*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:

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:


*Hose Tool

Item ID 363163265
Description Connecting fluid components
Crafting Recipe 2 High Quality Metal
Workbench Required Level 1
Despawn Time 5 minutes

Notes:


*Pipe Tool

Item ID -144513264
Description Connecting industrial components
Crafting Recipe 2 High Quality Metal
Workbench Required Level 1
Despawn Time 5 minutes

Notes:


*Hammer

Item ID  200773292
Description Used to pick up or repair components
Crafting Recipe 100 Wood
Despawn Time 5 minutes

Notes :


*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:


*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:


*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:


*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:


*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:



*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:


*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:


*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:



*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:


*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:


*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:


*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:



*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:


*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:


*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:



*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:


*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:


*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:



*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:



*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:


*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:


*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:


*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:


*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:



*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:



*Smart

These components can be paired with the Rust+ app and adds a way to interact with rustricity from outside the game.


*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:


*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:


*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:



*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:


*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:


*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:


*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:


*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:

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:


*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:


*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:


*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:


*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:


*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:



*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:


*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:


*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:



*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:



*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:


*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:


*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:


*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:


*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:


*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:



*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:


*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:


*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:


*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:


*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:


*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:


*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:


*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:



*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:


*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:


*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:


*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:


*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:



*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.

Alt text

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.

Alt text

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.

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.

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.

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.


*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:

Cons:


*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:

Cons:


*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.

Alt text

*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.

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*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:

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Cons:


*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.

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Cons:


*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.

Alt text

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.

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:

  1. The amount of power coming into the Nih Core rises above 106.
  2. Power is sent out Power Out to the next Electrical Branch.
  3. Power coming out of Branch Out to the Memory Cell rises to its set amount.
  4. Power is sent out Power Out to the OR Switch.
  5. Power is sent out Branch Out to the Splitter.
  6. Power is sent out to the Large Battery.
  7. Power is sent out to Set on the Memory Cell.
  8. Power is sent out the Memory Cells Output.
  9. Power is sent out to Reset on the Memory Cell.
  10. Power is sent out to Block Passthrough on the Blocker.
  11. Power stops coming out of Inverted Output on the Memory Cell.
  12. Power stops coming out of Power Out on the Blocker.
  13. Power from the Memory Cells Output is now the power passing through the OR Switch.
  14. 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:

  1. 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.
  2. Power stops coming out of Branch Out to the next Electrical Branch.
  3. Power coming out of Branch Out to the Memory Cell drops below its set amount.
  4. Power stops coming out of Power Out to the OR Switch.
  5. Power stops coming out of Branch Out to the Splitter.
  6. Power stops coming out of the OR Switch to the Large Battery.
  7. Power stops going to Set on the Memory Cell.
  8. Power stops coming out of the Memory Cells Output.
  9. Power stops going to Reset on the Memory Cell.
  10. Power stops going to Block Passthrough on the Blocker.
  11. Power is sent out the Memory Cells Inverted Output.
  12. The battery enters its On state and sends power out to the Blocker.
  13. Power stops coming out of the OR Switch.
  14. Power is sent out the OR Switch to the Large Battery.
  15. Power is sent out the Blocker to the OR Switch.
  16. 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



*Useful Circuits

Auto Smelter

Blocker Chain

Close All Doors with a Red Button

Configure Siphon

Delay Timer

Destruction Detection

Every Box is a Drop Box

Logic Gates

Memory Cell Explained

Nih Core

Nih Core - 4 Large Batteries

Nih Core - Decentralized

Parallel vs Series

Probability Master Class


Configure - Basic Pulse Control Set