6 comments

  1. phase.verocity
    phase.verocity
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    Nice work. I did learn a bit from the logic gates. But you should also mention that you need to set it to hostile only with a terminal attached to the trip sensors. Otherwise you trip the gate and the door closes behind you as you leave with no way of getting back inside.Another issue is that if a hostile was outside the gate and ran into the complex while you were outside the gate, the gate would close and you would have no way in. Maybe a secret switch hidden somewhere to open a secret door?
    1. Snoopy81S
      Snoopy81S
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      You right. There is no additional switch. This is a variant of security arch for the settlement. If the enemies trying entered into the territory, gate will be automatically closed. Staying behind the gate, this happens but very rarely, like 1% of 100%. Sensors are calibrated to enemies, all of them. So, I planned it from the very beginning. In addition, there are also the enemies re-spawning to the outside of the territory in most cases, or in generally in center of the settlements. I gave the base idea which is working since of publishing the DLC Contraption workshop. I'll using this method a long time.
  2. SgtJenz
    SgtJenz
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    "No mods unneeded." Did you mean to say No mods needed?
    1. Snoopy81S
      Snoopy81S
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      • 62 kudos
      Sorry my mistake. Thanks for correcting me.
    2. SgtJenz
      SgtJenz
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      • 81 kudos
      No need to apologize. Hec if that's the only mistake ya make you be cruisin'.
      Good job btw.
    3. Snoopy81S
      Snoopy81S
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      Thanks for support.