Since I'm not really good at coming up with things I thought I'd establish my colony on this Hylotl Ruined Castle: So this is how it looks after the repairs: To be honest it wasn't that ruined to begin with, even if the people refer to it as "the ruined Hylotl Castle". A dungeon music still plays when I enter it, but tenants don't seem to have any problems moving in. I even already got a quest from the merchant that moved in and she sent me to get stuff from another merchant in some ruined castle... wait, the tenants don't seem to be aware that they are actually living in that very castle that has been repaired. Well, at least some of the fetch quests are going to be easier.
You should test if the ruin is a quest center for the planet. Npc's quests are always in the same two spots (one east of the quest giver and one ovest). If a group of outlaws pop inside the ruin your tenants will be dead fast
Looks like once it became populated enough it stopped being a quest location, nobody sends me there anymore. Now the problem is that platforms don't count as doors so the eastern tower and that triple vertical room both support only one tenant.
There are horizontal doors in the game, but all look futuristic. Maybe the manhole cover! A lot ninja turtles eh eh
ruined castle? I have always called it just the Hylotl Mansion, as that is what it looked like to me... Nice job on the repairs that I didn't quite do myself with my own Hylotl Mansion. I am remodeling it, backwalls mainly; while keeping the overall structure in tact. I turned that top room into an apartment for 6. Granted I am mostly using floran, although do have a Hylotl and couple glitch. This is not including the existing Hylotl merchant that was originally the owner of the building. I am assuming that, as they still have residence there in the same room I made another Hylotl merchant form just so that one would have a partner. I have found ways around the vertical parts, but that would mean doing more than restoring that place; and be actually renovating it even further as it changing certain parts splitting the places into rooms while keeping a central shaft where an elevator or the platforms would be. Otherwise using horizontal doors would do, even if it is a secret door. just a couple ways that one could go about it if you wanted more for each vertical room, or big room in general.
The wooden hatch can't be placed symmetrically, so currently using the yellow bricks trapdoor and placing the switch somewhere NPCs can't reach. Looks like there's no way around it, I'll have to add modern stuff to the castle, else the doors' proximity scanners wont fit in, unless there is a way to make them hidden like the ones in the outpost. It doesn't feel right if the regular doors are also always kept open via impossible to reach switches. And the colony deeds are already modern-looking. btw a warning - don't make secret trap doors for dividing tenants, no matter how perfect they look, they start complaining when you open them because they think you took down the wall.
You can spawn hidden movement sensors with the "/spawnitem invisibleproximitysensor" line, if you don't mind cheating a bit.