Gate

Overview


- The gate has three controls: Open, Closed, and Automated. Use Automated to link the gate to a signal source so it opens and closes based on that signal.
- When toggling a gate closed, any unit that already set its path to pass through the gate continues and is not interrupted by the new closed state.
- Units do not get stuck when a gate is closed after they started moving; the pathfinding logic either ignores the closed gate for already-committed trips or finds an alternate route when returning.
- Automated operation requires selecting a signal source from the provided dropdown so the gate responds to logic or triggers in your settlement.
- Gates function as path control structures and are useful for directing traffic, restricting access to areas during certain conditions, or integrating into automated systems for defense or traffic flow.
Gates share conceptual heritage with historical and modern gates: historically they regulated entry to walled cities and today similar devices control access in gardens and farms. The in-game gate includes animation for opening and closing to show passage control. Construction chain details and exact resource costs are not provided here.
Other entities of this type
- Advanced Breeding Pod
- Agora
- Aquatic Farmhouse
- Aquifer Drill
- Aquifer Drill
- Badwater Discharge
- Badwater Dome
- Badwater Pump
- Badwater Rig
- Bakery
- Banners
- Banners/Custom Banner Images
- Barrack
- Barriers
- Beaver Bust
- Beaver Statue
- Beehive
- Bell
- Bench
- Bot Assembler
- Bot Part Factory
- Brazier
- Breeding Pod
- Builder Flag (Obsolete)
... +162 (see sidebar for full list)