*The RUST Electrical Handbook
You are the th visitor !
This is a work in progress, everything is subject to change, be reorganised or moved to some other sub pages, but any info still valid in game wont be removed.
All of the information you find here is comming from a Google Doc by @SwiftCoyote, so thanks to him and all the people in the Rustricity Workshop community that contribute to it! The Google Doc will always be a little more update then this website as the website needs to be rebuilt after each change.
A massive Thank You to @3YE on Discord for creating the website and teaching me (SwiftCoyote) how to update and maintain it.
If you want to contribute to this project, there is multiple way you can do it by:
- Finding a bug, spelling or grammaitical error, or making a
suggestion, please make them on the Google Document - Google
Document
- You could contribute code that fix or add to the website,
- But the principal thing is the accuracy of the information.
Its made in a way so someone could edit the website content without needing to know html/css/javascript. All the content is writen in markdown format (similar to discord messages: *italic*, **bold**, etc…) For now, I havent written something that explains how to do it but you can ask @3YE on Discord for more information.
Track updates to the website by viewing our commits.
*Tools
*Common Traits
These tools take no damage, have a stack size of 1, are default BPs and can only be crafted.
To change the colour of a wire/hose/pipe in place, with
Wire/Hose/Pipe Tool in hand, hold Reload R to select the
colour then look at an IO connection and press Reload
R.
Wire/Hose/Pipe length is limited to 30 meters with 16 anchor points using the left mouse button.
If a hose/wire/pipe is accidentally attached to the wall in the wrong spot, look away and right click once. It will remove the last anchor point. Holding the right mouse button down will clear the wire/hose/pipe.
To remove a hose/wire from a component, look at the connection point and hold down the right mouse button.
Holding ‘Left Shift’ allows the placement of anchor points on deployed entities like boxes or chairs (Only Pipes ATM).
When hoses or wires are placed on walls and the wall is destroyed, the hoses and wires will remain in place, but pipes will break! They can also break when doing anything that changes the hitbox of the thing they are placed on, ie: upgrading walls can break pipes!
Wear Diving Fins to get cleaner and straighter hose/wire/pipe placement. They force the player to move slower allowing for better accuracy when strafing left and right.
Wire Tracing: Left click a pre wired connection, only that connection will have the wire animation making it easier to follow its path.
To increase or decrease the range of the auto snap when getting close
to an IO connection, in the F1 console, change
client.lookatradius from 0.2 to
0.05. This lets anchor points be placed closer to IO
connections.
If the server has it enabled, turn on Wire Slack by holding the Wire
Tool and press USE, default is E. Hold Sprint,
shift, to increase and Duck, ctrl, to decrease. This will give wires
some slack rather than being straight between 2 points.
*Wire
Tool
| Item ID | -144417939 |
| Description | Connecting electrical components |
| Crafting Recipe | 2 High Quality Metal |
| Workbench Required | Level 1 |
| Despawn Time | 5 minutes |
Notes:
- This tool’s primary function is to establish connections between electrical components.
- To trace an existing wire, left-click the connection point. This action will prompt a wire animation for the selected connection only.
- It can be stored in a Tool Cupboard.
- Customize the wire colour by holding Reload
R.
Colour options are :
Yellow, Red, Light Blue, Blue, Green, Orange, Pink, Purple, White and Default (Black)

*Hose
Tool
| Item ID | 363163265 |
| Description | Connecting fluid components |
| Crafting Recipe | 2 High Quality Metal |
| Workbench Required | Level 1 |
| Despawn Time | 5 minutes |
Notes:
- This tool is specifically designed to connect fluid components.
- Can be stored in a Tool Cupboard.
- Hose colour can be changed by holding Reload
R.
Colour options are :
Red, Blue, Yellow, Light Blue, Orange, Pink, Purple, White and Default(Green)

*Pipe Tool 
| Item ID | -144513264 |
| Description | Connecting industrial components |
| Crafting Recipe | 2 High Quality Metal |
| Workbench Required | Level 1 |
| Despawn Time | 5 minutes |
Notes:
- This tool is specifically designed to connect industrial
connections.
- Can be stored in a Tool Cupboard.
- The color of the pipe can be customized by holding down the ‘Reload’
button
R.
Colour options are :
Red, green, Blue, Yellow and Default(Grey)

*Hammer
| Item ID | 200773292 |
| Description | Used to pick up or repair components |
| Crafting Recipe | 100 Wood |
| Despawn Time | 5 minutes |
Notes :
- For electrical, this is used to pick up and repair components.
- Can be stored in a Tool Cupboard.
- All components can be picked up with the exception of the Windmill and Modular Car Lift.
- To pick up components, with TC authorization and a hammer in hand,
look at the component then press and hold Use
E. - Most components take no damage when picked up. Exceptions are the Laser Light, Sound Light, Door Controller, Igniter, Auto Turret and Tesla Coil. Batteries and Power Sources also take damage when picked up.
- Careful when wielding this powerful tool as it can create problems if you accidently start picking up items.
*Garry’s Mod Tool Gun 
| Item ID | 1803831286 |
| Description | An enhanced hammer to pick up or repair components |
| Crafting Recipe | 100 Wood, 20 Metal Fragments |
| Despawn Time | 5 minutes |
Notes:
- This tool requires owning and have played Garry’s Mod for 30
minutes.
- It is an upgraded hammer. It has a small LCD screen on it and will
display the name of the item it is pointed at.
- It also has a longer range up to about 2 meters.
- For electrical, this is used to pick up and repair components.
- The F1 console command
toolgun.classiceffects trueortoolgun.classiceffects falsewill change the color of the beam. False is the default orange color but True is blue like it is in Gmod.
- Can be stored in a Tool Cupboard.
- All components can be picked up with the exception of the Windmill
and Modular Car Lift.
- To pick up components, with TC authorization and a hammer in hand,
look at the component then press and hold Use
E.
- Most components take no damage when picked up. Exceptions are the
Laser Light, Sound Light, Door Controller, Igniter, Auto Turret and
Tesla Coil. Batteries and Power Sources also take damage when picked
up.
- Careful when wielding this powerful tool as it can create problems if you accidently start picking up items.
*Power Sources
There is no way around this. If electrical circuits are going to function, power must be generated somehow. These are the components that produce power. For a more in depth explanation, have a look at Power Generation in the Concepts section.
*Test Generator 
(NOT CRAFTABLE)
| Item ID | -295829489 |
| Description | Providing a constant 100rW per Power Output |
| Crafting Recipe | Cannot be crafted |
| Recycles Into | 13 High Quality Metal, 2 Gears, 1 Metal Pipe, 2 Fuse |
| Stack Size | 1 |
| Hit Points | 1000 |
| Outputs | Power Output 1, Power Output 2, Power Output 3 |
| Power Consumption | 0rW |
| Power Output | 100rW per output |
| Despawn Time | 20 minutes |
Notes:
- This item can only be spawned in by an admin.
- It supplies a constant 100rW per output for free.
- It has 3 outputs.
- Excellent for testing.
*Wind Turbine
| Item ID | -1819763926 |
| Description | Generating electricity from the wind |
| Crafting Recipe | 500 Wood, 10 High Quality Metal, 3 Gears, 3 Sheet Meta, |
| Recycles Into | 250 Wood, 5 High Quality Metal, 2 Gears, 2 Sheet Meta, |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 125 Scrap |
| Hit Points | 250 |
| Where To Buy | Bandit Camp for 500 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Outputs | Power Out |
| Power Consumption | 0rW |
| Power Output | 0-150rW |
| Active Usage | 0 |
| Despawn Time | 40 minutes |
| Decay Time | 8 hours |
Notes:
- Wind Turbines operate in both day and night.
- The amount of power they output is heavily influenced by the number of floors above the ground they are, not sea level.
- They will produce more power, more often the more floors above ground they are placed.
- There is a small area at the base of the turbine, on some sheet metal where you can place components.
- A turbine made on an iceberg, will calculate its output based on sea level down to the ocean bottom. This means no additional height above sea level will increase its height calculation.
- There needs to be a minimum of 15 meters or 5 foundations distance between turbines. This will prevent 1 turbine blocking the wind for another.
- Requires a single square or 2 triangles to be placed on.
- Cannot be picked up with a hammer.
- Check out Wind Power in the Concepts section under Power Generation.
*Large Solar Panel
| Item ID | 2090395347 |
| Description | Generating electricity from the Sun |
| Crafting Recipe | 5 High Quality Metal, 1 Tech Trash |
| Recycles Into | 3 High Quality Metal, 50% 1 Tech Trash |
| Sack Size | 3 |
| Workbench Required | Level 1 |
| Research Table Cost | 75 Scrap |
| Hit Points | 100 |
| Where To Buy | Outpost for 75 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Outputs | Power Out |
| Power Consumption | 0rW |
| Power Output | 0-20rW |
| Active Usage | 0 |
| Despawn Time | 20 minutes |
| Decay Time | 8 hours |
Notes:
- Large Solar Panels output electricity only during the day.
- They will produce less power if they are damaged or the Sun is not making it to the entire front face.
- They can be placed on the ground or flat building structure.
- They can be picked up with a hammer but will lose 25% health.
- 24 hours in game is 1 irl hour.
- Check out Solar Power in the Concepts section under Power Generation.
*Small Generator
| Item ID | 1849887541 |
| Description | Generating electricity from Low Grade Fuel |
| Crafting Recipe | 5 High Quality Metal, 2 Gears |
| Recycles Into | 3 High Quality Metal, 1 Gear |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 100 |
| Where To Buy | Outpost for 125 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Force Start, Force Stop / Power Out |
| Power Consumption | 0rW |
| Fuel Consumption | 500 Low Grade Fuel/2hr |
| Power Output | 40rW |
| Active Usage | 0 |
| Despawn Time | 20 minutes |
Notes:
- Small Generators will output electricity when they are turned on.
- You can Start and Stop them manually or use one of the electrical inputs.
- The last input to receive power is the function that is activated, even if power is still being applied to the opposite.
- They must be placed on floors, foundations or the ground.
- They still produce max power when damaged.
- They can be picked up with a hammer but lose 20% health.
- If a battery is feeding power to either of the inputs, components connected to Power Out will register an active usage on the battery.
*Power Storage
Storing power for use at a later time is a great way at preventing circuits from going offline should the main power source reduce or stop producing power. For a more detailed explanation, check out Power Storage in the Concepts section.
*Small
Rechargeable Battery
| Item ID | -692338819 |
| Description | Storing electricity |
| Crafting Recipe | 5 High Quality Metal |
| Recycles Into | 3 High Quality Metal |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 100 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In / Power Output |
| Power Consumption | 40rW |
| Power Capacity | 150rW |
| Power Output/Time | 10rW/15min |
| Active Usage | 40 |
| Despawn Time | 5 minutes |
Notes:
- Small Batteries are very compact and can be placed on some deployables like work/repair benches and boxes.
- Maximum power input is 40rW.
- Comes with a default charge of 20rWm.
*Medium
Rechargeable Battery
| Item ID | 2023888403 |
| Description | Storing electricity |
| Crafting Recipe | 5 High Quality Metal, 1 Tech Trash |
| Recycles Into | 3 High Quality Metal, 50% 1 Tech Trash |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 100 |
| Where To Buy | Bandit Camp for 75 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Power Output |
| Power Consumption | 200rW |
| Power Capacity | 9000rWM |
| Power Output/Time | 50rW/3hrs |
| Active Usage | 200 |
| Despawn Time | 20 minutes |
Notes:
- These batteries are significantly larger than the small battery and take up 2sq meters or 2 squares on a stone foundation.
- Maximum power input is 200rW.
- Comes with a default charge of 100rWm.
*Large Battery
| Item ID | 553270375 |
| Description | Storing electricity |
| Crafting Recipe | 10 High Quality Metal/2 Tech Trash |
| Recycles Into | 5 High Quality Metal/1 Tech Trash |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 100 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Power Output |
| Power Consumption | 400rW |
| Power Capacity | 24000rWM |
| Power Output/Time | 100rW/4hrs |
| Active Usage | 400 |
| Despawn Time | 20 minutes |
Notes:
- They need 2sq meters or 2 squares on a stone foundation of floorspace.
- Maximum power input is 400.
- They come with a default charge of 200rWm.
*Power Distribution
After electricity is generated, it needs a way to get to the different end devices or circuits. The primary job of these components is to create the paths for power to flow, and/or control the amount of power feeding the end devices/circuits. There is a breakdown of different distribution systems located in Power Distribution under the Concepts section.
*Root Combiner
| Item ID | -458565393 |
| Description | Combining power from power sources |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 75 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Root Power 1, Root Power 2 / Combined Power Out |
| Active Usage | 1 |
| Power Consumption | 0rW |
| Power Output | Same as input |
| Despawn Time | 20 minutes |
Notes:
- These allow Power Sources and batteries to be combined to produce higher amounts of available power. Power Sources are Wind Turbines, Large Solar Panels and Small Generators.
- Can be placed on all building surfaces.
- It has a max depth of 16 components between a power source and the combiner. If max depth is reached, going any deeper will result in a shared error message, Short Circuit/Max Depth.
- It does not consume any power but will register 1 Active Usage on a battery.
- Combining batteries with a Root Combiner to get a larger amount of power is wiring the batteries in Series. The load is not evenly shared. For example, 2 batteries connected to a Root Combiner feeding a circuit that needs 50 power. Each battery will show an Active Usage of 50, not 25/25 to = 50.
*Electrical Branch
| Item ID | -1448252298 |
| Description | Branching power off from the main line by a set amount |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 75 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In / Branch Out, Power Out |
| Active Usage | 0 + Branch Out |
| Power Consumption | 1rW + Branch Out |
| Power Output | Branch Out is the amount you configure it to. Power Out is the remaining power. |
| Despawn Time | 5 minutes |
Notes:
- Can be placed on all angled surfaces.
- Can be configured by pressing Use(
E) while looking directly at the Branch. - 2rW is the minimum Branch Out can be set to.
- These will consume 1 power but not register on a battery’s Active Usage.
- What Branch Out is set to will be the amount that registers on a battery’s Active Usage.
- Branch Out will always consume the amount of power it is set to, even if the components past it are disabled.
- When an Electrical Branch sends power out, it will first send power through Power Out then send power through Branch Out. Check out the section on Circuit Delay and Power Flow.
- Is a key component to create a Fixed Bus
*Splitter
| Item ID | -563624462 |
| Description | Splitting power evenly between up to 3 outputs |
| Crafting Recipe | 100 Metal Fragments |
| Recycles Into | 50 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 500 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In / Power Out 1, Power Out 2, Power Out 3 |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input amount divided by the number of used outputs, minus 1 |
| Despawn Time | 5 minutes |
Notes:
- Can only be placed on vertical walls.
- When the Splitter receives power it does not pass power through all connected outputs at the same time. Power outputs in the order of Output 1, Output 2 then Output 3. Check out the section on Circuit Delay and Power Flow.
- When an output is destroyed, it will redistribute power between the remaining outputs.
- Outputs can connect to the inputs of Root Combiners.
- Is a key component of a Dynamic Bus.
*Cable Tunnel
(NOT CRAFTABLE)
| Item ID | 1835946060 |
| Description | Allows wires to pass through wall |
| Crafting Recipe | Cannot be crafted |
| Recycles Into | 5 High Quality Metal |
| Stack Size | 1 |
| Hit Points | ∞ |
| Inputs/Outputs | Tunnel 1 In, Tunnel 2 In, Tunnel 3 In, Tunnel 4 In/Tunnel 1 Out, Tunnel 2 Out, Tunnel 3 Out, Tunnel 4 Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input minus 1 |
| Despawn Time | 20 minutes |
Notes:
- This item can only be spawned in by an admin.
- It has 4 inputs with 4 matching outputs.
- Was designed to let wires pass through walls when the idea was to not let wires pass through walls.
*Switches
Switches are components that, for the most part, require a player to
Use(E). They can only be operated voluntarily and never by
accident. They connect or disconnect the electrical path to a circuit,
i.e. turn things on and off.
*Switch
| Item ID | 1951603367 |
| Description | Allowing power to pass through or not |
| Crafting Recipe | 100 Metal Fragments |
| Recycles Into | 50 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Electric Input, Switch On, Switch Off / Output |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Power input minus 1 |
| Despawn Time | 5 minutes |
| Decay Time |
Notes:
- To operate the Switch, look at it and press
Use(
E). - Does not need TC auth to operate it.
- Can only be placed on vertical surfaces.
- When the Switch is off, it will block all the components past it from registering Active Usage on batteries.
- Side Inputs are inputs, not toggles and are explained in their own section, currently in Uncategorized under Concepts.
- The side inputs block the Component Destruction Detectors ability to see downstream.
*Button
| Item ID | -1778897469 |
| Description | Allowing power to pass through when pressed |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Electric Input / Output |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Power input minus 1 |
| Despawn Time | 5 minutes |
| Decay Time |
Notes:
- Can only be placed on vertical surfaces.
- Will generate 2rW for 0.25 seconds when pressed.
- When the button is supplied with power, it will pulse 2rW first then output the incoming power.
- Stays pressed for 5 seconds and cannot be changed.
*Reactive Target
| Item ID | -1736356576 |
| Description | Target practice and fun |
| Crafting Recipe | 100 Wood, 150 Metal Fragments, 1 Gear |
| Recycles Into | 50 Wood, 75 Metal Fragments 50% 1 Gear |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 250 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In, Reset, Lower / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | 1rW |
| Despawn Time | 5 minutes |
| Decay Time | 48 hours |
Notes:
- Can be placed on floors, foundations or the ground.
- When the target is lowered for any reason, it will pulse out 1rW.
- When the target is supplied with power, when lowered for any reason, it will pulse 1rW first then output the incoming power constantly until it stands back up.
- There is no priority between Reset and Lower. Whichever input is given power last is the function that will take place.
- Can be connected to Root Combiners.
*Sensors
Sensors are components that players do not Use(E).
Sensors detect or respond to the presence of a player’s character
model.
*HBHF Sensor
| Item ID | -1507239837 |
| Description | Detecting heartbeat, breathing, humidity and footsteps |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Dweller, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | 1 per person detected |
| Despawn Time | 20 minutes |
| Decay Time |
Notes:
- Can be placed on all angled surfaces and the ground.
- Detection range is about 11m or 3.5 square foundation.
- Can be set to Include/Exclude Authorized and Others. With TC auth,
look at the sensor and hold Use(
E). - Requires line of sight, except a player crouching under a half height floor can be seen by the sensor from above. It can also be built to see through walls, floors and roofs.
- Only outputs an amount of power equal to the number of people it detects, meaning if Power Out is connected to a Counter, set to Show Passthrough, the Counter will display the number of people the HBHF is detecting.
- Will detect all scientist types including ones riding in the CH47.
*Laser Detector
| Item ID | -798293154 |
| Description | Passing power through when a person is in the beam |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Power input minus 1 |
| Despawn Time | 20 minutes |
Notes:
- Can only be placed on vertical surfaces.
- Can be placed on a foundation before upgrading.
- The maximum detection distance is 4.5m or 1.5 square foundations.
- Laser will not detect if approached straight on.
- Placing the laser closer than .5m meters to a single door will not detect a player passing through from the opposite side.
- If a laser is detecting someone and a door closes in the path of the laser, it will continue to detect the player until they move out of range.
- If a player remains in the beam, it will continue to hold detection for 12m or 4 square foundations.
- Can be crouched under and jumped over.
- Can be placed in floors before upgrading to detect players walking above.
- The visual laser can be blocked with any deployable item and rideable horses.
- The laser will detect drones, land, sea and air vehicles including NPC helicopters excluding horses.
*Pressure Pad
| Item ID | -2049214035 |
| Description | Passing power when a player stands on it |
| Crafting Recipe | 150 Wood, 1 Spring, 1 Gear |
| Recycles Into | 75 Wood, 50% 1 Spring, 50% 1 Gear |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Power in minus 1 |
| Despawn Time | 5 minutes |
| Decay Time |
Notes:
- Can only be placed on floors or foundations.
- Will generate 1rW briefly when pressed.
- When the pad is supplied with power, it will pulse 1rW first then output the incoming power.
- Detects land, sea and air vehicles, this includes horses.
- Can be triggered through half height floors from below or ramps from above.
- Many items can be placed on top of the pad, including but not limited to, sleeping bags, chairs and planter boxes.
- Can be connected to Root Combiners.
*Logic
These components allow for programming of intelligent systems that will perform and respond to sequences of operations. Systems that use these components will often, but not limited to, follow the rules of Boolean logic.
*Blocker
| Item ID | -690968985 |
| Description | Blocking power passthrough when power is applied to its side input |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In, Block Passthrough / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Power input minus 1 |
| Despawn Time | 5 minutes |
Notes:
- When power is applied to the Block Passthrough input on the side, power will be prevented from passing though.
- When passthrough is blocked, it will also block any components Active Usage, effectively hiding them from batteries when offline.
*Memory Cell
| Item ID | -746647361 |
| Description | Sending power through 1 of 2 outputs based on side inputs |
| Crafting Recipe | 75 Metal Frags |
| Recycles Into | 38 Metal Frags |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In, Set, Reset, Toggle / Output, Inverted Output |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Power input minus 1 |
| Despawn Time | 20 minutes |
Notes:
- Aka, a Flip Flop but has a Set, Reset and Toggle.
- The Reset input will cause the Memory Cell to send power through Inverted Output.
- The Set input will cause the Memory Cell to send power through Output.
- The Toggle input will cause the Memory Cell to flip which output power is going through.
- The side inputs are prioritized from top to bottom. This means if power is applied to Set then power is applied to Reset or Toggle, nothing will happen. If power is applied to Reset then power is applied to Toggle, nothing will happen. If power is applied to Reset then power is applied to Set, it will force the Memory Cell to send power through Output.
- When switching from one output to the other, Output will always react before Inverted Output.
- The 2 outputs are currently bugged. When you try to see the power info by pointing at the outputs with a Wire Tool, it will show the incoming power being evenly split between both outputs. This is a visual bug. 100% of the power is only coming out of 1 of the outputs.
- Here is a rustrician.io BP explaining the Memory Cell.
*Timer
| Item ID | 665332906 |
| Description | Passing power through for a period of time |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Electric Input, Toggle On / Output |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
Notes:
- Everyone can activate the timer but only TC authorized people can set the timer.
- Timer must be powered to set the duration.
- It must also be powered first before it can be triggered as per Power Flow.
- Has a default time of 30 seconds.
- Minimum time duration is 0.25 seconds. This might be too fast for some servers and must be increased.
- Maximum time duration has been tested to at least a 2 weeks IRL.
- Can only be placed on vertical walls.
- When it is not active, it will block all the components past it from registering Active Usage on batteries.
*RAND Switch
| Item ID | 492357192 |
| Description | Achieving a 50% passthrough rate when Set |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In, Set, Reset / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
Notes:
- When power is applied to Set, there is a 50% chance the switch will change states. From passing power through to not passing power through or vice versa.
- When power is applied to Reset, the switch will pass power through.
- While not passing power through, it will block any components Active Usage, effectively hiding them from batteries when offline.
- Can be placed on all angled surfaces including the ground.
*OR
Switch
| Item ID | -1286302544 |
| Description | Passing power through from 1 input OR the other |
| Crafting Recipe | 100 Metal Fragments |
| Recycles Into | 50 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Input A, Input B / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | It will pass through whichever input has more power, minus 1 |
| Despawn Time | 5 minutes |
Notes:
- The switch will pass power through from Input A OR Input B but only the one that has more power avaliable.
- Can only be placed on vertical walls.
*AND
Switch
| Item ID | 1171735914 |
| Description | Passing power through when both inputs have power |
| Crafting Recipe | 100 Metal Fragments |
| Recycles Into | 50 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Input A, Input B / Power Out |
| Active Usage | 1 |
| Power Consumption | 0rW |
| Power Output | It will pass through whichever input has more power. |
| Despawn Time | 5 minutes |
Notes:
- Input A and Input B both require power to pass power through but only the input with more power will be the one to pass through.
- Great for amplifying power.
- Can only be placed on vertical walls.
*XOR
Switch
| Item ID | 1293102274 |
| Description | Passing power through from only 1 input |
| Crafting Recipe | 100 Metal Fragments |
| Recycles Into | 50 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Input A, Input B / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Power input minus 1 |
| Despawn Time | 5 minutes |
Notes:
- It will pass power through from either Input A or Input B but if power is applied to both inputs, it will block power pass through.
- Can only be placed on vertical walls.
*Counter
| Item ID | -216999575 |
| Description | Counting or monitoring power levels |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 100 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In, Increment Counter, Decrement Counter, Clear Counter / Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 20 minutes |
| Decay Time | 96 hours |
Notes:
- To configure the Counter, with a Wire Tool in hand, look at it and hold Use(E). The options are Set Target and Show Passthrough.
- Set Target allows for programming a number between 1 and 100. When the Counter is equal to the target number, or greater, the Counter will pass power through.
- Show Passthrough will show the amount of incoming power.
- When power is applied to Increment Counter, the Counter will count up by 1.
- When power is applied to Decrement Counter, the Counter will count down by 1.
- When power is applied to Clear Counter, the Counter will reset back to 0.
- The Counter does not need power to count up, down or be cleared.
- When set to Show Passthrough, if it only shows 1, connect the output (Passthrough) to any input on any component. This will cause the counter to actually pass power through so it can show the amount.
- Using a Counter on the floor on its thin side, within a 1 meter radius, if an item like a furnace or sleeping bag is removed, the Counter will also disappear. When placing or removing building structures, the Counter will also disappear.
- The following items can be placed on top of a counter that is placed down on its thin side: Lantern, Jackolanterns, carvable pumpkins, sandbag and concrete barricades, pookie bear, twitch trophy, eggs and the small candle. Placing multiple counters together to create a larger pad, you can put larger things like a small battery on top.
*Radio Frequency (RF)
*Common Traits
Radio Frequency or RF for short, is a signal that can be sent or received to or from anywhere on the map.
Small Oil Rig: 4765 / Large Oil Rig: 4768 / Giant Excavator: 4777
Transmitters cannot be set to frequencies between 4960 and 4990
Receivers can be set to frequencies between 4960 and 4990
*RF Broadcaster
| Item ID | -1044468317 |
| Description | Sending an RF signal |
| Crafting Recipe | 100 Metal Fragments, 1 Tech Trash |
| Recycles Into | 50 Metal Fragments, 50% 1 Tech Trash |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 20 Scrap |
| Hit Points | 50 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Despawn Time | 5 minutes |
| Decay Time | 48 Hours |
Notes:
- Will send an RF signal as long as it receives power.
- They can be placed on most flat surfaces including Workbenches and the top of TC.
- Takes 0.5 damage when changing frequencies.
*RF
Receiver
| Item ID | 888415708 |
| Description | Receiving an RF signal to output power |
| Crafting Recipe | 100 Metal Fragments, 1 Tech Trash |
| Recycles Into | 50 Metal Fragments, 50% 1 Tech Trash |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 20 Scrap |
| Hit Points | 50 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
| Decay Time | 48 Hours |
Notes:
- When it receives a signal, it will output power and continue to do so until it stops receiving a signal.
- They can be placed on most flat surfaces including Workbenches and the top of TC.
- While not passing power through, it will block any components Active Usage connected to it, effectively hiding them from batteries when offline.
*RF Transmitter
| Item ID | 596469572 |
| Description | Transmitting a RF signal from your hand |
| Crafting Recipe | 5 High Quality Metal, 1 Tech Trash |
| Recycles Into | 3 High Quality Metal, 50% 1 Tech Trash |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 20 Scrap |
| Where To Buy | Outpost for 75 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Despawn Time | 5 minutes |
Notes:
- This is a hand held tool and will send a RF signal as long as the button is pressed.
- This tool takes 0.5 damage when changing frequencies.
- Frequency can be changed by holding Right Click while holding it.
*RF
Pager
| Item ID | -566907190 |
| Description | Receiving a RF signal in your pocket |
| Crafting Recipe | 50 Metal Fragments, 1 Tech Trash |
| Recycles Into | 5 Scrap, 25 Metal Fragments, 50% 1 Tech Trash |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 20 Scrap |
| Where To Buy | Outpost for 75 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Despawn Time | 5 minutes |
Notes:
- When the Pager receives a signal, it will start to beep and vibrate. It can be placed in Silent Mode.
- It can be carried in a person’s inventory or placed in a storage box.
*Timed Explosive Charge
| Item ID | 1248356124 |
| Description | C4, used to destroy whatever it is attached to. 2 modes, delay and RF detonation |
| Crafting Recipe | 20 Explosives, 5 Cloth, 2 Tech Trash |
| Recycles Into | 10 Explosives, 3 Cloth, 1 Tech Trash |
| Stack Size | 10 |
| Workbench Required | Level 3 |
| Research Table Cost | 500 Scrap |
| Damage | 550 |
| Explosion Radius | 4m |
| Explosion Delay | 10 Seconds |
| Explosion Control | Delay or RF |
| Where To Buy | Outpost for 75 Scrap |
| Where To Find | APC Crate, Elite Crate, Elite Tier Crate, Heavy Scientist, Helicopter Crate, Locked Crate, Supply Drop, Underwater Lab Elite Crate |
| Despawn Time | 1 hour |
| Decay Time | 24 hours |
Notes:
- To use it in delay mode, just throw the explosive charge with a left click. It will beep for 10 seconds before exploding. The red light will be on.
- To use in RF mode, enter your inventory and select the charge. Click on ‘Enable RF’ then ‘Set Frequency’. Use left click to throw the explosive charge onto something and wait 10 seconds for the beeping to stop. The green light will be on. Set a RF Broadcaster or RF Transmitter to the same frequency and transmit when you want the charge to detonate.
- Due to the introduction of RF mode, RF Broadcasters and Transmitters now take 0.5 damage when changing frequencies.
- Anyone can pick up the charge after the beeping stops by looking at
it and holding Use(
E). - Will survive a server restart.
- Decays after 24 hours when outside the TC range of the person that threw it.
*Lights
*Flasher Light
| Item ID | -939424778 |
| Description | A flashing blue light |
| Crafting Recipe | 120 Metal Fragments |
| Recycles Into | 60 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
Notes:
- These blink a blue light. 3 fast pulses followed by a pause.
- These can be placed on any angled surfaces.
*Siren Light
| Item ID | 762289806 |
| Description | A spinning red light |
| Crafting Recipe | 120 Metal Fragments |
| Recycles Into | 60 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 75 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
Notes:
- These emit 2 red lights 180 degree from each other and spin in a circle.
- Can be placed on any angled surfaces.
*Ceiling Light
| Item ID | 1142993169 |
| Description | Overhead lighting and growing plants |
| Crafting Recipe | 50 Metal Fragments |
| Recycles Into | 25 Metal Fragments |
| Stack Size | 10 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 300 |
| Where To Buy | Bandit Camp for 30 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 2 |
| Power Consumption | 2rW |
| Power Output | Input power minus 2 |
| Despawn Time | 5 minutes |
Notes:
- These hang from ceilings and focus light toward the ground.
- Hanging this at 1.5 floors allows the light to cover more area.
- They are the only light that can be used for farming.
- When given only 1 power, they will work until they don’t. When they don’t, turn them off and back on and they will work again.
*Simple Light
(NON-CRAFTABLE)
| Item ID | -282113991 |
| Description | Lighting an area placed on walls |
| Recycles Into | 50 Wood, 13 Metal Fragments |
| Stack Size | 1 |
| Inputs/Outputs | |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
Notes:
- These can only be spawned in by an admin or using plugins.
- They take no damage.
- They can only be placed on vertical surfaces.
*Deluxe Christmas Lights
| Item ID | -151387974 |
| Description | Christmas themed lights |
| Crafting Recipe | 50 Metal Fragments for 10ft |
| Recycles Into | 3 Metal Fragments per 1ft |
| Stack Size | 150 |
| Hit Points | 100 |
| Where To Find | Requires a Steam item purchased from the market |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 5 |
| Power Consumption | 5rW |
| Power Output | Input power minus 5 |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the community market.
- 1 foundation is supposed to be 3 meters. 3 meters is 9.8ft. 1 foundation length worth of these lights is only 8ft.
- Left click to place the first piece. Run the lights anywhere you want and right click to end placement.
- They have 5 different modes, Steady, Flashing, Chasing, Fade and Slow Glow.
- Can be placed underwater.
- Length of light strand does not affect the amount of power consumed.
*Search Light
| Item ID | 2087678962 |
| Description | Lighting up a large area |
| Crafting Recipe | 500 Wood, 200 Metal Fragments |
| Recycles Into | 250 Wood, 100 Metal Fragments |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 150 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 10 |
| Power Consumption | 10rW |
| Power Output | Input power minus 10 |
| Despawn Time | 20 minutes |
| Decay Time | 8 hours |
Notes:
- Use the light by looking at it and pressing Use(
E). Adjust where the light is shining. Once in position, if you can see ‘Stop Using’, press Use(E) or walk far enough away to stop using. - Has 360 degree rotation.
- Maximum distance light can travel is 96m or 32 foundations. 1 square foundation is 3m.
- Can be used through ceilings and walls.
- The light can be seen through walls if placed close enough. The flash from the light turning on can be seen as far away as 1 grid square.
*Small Neon Sign
| Item ID | 1305578813 |
| Description | A small neon sign! |
| Crafting Recipe | 150 Metal Fragments |
| Recycles Into | 75 Metal Fragments |
| Stack Size | 5 |
| Hit Points | 300 |
| Where To Find | Requires a Steam item purchased from the market |
| Inputs/Outputs | Electric Input / Passthrough |
| Active Usage | 4 |
| Power Consumption | 4rW |
| Power Output | Input power minus 4 |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the community market.
- Maximum image size is 128x128.
- Can be placed on vertical and angled surfaces.
- Can be placed underwater.
*Medium Neon Sign
| Item ID | -1423304443 |
| Description | A medium neon sign! |
| Crafting Recipe | 200 Metal Fragments |
| Recycles Into | 100 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Hit Points | 300 |
| Where To Find | Requires a Steam item purchased from the market |
| Inputs/Outputs | Electric Input / Passthrough |
| Active Usage | 6 |
| Power Consumption | 6rW |
| Power Output | Input power minus 6 |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the community market.
- Maximum image size is 256x128.
- Can be placed on vertical and angled surfaces.
- Can be placed underwater.
*Medium Animated Neon Sign
| Item ID | 42535890 |
| Description | An animated neon sign! |
| Crafting Recipe | 2 High Quality Metal, 300 Metal Fragments |
| Recycles Into | 1 High Quality Metal, 150 Metal Fragments |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Hit Points | 300 |
| Where To Find | Requires a Steam item purchased from the market |
| Inputs/Outputs | Electric Input / Passthrough |
| Active Usage | 10 |
| Power Consumption | 10rW |
| Power Output | Input power minus 10 |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the community market.
- There are 5 pages you can paint and the sign will automatically flip between them.
- You can choose between 3 flipping speeds, Slow, Medium and Fast.
- Maximum image size is 256x128.
- Can be placed on vertical and angled surfaces.
- Can be placed underwater.
*Large Neon Sign
| Item ID | 866332017 |
| Description | A large neon sign! |
| Crafting Recipe | 250 Metal Fragments |
| Recycles Into | 125 Metal Fragments |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Hit Points | 300 |
| Where To Find | Requires a Steam item purchased from the market |
| Inputs/Outputs | Electric Input / Passthrough |
| Active Usage | 8 |
| Power Consumption | 8rW |
| Power Output | Input power minus 8 |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the community market.
- Can be placed on vertical and angled surfaces.
- Maximum image size is 256x256.
- Using a low or half wall above a window with bars or glass, you can pull one of these down over the window to cover it. When the sign is painted, you can’t see through the front but can through the back.
- Can be placed underwater.
*Large Animated Neon Sign
| Item ID | 1643667218 |
| Description | A large, animated neon sign! |
| Crafting Recipe | 5 High Quality Metal, 350 Metal Fragments |
| Recycles Into | 125 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Hit Points | 300 |
| Where To Find | Requires a Steam item purchased from the market |
| Inputs/Outputs | Electric Input / Passthrough |
| Active Usage | 15 |
| Power Consumption | 15rW |
| Power Output | Input power minus 15 |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the community market.
- Can be placed on vertical and angled surfaces.
- There are 5 pages you can paint and the sign will automatically flip between them.
- You can choose between 3 flipping speeds, Slow, Medium and Fast.
- Maximum image size is 256x256.
- Using a low or half wall above a window with bars or glass, you can pull one of these down over the window to cover it. When the sign is painted, you can’t see through the front but can through the back.
- Can be placed underwater.
*Industrial Wall Light
| Item ID | 1643667218 |
| Description | A mountable white light |
| Crafting Recipe | 30 Metal Fragments |
| Recycles Into | 15 Metal Fragments |
| Stack Size | 10 |
| Workbench Required | Level 1 |
| Hit Points | 200 |
| Where To Find | Requires a Steam item purchased from the Item Store |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the in game Item Store.
- These are the cheapest components to build and only consume 1rW.
- Can be placed on all angled surfaces.
*Green Industrial Light
| Item ID | 1268178466 |
| Description | A mountable green light |
| Crafting Recipe | 30 Metal Fragments |
| Recycles Into | 15 Metal Fragments |
| Stack Size | 10 |
| Workbench Required | Level 1 |
| Hit Points | 200 |
| Where To Find | Requires a Steam item purchased from the Item Store |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the in game Item Store.
- These are the cheapest component to build and only consume 1rW.
- Can be placed on all angled surfaces.
*Red Industrial Light
| Item ID | -1160621614 |
| Description | A mountable red light |
| Crafting Recipe | 30 Metal Fragments |
| Recycles Into | 15 Metal Fragments |
| Stack Size | 10 |
| Workbench Required | Level 1 |
| Hit Points | 200 |
| Where To Find | Requires a Steam item purchased from the Item Store |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the in game Item Store.
- These are the cheapest components to build and only consume 1rW.
- Can be placed on all angled surfaces.
*Strobe Light
| Item ID | 2104517339 |
| Description | A flashing light with 3 speeds |
| Crafting Recipe | 2 High Quality Metal, 100 Metal Fragments |
| Recycles Into | 1 High Quality Metal, 50 Metal Fragments |
| Stack Size | 1 |
| Hit Points | 100 |
| Where To Find | Requires a Steam item purchased from the market |
| Inputs/Outputs | Toggle, Turn On, Turn Off |
| Active Usage | 1 |
| Power Consumption | 1rW per input but none for itself |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the community market.
- Requires TC authorization to change strobe settings. Look at the
light and hold USE(
E) to change the frequency of the strobe between 10hz, 20hz and 40hz or to manually turn it on. - Whichever input is the last to be activated is the input that dictates the state of the light. For example, if power is constantly sent to TURN ON, the light turns on. Then send power to TURN OFF, the light will turn off. When power is removed from TURN OFF, the light will not turn back on even with power still going to TURN ON. Power will need to be removed then reapplied power to TURN ON for the light to turn back on.
- The TOGGLE input will turn the light on when it receives power and turn off when power is removed. This does not change the previous bullet point. If power is applied to TOGGLE, the light will turn on. While the light is on, if power is sent to TURN OFF, the light will turn off. When power is removed from TURN OFF with power still going to TOGGLE, the light will not turn back on. On the other hand if power is sent to TURN ON, the light will turn on. Then send power to TOGGLE and the light will stay on. With power still going to TURN ON, if power is removed from TOGGLE and the light will turn off. This is because when power is removed from TOGGLE, it tells the light to turn off.
- They take damage when active at a rate of 1hp/3min42sec.
- They can be placed on flat and angled surfaces as well as the ground.
- Can be picked up with a hammer but loses 10hp.
*Smart
These components can be paired with the Rust+ app and adds a way to interact with rustricity from outside the game.
- To connect the smart component with the Rust+ app, start by installing the app from your app store on a tablet or smartphone.
- Launch the app and sign into Steam.
- In game, join a server that has Rust+ enabled.
- Once on the server, hit ESC to enter the main menu.
- Click on Rust+.
- Select ‘Pair With Server’ and in the app the server’s info should pop up.
- In the app, select ‘Pair Server’ and you’re done.
- Look at the smart component in game and hold Use(
E) to get the option to pair.
*Storage Monitor
| Item ID | 1149964039 |
| Description | Monitoring Tool Cupboards, Large Storage Boxes and Vending Machines |
| Crafting Recipe | 3 High Quality Metal, 1 Tech Trash |
| Recycles Into | 2 High Quality Metal, 50% 1 Tech Trash |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | Has no hit points |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Output |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | 1rW |
| Despawn Time | 20 minutes |
Notes:
- Will pulse 1rW when an inventory slot changes state. An inventory slot will either need to be filled or emptied for the Storage Monitor to notice a change. It will not notice partial stacksize changes.
- Can be paired with Rust+ to allow monitoring of Tool Cupboards, Large Boxes and Vending Machines.

*Smart Alarm
| Item ID | -695978112 |
| Description | Sends a notification to your phone |
| Crafting Recipe | 3 High Quality Metal, 1 Tech Trash |
| Recycles Into | 2 High Quality Metal, 50% 1 Tech Trash |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 50 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Power Out |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 20 minutes |
| Decay Time | 48 hours |
Notes:
- Must be placed on flat surfaces.
- Can be paired with Rust+ to receive pre-programmed messages from in-game when activated.
- With TC authorization, look at the alarm with a Wire Tool in hand
and press Use(
E) to set the alarms message.

*Smart Switch
| Item ID | 988652725 |
| Description | A switch requiring TC authorization |
| Crafting Recipe | 3 High Quality Metal, 1 Tech Trash |
| Recycles Into | 2 High Quality Metal, 50% 1 Tech Trash |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Electric Input, Switch On, Switch Off / Output |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
| Decay Time |
Notes:
- Only people with TC authorization can operate the Switch.
- Can be paired with Rust+ enabling the ability to turn it on and off from outside the game.
- The Side Inputs block the Destruction Detectors ability to see downstream.
*Utilities
These are components that can enhance a player’s quality of life and Rust experience. They will also have a wide variety of applications.
*Door Controller
| Item ID | -502177121 |
| Description | Manipulates the state of the door |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 75 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 20 minutes |
Notes:
- They can be used to open and close single and double doors, garage doors, window shutters, wooden shop front, prison cell gates, chainlink fence gate, ladder hatches and high external gates.
- Place the controller within 1 meter of the door model to be able to pair them.
- After placing the door and controller, pair them together by looking
at the controller and press Use(
E). If successful, the bottom green light will turn on. - The door must be unlocked to pair with the controller.
*Igniter
| Item ID | -44876289 |
| Description | Ignites anything that burns |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 3 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 |
| Hit Points | 250 |
| Where To Buy | Outpost for 50 Scrap |
| Where To Find | Barrel, Crate, Primitive Crate, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In |
| Active Usage | 2 |
| Power Consumption | 2rW |
| Despawn Time | 5 minutes |
Notes:
- 2rW is only required for the visual sparking effect. They will ignite things with only 1rW.
- They can be used to ignite the camp fire, carvable pumpkin, chinese lantern, hobo barrel, jack o lanterns, lanterns, large furnace, small furnace, electrical furnace, small oil refinery, fireplace, tuna can lamp, fireworks, sky lanterns,candles, beancan grenade and satchel charge.
- They take damage when they are on. They have enough health to last for 16 to 17 minutes.
- Can be placed on any angled surface and the ground.
*PTZ CCTV Camera
| Item ID | 140006625 |
| Description | A camera with Pan, Tilt, Zoom function |
| Crafting Recipe | 1 CCTV Camera, 150 Metal Fragments |
| Recycles Into | 50% CCTV Camera, 75 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 150 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate, Wagon Military Crate |
| Inputs/Outputs | Power In |
| Active Usage | 3 |
| Power Consumption | 3rW |
| Despawn Time | 20 minutes |
| Decay Time | 48 hours |
Notes:
- To use cameras, start by placing one on a flat ceiling. With TC
authorization, look at the camera and press Use(
E) to ‘Set ID’. - Aim the camera by standing in the direction you want the camera to
look. Holding a Hammer, press Use(
E) to change its position. Hold Use(E) to pick them up. - View cameras by mounting a Computer Station and in the bottom left, add the ID for the camera. Select the camera from the list on the left and begin viewing.
- To control the camera when viewing, use your mouse to pan and tilt. Left click will zoom.
- Anyone can add any camera to any Computer Station.
- Add the ID to the
Rust+app to view the camera from outside the game. The player must disconnect from the server before remote access is allowed. - The game has pre-placed cameras at some of the monuments, check the current Camera List.
*CCTV Camera
| Item ID | 634478325 |
| Description | A camera to view from a Computer Station |
| Recycles Into | 2 High Quality Metal, 2 Tech Trash |
| Stack Size | 64 |
| Hit Points | 150 |
| Where To Find | APC Crate, Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Helicopter Crate, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Sunken Crate, Tool Box, Treasure Box, Tunnel Dweller, Underwater Dweller, Underwater Lab Elite Crate, Underwater Lab Tech Crate, Underwater Lab Tool Box, Underwater Lab Yellow Crate |
| Inputs/Outputs | Unnamed Input |
| Active Usage | 3 |
| Power Consumption | 3rW |
| Despawn Time | 60 minutes |
| Decay Time | 48 hours |
Notes:
- To use cameras, start by placing one on any vertical surface. With
TC authorization, look at the camera and press Use(
E) to ‘Set ID’. - Aim the camera by standing in the direction you want the camera to
look. Holding a Hammer, press Use(
E) to change its position. Hold Use(E) to pick them up. - View cameras by mounting a Computer Station and in the bottom left, add the ID for the camera. Select the camera from the list on the left and begin viewing.
- Anyone can add any camera to any Computer Station.
- Add the ID to the
Rust+app to view the camera from outside the game. The player must disconnect from the server before remote access is allowed. - The game has pre-placed cameras at some of the monuments, check the current Camera List.
*Electric Heater
| Item ID | -784870360 |
| Description | A source of heat |
| Crafting Recipe | 200 Metal Fragments |
| Recycles Into | 100 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 75 Scrap |
| Hit Points | 200 |
| Where To Buy | Outpost for 75 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power In / Passthrough |
| Active Usage | 3 |
| Power Consumption | 3rW |
| Power Output | Input power minus 3 |
| Despawn Time | 20 minutes |
Notes:
- Heaters will dry you off if you are wet.
- They can be used to help regulate the temperature of crops, be careful not to overheat your plants.
- They emit an orange light
- Can only be placed on vertical surfaces
- It provides up to 50% comfort in a sphere that starts about 1m in front of the heater. This sphere has a diameter of roughly 4 meters or 1 1/3rd square foundations.
- his item provides heat in the shape of a sphere that at its largest diameter covers a 2x2, pictured below.
Heat Sphere :

*Modular Car Lift
| Item ID | 1696050067 |
| Description | A work platform for modular cars |
| Crafting Recipe | 5 High Quality Metal, 200 Metal Fragments, 1 Gear |
| Recycles Into | 3 High Quality Metal, 100 Metal Fragments, 50% 1 Gear |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 125 Scrap |
| Hit Points | 250 |
| Where To Buy | Bandit Camp for 150 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In |
| Active Usage | 5 |
| Power Consumption | 5rW |
| Despawn Time | 40 minutes |
| Decay Time | 16 hours |
Notes:
- To access the user interface, look at the control stand and press
Use(
E). TC access is not required to access UI. - These allow for modification of modular cars by adding or removing modules.
- Lets anyone add or remove code locks.
- Store cars on a powered lift to prevent decay.
- Cannot be picked up with a Hammer.
*Elevator
| Item ID | 1177596584 |
| Description | A powered lift |
| Crafting Recipe | 3 High Quality Metal, 200 Metal Fragments, 1 Gear |
| Recycles Into | 2 High Quality Metal, 100 Metal Fragments, 50% 1 Gear |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 125 Scrap |
| Hit Points | 600 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power, Call Elevator |
| Active Usage | 5 |
| Power Consumption | Carriage = 5rW, Call Elevator = 1rW |
| Despawn Time | 40 minutes |
| Decay Time | 8 hours |
Notes:
- The elevator consists of 2 parts, the shaft and the carriage.
- At the top of the shaft there is a light and the motor for the carriage. This motor requires 5rW in order for the carriage to move.
- The carriage has a control panel that allows a user to press a
button and move all the way to the top or bottom floors. Hold
Use(
E) to move up or down 1 floor at a time. - Each floor has 2 inputs, on the right side of each entrance, to call the elevator to that floor.
- The Maximum height of a single elevator shaft is 6 floors.
- The elevator has an upkeep cost. For the first floor, it costs 1 High Quality Metal and 20 Metal Fragments. It costs an extra 20 Metal Fragments per floor but at the 4th floor, it costs an extra 1 High Quality Metal. A max height elevator shaft will have an upkeep cost 2 High Quality Metal and 120 Metal Fragments.
- If someone is standing under the carriage as it descends, they will die.
- The Elevator has a travel time of 1.6 seconds per floor.
- Elevators cannot be placed next to each other or in a way that would have them touching the same intersection.
*Audio Alarm
| Item ID | 2100007442 |
| Description | A loud warning alarm speaker |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 100 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Unnamed Input |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Despawn Time | 5 minutes |
| Decay Time | 96 hours |
Notes:
- The sound will travel approximately 14 foundations or 42ish meters. Behind 1 wall the distance is reduced to approximately 11 foundations or 33ish meters. Adding more walls does not reduce the distance the sound will travel.
*Drone
| Item ID | 1588492232 |
| Description | A remote controlled drone |
| Crafting Recipe | 200 Metal Fragments, 2 Tech Trash, 1 CCTV Camera |
| Recycles Into | 100 Metal Fragments, 1 Tech Trash, 50% 1 CCTV Camera |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 125 Scrap |
| Hit Points | 100 |
| Where To Buy | Outpost for 300 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, NVG Scientist, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate, Wagon Military Crate |
| Power Consumption | Requires zero electricity |
| Despawn Time | 40 minutes |
Notes: - Using a Computer Station, a player is able to remotely fly
the drone.
- Assign an ID to the drone by deploying it on the ground, looking at it
and pressing Use(E). Hold Use(E) to pick up a
drone.
- Mount a Computer Station and in the bottom left, add the ID for the
Drone. - Select the ID from the list and start flying.
- Use W, A, S, D to move. Use the mouse to look around. Shift and Ctrl
to go up and down.
- Add the ID to the Rust+ app to control the Drone from
outside the game. The player must disconnect from the server before
remote access is allowed.
- It is damaged easily from impacts.
- Logging out of the drone mid flight will cause it to fall to the
ground.
- It has a limited range of around 500 meters or 3.33 grid squares.

*Computer Station
| Item ID | -1588628467 |
| Description | A place to view CCTV cameras |
| Crafting Recipe | 5 High Quality Metal, 1 Targeting Computer, 1 RF Broadcaster, 1 RF Receiver |
| Recycles Into | 3 High Quality Metal, 50% 1 Targeting Computer, 50% 1 RF Broadcaster, 50% 1 RF Receiver |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 500 |
| Where To Buy | Outpost for 300 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Power Consumption | Requires zero electricity |
| Despawn Time | 20 minutes |
Notes:
- Use the Computer Station to view CCTV Camera, control the PTZ Camera, fly the Drone or control an Auto Turret.
- Mount a Computer Station and in the bottom left, add an ID for a camera or drone. Select the ID from the list on the left and begin viewing or operating.
- Anyone can add any camera or turret to any computer station.
- The maximum number of cameras you can add to a computer is 20.
- The game has pre-placed cameras at some of the monuments, here is the current list.
- The game has pre-placed cameras at some of the monuments, check the current Camera List.
*Fogger-3000
| Item ID | -1973785141 |
| Description | A fog machine that runs on low grade fuel |
| Crafting Recipe | 100 Metal Fragments, 30 Low Grade Fuel, 1 Metal Pipe |
| Recycles Into | 50 Metal Fragments, 15 Low Grade Fuel, 50% 1 Metal Pipe |
| Stack Size | 1 |
| Hit Points | 100 |
| Where To Find | Requires a Steam item purchased from the market |
| Inputs/Outputs | Turn On, Toggle, Turn Off |
| Active Usage | 1 |
| Power Consumption | 1rW per input but none for itself |
| Low Grade Fuel Capacity | 500 |
| Low Grade Fuel Consumption | 1/min when active or 10/min when set to Motion |
| Despawn Time | 5 minutes |
| Decay Time | 96 hours |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the community market.
- When Active, it creates a fog cloud in front of it that covers an area equal to a 2x2 and is thickest below half height walls. Consumes low grade fuel at 1 per minute.
- When set to Motion, it only gets set off by non authorized players and will emit fog every couple seconds creating a thicker cloud directly in front of it. Setting the fogger at a half wall height, the constant emission of the fogger creates a thick cloud at eye level. Consumes low grade fuel at 10 per minute.
- The fogger only emits a cloud as long as the non authorized player is moving. If the player stops moving, the fogger turns off.
- A cloud takes 5 seconds to form and 40 seconds to disappear.
- Increasing the number of foggers increases the density of the cloud. 4 foggers is enough to block the light from fire and 5 will block light from electrical lighting.
- Fog will fall toward the ground and accumulate on any horizontal surface. The higher the fogger the thinner the cloud.
- Requires TC authorization to change settings. Look at the light and
hold Use(
E) to Activate, Open or turn on Motion. - Whichever input is the last to be activated is the input that dictates the state of the fogger. For example, if constant power is sent to TURN ON, the fogger turns on. Then send power to TURN OFF, the fogger will turn off. When power is removed from TURN OFF, the fogger will not turn back on, even with power still going to TURN ON. Power will need to be removed and reapplied to TURN ON for the fogger to turn back on.
- The TOGGLE input will turn the fogger on when it receives power and turn off when power is removed. This does not change the previous bullet point. If power is applied to TOGGLE, the fogger will turn on. While the fogger is on, if power is sent to TURN OFF, the fogger will turn off. When power is removed from TURN OFF with power still going to TOGGLE, the fogger will not turn back on. On the other hand if power is sent to TURN ON, the fogger will turn on. Then send power to TOGGLE and the fogger will stay on. With power still going to TURN ON, when power is removed from TOGGLE, the fogger will turn off. This is because when power is removed from TOGGLE, it tells the fogger to turn off.
- They can be placed on flat and angled surfaces as well as the ground.
- Can be picked up with a hammer but loses 10hp.
*Snow Machine
| Item ID | 1358643074 |
| Description | A machine which will blanket the surrounding terrain in snow. |
| Crafting Recipe | 125 Metal Fragments, 30 Low Grade Fuel, 1 Metal Pipe |
| Recycles Into | 63 Metal Fragments, 15 Low Grade Fuel, 50% 1 Metal Pipe |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Hit Points | 100 |
| Where To Find | Requires a Steam item purchased from the market |
| Inputs/Outputs | Toggle, Turn On, Turn Off |
| Active Usage | 1 |
| Power Consumption | 1rW per input but none for itself |
| Low Grade Fuel Capacity | 500 |
| Low Grade Fuel Consumption | 1/min when active |
| Despawn Time | 5 minutes |
Notes:
- This item can only be crafted if you have the item in your Steam Inventory. It must be purchased from the community market.
- When Active, it creates a patch of snow in front of the machine with a radius of 3.5 square foundations.
- The snow pile takes 1 second to form and 2 minutes 45 seconds to disappear.
- The snow at its deepest goes halfway up a character’s chin.
- Increasing the number of machines does not increase the depth of the snow.
- Snowfall is 3.5 floors high.
- Requires TC authorization to change settings. Look at the light and
hold Use(
E) to Activate, Open or Stop. - The TOGGLE input will turn the machine on when it receives power and turn off when power is removed. When TURN ON receives power, the machine will turn on and stay on when TURN ON loses power. When TURN OFF receives power, it will always turn the machine off. If power is currently going to TURN OFF, sending power to the other inputs will turn the machine on.
- When the machine turns on, there is a 10 second window where it cannot be turned off.
- They can only be placed on the ground.
- Can be picked up with a hammer but loses 75hp.
*Defense
These components are designed to kill players.
*SAM
Site
| Item ID | -1009359066 |
| Description | Defends against aerial threats |
| Recycles Into | 25 High Quality Metal |
| Stack Size | 1 |
| Hit Points | 1000 |
| Where To Buy | Outpost for 500 Scrap |
| Inputs/Outputs | Power In / Has Target, Low Ammo, No Ammo, Passthrough |
| Active Usage | 25 |
| Power Consumption | 25rW |
| Power Output | 1rw |
| Power Passthrough | Input power minus 25 |
| Despawn Time | 5 minutes |
| Decay Time | 12 hours |
Notes:
- They are used for destroying player flown aircraft, i.e. minicopter, scrap heli and hot air balloon. It doesnt matter if there is a pilot or if the pilot has TC auth. They shoot the craft, not the player, unless in Defender Mode.
- Looking at the SAM and holding Use(
E) allows a player to enable and disable Defender Mode. In Defender Mode it will only target incoming MLRS rockets. - To successfully defend from an MLRS attack, it is recommended placing 3 SAM Sites on the side of the base that is nearest the Abandoned Military Base and build them as high as the base is tall.
- Has a range of 150 meters, or 1 grid square.
- It will not target anything below its own height.
- Has Target will pulse out 1rW if it takes damage and will release a constant 1rW if it locks a target.
- Low Ammo will start to output 1rW when there is 10 SAM Ammo or less. When it has no more ammo it will stop outputting power.
- No Ammo will output 1rW constantly when there is no more ammo.
- If 100 power is given to the SAM, 75 will come out Passthrough.
- Must be placed on flat surfaces.
- Try to place them in a way they cannot be baited and used to destroy surrounding structures.
*Auto Turret
| Item ID | -2139580305 |
| Description | A automated sentry turret to neutralize targets |
| Crafting Recipe | 10 High Quality Metal, 1 CCTV Camera, 1 Targeting Computer |
| Recycles Into | 5 High Quality Metal, 50% 1 CCTV Camera, 50% 1 Targeting Computer |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 500 Scrap |
| Hit Points | 1000 |
| Where To Buy | Outpost for 400 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Has Target, Low Ammo, No ammo |
| Active Usage | 10 |
| Power Consumption | 10rW +1 if outputs are used |
| Power Output | 1rW |
| Despawn Time | 60 minutes |
Notes:
- A player must be authorized to open the menu by looking at it and
holding Use(
E). There are 7 options to choose from.Open -This opens the inventory where guns and ammo can be placed. This includes all weapons that fire Pistol Bullets, 5.56 Rifle Ammo or 12 Gauge Buckshot as well as the Nailgun and Trumpet.Peacekeeper mode -It will never attack an authorized player. It won’t attack an unauthorized player unless they become aggressive. This mode also disables players from being able to control them from a Computer Station or the Rust+ app.Attack All -Is the default mode and can only be selected if the turret was placed into Peacekeeper mode. This mode is required for remote control.Rotate -Rotates the turret by 180 degrees.Authorize friend -Search or select a player to authorize them. Once authorized, the turret will never shoot them.Clear Authorization List -Removes all players from being authorized.Deauthorize -Removes the player selecting it from being authorized.Set ID -Naming the turret allows for player control. Give the turret a name, then enter that name into a Computer Station or the Rust+ app and take control. Move with the mouse and left click to shoot. Anyone can add the ID to any Computer Station and take control. Make the ID something other won’t guess and restrict access to any Computer Station with these IDs to trusted individuals only.
- There are 3 outputs:
Has Targetwill pulse out 1rW if the turret takes damage and will release a constant 1rW if it locks a target.Low Ammowill start to output 1rW when there is 50 ammo or less. When it has no more ammo it will stop outputting power.No Ammowill output 1rW constantly when there is no ammo.
- Range is 30 meters or 10 square foundations.
- When controlled by a player from a Computer Station, the visual range is approximately 21 square foundations or 63 meters.
- Add the ID to the
Rust+app to control the turret from outside the game. The player must disconnect from the server before remote access is allowed. - The turret has a 180 degree detection arch.
- Must be placed on flat surfaces.
- Try to place them in a way they cannot be baited and drained.
- They can shoot through 2 layers of Chainlink Fence.
*Tesla
Coil
| Item ID | 1371909803 |
| Description | An electrical trap that zaps nearby players |
| Crafting Recipe | 3 High Quality Metal, 1 Tech Trash |
| Recycles Into | 2 High Quality Metal, 50% 1Tech Trash |
| Stack Size | 3 |
| Workbench Required | Level 2 |
| Research Table Cost | 20 Scrap |
| Hit Points | 250 |
| Where To Buy | Outpost for 75 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Blue Crate, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In |
| Active Usage | 35 |
| Power Consumption | 1-35rW |
| Despawn Time | 5 minutes |
Notes:
- Tesla Coil deals damage at a rate of 1hp/second per rust watt up to a max of 35rW. This means if you give a tesla coil 5rW, it will do 5hp of damage per second. Give it 35rW and it will do 35hp of damage per second.
- Their damage is stackable. 100 Tesla Coils given 1rW will kill a person in 1 second.
- The range is just over 1 square foundation or 3.5 meters.
- Can be placed on all surfaces including the ground.
- With a building trick, a tesla coil can zap people through walls, floors and roofs.
- They damage themselves at a rate of 2hp/second.
- They will not turn on if their health is at or below 62hp.
*Water
*What is the water system?
It is a system that lets you collect, store, transport and distribute water in game. It functions similarly to the electrical system in that it has its own hand tool and you connect components in the same way.
Its primary use is for farming plants like hemp, berries and other foods.
Gravity is something you will need to be aware of. When sending water down towards the ground, gravity will assist you. If at any point you need to route water up away from the ground, you will require a component that can pump and that component will need electricity to function.
*Common Traits
Tool Cupboard authorization is required to make IO connections with the Hose tool.
There is a max depth of 9 components and a max of 6 sprinklers in a chain.
*Large Water Catcher
| Item ID | -1100168350 |
| Description | A large deployable that passively collects water |
| Crafting Recipe | 200 Metal Fragments, 500 Wood, 2 Tarp |
| Recycles Into | 100 Metal Fragments, 250 Wood, 1 Tarp |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 300 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Water Inputs/Outputs | Water In / Water Out |
| Collection Rate | 8mL/1min |
| Water Output | Up to 12mL/second |
| Capacity | 50,000 mL |
| Despawn Time | 20 minutes |
| Decay Time | 8 hours |
Notes:
- Requires an area on the ground roughly equal to a 2x2
- Can be built inside, but on the ground, with a ceiling at 1.5 floors.
- It will passively collect water from the air
- Cannot be placed on Icebergs.
- To transfer water automatically, press and hold Give or Take. This way you don’t have to keep clicking.
*Small Water Catcher
| Item ID | -132247350 |
| Description | A small deployable that passively collects water |
| Crafting Recipe | 50 Metal Fragments, 100 Wood, 1 Tarp |
| Recycles Into | 25 Metal Fragments, 50 Wood, 50% 1 Tarp |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Water Inputs/Outputs | Water In / Water Out |
| Collection Rate | 4mL/1min |
| Water Output | Up to 6mL/second |
| Capacity | 10,000 mL |
| Despawn Time | 5 minutes |
| Decay Time | 8 hours |
Notes:
- Can be placed on the ground and floors.
- You can place them inside and use floor frames with floor grills above them but requires 3.5 floors above before you can place a ceiling.
- To transfer water automatically, press and hold Give or Take. This way you don’t have to keep clicking.
*Water Barrel
| Item ID | -1863559151 |
| Description | A barrel to store water |
| Crafting Recipe | 250 Wood, 1 Tarp |
| Recycles Into | 125 Wood, 50% 1 Tarp |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 250 |
| Where To Buy | Bandit Camp for 30 Scrap |
| Where To Find | Primitive Crate, Underwater Dweller, Tunnel Dweller, Barrel |
| Water Inputs/Outputs | Water In / Water Out |
| Water Output | Up to 12mL/second |
| Capacity | 20,000 mL |
| Despawn Time | 5 minutes |
| Decay Time | 8 hours |
Notes:
- Can be placed on floors or the ground.
- Can place a small box under it.
- To transfer water in or out automatically, press and hold Give or Take. This way you don’t have to keep clicking.
*Water
Pump
| Item ID | -1284169891 |
| Description | Pumps and stores water from rivers or the ocean |
| Crafting Recipe | 200 Metal Fragments, 250 Wood, 1 Gear |
| Recycles Into | 100 Metal Fragments, 125 Wood, 50% 1 Gear |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 250 |
| Where To Buy | Outpost for 200 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Water Output |
| Active Usage | 5 |
| Power Consumption | 5rW |
| Collection Rate | 8.5ml/second |
| Water Output | 12mL/second |
| Capacity | 2000mL |
| Despawn Time | 20 minutes |
| Decay Time | 8 hours |
Notes:
- Can only be placed in water sources like rivers, swamps or the ocean.
- It will pump water out of itself to water a barrel, against gravity with no power required.
- It is a pump so it will counter gravity and pump water to an upper floor
- Can be placed under wooden foundations
*Powered Water Purifier
| Item ID | -365097295 |
| Description | Converts salt water to fresh water when powered |
| Crafting Recipe | 300 Metal Fragments, 100 Wood, 20 Cloth |
| Recycles Into | 150 Metal Fragments, 50 Wood, 10 Cloth |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 300 |
| Where To Buy | Outpost for 150 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate |
| Inputs/Outputs | Power In / Water In, Water Out |
| Active Usage | 5 |
| Power Consumption | 5rW |
| Conversion Rate | 62.5ml/second @ 2 |
| Fresh Water Output | 12mL/second |
| Capacity | 10,000ml total, 5000ml per tank. Black for saltwater and blue for freshwater. |
| Despawn Time | 20 minutes |
| Decay Time | 8 hours |
Notes:
- Must be placed on a floor/foundation or the ground.
- Blocks water components Active Usage downstream.
- The smallest perfect salt pump to purifier ratio is 125:17, 1 purifier can handle over 7 pumps but can’t handle 8
*Fuel Tank Vehicle Module
| Item ID | 1186655046 |
| Description | A large water tank for car chassis |
| Crafting Recipe | 175 Metal Fragments, 100 Wood |
| Recycles Into | 88 Metal Fragments, 50 Wood |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 125 Scrap |
| Hit Points | 325 |
| Chassis Sockets | 2 |
| Inputs/Outputs | 2x Fluid In / 2x Fluid Out |
| Water Output | 500mL/sec |
| Capacity | 200,000mL |
| Despawn Time | 40 minutes |
Notes:
- Requires a car chassis and takes up 2 slots
- It is recommended you store the car on a Modular Car Lift to avoid decay.
*Fluid Switch & Pump
| Item ID | 443432036 |
| Description | A switch that lets water through, either manually or with electricity for the pump to send water to a higher floor. |
| Crafting Recipe | 150 Metal Fragments |
| Recycles Into | 75 Metal Fragments |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Buy | Outpost or Bandit Camp for 30 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Fluid Input, Pump Power, Toggle / Fluid Output |
| Power Consumption | 1rW |
| Water Output | ??mL/sec |
| Despawn Time | 20 minutes |
Notes:
- Can be placed on all angled surfaces and the ground
- Does not need electricity if you are using gravity to bring water down floors but will require electricity to push water up floors.
- You do not need TC auth to manually operate
- As long as electricity is applied to Toggle, the switch will turn on. When power is removed, the switch turns off. No power needs to be applied to Pump Power for this action.
*Fluid Combiner
| Item ID | -265292885 |
| Description | Combines 3 separate fluid connections into 1 |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 35 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Buy | Outpost for 30 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Water In 1, Water In 2, Water In 3 / Water Out |
| Water Output | The sum of all inputs |
| Despawn Time | 5 minutes |
Notes:
- If we give each input 12, the output will be 36.
- Can be placed on all angled surfaces and the ground.
*Fluid Splitter
| Item ID | -1166712463 |
| Description | Splits 1 water connection evenly into 3 |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Buy | Outpost or Bandit Camp for 30 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Water In / Water Out 1, Water Out 2, Water Out 3 |
| Water Output | Water In divided by up to 3 |
| Despawn Time | 5 minutes |
Notes:
- The water input is evenly divided between all connected outputs. 100 ÷ 2 = 50 per output. 100 ÷ 3 = 33 for each output.
- Can be placed on all surfaces including the ground.
- Each connected output shows it consumes 1 water from the input amount. If we give the splitter 12 and have a connection on each output, each output only gets 3. This is a visual bug. If we create the below picture in game, we can see there is no water loss.

*Sprinkler
| Item ID | -781014061 |
| Description | A small sprinkler that sprays water around it. |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 10 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Buy | Bandit Camp for 15 Scrap |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, HMilitary Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Water In / Passthrough |
| Water Consumption | 2ml/sec |
| Water Output | 3ml/sec |
| Despawn Time | 5 minutes |
| Decay Time | 8 hours |
Notes:
- Sprinklers have a radius of 1 foundation or 3 meters. Anything that water can affect within this range will be affected.
- Primarily used for indoor plant farms using planter boxes.
- Will get people wet if they are in range.
- Will extinguish campfires, lanterns, furnaces and other similar items.
- Will not extinguish fire from the flamethrower or molotov cocktail.
*Industrial
What is the industrial system?
The industrial system is a series of pipes that can connect many
different containers together for the purpose of automating the
movement, crafting and smelting of items. Have a look at the Industrial Concepts section where
there are breakdowns of different systems using these components.
*Industrial Conveyor
| Item ID | 610102428 |
| Description | Moves items through the pipe system |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate, Wagon Crate |
| Electrical Inputs/Outputs | Power Input, Turn On, Turn Off / Electrical Passthrough, Filter Fail, Filter Pass |
| Industrial Inputs/Outputs | Industrial Input / Industrial Output |
| Active Usage | 1 |
| Power Consumption | 1rw |
| Power Output | Input power minus 1 |
| Transfer Rate | Up to 60 items per stack from 12 stacks per 5 seconds. |
| Despawn Time | 5 minutes |
Notes:
- The 5 second rule. From turning on to the first transfer is 5 seconds. Between each transfer is 5 seconds. This is often referred to as a tick.
- Has 3 outputs. A passthrough, Filter Pass and Filter Fail.
- It will display an image of the item being transferred as it transfers.
- 2 Conveyors cannot be connected together in a row. They must be separated by a Storage Adapter.
- Outputs filter pass and fail, do not consume power. This is 1 free 1rW.
Filter Passwill send out 1rW constantly when the conditions of the filter are met. It will continue to send power for 5 seconds when the Conveyor will check to see if the conditions are still met. If they are, Filter Pass will continue to send out power. If the conditions are not met, it will stop sending out power.Filter Failwill send out 1rW constantly when the conditions of the filter are not met. It will continue to send power for 5 seconds when the Conveyor will check to see if the conditions are still not being met. If they are still not met, Filter Fail will continue to send out power. If the conditions are met, it will stop sending out power.- Both the Filter Pass and Fail outputs will allow the Active Usage of inactive components through. This means if the circuit is using an Inline backup, the offline components will register Active Usage on the battery causing drain.
- There is a max of 12 items that can be filtered.
- You can filter by specific items or by a general filter groups ( Ammo, Clothing, Components, Construction, Electrical, Food, Fun, Medical, Other, Resources, Tools, Traps, Weapons )
Filter Item settings:MAX:conveyor will stop moving this item when all target containers reach this amount.MIN:conveyor will only move items in excess of this amount from all input containers.BUFFER:conveyor will only move in chunks of this size. (When used in tandem with the MAX setting, it is useful for crafting recipes with blue prints to help eliminate overfilling and trickle filling of Industrial Crafters.)
Filter Mode settings:ANY ITEM:This is the default setting. It will move all items unless there are Item Filters being used.REQUIRE ALL:All item filters must be satisfied before transferring materials will begin.- Used for requiring more than 1 item to begin transfer.
- This filter works as expected if only using 1 storage adapter on a single container.
- When all items are present, Conveyor will set Filter Pass and transfer.
- When using multiple containers with a single adapter on each, all of each item type must be contained to a single box. The single box can contain all of more than 1 item.
Bug:When using 2 storage adapters, either on a single container to 2 containers, it won’t transfer anything unless it is only 1 item in 1 box. If all the items in the filter list are present, Conveyor will set Filter Fail and not transfer.
EXCLUDE LISTED ITEMS:Only items not listed will be moved.- Items in the filter list will be prevented from transferring.
- When using more than 1 filter type, the conveyor will set Filter Pass even when the item in the container is on the exclusion list.
- The
Current Itemslist can be copied from one conveyor to another using the Copy and Paste buttons. Holding Sprint(Shift) lets a user Copy(JSON). This can then be pasted into a text file allowing a player to share their conveyor filters outside of the game and between servers. Hold Sprint(Shift) to Paste(JSON). This will not copy the ‘Filter Mode’.
- If it has power when the server restoots, it will remain powered on after the restart.
- There is an Industrial Max Depth of 32 components on either side (input/output) of the Conveyor.
- There is a max of 32 Storage Adapters on either side (input/output) of the Conveyor.
- It will move stackable items in groups of 60 items from up to 12 stacks at a time.
- Unstackable items count as 1 stack each so it will move up to 12 items at a time.
- Every additional Storage Adapter added to a container will increase the number of stacks the conveyor can take by 12.
- They can be placed on all surfaces and the ground.
- Has the ability to be rotated using Reload(R).
As of 7/16/2023,stackable items that also have health, like Ladders, Solar Panels, Fuses for example, will brick the Conveyor if their health has been decreased and are unable to stack. The Conveyor will remain in a Filter Pass state because the item could be moved, but because it is unable to be placed in an existing stack, it wont move the item. Do not place these broken or damaged items in the sorting system.- The term
Itemis specifically referring to theItem IDnumber. For example, the hazmat suit has different skins but they actually have different ID’s. This should not be an issue but some items will still be transferred even though the MAX item filter has been met. One example is the Arctic and Lumberjack suits. They are hazmats but even with a MAX filter of 1, 1 of each will be sent. The default skin will always fulfill the MAX requirement and block the remodeled versions, but the remodeled versions will not block each other. This issue also exists with the following items:- Hazmat Suit
- Sky Lanterns
- AK
- Metal Tools
- Torches
*Industrial Crafter
| Item ID | 1430085198 |
| Description | Attaches to a workbench to allow automated crafting |
| Crafting Recipe | 3 High Quality Metal, 2 Tech Trash |
| Recycles Into | 2 High Quality Metal, 1 Tech Trash |
| Stack Size | 5 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate, Wagon Military Crate |
| Electrical Inputs | Power In, Toggle, Turn On, Turn Off |
| Industrial Inputs/Outputs | Industrial In, Blueprints In / Industrial Out, Blueprint Out |
| Active Usage | 0 |
| Power Consumption | 1rW |
| Despawn Time | 20 minutes |
Notes:
- These get installed onto workbenches. Max 2 per bench.
- The crafting speed for items is the same on all workbenches, unlike when a person crafts a level 1 item in front of a level 3 bench.
- They have inventory space for Blueprints, Inputs and Outputs.
- The blueprints spot only holds BPs.
- Blueprints craft in order from left to right.
- Items can only be crafted on the required workbench or higher.
- The Input spots hold items that will be used in the crafting process. Items can only go in. There is no way to clear these spots without doing it manually.
- The Output spots hold the crafted items. No items can be put into these spots unless done manually.
- Input items have their one industrial connection, Industrial In.
- Output items have their own industrial connection, Industrial Out.
- Blueprints have their own industrial in and outputs, Blueprint In and Blueprint Out.
- Has 4 electrical connections. The last IO that receives power is the action that is performed, with the exception of the Toggle. When power is removed from Toggle, the crafter will turn off.
*Storage Adapter
| Item ID | -1049172752 |
| Description | Attach to a storage container to allow industrial IO connections |
| Crafting Recipe | 100 Metal Fragments |
| Recycles Into | 50 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 30 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate, Wagon Crate |
| Industrial Inputs/Outputs | Industrial In / Industrial Out |
| Despawn Time | 5 minutes |
Notes:
- Used to connect containers to the industrial system to automatically move items in and out.
- The number of adapters and the containers they can be placed on a
include:
- Fridge - 1
- Coffin - 1
- Small Box - 2
- Large Box - 4
- Small Furnace - 1
- Electric Furnace - 2
- Large Furnace - 4
- Refinery - 1
- Drop Box - 1
- Lockers - 3
- Vending Machine - 1
- Tool Cupboard - 2
- Adding multiple adapters to a container causes Conveyors to see the container multiple times.
- Their health is separate from the container it is attached to.
*Electric Furnace
| Item ID | -1196547867 |
| Description | An electrical version of a furnace that uses electricity instead of a fuel source |
| Crafting Recipe | 5 High Quality Metal, 200 Metal Fragments |
| Recycles Into | 3 High Quality Metal, 100 Metal Fragments |
| Stack Size | 1 |
| Workbench Required | Level 2 |
| Research Table Cost | 75 Metal Fragments |
| Hit Points | 500 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Elite Tier Crate, Excavator Scientist, Heavy Scientist, Locked Crate, Military Base Scientist, Military Crate, NVG Scientist, Oil Rig Scientist, Patrol Scientist, Treasure Box, Underwater Lab Elite Crate, Underwater Lab Yellow Crate, Wagon Military Crate |
| Electrical Inputs | Power, Turn On, Turn Off |
| Smelt Rate | 66% faster then a Small Furnace |
| Despawn Time | 40 minutes |
| Decay Time | 96 hours |
Notes:
- If they are receiving power when the server reboots, it will remain in the same state power reboot.
- Can be turned on manually or by sending power to the “Turn on” input, or by a nearby Igniter.
- Can be turned off manually or by sending power to the ‘Turn Off’ input.
- The furnace cannot be turned off with a Sprinkler.
- The Input inventory spots hold raw ore and empty cans. Items can only go in
- There is no way to clear these spots without doing it manually.
- The Output inventory spots hold smelted ore. No items can be put into these spots unless done manually.
- Is 66% faster than a Small Furnace.
- They cannot burn wood.
- Has the ability to be rotated using Reload(
R).
*Industrial Splitter
| Item ID | 742745918 |
| Description | Splits an industrial connection into 3 separate connections |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate, Wagon Crate |
| Industrial Inputs/Outputs | Industrial In / Industrial Out 1, Industrial Out 2, Industrial Out 3 |
| Despawn Time | 5 minutes |
Notes:
- They split pipes allowing a Conveyor to send items to multiple containers.
- If pipes are split in a way that is not divisible into 60, it will cause Conveyors to pull less than 60 items per group per stack.
- Has the ability to be rotated using Reload(
R).
*Industrial Combiner
| Item ID | 1538126328 |
| Description | Combines 3 separate industrial connections into 1 connection |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Research Table Cost | 20 Scrap |
| Hit Points | 200 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate, Wagon Crate |
| Industrial Inputs/Outputs | Industrial In 1, Industrial In 2, Industrial In 3 / Industrial Out |
| Despawn Time | 5 minutes |
Notes:
- It combines multiple pipes which allows a Conveyor to see multiple containers.
- Has the ability to be rotated using Reload(
R).
*Voice Props Pack DLC
*Boom
Box
| Item ID | -1113501606 |
| Description | A large speaker to play recorded cassette tapes and also stream audio from the internet |
| Crafting Recipe | 100 Metal Fragments, 200 Wood, 20 Cloth |
| Recycles Into | 50 Metal Fragments, 100 Wood, 10 Cloth |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Hit Points | 100 |
| Where To Find | Requires a DLC purchase |
| Inputs/Outputs | Power, Toggle Play / Audio Out |
| Active Usage | 10 only when turned on * |
| Power Consumption | 1-9rW or 10rW when using the Audio Out connection |
| Power Output | Input power minus 10rW |
| Despawn Time | 5 minutes |
| Decay Time | 96 hours |
Notes:
- Requires TC Authorization to change settings. Look at the speaker
and hold USE(
E). You can access Radio Settings or Open. Open allows you to insert a cassette. Radio Settings lets you select a Radio Station. - The Audio Out connection lets you send an audio signal to other components in the DLC that can interact with sound.
- Can be picked up with a hammer, but not with a cassette. Will not take damage when picked up.
- Can be placed in horizontal surfaces, the ground and some deployable items like Work Benches and Tables.
- They block the destruction detectors ability to see downstream.
*Connected Speaker
| Item ID | 968421290 |
| Description | A small speaker that will play any audio from a connected Boom Box |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Hit Points | 50 |
| Where To Find | Requires a DLC purchase |
| Inputs/Outputs | Power/Audio In / Audio Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
| Decay Time | 96 hours |
Notes:
- This speaker will play audio from Boom Boxs and Microphone Stands
- The audio quality is not as good at the Boom Box
*Disco
Ball
| Item ID | 1895235349 |
| Description | Get groovy with this stunning disco ball. |
| Crafting Recipe | 50 Metal Fragments |
| Recycles Into | 25 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Hit Points | 25 |
| Where To Find | Requires a DLC purchase |
| Inputs/Outputs | Power / Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
Notes:
- Acts like a light, does not need to be connected to a component from the DLC.
- The lighting effect it creates will go through walls.
*Disco Floor

| Item ID | First Picture - 286648290 - Default Second Picture - 1735402444 - Disco Floor |
| Description | A vibrant flashing floor that pulses in time to music |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Hit Points | 50 |
| Where To Find | Requires a DLC purchase |
| Inputs/Outputs | Audio In / Audio Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
| Decay Time | 8 hours |
Notes:
- There are 2 versions. The difference between the 2 is the size of light tiles.
- To change the floor settings, with TC Authorization, look at the
floor and press Use(
E). - Settings you can change are the Pattern, the Volume Sensitivity, Speed and Gradient.
- Can only be placed on floors and nothing can be placed on top of them.
- If receiving connection from a Boom Box or an Microphone Stand, the lights will move, flash and pulse to the audio.
- They block the destruction detectors ability to see downstream
- Like all lights, placing a lot of these will cause lag.
*Laser Light
| Item ID | 853471967 |
| Description | A small device that shoots out visible lasers in time to music |
| Crafting Recipe | 100 Metal Fragments |
| Recycles Into | 50 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Hit Points | 50 |
| Where To Find | Requires a DLC purchase |
| Inputs/Outputs | Power/Audio In / Audio Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
| Decay Time | 96 hours |
Notes:
- Can be placed on all angled surfaces including the ground.
- It shoots out 3 lasers.
- If receiving a connection from a Boom Box, the lasers will move to the audio.
- It will only bind to 1 Boom Box. You cannot connect 2 Boom Boxes to 1 Laser Light.
- Can be picked up with a hammer but loses 25% hit points.
*Microphone Stand
| Item ID | 39600618 |
| Description | A powered microphone that lets you broadcast your voice. |
| Crafting Recipe | 75 Metal Fragments |
| Recycles Into | 38 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Hit Points | 25 |
| Where To Find | Requires a DLC purchase |
| Inputs/Outputs | Power / Audio Out |
| Active Usage | 5 |
| Power Consumption | 5rW |
| Power Output | Input power minus 5 |
| Despawn Time | 5 minutes |
Notes:
- Anyone can use the microphone by looking at it and pressing USE(E). Hold the right mouse button to change voice modes between Normal, High and Low pitch.
- Can be placed on flat surfaces or the ground.
- Attach to a Connected Speaker to broadcast your voice over a larger area.
- They block the destruction detectors ability to see downstream.
*Sound Light
| Item ID | -343857907 |
| Description | A light that will pulse in time to music |
| Crafting Recipe | 100 Metal Fragments |
| Recycles Into | 50 Metal Fragments |
| Stack Size | 5 |
| Workbench Required | Level 1 |
| Hit Points | 50 |
| Where To Find | Requires a DLC purchase |
| Inputs/Outputs | Power/Audio In / Audio Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | Input power minus 1 |
| Despawn Time | 5 minutes |
| Decay Time | 96 hours |
Notes:
- If receiving a connection from a Boom Box the light will flash and pulse to the music.
- It will only bind to 1 Boom Box. You cannot connect 2 Boom Boxes to 1 Sound Light.
- Can be picked up with a hammer but loses 25% hit points.
- Can be placed on vertical and underside of angled surfaces.
*Telephone
| Item ID | 1234878710 |
| Description | A telephone for making and receiving calls |
| Crafting Recipe | 50 Wood, 100 Metal Fragments, 1 Tech Trash |
| Recycles Into | 25 Wood, 100 Metal Fragments, 50% 1 Tech Trash |
| Stack Size | 1 |
| Workbench Required | Level 1 |
| Research Table Cost | 75 Scrap |
| Hit Points | 150 |
| Where To Find | Arctic Scientist, Cargo Ship Scientist, Crate, Excavator Scientist, Military Base Scientist, Oil Rig Scientist, Patrol Scientist, Sunken Chest, Tunnel Dweller, Underwater Dweller, Underwater Lab Blue Crate |
| Inputs/Outputs | Power / Call Passthrough |
| Active Usage | 1 |
| Power Consumption | 1rW |
| Power Output | 1rW |
| Despawn Time | 20 minutes |
| Decay Time | 8 hours |
Notes:
- This is actually a telephone sitting on top of a tape cassette answering machine.
- The answering machine needs a cassette to work. You will require the Voice Props DLC to craft cassettes.
- TC Auth is not required to change the name or access the cassette in the answering machine.
- There are 3 types of cassettes, Short(10sec), Medium(20sec) and Long(30sec). Use a Cassette Recorder to record a message then place the cassette in the answering machine. When someone calls and you don’t answer, the caller will hear your message and leave a message of their own for you to play back later.
- After 3 rings the answering machine message will begin to play. To leave a voicemail, press the spacebar when you hear the answering machine’s message. To listen to your voicemail, use the phone and at the bottom of the screen select voicemail.
- To use the phone, look at it and when you see MAKE CALL, press
Use(
E) to use. - You can give your phone a name and it will appear in the Directory. All phones are automatically assigned a number.
- You can add phones to your contacts list by adding the phone number or name.
- Use the Directory to find the phones at monuments or random peoples phones.
- When a call comes in, the phone will output the incoming power and will continue to for as long as the call is active.
*Fireworks
They can be ignited with a lit Torch, Flamethrower, Fire Arrows or using an electric Igniter.
They can be placed on flat surfaces or the ground unless stated otherwise. They can be picked up with a hammer.
A firework is active when the fuse on the side of it is sparkling. If the fuse is sparkling, it cannot be picked up.
The default number of Boomers, Patterns and Champagnes that can be active at 1 time is 25. Not 25 of each, 25 total.
| Type | Start Time | Launch Time | Number of shots | Time between shots | Active Time |
|---|---|---|---|---|---|
| Volcano | 5 | 40 | |||
| Candle | 5 | 2 | 12 | 3 | 40 |
| Boomer | 5 | 5 | 10 | 4 | 47 |
| Champagne | 5 | 5 | 3 | 10 | 35 |
| Pattern Short Fuse | 5 | 5 | 3 | 10 | 35 |
| Pattern Medium Fuse | 5 | 7 | 3 | 10 | 35 |
| Pattern Long Fuse | 5 | 10 | 3 | 10 | 35 |
Start Time refers to the time between the fuse starting
to sparkle and the time the firework starts to produce color or launches
a projectile.
Launch Time refers to the amount of time it takes a
firework to reach its maximum height.
Number Of Shots refers to the number of times a firework
will launch a projectile.
Time Between Shots refers to the amount of time between
each projectile.
Active Time refers to the total amount of time from a
firework activating to the time it produces its last color or boom. This
is also called Duration in the items description and is
written as Start Time + the time it takes from the first projectile to
launch and the last projectile to reach its maximum height.
Example: 5+35 seconds = 5 seconds to start then 35 more seconds before the firework finishes.
*Volcano Firework
| Item ID | Red -454370658 / Violet -1538109120 / White 261913429 |
| Description | Emits a beautiful shower of colored sparks |
| Crafting Recipe | 20 Metal Fragments, 15 Gun Powder |
| Recycles Into | 10 Metal Fragments, 8 Gun Powder |
| Stack Size | 20 |
| Workbench Required | Level 1 |
| Hit Points | 100 |
| Where To Find | Requires Steam Item : Small Fireworks Pack |
| Start Time | 5 seconds |
| Duration | 5+35 seconds |
| Despawn Time | 5 minutes |
Notes:
- There are 3 colors, Red, Violet and White.
- Foundations/floors provide 1 launch direction, straight up.
- Ramps provide 2 launch directions, 2 different angles.
*Roman Candle
| Item ID | Blue -515830359 / Green -1306288356 / Red -1486461488 / Violet -99886070 |
| Description | A small repeating firework, shoots a series of colored balls into the air |
| Crafting Recipe | 25 Metal Fragments, 10 Low Grade Fuel |
| Recycles Into | 13 Metal Fragments, 5 Low Grade Fuel |
| Stack Size | 20 |
| Hit Points | 100 |
| Where To Find | Requires Steam Item : Small Fireworks Pack |
| Start Time | 5 seconds |
| Duration | 2+38 seconds |
| Despawn Time | 5 minutes |
Notes:
- There are 4 colors: Blue, Green, Red, Violet.
- Foundations/floors provide 1 launch direction, straight up.
- Ramps provide 2 launch directions, 2 different angles.
*Boomer
| Item ID | Blue 1744298439 / Green -656349006 / Red -1553999294 / Violet -280223496 / Orange -7270019 |
| Description | A very large mortar type firework with a colored starburst |
| Crafting Recipe | 25 Metal Fragments, 15 Low Grade Fuel, 30 Gun Powder |
| Recycles Into | 13 Metal Fragments, 8 Low Grade Fuel, 15 Gun Powder |
| Stack Size | 20 |
| Hit Points | 100 |
| Where To Find | Requires Steam Item : Large Fireworks Pack |
| Start Time | 5 seconds |
| Launch Time | 5 seconds |
| Number Of Shots | 10 |
| Time Between Shots | 4 seconds |
| Duration | 5+42 seconds |
| Despawn Time | 5 minutes |
Notes:
- There are 5 colors: Blue, Green, Red, Violet and Orange.
- Foundations/floors provide 1 launch direction, straight up.
- Ramps provide 2 launch directions, 2 different angles.
- Steps provide 6 launch directions, 5 different angles and straight up
*Champagne Boomer
| Item ID | 1324203999 |
| Description | A very large mortar type firework with a massive champagne colored explosion followed by smaller orange starbursts |
| Crafting Recipe | 30 Metal Fragments, 30 Low Grade Fuel, 75 Gun Powder |
| Recycles Into | 15 Metal Fragments, 15 Low Grade Fuel, 38 Gun Powder |
| Stack Size | 20 |
| Hit Points | 100 |
| Where To Find | Requires Steam Item : Large Fireworks Pack |
| Start Time | 5 seconds |
| Launch Time | 5 seconds |
| Number Of Shots | 3 |
| Time Between Shots | 10 seconds |
| Duration | 5+30 seconds |
| Despawn Time | 5 minutes |
Notes:
- There is 1 color, champagne. It is basically yellow.
- Foundations/floors provide 1 launch direction, straight up.
- Ramps provide 2 launch directions, 2 different angles.
- Steps provide 6 launch directions, 5 different angles and straight up
*Pattern Boomer
| Item ID | -379734527 |
| Description | A special boomer which allows you to light up the night sky with a custom pattern that you draw. Multiple colors and altitude settings are available. |
| Crafting Recipe | 50 Metal Fragments, 15 Low Grade Fuel, 30 Gun Powder |
| Recycles Into | 25 Metal Fragments, 8 Low Grade Fuel, 15 Gun Powder |
| Stack Size | 20 |
| Hit Points | 100 |
| Where To Find | Requires a Steam item purchased from the Item Store |
| Start Time | 5 seconds |
| Launch Time | Short Fuse 5 seconds, Medium Fuse 7 seconds, Long Fuse 10 seconds |
| Number Of Shots | 3 |
| Time Between Shots | 10 seconds |
| Duration | 5+30 seconds |
| Despawn Time | 5 minutes |
Notes:
- There is a default pattern if none is created.
- TC authorization is required to customize firework. Look at the
firework and press USE(
E) to Open Designer or change the Fuse type between Short, Medium and Long. - The designer allows for custom patterns by placing up to 35 dots on the board. - There is an option to place or remove dots and clear the board.
- There are 8 colors to choose from, white, yellow, orange, red, green, teal, blue and pink.
- The pattern can be given a name for saving and have up to 5 different patterns saved.
- Select a saved pattern or make a new one and when complete, click Save. This will exit from the designer and the pattern will be displayed when launched.
- If the firework is picked up, the pattern will revert back to default.
- Foundations/floors provide 1 launch direction, straight up.
- Ramps provide 2 launch directions, 2 different angles.
- Steps provide 6 launch directions, 5 different angles and straight up.
*Getting Started
*The Structure of a Base Circuit
All circuits for a base follow the same basic structure. It doesn’t matter if the base has 1 circuit or more, they all contain 4 main parts with an optional 5th part that does not have a static location. We have the Power Source, Battery Backup, Distribution, End Devices/Circuits and the 5th, Destruction Detection. Using the following flow chart we can help illustrate this.

Moving top to bottom, every circuit needs a power source. You have 3 choices, Windmills, Solar Panels or Small Generators.
We then take our source power and feed it to a Battery Backup. You have 2 choices, Inlines or Bypasses. Either way, you must ensure you are supplying enough power to keep your batteries charged.
From the Battery Backup, we will then need to distribute the power to the different systems in the base. There are 3 options, a Fixed or Dynamic Bus or a Configure Siphon.
The End Devices and Circuits are your turrets, lights, cameras, farms, door controllers, sensor grids, ect. It is these components that will consume the majority of power. Knowing what circuits you want to include will be important to know when deciding how much power you need to produce and how big your Battery Backup will be.
The Destruction Detection system should be included in most circuits and if limited to one, placing one after the Battery Backup is probably the best option.
Recommended reading:
Power Generation
Power Storage
Power Distribution
Useful Circuits
*Centralized vs Decentralized Theory
When we talk about centralizing or decentralizing electricity, we are talking about 1 of 2 things. We are either talking about the physical placement of components or we are talking about power flow from a source to the end component. In a 100% completely centralized system, the electrical circuit would collect, store and distribute power all through a single circuit and all of this would be located in a single electrical room/area. A 100% completely decentralized system would have independent circuits with their own power source, battery backup, and distribution located in different rooms/areas for each system and section of a base. These 2 concepts exist on the extreme ends of a spectrum. The best circuit does not need to be one or the other, it can be located anywhere in between.
There are several variables including the server, wipe length, group size, the base, server limits and electrical experience that will influence the solution that works for your situation. This is not a 1 size fits all. The best circuit is the one that does the job you need it to do when you need it to do it.
First we will talk about the physical placement then we will get into the electrical circuit(s). # Locations
When talking about centralizing or decentralizing the physical location of components, it should be understood that we are NOT talking about the auto turrets on the roof for defense. We are NOT talking about the quality of life improvements of having electric heaters everywhere because the build location was in the arctic biome. We are NOT talking about the components placed on walls for the purpose of destruction detection. What we are talking about is the location of the core components. We are talking about the circuits that power, control and support the defensive systems, monitoring systems or quality of life systems. We are talking about the location of collection points for power sources, battery backups, the batteries, power buses and all the logic circuits for everything electric in a base. We are talking about the location a Windmill sends its power to or the place where the wire that powers the auto turret comes from.
*Centralized Location

Where you place these components is very important because you don’t want to make it easy for raiders to destroy them. You want to protect your circuits like you protect your TC. Centralizing the placement of these components in a single room or area is very convenient. It’s easy to add layers of honeycomb, add lots of traps and doors to protect but can come at the potential risk that if raiders get into this room/area, with 1 rocket they can destroy and disable everything. You could place it in a spot where raiders would not think to or want to raid. When centralizing, the location should not be an afterthought. It should be preplanned into the base.
No matter where the room is, hiding the wires that will need to lead to and from this room is a must. They should be either hidden out of sight or mislead the raiders as to the rooms location. Wires are limited in length so in smaller bases, it is much easier to reach all the components outside the room, like auto turrets, without requiring extra components to extend the wire. In larger bases, this can become a problem if you don’t have a safe place to put components to extend the wires. A safe place should not be easier to destroy than the end component itself. As an example, if you are using a memory cell to extend a wire to an auto turret. The memory cell should not be easier to destroy than the auto turret it connects to. When it comes to wire extensions, any component with a passthrough works but IMO, Industrial Lights are the best because they are cheap to craft and easy to make look like it is just base lighting giving it the perfect camouflage.
*Decentralized Locations

Decentralizing the physical locations of circuits is where there are 2 or more electrical rooms/areas. These locations should be hard to find and harder to raid. These locations should be rooms that raiders would not think is worth raiding. The more rooms there are, the less likely raiders will disable every system when cutting the base in half with rockets. The larger the base is, the easier it should be spreading out the electrical rooms/areas. The more spread out these locations are the more protected they are and has the added benefit of not needing wire extensions to reach end devices in a given area.
Hiding your wires is very important. Any information a raider can collect about the locations of your electrical rooms should be minimized. With the limitation of wire length, decentralizing can be an excellent way of distributing power closer to where it is actually needed. Eliminating the need to use wire extensions makes things more secure and builders won’t need to build in extra rooms just for this. These locations could be anywhere but it is recommended you plan them into the build for more security. Electrical rooms should not be an afterthought just like the disconnected TC was not an afterthought.
*Circuits
When we talk about centralizing or decentralizing circuits, we are talking about how we are delivering power from the source to the different systems and end components. It is crucial to understand the structure of a base circuit because it makes it easier to visualize the difference between Centralized and Decentralized circuits. To help explain this, we will use 3 different end devices/circuits. First - Auto Turrets, Second - A HBHF grid to know where enemies are and Third - Lights.
Centralized is a single system with all power sources, destruction detection, batteries, power distribution and end systems connected in a single circuit. To be more specific, all power sources get combined and run through a destruction detector into a battery backup system. From the battery back up we provide all of the end devices and circuits with a single distribution system.

Decentralized is when we provide all of our end systems with their own power source, destruction detection(optional), battery and power distribution. Decentralization is a concept that exists on a spectrum. On one extreme it could be as simple as cutting the base in half and using 1 circuit for the North and 1 for the South or putting the turrets on 1 circuit and keeping the HBHF and lights on another. On the other extreme end we break every end system down as far as we want. Let’s start with auto turrets and let’s say we have 15 of them. 3 per side, North, South, East and West as well as 3 on the roof. That could be 5 separate circuits. 5 separate power sources with 5 different detectors, 5 battery backups and 5 separate distributors. Then we could also do the same with the HBHF grind. Separate that into 5 circuits. Destruction detection could be included in all of those circuits and separate stand alone systems could be added for all the walls on each of the 4 sides. Even the lights if you wanted to could be decentralized.

Knowing ahead of time what systems your base will use, how much power they consume, the size of the base and the environment being played in (competitive vs casual), will influence your design. For best results, design the base build around your circuits so you never need to sacrifice functionality or security.
*Centralized Circuits
Here we can look at some examples of a centralized circuit. Like we stated before, the idea is to combine everything into a single circuit. These have the advantage of being less complex but at the disadvantage of having single points of failure. The first circuit we can look at in the image below is pretty simple. We have a single source of power feeding an inline battery backup supplying power to our end components and circuits through a single distributor. We are starting with an inline backup because it does not scale efficiently in a centralized environment and it is easier to see points of failure. If the battery gets destroyed or if the first Electrical Branch gets taken out, the entire system goes offline.

The trick with an Inline system is to produce enough power to keep your battery charged but not produce so much that power is wasted. A large battery needs a constant input of 125 to not drain if its Active Usage is maxed out at 100. With an input of 127, it will take that battery 34 days to fully charge from empty. Always try to precharge the batteries above 3,000rWm before letting them power the circuit. Anything above what’s needed to maintain the battery will be a waste of power when the battery is full.
When a circuit requires more than 100 power, and the goal is still to centralize, switch to a bypass system like the Nih Core and max out your batteries potential. If the amount of reliable power that can be produced is limited, the goal should be to minimize the battery’s Active Usage to a state that is manageable. The lower it is, the less power needed to maintain the battery and the longer it will last when main power is gone. Refer to the section titled Battery Active Usage Vs Actual Power Consumed for a better understanding of the 2 game mechanics.
This next example uses the same end systems but has multiple power sources and multiple batteries to support the same or more components. It uses the Nih Core bypass battery backup and provides power to all the different end systems through a single distributor. The number of end systems you want to run and the amount of power they will consume will dictate how much power you need to generate and the number of batteries you need to support everything in the event of a power outage. If your circuit needs 160rW, we will use 2 large batteries. If we need 470rw, we will use 5 large batteries. DO NOT mix and match battery sizes.

Before it was said that the above example could support the same or more components. The Nih Core really is meant to scale up to larger power demands but let’s say the demand is only 100, that means we have built in some redundancy. 1 turbine or battery could be destroyed and the circuit would still function as normal. This is an expensive way of having redundancy but it does work. This is meant to be easily scalable to any size power load but once we start to root combine batteries, we should try to maximize the combined batteries potential by consuming as much as possible. This means that if we have 2 large batteries, we should try to use as much of the 200rW as possible. When batteries get root combined, they do not share the load as one would expect.
For example, we have a circuit with 2 large batteries supporting a
load of 50. It would seem to make sense that 50 power divided by 2
batteries equals 25 per battery, but rustricity doesn’t work like that.
That 50 power is taken from both batteries and is seen as Active Usage.

This means when we get to circuits that need more than 100 power, all the batteries combined will show a max Active Usage. Active Usage is used to calculate how fast a battery drains. If we are forcing batteries to max drain then we might as well try to use as much as the combined power the batteries will provide.
It is never good practice to mix and match different size batteries. A large battery will last 4 hours, a medium battery will last 3 hours and small batteries will last 15 minutes. If you mix and match, you can only rely on maximum power for the amount of time the smallest battery will last. For example, 2 large batteries and 1 medium for a total of 250rW. For only 3 hours will you get 250, the last hour will only provide 200. There are situations where mixing is useful, but not for the main battery backup on a centralized circuit.
Centralized circuits are simple, easy to work with and scalable. On paper, you can make a centralized circuit very large and consume a lot of power. The reality is to produce a lot and store a lot of power, you will need a lot of land to build it on. In this next example, on paper, we have 9 turbines on the 10th floor with 9 backup batteries feeding 36 auto turrets divided by 9 per North, South, East and West sides. It also has 3 HBHF Sensors per side, Search Lights on each side and a bunch of lights. The circuit is only an example and is not using its full power potential. It could include a grid of tesla coils, destruction detection, a camera network, automatic doors, TC/Vending Machine and storage monitoring, an indoor garden, a system that makes your base look online when you are offline and much more. The point here is size, very large.

It is not so easy to see, with a circuit this large, and the ability to be much larger, how one would go abouts physically building this. It would be possible to centralize the location of the battery backup and distribution but the size of the base will probably call for multiple wire extensions. Any component can be used to extend a wire. The idea is to make that component as cheap as possible. Only consuming 1 power and being the resource cheapest component is the Industrial Lights. They are easy to integrate as base lighting giving them the perfect camouflage. Decentralizing the locations of a centralized circuit is possible but difficult especially on large bases. At a certain point, you may find it easier to just decentralize the circuit itself along with the locations.
*Decentralized Circuits
Decentralizing circuits really comes down to how extreme you want to take it. The idea behind decentralizing is adding security and reliability by segmenting different systems and areas with their own independent power supplies and backups. Keep in mind, the type of battery backup you choose is up to you but for our examples, we will stick with inlines because it takes up less room in the pictures.
The first example shows decentralizing by separating the different end circuits with independent power supplies and battery backups. The Auto Turrets get their own power supply and inline battery. Same for the SAM sites, interior lights, exterior lights and HBHF grid, they all have their own power supply and inline battery backup.

While decentralizing based on end circuits is an option, if the battery powering that circuit gets destroyed, that entire circuit will become disabled. Having all your auto turrets go offline during a raid is never a good thing. A more secure option would be to decentralize by location. To keep the idea simple for the next example, let’s breakup a base into 5 sections, North, South, East, West and the roof. By giving each group their own power supply and backup, it prevents the entire base from going offline when raiders destroy both the power supply and battery backup. Decentralizing the circuit makes it a lot easier to decentralize the locations. Wire length is limited, so depending on the size of the base, being able to put the power source, battery backup and distribution in a location that minimizes the need to wire extensions is very appealing. If the base is of a smaller size, putting the power supply, battery backup and distribution on the North side that powers the South side has the clear advantage that in the event raiders come through the South side, when they hit the electrical room on the South side, it only disables the North side of the base. It is recommended that when needing to extend wires, if you can’t put the extension component in a protected area, use an industrial light and integrate it into your base lighting.

*Hybrid Circuits
A hybrid circuit is one that both centralizes, for convenience, and decentralizes, for security, different parts of the same circuit. While it is more common to see hybridization between power sources and battery backup, it can also be done with distribution. To help demonstrate this concept, we have the following 3 examples. The first 2 are using Inline Battery Backups because it’s the easiest way to demonstrate the concept. In each example, a Counter is used to both show the available amount of power but also represents an end circuit like lights or turrets.
This first example demonstrates decentralizing the main power by having each power source charge its own battery, with a centralized Inline backup by combining the batteries before powering a circuit. This is a less than ideal way to set up your power production and battery backup. Keep in mind that Root Combiners do not share the load between batteries. This means that a circuit needing 100 power or more will force all the batteries to have a max Active Usage of 100. Read the section Battery Active Usage vs Actual Power Consumed for an in depth explanation into Active Usage.

This kind of battery configuration is convenient to achieve a lot of power on 1 line but because in this example we are using Inline batteries, this becomes progressively more expensive to maintain as you need to be producing a significant amount more power than you need to. This also removes the ability to take advantage of game mechanics to minimize Active Usage on the batteries which should be a primary focus when using an Inline backup.
Let’s say you want to power 18 Auto Turrets. That is 180rW plus the cost of distribution so we are going to need 2 large batteries which give us 200 power, just like in the picture below. With no load sharing between the batteries, they both will have an Active Usage of 100. With the battery’s 80% efficiency, we need to give each battery 125rW. That’s a minimum of 250rW we need to produce all the time so the batteries do not drain.

If you have already read Battery Active Usage vs Actual Power Consumed, you will know it is possible to power 9 turrets from 1 battery. Pictured below, if we power 9 turrets from 1 battery and the other 9 from the other battery and each battery has its own power source, this allows each battery to only have an Active Usage of 90. With the batteries 80%, we only need a power supply of 114rW per battery for a total of 228rW to not lose power.

The larger this is scaled up, it is easy to see how much wasted power, time and materials there are when trying to centralize the batteries when each battery has its own power source. That is why it is seen as unsustainable for use in situations that are continuously online, however, if you have a circuit that spends most of its time offline and there are long enough periods of time between activity to let the batteries charge, then it becomes much more practical to just get a lot of power on a single line for a shorter period of time.
In the next example we demonstrate centralizing power by combining it before the Inline batteries, while decentralizing the battery backup by letting each battery power its own circuit. This gives us the benefit of convenience by combining all the power sources into a single line then using Splitters to evenly divide that power between all batteries,

or, like in the above picture, use an Electrical Branch to give priority to 1 battery while evenly dividing the remaining power between the other 2. This gives us the ability to prioritize batteries and also take advantage of minimizing Active Usage per battery depending on the circuit it is powering. This leads to a lower material and labor cost and wastes less power.
Decentralizing the batteries is almost always the better option when creating a hybrid circuit. While the above examples have used Inline battery backups, in our 3rd example, we use a bypass battery backup known as the Nih Core.

This battery backup is natively a centralized system but here, we have decentralized the batteries by dedicating them to specific systems. This is called the Decentralized Nih Core. We have combined the power sources before sending power into the Nih Core. Instead of having the batteries combined, which is traditional, we are instead separating the batteries so they each only backup a smaller portion of the circuit. It still gives us the benefit of powering our circuits the majority of the time with a centralized main power source but it is also providing security by decentralizing the battery backup. If the main power source or the core is destroyed, the batteries will take over. If the main power source or the core is not destroyed but a battery is, the circuit will remain powered by the main power source. Only once both are destroyed will a circuit go offline. If you want to build in some prioritization, what circuit is last to kick on to the battery, you can replace the Main Power Splitter with an Electrical Branch.

Replacing the Splitter with an Electrical Branch allows you more control over what circuit is the first to lose power and kick on to battery vs the last to kick over to battery. On the Electrical Branch, the output Branch Out lets you dedicate a specific amount of power to a circuit while the output Power Out sends out the remaining amount. As power falls, the circuit that is connected to Power Out will be the first to lose main power and switch over to battery backup before the circuit connected to Branch Out switches over to battery backup.
*Distribution
Incomplete*
Centralized distribution is how 99.9% of all circuits are wired as illustrated in the picture below. All end devices or circuits are fed from a single source of power using a single battery backup following the path of a single distributor.
Decentralized distribution at its simplest is using OR Switches (outlined by purple in the picture below) to send power to each end device (or circuit) from 2 or more power sources, battery backups or distributors.
That wraps up this section. I hope I have explained things in a way that makes sense. Please comment on the Google Doc if you have any suggestions or questions.
*Power Generation
*Wind Power
Generating power from the wind with Wind Turbines is the most common way to generate rustricity. They are very reliable and can produce anywhere from 0rW up to 150rW. Wind Turbine power is greatly influenced by tower height to buildable ground and surrounding structures.
How close to a Wind Turbine is too close? That answer is 15 meters or 5 square foundations. Wind Turbines are large deployables and need a lot of room. If something is blocking the path of the wind, the turbine will produce zero power until the wind shifts direction. The picture below shows an area called ‘Restricted Build Zone’. Building outside of this area is completely safe. Building within the restricted zone could lead to blocking the wind but if some precautions are taken.

Building within the restricted zone is possible and it’s easier than people think. There is an invisible beam that sticks out the front of the turbine, at the intersection of the blades. It is inline with the horizontal drive shaft and sticks out 15 meters, or 5 square foundations. If this beam gets blocked by something a player deploys or builds, the turbine will stop spinning and stop producing power.

This beam is not very thick and its height is just over 2 floors high. As long as there are no obstructions out to 15 meters, the turbine will continue to produce power. Obstructions are anything from building structures to deployable items.This next picture shows where walls and floors can be placed below the beam without interfering with power production.

It is technically possible that something could be built in the area that would be the 3rd floor, but floors can’t be suspended. Using double door frames to support the floor from below will block the wind from time to time. Also, using angled roofs on the 2nd floor will block the wind.
Fun fact, the turbine always rotates clockwise and it
takes 1 hour to complete a full 360 degrees.

Knowing how close to the Wind Turbine structures and deployables can be placed is the first step. The next part is knowing how high they need to be built. The higher a turbine is placed, the more power it will produce on average. Height is referring to the distance between the turbine and the buildable ground below it. This means there is no difference between a turbine built on ground level at the beach or on the top of a mountain. If they are built at the same height off the ground, they will both produce the same amount of power. The next image is showing us how much average power can be expected when it is built above ground level.

When measuring height, people will regularly refer to how tall or high their Wind Turbines are by counting the number of floors down to the foundations. This is a very easy way to relay information to everyone that plays Rust but if it was necessary to be more accurate, the height of the foundation could be taken into account.

The strength of the wind varies over time. This means the amount of power a Wind Turbine produces fluctuates up and down. It is the reason why an average is used when talking about how much power a Wind Turbine produces. To help illustrate this, in the picture below, the blue line shows the amount of power a turbine at ground level was producing over the period of an hour. It consists of approximately 180 data points. The red line is what is said to be the average output for a turbine at ground level.

The picture above is from a random hour and its purpose is to show the randomness of wind. During this hour, the turbine’s max output was only 113rW and its lowest output was 39rW. If this graph was stretched out to 100+ hours, it would show that the most common fluctuations are about 50rW + or - the average output. However, at some point, if the graph was stretched out long enough, we would see the turbine max out and produce 150rW. Likewise, we would also see its production drop to 0rW. The higher the turbine is, the more often it will max out at 150rW. The lower the turbine is, the less often it will max out at 150rW. At all heights, they have an equal chance to hit 0rW though it is very rare. Due to this fluctuation, the most reliable thing to do was find the average over a long period of time and that is how 93rW on the 6th floor became the number that is used today.
If average output means that 50% of the time the turbine is producing more or less power, then with the same data points, it’s also possible to find out the amount of time a turbine will be producing a specific amount of power or more for. For example, let’s say there was a need for a turbine to produce 30rW but it had to produce that much 99.9% of the time. How high would this turbine need to be? In this next picture, there are examples of the 2nd, 6th and 9th floors. Using this data, a turbine built 6 floors or more high, would be able to supply 30rW, 99.9% of the time. If anyone would like to collect the data for the remaining floors, I’d happily add it.
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Knowing this detailed information is not a necessity but if it is understood, it will help prevent running out of power, or better yet, being more efficient. Knowing how much power a circuit needs will help determine how many turbines need to be built and at what height they should be placed. The inverse of that is also true. If the number of turbines and their height is limited, knowing how much power that can be reliably produced will determine how big the circuit can be.
This next image is a very nice breakdown specifically for the Inline battery backup. It shows the turbines average power per floor and the usable amount of power from a battery. It also shows how many Auto Turrets a single Wind Turbine and Large Battery combo could support. It even shows how much stone each Rust Watt costs when building dedicated Wind Turbine towers. The stone calculations are now a little low. There was an update to the game that prevents turbines from being built on the tops of double door frames. Now a floor is needed under them which adds to the stone cost.

*Solar Power
On Console: Point the panels South.
On PC: Depending on the time of year, the Sun will take a different path through the sky. Most Rust players live in the northern hemisphere. Places like Europe and North America. It is normal to have summers in June and winters in December. Rust island is located in the southern hemisphere, like Australia. This means winters are in June and summers are in December.
- The winter solstice is the shortest day of the year. The Sun will travel its most Northern path. On this day, the sunrise is the latest and sunset is the earliest. During the winter months, solar panels capture less power.
- The summer solstice is the longest day of the year. The Sun will travel its most Southern path. On this day, the sunrise is the earliest and the sunset is the latest. During the summer months, solar panels capture more power.
In the picture below, it shows how the Sun will traverse the sky over 6 Rust months or 7ish real days. A day in the game is an hour of real time. This means it takes about 15ish days for a full Rust Year.

Wipe day is always May 20th 2024. Depending how long or short the wipe is, and where on the map a Solar Panel is located, might determine the direction the Solar Panel is placed. If the wipe is 5 days or less and the panel is located on the southern tip of the island, facing it North would be acceptable. However, if the wipe is any longer than that, the idea of having to pick up the panels to reangle them does not sound like fun. Placing a panel facing East and a panel facing West is the best way to set it and forget it.
Solar Panels will produce power when the face of the panel can see the Sun. The Sun rises in the East and sets in the West. To take full advantage of a Solar Panel, try to capture the Sun in the morning the moment it rises above the horizon, and all the way to the moment the Sun drops below the horizon at night. In order to accomplish this, line of sight to each horizon is required.
Things like the ground, cliffs, trees and building structures can all block the Sun. Avoid placing solar panels in their shadows. Solar Panels need an unobstructed view of the Sun as much as possible. Deployables do not appear to block the Sun.
The best chance of achieving line of sight to both horizons is by
building on top of the highest mountain.
Otherwise, in the mornings,
Eastward facing panels on the West side of the map will need to wait for
the Sun to get high enough in the sky to clear the hills and mountains.
The panels on the East side could catch the sun the moment it peaks
above the horizon.
In the evenings,
Westward facinging panels on the East side of the map will have the
amount of time they could produce power cut short as the Sun moves
behind the hills and mountains. The panels on the West side could catch
the sun up to the moment it drops below the horizon.

Only an admin can get the exact date and time. This is what players cannot see.

Watching where the Sun rises and sets on the horizon can give a player an idea of the time of year. Some modded servers will have a plugin that gives players a clock and might show the sun up and down times. Some might even show the date.
If a pair of panels are placed so each could see either the East or West horizons, the following could reasonably be expected, within a reasonable margin or error.
The Winter Solstice (June 20 2024):
- Solar Panels facing East can start to capture the Sun around 7:10am.
Power levels will slowly increase until around 9:05am when they will be
producing a full 20rW. This lasts until about 1:30pm. Around this time,
it will slowly start decreasing power production until around 3:45pm
when it stops.
- The panel facing West can start to capture the Sun around 11:40am. A
few minutes later at around 1:45pm, it will start producing a full 20rW.
Around 6:15pm the panel will start decreasing the amount of power
produced until about 8:15pm when it stops.
- During the winter solstice, 2 combined panels, 1 facing East and 1
facing West, can collect around 940rWm of power.
The Summer Solstice (December 21 2024):
- Solar Panels facing East can start to capture the Sun around 6:30am.
Power levels will slowly increase until around 8:20am when they will be
producing a full 20rW. This lasts until about 2:30pm. Around this time,
it will slowly start decreasing power production until around 4:15pm
when it stops. - The panel facing West can start to capture the Sun
around 11am. A few minutes later at around 1pm, it will start producing
a full 20rW. Around 7pm the panel will start decreasing the amount of
power produced until about 9pm when it stops. - During the summer
solstice, 2 combined panels, 1 facing East and 1 facing West, can
collect around 1075rWm of power.
When working with solar panels for a primary source of power, it is very helpful to know how to calculate how much capacity a circuit needs to last 1 in game day. Knowing the capacity will dictate how many panels are needed. Base the number of panels used on the lowest amount of power they will produce on the shortest day of the year.
The Maths:
rWm: rust watt minutes (capacity)
rW: Rust Watt (aka power)
S: Seconds
τ: 60 (The number of seconds in a minute, and minutes in an
hour)
M: Minutes
O: The amount of power(rW) you want to output
H: Hours
To figure out how much capacity is needed to support a circuit of a
specific load, use the following equation:
O × τ = rWm
To figure out how many pairs of panels are needed to support a
specific amount to power, use the following equation:
rWm ÷ 940rWm = Solar Panel pairs
Example: A circuit with an active load of 64rW.
O × τ = rWm
64 × 60 = 3840rWm
Therefore a circuit needing a constant 64rW over the course of 1 hour
will consume 3840rWm worth of power.
rWm ÷ 940rW = Solar Panel pairs
3840rWm ÷ 940rW = 4.08
Therefore 5 pairs of panels are needed to capture enough rWm to cover
the power cost of a 64rW circuit. 2 solar panels make a pair, so 10
panels total.
To figure out how much time a given capacity will run for, outputting
a specific amount of power, we use the following equations:
Seconds: (rWm ÷ O = M) × τ = S
Minutes: rWm ÷ O = M
Hours: (rWm ÷ O = M) ÷ τ = H
That wraps up this section. I hope I have explained things in a way that makes sense. Please comment on the Google Document if you have any suggestions or questions.
*Power Storage
TL:DR - Batteries can accept incoming power at the same time they are
sending power out.
- Charging rate is dependent on the amount of power coming in, with an
efficiency of 80%.
Example: 20rW from a Solar Panel × 0.8 = 16rW usable through a battery.
Example: If your Medium Battery is supplying 16rW to a circuit, 16 ÷ 0.8 = 20rW is the minimum you want to give the battery so it doesn’t lose any charge.
- It is recommended to supply slightly more than you need if you want
to charge the battery.
- When you combine batteries with Root Combiners, they do not split the load as one would expect. They cannot see each other, so each battery tries to power the whole circuit.
For example, in a circuit with 2 root combined batteries supporting a load of 50, it would seem to make sense that 50 power divided by 2 batteries equals 25 per battery. Rustricity doesn’t work like that and 50 power is taken from each battery and seen as Active Usage on both batteries. This means both batteries are draining at a rate of 50.
This means when we get to circuits that need more than 100 power, all
the batteries combined will show a max Active Usage, which is used to
calculate how fast a battery drains.
So if we are forcing batteries to max drain, then we might as well try
to use as much of the power the combined batteries will provide.
When using a bypass battery backup like the Nih core, Active Usage does not matter because the circuits are getting power from the main power source most of the time and not the battery.
- Rustricity has its own version of Parallel and Series battery configurations.
- 1rw will charge a Large Battery in 34 IRL days.
- When a battery is depleted because it is not receiving enough power,
no power is outputed until it charges up for a couple seconds before
outputting to the connected circuit. The battery still not receiving
enough power will deplete in a second and the process repeats.
- If the circuit after a battery is turning on and off, you do not have enough power charging your batteries.
- When they get picked up, they lose 25% HP but retain their current capacity. This means if a large battery has a full charge, when you pick it up and place it back down, it will still have a full charge.
- Batteries have something called Active Usage and components have something called Power Consumption. Read about it in Battery Active Usage vs Actual Power Consumed.

*Battery Backup
There are 2 types of battery backup systems. There are Inline Backups and there are Bypass Backups. Inline backups include the Inline and The Kore. Bypass backups include the OR/Blocker and the Nih Core. Deciding which backup to use really comes down to preference. They each have their own pros and cons and some may argue that 1 is better than another in different situations. For example, if you only need to power a few turrets and are in a hurry, you might find the simplicity of the Inline backup works for you. Maybe you are working with 300rW to 1000rW and a dozen Windmills, you might find the efficiency of the Nih Core is preferred. At the end of the day, as long as the battery backup you go with, works when you need it to work, that was the right backup to choose.
*Direct Delivery

This is when the power source is directly connected to a circuit. If the power source is destroyed or stops producing power for any reason, the circuit will go offline. This method is a great solution for short term uses like getting some auto turrets asap for your clan or getting some water pumps online early for a berry farm. While this method is good for a very short time to get an early game advantage, it is not recommended to rely on this method for any length of time. Introducing batteries to a circuit to create backup power is more suited for long term use.
Pros:
- Easy to wire
- Minimal components
- Early game advantage
Cons:
- If power source is destroyed the components turn off
- No backup power
- Short term use only
*Inline

This is called an Inline because power must pass through the battery before powering something. Inline batteries are the most common and easiest way to provide a battery backup. This method is fast to make and wire. It is reliable assuming enough power is being produced to keep the batteries charged. It is also an easy way to decentralize circuits. When a power source is directly connected to a battery, 100% of that power is used for the sole purpose of charging that battery. When a battery is fully charged, any power above what is needed to maintain the battery’s charge, is not being used, which we call wasted.
Batteries are 80% efficient and have a mechanic called Active Usage. There is an entire section about this but for right now, to figure out how much power a battery must be given so it doesnt drain, take the Active Usage number and divide that by 0.8. Active Usage can be found by holding a Wire Tool and looking at a battery.
For example, a large battery with an Active Usage of 100. 100 ÷ 0.8 = 125. Therefore, 125rW needs to be provided to prevent the battery from draining.
If the battery is being given 150rW so it charges, when it is fully charged, there is 25rW of power that is not being used. When it needs to be charged, that 25rW is better then 1rW because it will charge faster. Giving a Large Battery only 1rW, it will take roughly 34 IRL days to fully charge. For 1 battery, 25 extra doesn’t seem like a lot, but when using 4 or more batteries, that can be 100rW of power being “wasted”.
One of the biggest benefits of an Inline backup is when the power source stops making enough or any electricity, the battery will continue to supply power, uninterrupted. This means that unlike bypass backs, the inline is not prone to a flicker off/on when the power source is not producing enough power. The battery will continue to power the circuit until it is depleted or destroyed.
It is recommended to start charging batteries as soon as possible. Let them charge to a minimum of 3000rWm before letting them power anything. The reason for this is if a Wind Turbine is used, the wind could be entering a slow period. When using Solar Panels, night comes once an hour. Having some capacity saved up will help get through the slow or no times.
Pros:
- Simple to make with minimal electrical components
- Perfect for decentralizing circuits
Cons:
- Inefficient use of power at large scale
*The Kore
This is an Inline backup, but different. The battery still powers the circuit all of the time until the battery gets destroyed. When that happens, the circuit will switch over to main power.
*OR/Blocker

This method has been around for a long time and is often called ‘Infinite Power’. It is not infinite power, it is just a bypass battery backup. It has been carried over from a previous version of electricity when batteries could only charge or discharge, not both at the same time. During this time batteries did not have an Active Usage and forced out max power causing the need to invent the ‘Infinite Power Loop’, which actually was something, but it was not this circuit.
This is an OR/Blocker battery backup. It is a bypass battery backup that powers a circuit most of the time from the main power source. Power is bypassing the battery to power the circuit, while the excess power is used to charge the battery. When not enough power is produced, it will automatically switch on the battery keeping everything powered. The reason it is now considered out of date is because it doesn’t take advantage of the batteries ability to charge and discharge at the same time.
The way this method works is by sending power into the first Electrical Branch and branching out enough power to meet a circuit’s needs. That power is passed to an OR Switch which sends power to a circuit. The extra electricity from the first Electrical Branch is sent to another Electrical Branch. Power is branched out to block the Blocker which prevents the battery from draining. The extra power is then used to charge the battery. When there is not enough power to keep the battery blocked, the battery sends power out to the OR Switch to keep the circuit online.
Based on the picture below, green wire showing what has power, red showing no power and yellow showing wasted power. If the Windmill only produces 75 power, it is not enough power to meet the demand of the first
Electrical Branch or block
the battery. The battery takes over powering the circuit but the 75
power is still coming out of the first Electrical Branch. The power is
still there, it is just not being used, it is wasted.
While considered out of date today for use as a primary battery backup system, with some small modifications, it is useful as a secondary battery backup which we talk about in its own section.
Pros:
- Easy to understand
- Simple to build
Cons:
- Wasteful when using battery power
- Ignores the battery update to allow charging and discharging at the same time
*Nih Core

The Nih Core is the modern version of, and replacement for, the OR/Blocker. When using an inline battery to power a circuit, there is a 20% loss due to the batteries inefficiency. Bypass battery backups, like the Nih Core, are a way around this. Instead of a circuit being powered by the battery, the circuit gets power directly from the Wind Turbine while the battery gets charged with the excess. The Nih Core will automatically switch over to the backup battery when the power source is not producing enough.
The Nih Core becomes more efficient the more batteries it has but there is only 1 in the picture because it’s all that is needed to demonstrate how the Nih Core functions. The simple explanation is when there is not enough power to meet a circuit’s requirements, it redirects the insufficient amount of power to the battery and activates it to take over powering the circuit. The reason the Nih Core becomes more efficient with more batteries is because we are bypassing the 20% hit from an inline battery and we don’t care about the battery’s Active Usage. We are bypassing the battery therefore removing any restrictions or conditions caused by it. Check out the section called ‘Battery Active Usage Vs Actual Power Consumed’ for an in depth explanation.
Using the following picture, it is possible to see where power exists and where it doesn’t when the Nih Core is running off of Main Power vs Battery Power. The green wires have power and the red wires do not.

To understand how this works, becoming familiar with the Memory Cell and the Splitter will help a lot. The inputs on the side of the Memory Cell are prioritized from top to bottom and when the Splitter receives power, it sends out power from left to right. This also applies to when Splitters lose power, they stop sending power out from left to right. The section ‘Circuit Delay and Power Flow’ helps explain in detail how rustricity moves around a circuit.
Based on the picture above, if the windmill only produces 75rW of power, it is not enough power to meet the demand of the first Electrical Branch, which is set to 100. That first Electrical Branch will still send that 75rW to the Memory Cell. This means no power is going to the second Electrical Branch, therefore the Splitter loses power. When the Splitter loses power, Output 1 first stops sending power to SET on the Memory Cell. At that moment, power from Output 2 is still going to RESET, so the Memory Cell flips outputs. RESET loses power followed by Output 3 going to Block Passthrough on the Blocker. The battery then takes over powering the circuit. The 75rW of power that is still going through the first Electrical Branch and Memory Cell, is now sent to the battery extending its life instead of being wasted. This will take a 4 hour backup time and extend it.

Here is a look at a Nih Core with 4 batteries. Keep in mind Max Depth when using large numbers of power sources and batteries. 16 power sources and 16 batteries is the most you can connect before hitting the Max Depth. Check out the section ‘Short Circuit / Max Depth’ for an in depth explanation on that subject.
If you notice that power is flickering off/on when switching between main power and battery power, it is because 1 of 2 issues.

Solution 1 - If using only 1 battery, add a Root Combiner between the battery and blocker to keep the battery active. If the battery does not have something registering Active Usage, it will enter an inactive state. This causes a delay when switching on to battery power waiting for the battery to wake up.
Solution 2 - If already using a Root Combiner or using more than 1 battery, add 1 or 2, maybe even 3 components between the Memory Cells ‘Output’ and the OR Switch. This will hold power here longer giving the circuit a chance to receive power from the battery.
Solution 3 - Use a secondary inline battery backup to buffer against the flicker on circuits that need stability. In the picture below, the purple wires are representing a destruction detection system on some walls. Then the flicker happens, the Smart Alarm gets triggered. Adding the battery prevents that from happening. It does cost 20% more power for that circuit because of the battery, but it is 100% stable. The yellow wires represent circuits that do not need 100% stability. It could be deemed acceptable if these circuits turn off and on once in a while.

Recommended reading:
- Battery Active Usage vs Actual Power Consumption
- Short Circuit / Max Depth
- Circuit Delay and Power Flow
Pros:
- Less wasted electricity when on battery
- Utilizes the battery’s ability to charge and discharge at the same time
Cons:
- More components, more wiring.
- Added complexity
- Power flickers when changing states
*Secondary Battery Backup
A secondary battery backup is used to provide power to a circuit after the main backup system goes offline. It’s a backup of a backup. The chance that a secondary backup battery gets used on a typical day is near 0%, so why use them? Why not? The only drawback is the increased power cost. More backups and redundancy never hurts functionality, it only adds to it.
There are a couple of different versions of the secondary backup. Just like primary battery backups, there is the inline and the bypass. Secondary backups can be built into any place in any circuit.
The first and easiest way is installing an inline battery between a circuit and its power bus. Let’s use a picture to illustrate a circuit that is using a Nih Core as a primary battery backup with Inline batteries for the secondary backup.

The secondary batteries are installed between the Electrical Branches and what the branch is providing power to. In the case of the Auto Turrets, instead of the Electrical Branch sending power straight to the Smart Switch, the branch sends power to a battery that then powers the switch and all the turrets. It’s the same for the SAM Sites. Power from the branch powers a battery and the battery powers the SAMs. Remembering that batteries are only 80% efficient, the amount of power each Electrical Branch provides is increased to compensate. With a secondary battery, the branch sending power to the turrets is set to 115. Without the secondary, it only needs to be set to 99. That’s a 16rW difference. The branch sending power to the SAM Sites is set to 96 but without the secondary battery, it only needs to be set to 76. That’s a 20rW difference. For a total cost of 36rW, both the turrets and the SAMs will have a runtime of 8 or more hours if the main power source is completely destroyed.
Another thing that should not be forgotten is that it takes 34ish days, or over 800 hours, to charge a large battery with only 1rW. In other words, precharging secondary batteries should be a requirement. Once a battery is fully charged, providing it with any more then exactly what it needs to not drain, is wasted power that could maybe be better used elsewhere. The maximum input a battery can accept is 4x its output. That means 400rW could be sent to a large battery and have it fully charged in approximately 1 hour 15ish minutes.
The inline secondary battery is the easiest but paying the 20% tax for the battery can make this version not so attractive. So let’s have a look at a bypass secondary backup which has a static tax of only 3rW. This is essentially an OR/Blocker backup except the battery gets installed precharged and there is no built in way for it to be recharged. Let’s use the picture below to help illustrate how it works.

The Test Generator represents static power coming from your main battery backup system. This means power levels won’t go up or down like wind and solar. When the Electrical Branch loses just 1rW, the battery will take over. What is more likely is that power will either be present or it will not. This battery should never be used so there is no built in recharging system. This saves wasting power recharging a battery that will probably never be used so it must be precharged.
This secondary backup gets installed just like the inline version, between the circuit and its power bus. The picture below illustrates the same circuit as before using a Nih Core as a primary battery backup but now with a bypass battery for the secondary backup.

The secondary batteries are installed between the Electrical Branches and what the branch is providing power to. In the case of the Auto Turrets, instead of the Electrical Branch sending power straight to the Smart Switch. Power is sent to another Electrical Branch that blocks passthrough on a Blocker before sending a specific amount of power on an OR Switch. From there, it’s on to the Smart Switch and all the turrets. It’s the same for the SAM Sites. Power from the branch goes to another Electrical Branch that blocks a Blocker before sending power to an OR Switch. From there it’s off to power the SAMs.
The ability to bypass the battery means the amount of power each Electrical Branch provides only needs to be increased by 3rW to compensate. With a secondary battery, the branch sending power to the turrets is set to 98. Without the secondary, it only needs to be set to 95. That’s a 3rW difference. The branch sending power to the SAM Sites is set to 79 but without the secondary battery, it only needs to be set to 76. That’s also a 3rW difference. For a total cost of only 6rW, both the turrets and the SAMs will have a runtime of 8 or more hours if the main power source is completely destroyed.
Adding a recharging system can be done. It is just the OR/Blocker battery backup. The only drawback is the added power cost. If a player is OK with that, then go for it.
Pros:
- Uses only a few components so it’s easy to build and wire
- Can be efficient for redundant backup power
- Can be inserted into almost any circuit at any point
Cons:
- Requires a pre charged battery
- Added costs for redundancy
*Battery Active Usage VS Actual Power Consumed
Simply put, Active Usage is what a battery uses to calculate its charge and discharge rate. Power consumed is the amount of power a component requires to operate. Active Usage doesn’t always = Power Consumed. This is also where the argument of Electrical Branch vs Splitter comes from. Once you understand this section, you will know the answer to this age-old argument.
When you look at the battery with a wire tool, you will see Active Usage. Active Usage is the amount of power the battery is draining by. This is the number you want to use when calculating how much power to give a battery for it to remain charged based on the battery’s 80% efficiency. Active Usage ÷ 0.8 or Active Usage × 1.25 gives you the minimum power input to remain neutral.

It is reasonable to think that the number you see is the amount of power your circuit is currently consuming, but it’s not always the case. Even when some components are turned off and not consuming power, they can still add to a battery’s Active Usage. In this next picture, even though the Auto Turret is not consuming power, it is still adding to the battery’s

Active Usage and in fact, it will actually consume 14 power. In this case even though the AND Switch is not allowing power to pass through, it does not have the ability to hide the Active Usage from inactive components downstream or past it. In this next picture, if we use different components to achieve the same outcome, we can hide

the Auto Turret’s Active Usage from the battery when it is not
consuming power. This setup reduces the Active Usage all the way to 6.
When active, we will get an Active Usage of 16 but it will actually
consume 18.
Components like Switches, the Blocker, Timer and RF Transmitter all have
the ability to hide a component’s Active Usage from batteries when not
passing power through.
Every component will only register an Active Usage once and equal to
the amount of power it consumes with the exception of the Electrical
Branch. Only the Branch Out value will register Active Usage even though
it does consume 1 power for itself. An Electrical Branch set to 2 will
register an Active Usage of 2 but will consume 3. Branch Out is a FIXED
value. The thing to remember is that it is the Branch Out value that is
registering Active Usage, not the components connected to Branch Out.
This means that the components connected to Branch Out, even though it
is where they are getting their power from, their Active Usage is not
what is registering on the battery. If there is another path that lets
the battery see these components, it is possible for their Active Usage
to register on the battery along with the Branch Out value, effectively
doubling the power needed. This next picture is a quick example to show
how a Boom Box that is powered from Branch Out, but using a Switch to
Toggle Play on and off, is registering 10 Active Usage for the Branch
Out, 1 for the Switch and 10 for the Boom Box. If we do the same thing,
but with the Splitter, we dont have this issue because the Splitter
controls its power flow DYNAMICALLY. 
This is helpful in situations where you have a few small circuits
where you dont want to force an Active Usage when the circuits are off.
Now because the Electrical Branch only registers the Branch Out value as
Active Usage and 0 for itself, we can trick batteries into thinking less
power is being consumed. In the next picture, we have some examples
using Auto Turrets. 
Above, we have 1 example using 8 Electrical Branches to power 9 Auto Turrets. Every branch is outputting 10 power but also consuming 1 power for itself. So in total we are consuming 98 power but the battery’s Active Usage is only 90. The 2nd example we are using 4 Splitters to power the same number of turrets only this time the Splitters are consuming 1 and have an Active Usage of 1 each. This gives us an Active Usage and Power Consumption of 94. The example with Electrical Branches only has 2 extra power meaning there is enough power available to add a single Ceiling Light while the 2nd example has 6 extra power, that’s enough power for 3 Ceiling Lights.
In the situation where an Inline Battery is being used, you want to minimize the battery’s Active Usage to minimize the cost of power production. Like in the single Auto Turret examples above, there is a required input power difference of 9rW just to maintain the battery. Batteries are 80% efficient. Take the Active Usage number and divide it by 0.8. This will give you the minimum amount of power required to maintain the battery and it will not drain. It wont charge either. The more power above the minimum, the faster the battery will charge but the more you will waste when the battery is full. 1rW will charge a large battery but it will take 34 IRL days.
In a bypass system like the Nih Core, Active Usage doesn’t matter because you are not relying on the battery as a main power source. You are bypassing the battery. This means that the amount of power consumed is more important. If we look at the above picture again with the 9 Auto Turrets, we can see that while both examples are accomplishing the same goal, 1 is consuming less power then the other. If we look back at the single Auto Turret examples, the 1st example with an Active Usage of 13 will actually consume 14 vs the 2nd with an Active Usage of 6 will actually consume 18. So while the 1st example is bad on an Inline system, it is better in a bypass system. The less power you can use to do something, gives you more power to do other things.
You can use a bypass system with 1 Large Battery and only use 50 power to double the life of the battery but, it is more common to see a bypass system used for 2 or more batteries to get a larger output. If we are using 2 or more batteries to get the higher output, a Root Combiner will be used. The moment we combine batteries to power a circuit that uses more than 100 power, both batteries will have an Active Usage of 100. This is because load sharing is not a thing in Rustricity. If the circuit only needs 50, both batteries will have an Active Usage of 50(plus 1 for the Root Combiner).

Due to this being the way it is, if you combine 2 batteries to get 200 power, try to use all 200 because no matter if the circuit needs 101 or 199, 2 large batteries will only last 4 hours. If they are only going to last 4 hours regardless, try to use as much of that 200 as possible to make it worth combining the batteries. Otherwise, split the circuit, run Inlines and minimize the Active Usage.
Now, having said you want to consume as little power as possible to achieve the desired outcome when using a bypass battery backup, there are times when it is worth consuming more for a bit of added security. In the next picture, Ive used medium batteries for the demonstration, and they are root combined powering some Auto Turrets.

The top groups are using Electrical Branches. They are consuming more power but in the event 1 battery is destroyed, top right, some turrets stay active. The bottom groups use Splitters. While they do consume less power, in the event a battery is lost, very bottom, all the turrets go offline. You will need to weigh the pros and cons and decide what is right to fit your needs. Read more in What is a Power Bus?
*Parallel vs Series
Lets start by learning what Parallel and Series means in real life. Connecting batteries in series increases voltage and connecting batteries in parallel increases capacity.
V = Volts (power)
Ah = Amp hour (capacity)
If we wire two 6V@10Ah batteries in parallel, we will still only have
6V but have 20Ah of capacity.
If we wire two 6V@10Ah batteries in series, we will now have twice the
power at 12V but with only 10Ah of capacity.

In real life, batteries have positive (+) and negative (-) connections. In Rust, our batteries only have 1 input and 1 output. We also measure our Volts (V) as Rust Watts (rW) and our capacity, instead of Amp hours (Ah) we use Rust Watt Minutes (rWm).
In Rust, a large battery can give 100rW of power and has a capacity of 24000rWm. The outcome of wiring 2 large batteries in series would be 200rW of power with a capacity of 24000rWm. The outcome of wiring 2 large batteries in parallel would be 100rW of power with a capacity of 48000rWm.
To wire large batteries in series in Rust, just use a Root Combiner. The output will be 200rW and because both batteries will drain at the same, the total capacity will remain at 24000rWm.
To wire large batteries in parallel becomes a little more complicated.
*Nih Capacitor
( will probably be fixed soon and wont work anymore )
The Nih Capacitor was first established by Nih, with assistance from SwiftCoyote, on September 11, 2022. A Capacitor is a set of components that accumulate power, much like rechargeable batteries. However, the method for assessing the amount of stored power differs.

For batteries, the stored power is represented as
Capacity,
measured in Rust Watt Minutes (rWm).
Contrarily, in a Capacitor, we gauge the power storage by examining
an Input/Output (IO) connection and observing a figure that is typically
associated with power or the amount of power available for
use.
But within the Capacitor, this figure DOES NOT indicate the
amount of power that can be utilized. Rather, this figure is
what we call Wire Capacity, symbolized as Np.
For instance, in the image below, the displayed 6,492,076
is NOT the amount of power available. Instead, it
represents 6,492,076Np of Wire Capacity.
Before going into the construction and operation of a Capacitor, it’s essential to understand the math conversions between Rust Watt Minutes (rWm) and Wire Capacity (Np).
Both represent capacity, but they use different units of measurement depending on the energy storage container, be it a battery or a capacitor.
The Maths:
rWm : rust watt minutes (capacity)
rW : rust watts (commonly referred to as “power”)
Np : Wire Capacity
∅ : 7.5 (Trust Me Bro)
S : Seconds
τ : 60 (The number of seconds in a minute, and minutes in
an hour)
M : Minutes
P : Max power output for 1 second
O : The amount of power you want to output
H : Hours
To convert rWm into Wire Capacity(Np), use the following
equation:
(rWm × τ = P) × ∅ = Np
To convert Wire Capacity(Np) into rWm, use the following
equation:
(Np ÷ ∅ = P) ÷ τ = rWm
To figure out how much time a given capacity will run for outputting
a specific amount of power, use the following equations:
Seconds: (rWm ÷ O = M) × τ = S
Minutes: rWm ÷ O = M
Hours: (rWm ÷ O = M) ÷ τ = H
Examples
Using Capacity from the battery in the first picture, it is possible to
figure out the number that would be seen if looking at an IO connection
in a Capacitor to view Wire Capacity(Np).
(rWm × τ = P) × ∅ = Np
(271 × 60 = 16,260) × 7.5 = 121,950Np
Therefore a capacity of 271rWm when viewed on an IO connection is equal to 121,950Np. We can also see that if the Large Battery did not have an output limit of 100, it would be able to output 16,260rW of power for 1 second.
Using the IO connection to view Wire Capacity(Np) from the second
picture, it is possible to figure out how much rWm of Capacity we would
have if this was viewed on a battery.
(Np ÷ ∅ = P) ÷ τ = rWm
(6,492,076 ÷ 7.5 = 865,610.1333) ÷ 60 = 14,426rWm
Therefore a Wire Capacity of 6,492,076Np when viewed on a battery represented as Capacity, it is equal to 14,426rWm.
Without a limited output, the Capacitor is capable of delivering 865,610rW of power for 1 second.
Using both of these examples, it’s possible to calculate the length of time both the Battery and Capacitor would power a circuit for, given a set output.
For our example, let’s say the circuit needs 100 power.
Battery :
(rWm ÷ O = M) × τ = S
(271÷ 100 = 2.71 Minutes) × 60 = 162 Seconds
Capacitor : (you will need to convert from Np to rWm
first)
(rWm ÷ O = M) × τ = S
(14,426 ÷ 100 = 144.26 Minutes) × 60 = 8,655 Seconds
OR :
(rWm ÷ O = M) ÷ τ = H
(14,426 ÷ 100 = 144.26 Minutes) ÷ 60 = 2.40 Hours
Prior to constructing a capacitor, it’s crucial to understand its limitations and potential issues. This will clarify misconceptions such as the notion of ‘infinite power’ and help identify the appropriate contexts for its use.
- It doesn’t survive server restarts. evrytime the server restarts,
all of the stored power will vanish, poof gone.
- When automating energy extraction, it is possible that a flicker will be created or worse, all the power vanishes, poof gone.
- It consumes power even when nothing is connected to it, unlike a battery that doesn’t lose power if nothing is connected to it.
- It is not portable.
Now, some of the advantages and benefits of the Capacitor
That wraps up this section. I hope I have explained things in a way that makes sense. Please comment on the Google Doc if you have any suggestions or questions.
*Power Distribution
*What is a Power Bus?

Power always needs a way to get from point A to point B. That could be from a Wind Turbine to an Auto Turret or from a Solar Panel to a Light. A power bus is a single or group of components with the sole purpose of directing the flow of electricity to different circuits that perform specific tasks such as auto turrets or lighting. This is a lot like the breaker panel or fuse panel you have in your home for your electricity. Each breaker or fuse is dedicated for a specific room or purpose, like the fridge, furnace, bedrooms or garage. These breakers or fuses limit how much power each circuit can use and in Rust, this is no different. Instead of breakers or fuses, its Electrical Branches and Splitters.
The most difficult part of deciding how to distribute power is knowing how the components that are specifically made for this job function. There are 2 main components, the Electrical Branch and the Splitter and its recommended reading about them specifically in the Power Distribution section under Component Details. There are 3 types of power buses, fixed, dynamic and configurable.
*Fixed Bus (F-Bus)

A fixed bus, known as an F-Bus, is when you dedicate a specific amount of power per output. This can be just a single Electrical Branch or a group of them. This type of power bus always consumes the amount of power each output is set to, even if nothing is attached to Branch Out. This will affect Inline battery backups by forcing an Active Usage and it will affect a bypass battery backup by always consuming power, even when the components connected to Branch Out are offline.
A fixed bus is an easy way to build in priorities and a bit of security. The first Electrical Branch has the highest priority because it’s the first to get power and in the event that power levels start falling, it will be the last branch to lose power. The security comes from knowing that if 50% of the power supply disappears, only some branches will lose power and not all.
*Dynamic Bus (D-Bus)

A dynamic bus, known as a D-Bus, is when the components evenly distribute power between all connected outputs. This can be just a single Splitter or a group of them and the only control over the amount of power available at each output is the amount of power that is put into it.
This is great when the component or circuit attached to each output requires the same amount of power. It is a power efficient way to supply the same amount of power to multiple components or circuits. When using a bypass battery backup, it can free up some power to be used somewhere else. When using an Inline battery backup, only the Active Usage from the Splitter is forced onto the battery. Only when the components connected to each output are online will their Active Usage be reflected on the battery. This is good in situations where a player wants to use a Switch to turn things off before they logout.
If an output gets destroyed, the system will evenly redistribute power between the remaining outputs. The drawback would be that if the incoming power drops too low to support the connected outputs, everything will stop working or at least those that require the full amount of power that was previously present.
*Configure Siphon

A configure siphon, known as a C-Bus, is a bypass distributor that is only active when required. The idea is only when power is needed will the C-Bus become active, otherwise the power just passes through. Set the Electrical Branches in the siphon to a specific amount of power to only be used when the siphon is active. There are multiple versions of the siphon based on if there is a need for manual or automatic operation and what kind of battery backup is being used.
All of them are centered around the Memory Cell. The Memory Cell has 2 outputs, Output and Inverted Output. One output is called the Main Line (aka the bypass) and the other output goes to the Circuit that we want to power. The Main Line is the default path the electricity takes when the siphon is not active. It will pass from a Memory Cell to an OR Switch and out. The Circuit path is the route electricity will take when the Memory Cell gets triggered. It gets sent to an Electrical Branch that is configured to an amount of power the circuit needs while the remainder gets sent off to the OR Switch and back onto the Main Line to continue powering the circuits past it. While this is the general concept, let’s get a little more specific.
There are 2 categories of Configure Siphons. There is the Auto Reset which will automatically turn itself on when an input is received and off when the input signal is removed. The second is Manual which requires a player to manually turn it on and off. Within each of these categories there are 2 types. There is the Standard C-Bus which is to be used in a circuit that uses a bypass battery backup like the Nih Core. The second type is the Blocked C-Bus meant to be used in a circuit that uses an Inline battery backup. The reason 1 has a Blocker is because of the nature of components and a battery’s Active Usage. The Blocker has the ability to hide Active Usage from a battery when it is actively being blocked. Read more about that in the section titled Battery Active Usage vs Actual Power Consumption located in Power Storage under Concepts.
Now to get very specific. Starting with the Auto Reset siphons, these by default will send power out the Inverted Output(left output). Power will be passed to an OR Switch then out. In the Blocked version, power gets passed to an Electrical Branch that is used to block a Blocker before passing power to the OR Switch and out. ‘Out’ could be another siphon, another type of power bus or whatever. A HBHF Sensor is used as the input source but it doesn’t have to be. All that’s needed is a constant source of power to keep the siphon active. When the sensor outputs power, it will ‘SET’ the Memory Cell. This will force the Memory Cell to flip outputs and send power through Output(right output). From Output, power will be sent to an Electrical Branch configured to +2 over the amount of power your circuit will need. The leftover power will pass through Power Out and merge back into the Main Line. The power coming out of Branch Out will go to another Electrical Branch that will be set to the amount of power the circuit actually needs. The reason for +2 is because 1rW is needed for the second Electrical Branch itself and 1rW needs to be sent out Power Out to ‘RESET’ on the Memory Cell. In the blocked version, a Blocker was added before the first Electrical Branch so it can hide the Active Usage caused by the Electrical Branches from a battery. When the sensor stops sending power to ‘SET’, the power going to ‘RESET’ will force the Memory Cell to flip outputs back to Inverted Output and return power to the Main Line. In the blocked version, because of the Electrical Branch on the Main Line, the Blocker will get blocked again to hide the Active Usage.
The Manual siphons function in a very similar way only instead of using ‘SET’ or ‘RESET’ on the Memory Cell, ‘TOGGLE’ is used instead. Everytime ‘TOGGLE’ receives power, the Memory Cell will flip outputs. A Red Button is used in the pictured examples but it doesn’t have to be. When it comes to which output on the Memory Cell is the Main Line or the Circuit line, it really doesn’t matter because there is the ability to manually control which output power is actively passing through.
In all the examples we have used Counters at each output. This is only to show how much power each C-Bus costs to not be active. Here is a Rustrician BP link to explore the C-Bus more.
*Short Circuit / Max Depth
This is a single message that is displayed for 2 different errors. At the time of creating this section, XOR Switches did not consume any power which is why you will see them used in the pictures. The pictures might get remade in time but power consumption is not important when discussing and understanding this error.
*Short Circuit
A short circuit happens when you have power feeding back into itself, AKA, a loop.

Why would you do this? You wouldn’t. In the past, batteries functioned differently and there was a need to create the “Infinite Power Loop”. Today, batteries have something called “Active Usage”. This breaks the infinite loop and eliminates a need for it to exist.
You can circumvent a short circuit by increasing the number of components in the loop to be 9 or greater.

In the next picture we show a battery feeding power back into itself.

There is no reason to do this anymore. There was a time when batteries could only exist in 1 state at a time. They were either charging or discharging and when they were discharging, they were always doing it at their max. Back then, people found a way to use the extra power and send it back to the battery. For example, a large battery was always outputting 100 power whereas today, they calculate an active usage and only drain the amount of power a circuit needs, up to 100. Today, if the circuit only needs 50, the battery only gives 50.
The other thing to note is batteries also cause an active usage. For a large battery, it is 400, so in the above loop, you are forcing a max drain on the battery. There is no advantage to this.
*Max Depth
Maximum Depth is referring to the number of components between your power source and the Root Combiner. A Max Depth error will occur when we exceed 16 components.

It is important to understand this mechanic and how to calculate it. This becomes important when combining multiple power sources including a battery backup with multiple combined batteries. If you experience this error, to calculate the depth of a circuit, we start with the last Root Combiner or the combiner that is furthest away from the power source and count the number of components power must pass through all the way back to the power source. This limits where in a circuit you can use Root Combiners.
The below images are 2 ways root combiners can be stacked. The group on the left is known as pyramid stacking and the group on the right is known as a daisy chain. While both groups are possible, you can see that the group on the left is only 4 components deep whereas the right side is 8 deep. This is important when working with a large amount of centralized power because you can quickly use up the depth and then not be able to have the number of batteries you want or need.

In this next image, we have 8 Windmills combined into a Nih Core with a battery backup containing 6 Large Batteries. This circuit has a total depth of 13 components. The trick to counting depth is counting the components in the longest route from the last Root Combiner, #1 back to the Windmill, #13.

In the next example, we have 2 isolated power sources. The first source is the cluster of Windmills. The second is the combined Solar Panels for the Component Destruction Detector. This means that we have 2 paths we must consider when calculating the depth. The first path to look at is the one that goes from the Root Combiner #1 back to the Windmill #14. This path is the main power path. The second path goes from Root Combiner #1 back to the Solar Panel #16. If one of these paths exceed the Max Depth limit of 16 components, you will start to see the error message at Root Combiner #1.

The next image shows a Max Depth using an equal number of Windmills and Batteries with a Nih Core.

*Circuit Delay and Power Flow
*Circuit Delay
Circuit Delay at its most basic, is the amount of time it takes power to pass from one component to another. The amount of time we are talking about is incredibly small but a lot of small increases will eventually become a large amount of time. One way to test how fast rustricity is on any server is by stringing a bunch of lights together, the more the better, and watch how long it takes for all of them to turn on and off. For this reason, it is impossible to say the specific amount of time it takes for components to react but some do react slower or faster than others.
All components that only have a power input and a passthrough power output, will react at or around the same speed. These would be components like lights. From the moment the light receives power to the moment it sends power out, we will call this 1 unit of time. If power passes through 2 lights, from the moment the first light receives power to the moment the second light sends power out, we can call this 2 units of time. The time it takes to pass through 3 lights, we call 3 units of time.
Components with multiple outputs have their own delay, 1 for each output. For example, the Splitter, it has 3 outputs. Power is sent out 1 output at a time. The amount of time from the moment the Splitter receives power to the time the last output sends power out is equal to 1 unit of time. The Electrical Branch sends power through Power Out first then Branch Out and this is equal to 2 units of time. On the Memory Cell, it needs 3 units of time to flip outputs.
Batteries also have their own delay. When a battery has an Active Usage of 0, it enters an ‘Off’ state. When the time comes for the battery to power something, it must enter an ‘On’ state which has a delay equal to 2 units of time. Keeping the battery in the ‘On’ state with a Root Combiner or an Industrial Light eliminates the delay so you have power right away.
*Power Flow
Power Flow is the path electricity takes through a circuit and the order of the path, aka the order of operation. We need to remember that Rustricity is nothing more than lines of code that are processed 1 after another. Not only does this create a Circuit Delay, as explained above, it also only allows 1 component at a time to perform an action. This creates the order of operation.
Using the picture below to help illustrate, when we flip on the Switch, light 1 will power on followed by light 2 then light 3 and finally light 4. When we flip the Switch off, light 1 will power offfollowed by light 2 then light 3 and finally light 4. Power flow gets alittle more complicated when we introduce components with multipleoutputs.

Starting with the Electrical Branch that has 2 outputs, power is first sent through Power Out then power gets sent through Branch Out. When it is removed, it will first be removed from Power Out then Branch Out.

The Splitter is similar but it has 3 outputs. Power first goes through Power Out 1 followed by Power Out 2 then Power Out 3. When power is removed, it will be removed first from Power Out 1 followed by Power Out 2 then Power Out 3.

The Memory Cell is another component that has 2 outputs. Even though it only sends power through 1 output at a time, Output will always react before Inverted Output. This means that when we apply power to ‘Set’, power will be sent out the Output first before we lose power from the Inverted Output. When we apply power to ‘Reset’, we will first lose power from Output before power is sent out the Inverted Output.

Looking at these components at the individual level should be fairly easy to understand. When we combine components with multiple outputs, we will start to create a semi-predictable path. Using the below image, we know that the Electrical Branch will send power through Power Out first before sending power through Branch Out. It will do this before either Splitter attached to them will react. This gives us the following order of operation, 1 through 8.

The Memory Cell acts similarly to the Electrical Branch. 1 output will react before the other, the only difference is 1 output is losing power while the other is gaining power. Let’s say we are going to flip power from the Inverted Output to the Output. 1- Output will send out power first. 2- Inverted Output will lose power next. 3, 4 and 5 will send out power one at a time in order, followed by 6, 7 and 8 losing power one at a time, in order. The order of operation is the exact same when flipping power back over to Inverted Output from Output.

So far we have been talking about components sending power or losing power. There is another side to Power Flow and that is the order in which a component receives power. Some components require power first before getting toggled while with others, it doesn’t matter what input gets power first, they will react once powered on.
Let’s start with components that will react no matter what input gets power first.
Memory Cell - It doesn’t matter if the side inputs or
the main input gets power first. Once the main input receives power, it
will put itself into the correct configuration based on what side inputs
are receiving power.

Counter - Sending power to the side inputs, it will
count up or down and clear with no power provided to the main input.
Only once power is provided to the main input will the screen turn on to
display the number. If the number shown is the same as the target
number, power will be sent through.

RAND Switch - Sending power to the side inputs will Set
and Reset the RAND Switch with no power provided to the main input. Only
once power is provided to the main input will power pass through or not
depending on the state of the switch. The side inputs only react when
they are provided with power. Having constant power on them when the
main power is removed or received will not affect the switch and it will
remain in the same state.

Blocker - Sending power to the side input before sending
power to the main input will block power from passing through. However,
if you send power to the main input first and the very next operation,
send power to the side input, it should still block power from passing
through. If the delay between sending power to the main input then to
the side input is long enough, power will get sent through before it
gets blocked.

The following components require power to their main input first before sending power to their secondary inputs.
Electric Furnace - If you want to use the secondary
inputs to turn the furnace on or off, you must send power to the main
input first. If you send power to the secondary input first, when the
main input receives power, the furnace will remain in whatever state it
was in before the main input lost power.

Conveyor - If you want to use the secondary inputs to
turn the conveyor on or off, you must send power to the main input
first. If you send power to the secondary input first, when the main
input receives power, the conveyor will remain in whatever state it was
in before the main input lost power.

Timer - If you want to use the secondary input to toggle
the timer on, you must first send power to the main input. If you send
power to the secondary input first, when the main input receives power,
the timer will not toggle on.

Boom Box -If you want to use the secondary input to
toggle the boom box on to play music, you must first send power to the
main input. If you send power to the secondary input first, when the
main input receives power, the boom box will not toggle on and not play
music.

Elevator - If you want to use the secondary inputs to
call the elevator to a floor, you must first send power to the main
input. If you send power to the secondary inputs first, when the main
input receives power, the elevator will not be called to a floor.

We have covered how power flow is affected by components with multiple outputs. We have covered components that are affected by the order they receive power flow. The last piece of the puzzle is something I don’t have enough information to properly explain atm. It appears that the game can prioritize some components over another. I hope to one day be able to explain this in detail but to help illustrate how a complex circuit behaves, I have broken down the Nih Core to show the order of operation.

The left side shows the order of operation when switching from battery backup to windmill power.
Main Power:
- The amount of power coming into the Nih Core rises above 106.
- Power is sent out Power Out to the next Electrical Branch.
- Power coming out of Branch Out to the Memory Cell rises to its set
amount.
- Power is sent out Power Out to the OR Switch.
- Power is sent out Branch Out to the Splitter.
- Power is sent out to the Large Battery.
- Power is sent out to Set on the Memory Cell.
- Power is sent out the Memory Cells Output.
- Power is sent out to Reset on the Memory Cell.
- Power is sent out to Block Passthrough on the Blocker.
- Power stops coming out of Inverted Output on the Memory Cell.
- Power stops coming out of Power Out on the Blocker.
- Power from the Memory Cells Output is now the power passing through
the OR Switch.
- The battery enters its Off state.
The right side is the order of operation when switching from windmill power on to battery backup.
Battery Power:
- The amount of power coming into the Nih Core drops below 106
triggering the flip but must drop below 101 for it to look like the
example pictured.
- Power stops coming out of Branch Out to the next Electrical
Branch.
- Power coming out of Branch Out to the Memory Cell drops below its
set amount.
- Power stops coming out of Power Out to the OR Switch.
- Power stops coming out of Branch Out to the Splitter.
- Power stops coming out of the OR Switch to the Large Battery.
- Power stops going to Set on the Memory Cell.
- Power stops coming out of the Memory Cells Output.
- Power stops going to Reset on the Memory Cell.
- Power stops going to Block Passthrough on the Blocker.
- Power is sent out the Memory Cells Inverted Output.
- The battery enters its On state and sends power out to the
Blocker.
- Power stops coming out of the OR Switch.
- Power is sent out the OR Switch to the Large Battery.
- Power is sent out the Blocker to the OR Switch.
- Power is sent out the OR Switch.
That wraps up this section. I hope I have explained things in a way that makes sense. Please comment on the Google Doc if you have any suggestions or questions.
*Uncategorized Concepts
*Side Inputs
They are not bugged or broken, you just don’t know how to use them yet.
It is not uncommon for people to think of ‘Switch On’ and ‘Switch Off’ as a toggle like on the side of a Timer. They are not toggles, they are inputs with an added function. Just like the ‘Power In’ on the bottom, the side inputs also pass power through to the top. The function part only functions when power is received, removed or the amount of power is updated.
When ANY input on the Switch receives an “update”, the Switch will bind to that input for its source of power that passes through to the top. It will remain bound to that input until another input “updates” which will force the switch to bind to the new input. An update is either losing power or receiving power, 0-1 or 1-0 or power levels change up or down.
The exception to this is when one input is receiving an amount of power and another input receives the same amount of power, the Switch will not recognize the new source and remain bound to the original input.
The following pictures will help illustrate how it works.
Starting off, we are using 3 Switches to provide 3 different amounts of power each input. Green wire is for Switch On. Red wire is for Switch Off. Black wire is for Electric Input on the bottom. Yellow lines mark the path power is taking. Red lines mark where power stops. In this first picture, we are sending power to the bottom input and the Switch sends it out the top, with the expected power loss.
Next, we leave power going into the bottom and then apply power to Switch Off. As we can see, the Switch will flip off.


If we manually flip the Switch back on, we can now see a new amount of power displaying on the counter.

This is because the Switch is now bound to the Switch Off input for the power that passes through to the top. The power going into the bottom input is completely ignored. For the next picture, we flip the Switch back off and then apply power to Switch On.

The Switch will now flip on and once again pass through a new amount of power to the counter. The power going to the bottom input or Switch Off input is now ignored and the Switch is bound to Switch On. In the next picture, we remove power from Switch On while keeping power applied to Switch Off and the bottom.

We can see here now that power was removed from Switch On, the Switch has no power. The green light turns off and the Switch is still in the on position. Even though the other 2 inputs have power, the Switch is bound to Switch On for its source of power, which was removed. If we restore power to Switch On, the Switch will start passing power though again like the previous picture. With power restored, for the next picture we will remove power from Switch Off.

We restored power to Switch On before removing power from Switch Off. The green light turns off when power is removed and the Switch binds to the Switch Off. This is because that input received an update from ‘having power’ to ‘not having power’, from 1 to 0. For the next picture, we restore power to Switch Off.

Restoring power to the Switch Off input, the red light turns on and the Switch flips to the off position. When we manually flip it on we can see the new amount of power passing through.

Seeing that we only have 28 power showing on the counter, it is clear power is coming through the Switch Off input. When we remove power from the bottom input, the Switch loses power.

It loses power because the bottom input was updated, from 1 to 0, so the Switch bound to it. Now bound to the bottom input and not receiving power, the green light turns off and no power passes through. Restoring power to the bottom input, the green light turns back on and the new power amount is displayed on the counter.

Seeing the power level on the counter confirming power is coming into the bottom, we will now adjust the Electrical Branch to send more power to Switch On.

After increasing the amount of power, we can see an instant change on the counter to reflect that the Switch changed the input it was bound to from the bottom input to Switch On.
In conclusion, whichever is the last input to receive an update is the input the Switch will bind to for its source of power. Adding power, removing power or a change in power levels will update the Switches input. When moving power from one input to another, it is important
*Smart Timer
Needs work


*Monument Camera Codes
- Abandoned Military Base codes:
COMPOUND****
OUTDOOR****
Locate the computer station inside the monument, underground, and access it to find the randomly generated codes for the cameras. - Airfield camera codes:
AIRFIELDHELIPAD - Bandit Camp camera codes:
CASINO
TOWNWEAPONS - Dome camera codes:
DOME1
DOMETOP - Large Oil Rig camera codes:
OILRIG2HELI
OILRIG2DOCK
OILRIG2EXHAUST
OILRIG2L1
OILRIG2L2
OILRIG2L3A
OILRIG2L3B
OILRIG2L4
OILRIG2L5
OILRIG2L6A
OILRIG2L6B
OILRIG2L6C
OILRIG2L6D - Nuclear Missle Silo camera codes:
SILOEXIT1
SILOEXIT2
SILOMISSILE
SILOSHIPPING
SILOTOWER - Outpost camera codes:
COMPOUNDCHILL
COMPOUNDMUSIC
COMPOUNDCRUDE
COMPOUNDSTREET - Small Oil Rig camera codes:
OILRIG1HELI
OILRIG1DOCK
OILRIG1EXHAUST
OILRIG1L1
OILRIG1L2
OILRIG1L3
OILRIG1L4 - Underwater Labs camera codes:
AUXPOWER****
BRIG****
CANTINA****
CAPTAINQUARTER****
CLASSIFIED****
CREWQUARTERS****
HALLWAY****
INFIRMARY****
LAB****
LOCKERROOM****
OPERATIONS****
SECURITYHALL****
TECHCABINE****
Once inside an Underwater Lap, players will need to find a Keycard to open the Underwater Lab’s CCTV Station Module since the final 4-digits of these Rust camera codes are randomly generated. With those 4-digits, players can now input the correct code to the corresponding CCTV camera.
*Useful Circuits
Close All Doors with a Red Button
Configure - Basic Pulse Control Set