Gate: Difference between revisions
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{{:Infobox:Gate}} | {{:Infobox:Gate}} | ||
'''Gates''' are a variant of walls that act as a safe opening in [[wall]]s that only the player can use. | '''Gates''' are a variant of walls that act as a safe opening in [[wall]]s that only the player can use. Gates can be placed as parts of walls, and have the same strength as a wall. Multiple gates placed adjacent to each other will merge into a single longer gate. They can also be placed over [[rail]]s to create [[train]] gates. | ||
== Mechanics == | == Mechanics == | ||
A gate will open for the player and their vehicles when they approach. The gate will not open for biters; they must destroy the gate unless they can get the player to stand close enough to the gate so that it opens. Gates have the same defensive strength as a wall. | |||
Normal gates will open whenever a player is within a few tiles, and is on foot or in a non-train vehicle. Train gates will open: | Normal gates will open whenever a player is within a few tiles, and is on foot or in a non-train vehicle. Train gates will open: | ||
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* Whenever a train is in automatic mode, has its planned path go through the gate, and is within a certain distance. | * Whenever a train is in automatic mode, has its planned path go through the gate, and is within a certain distance. | ||
A | A gate's opening radius appears to be dependent on the player or vehicle's speed that is heading toward it, so as to ensure it opens in time. A player walking at the gate without any speed boosts will cause the gate to open about 4-5 tiles from the gate. A train traveling at full speed towards a gate will cause the gate to open several tiles away. This behavior is similar with all vehicles. | ||
A gate will stay open if there is a player/vehicle about 2-3 tiles away from it. If a player stands just outside of this radius, it is possible that the gate may not open in time should they run towards it with an enhanced speed (for example, using [[exoskeleton]]s). Defenders should also be careful to ensure they do not let enemy forces in accidentally, as they may pass through when the gate is down. | |||
== Circuit Network Interaction == | == Circuit Network Interaction == | ||
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{{history|0.11.2| | {{history|0.11.2| | ||
* Gates and walls are now fast replaceable.}} | * Gates and walls are now fast replaceable, i.e. the player can place a gate over a wall without having to first mine the wall.}} | ||
{{history|0.11.0| | {{history|0.11.0| | ||
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* [[Wall]]s | * [[Wall]]s | ||
* [[Enemies]] | * [[Enemies]] | ||
{{CombatNav}} | {{CombatNav}} | ||
{{C|Defense}} | |||
Latest revision as of 08:40, 22 June 2021
Gate |
Recipe |
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+ + + → | |
Total raw |
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+ + + + |
Recipe |
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+ + + → | |
Total raw |
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+ + + + |
Map color |
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Health |
350 |
Resistances |
Acid: 0/80% |
Stack size |
50 |
Dimensions |
1×1 |
Mining time |
0.1 |
Prototype type |
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Internal name |
gate |
Required technologies |
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Produced by |
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Gates are a variant of walls that act as a safe opening in walls that only the player can use. Gates can be placed as parts of walls, and have the same strength as a wall. Multiple gates placed adjacent to each other will merge into a single longer gate. They can also be placed over rails to create train gates.
Mechanics
A gate will open for the player and their vehicles when they approach. The gate will not open for biters; they must destroy the gate unless they can get the player to stand close enough to the gate so that it opens. Gates have the same defensive strength as a wall.
Normal gates will open whenever a player is within a few tiles, and is on foot or in a non-train vehicle. Train gates will open:
- Whenever a normal gate would open for players on foot or driving;
- Whenever a player is driving a train in manual mode, is on the same track as the gate, and is within a certain distance; and
- Whenever a train is in automatic mode, has its planned path go through the gate, and is within a certain distance.
A gate's opening radius appears to be dependent on the player or vehicle's speed that is heading toward it, so as to ensure it opens in time. A player walking at the gate without any speed boosts will cause the gate to open about 4-5 tiles from the gate. A train traveling at full speed towards a gate will cause the gate to open several tiles away. This behavior is similar with all vehicles.
A gate will stay open if there is a player/vehicle about 2-3 tiles away from it. If a player stands just outside of this radius, it is possible that the gate may not open in time should they run towards it with an enhanced speed (for example, using exoskeletons). Defenders should also be careful to ensure they do not let enemy forces in accidentally, as they may pass through when the gate is down.
Circuit Network Interaction
Gates can be connected to the Circuit network by connecting either red wire or green wire to a wall adjacent to the gate. When connected, the wall sprite will show a small yellow electronic box on the top of the wall, and settings for the gate can be shown and changed by interacting with the gate wall.
This allows the gate to be controlled by the attached circuit network, and allows the gate to send a signal to the network when it is attempted to be opened by a player or vehicle. This can be used to make safe rail crossings and a player detector, among other uses.
History
- 0.13.0:
- Gates can be controlled through the circuit network by connecting a wall next to it.
- 0.12.0:
- Gates are no longer built between train cars on rails by construction robots.
- 0.11.2:
- Gates and walls are now fast replaceable, i.e. the player can place a gate over a wall without having to first mine the wall.
- 0.11.0:
- Introduced