.

01
Stage goal

Build two manual doors

Prove both mechanisms independently before automation.

  1. Build two sliding panels with separate Pistons.
  2. Use temporary Switches to test each door.
  3. Set physical open and closed stops.
02
Stage goal

Aim the Sensors

Detect the intended approach without seeing through the chamber.

  1. Place one Sensor outside each door.
  2. Reduce or position range so unrelated movement is excluded.
  3. Test at the edge of both detection zones.
03
Stage goal

Build the interlock

Block one open request while the opposite door is open.

  1. Route each request through its own logic path.
  2. Use the opposite door state as an inhibit condition.
  3. Keep the final outputs visually separate.
04
Stage goal

Add manual recovery

Let a mechanic exit after a Sensor or logic fault.

  1. Place a release Button inside the chamber.
  2. Add an automation-disable Switch outside the crush zone.
  3. Test recovery with each Sensor disconnected in turn.
05 / Use the right tool at the right moment

Workshop tools

Each tool below has a specific job in this build. Finish that job, then move to the next stage instead of wiring and tuning everything at once.

06 / Check every signal

Connection map

Read each row from input to output. Name or color the physical controls to match this map before closing the bodywork.

01
Outer SensorEntry request
Outer request logicApproach range only
02
Inner SensorExit request
Inner request logicApproach range only
03
Interlock gatesOne door at a time
Door Pistons / ControllerMutual exclusion
04
Release ButtonChamber recovery
Safe door outputManual momentary path
07 / Commission the build

Test bench

Run these checks with the normal load fitted. If one fails, make the listed physical change and repeat that same test before changing another variable.

TestPass conditionIf it fails
Both Sensors active

At most one door opens

Fix the interlock before adding timing

Sensor edge

Passing traffic does not trigger the opposite door

Re-aim or reduce detection range

Disconnected Sensor

Manual release still exits the chamber

Create a direct protected recovery path

08 / Adapt after it works

Scenario variants

Change the proven baseline for the route or job you actually have. Every upgrade adds a tradeoff, so repeat the test bench afterward.

Simple workshop

Use Buttons instead of Sensors

Manual but easier to understand

Timed chamber

Add Controller delay after both doors close

Longer wait and more state debugging

Vehicle airlock

Increase chamber and use gate mechanisms

Much larger clearance and logic burden