Gate

Overview
A gate is a defensive building that functions as a passable section of wall. It provides the same defensive strength as a wall while allowing players and their vehicles to pass through automatically when approaching. Gates do not open for biter enemies;
biters must destroy the gate or rely on a player being close enough to trigger it open.
There are two behavior classes relevant to gates: normal gates and train gates. Normal gates open when a player or a non-train vehicle approaches within a few tiles. Train gates open under the same conditions for on-foot players and non-train vehicles, and additionally respond to trains: a player driving a train in manual mode on the same track will open a train gate when within a certain distance, and trains in automatic mode will open a train gate if their planned path goes through it and they are within the gate’s trigger distance.
A gate’s opening radius depends on the speed of the approaching player or vehicle so it reliably opens in time. A walking player without speed boosts typically triggers the gate about 4–5 tiles away. Faster vehicles and trains trigger the gate from farther away; a full-speed train will cause the gate to open several tiles earlier than a walking player. Once opened, a gate remains open while a player or vehicle is roughly 2–3 tiles away. Standing just outside that holding radius can cause delays or missed openings if the player suddenly accelerates (for example using exoskeletons), and defenders should avoid standing in positions that allow enemy forces to enter when the gate is open.
Gates can be integrated into the circuit network by connecting a red or green wire to a wall adjacent to the gate. When wired, the wall displays a small yellow electronic box and the gate exposes configurable settings accessible by interacting with the gate wall. Through the circuit network a gate can be controlled remotely and can emit a signal when an opening is attempted by a player, vehicle, or train. This capability enables safe rail crossings, player detectors and other automated behaviors tied to gate activity.
Practical notes:
- Place gates at chokepoints where you need access without sacrificing wall defense; they inherit the same hit points and resistances as the adjacent wall segments.
- Use train gates on rail crossings to allow scheduled trains to pass automatically while preserving wall integrity against
biters. - Wire a gate into a circuit network to force it closed, open it on a condition, or detect attempts to pass; this is especially useful for automated rail signals and alarms.
- Be mindful of approach speeds: vehicles and trains open gates sooner than walking players, and sudden speed boosts can cause missed openings if you stand just outside the gate’s holding radius.