Kenshi
Raymond Nov 1, 2018 @ 6:46pm
make closing the door an automated task?
seriously I finally built a totally self-sufficient and well protected base with core team of combat masters each can solo on a group of bandit or HN patroll. But I still have to stay watching over everything just because nobody can close the damn gate without my watch, and my turrets never shoot those raptors until they already half way breaking the gate.
I want to leave my town on their own to go on my adventure. Not really asking too much here.
Last edited by Raymond; Jul 5, 2019 @ 12:21pm
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Showing 1-12 of 12 comments
WhiskeyBlack Jul 5, 2019 @ 12:16pm 
Half a year later, it seems that there is still no way to get workers to close the door behind them.
I am sad.
Nova Dawn Jul 5, 2019 @ 1:42pm 
Yes same here ! You build a base with gates and defences and the NCP leave the gate open , and they don't even need to open it ! Need a LOCK that only the play can open .
Raymond Jul 5, 2019 @ 1:44pm 
Originally posted by cdm54nv:
Yes same here ! You build a base with gates and defences and the NCP leave the gate open , and they don't even need to open it ! Need a LOCK that only the play can open .

the problem is when the gate is broken and fixed, nobody close it and you have to do it manually. Although 1 year later I found out that I just need a bigger gate.
Originally posted by jim_hall1025:
Half a year later, it seems that there is still no way to get workers to close the door behind them.
I am sad.

because it's not possible to even mod in. no mechanics for it.
Jack Kenseng Jul 5, 2019 @ 4:05pm 
There's an option to "shoot first, ask later" in the squad AI. In my last base I didn't even build a gate. :p And yeah whenever I am base building...gotta make sure the resources are inside the walls because they never shut the darn door.
Last edited by Jack Kenseng; Jul 5, 2019 @ 4:06pm
Lucy!! Jul 6, 2019 @ 12:54am 
trick is to not use a gate at all and wall off the base completely. mobs and animals can't destroy the walls and wont attack if they can't get in. if you need to get anyone or anything in or out, demolish a piece of wall and have engineers ready to replace and it's quicker and safer than a gate.
Voitan Rex Jul 6, 2019 @ 1:22am 
Originally posted by HaTsUnE_NeKo:
Originally posted by jim_hall1025:
Half a year later, it seems that there is still no way to get workers to close the door behind them.
I am sad.

because it's not possible to even mod in. no mechanics for it.

Instead of it being an NPC function, can it be an automatic action from the building after a set timer, and add a UI check box to keep gate/door open, much like we can check doors in a building to be locked?

I know shops automatically close and lock their doors when it's closing time, might be a viable path to work the behavior in through there.
Jack Kenseng Jul 6, 2019 @ 2:06am 
Xel I watched a swamp raptor break through my wall before up on Raptor Island.
bunny de fluff Jul 6, 2019 @ 2:19am 
Here is an idea. Make a list of check box that the main gate is automatically opened or closed toward:

Caravan Traders? Open.
HN people? Fire harpoons.
Beak Thing? Open a little.
WhiskeyBlack Jul 6, 2019 @ 7:33am 
If it was a mod it would be pretty complicated I guess. There is so much stealing in the game you would think that the natural state for the pawns would be to close the door behind them. Closed doors should be closed after they go through them. Its weird that pawns will open a door to do a task put never close the door.
CHR3S Jul 6, 2019 @ 7:39am 
Devs would rather make a kenshi 2 then listen to the community.
Raymond Jul 6, 2019 @ 8:14am 
Originally posted by Xel:
trick is to not use a gate at all and wall off the base completely. mobs and animals can't destroy the walls and wont attack if they can't get in. if you need to get anyone or anything in or out, demolish a piece of wall and have engineers ready to replace and it's quicker and safer than a gate.

they actually do. Bandit will one shot the wall if there is no accessible way into your base.
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Date Posted: Nov 1, 2018 @ 6:46pm
Posts: 12