The Detroit Post
Saturday, 16 October, 2021

How Does Rust Electricity Work

Paul Gonzalez
• Tuesday, 29 December, 2020
• 7 min read

With it comes a whole slew of new options for base defense, lighting, quality of life, and more. This guide summarizes the core items involved with electricity and shows a couple examples of how it can be harnessed.

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As always, we’ll keep this guide as up to date as possible. The proverbial glue which ties all electric items together, the Wire Tool is the Rust electricians best friend.

This item is crafted with High Quality Metal and facilitates the flow of electricity through various power hungry pieces of equipment. To work with wire, equip it and then left-click on an attachment cube of one of the devices you’d like to connect (it looks like an off-white box which expands and turns yellow when you point at it).

From there you can left-click on the wall to pin the wire (cable management anyone?) No problem, simply walk around to the other side and the wire will go straight through.

Each run of a wire can travel up to 30 meters or 16 pinned points. The first step to adding electricity to your base is to gather some power.

This can be done in one of two ways: Solar Panels or Wind Turbines. Large Solar Panels provide electricity from the sun (who'd a thunk?!).

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They can be placed on the ground or roofs then hooked up to batteries (or directly to other components). As you might have guessed, they only generate electricity when the sun is shining.

Also, the amount of electricity generated varies depending on the intensity of the sun and angle of the panel. They can be placed on the ground or roofs then hooked up to batteries (or directly to other components) and generate electricity day and night.

It can then be hooked up to other electrical items to provide them with juice. Like the Small Battery, this larger version can store and provide power to various items.

Activated when a player steps on it, this pressure pad allows power to flow only when someone is on it. When the player steps off, the power stops flowing.

At the moment, dropped objects and sleeping players do not activate this pad. The laser detector will activate and allow power to pass through when a player is in the beam.

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When a player leaves the beam it will block power. The timer is just like a normal switch but with the ability to turn itself off after a duration.

Now that you’ve got a power source, switch, and some wire, you may want to step it up a notch with some logic. For this we’ve got an array of items such as a AND / OR / XOR Switches, Blocker, Counter, and Memory Cell.

Power will not flow if any electricity is going to the ‘Block Pass through” slot. It can display the power received or count up / down then allow a pass-through when a set target is reached.

The memory cell is one of the more complex electrical items. You now have a whole electric system and may be asking yourself how to interact with it while away, or maybe you just want to clean up some wires.

Look no further, with a wide range of radio frequency (or RF) devices you are covered. All RF devices operate on a broad band of frequencies (1 to 9,999) which can be set by the user.

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These radio transmissions travel instantly across the map, with no limit on range or number of devices. This deployable device will trigger electrical current to flow when a signal is sent on the frequency which it is set to.

A handheld switch which communicates with any Receivers or Pagers on the same frequency. Similar to the transmitter, this device sends out a radio signal on the frequency it is set to.

There’s several other items which utilize electricity including a door controller (for opening and closing doors) and various wiring tools like a splitter, branch, and combiner. You can also run electricity to ceiling lights to operate them.

Useful for combining low energy batteries or solar panels to produce a higher power output. The Heartbeat, Breathing, Humidity, and Footstep Sensor (or BHF for short) is triggered when anyone in direct line of sight shows up within 20 meters of where it is placed.

Configured with a hammer, it can be set to go off when authorized or unauthorized people are in range. This allows for multiple uses, from sounding the alarm when intruders are about, to automatically turning the lights on when teammates arrive back home.

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The RAND switch does exactly what it sounds like: when current runs through, it randomly chooses between true and false. Although the practical uses for this switch may elude you at first, it does open up some interesting possibilities for traps, contests, and games.

Used in conjunction with the BHF sensor, this could be a handy tool to be alerted when an unwanted visitor comes by. Blue light which pulses quickly 3 times every couple of seconds.

In the above image, there is a solar panel attached to a battery to charge during the day. You can also trade out the switch for a timer with a time of 1 second so it will automatically toggle itself off after you flip it.

Required components 1 Large solar panel1 Small rechargeable battery1 Switch1 Door controller In the above image, there is a solar panel attached to a battery to charge during the day.

For ease of showing off, we’ve done an open view of the circuitry. In actual application, you’d enclose all this stuff in a confined space with the closed double doors (with traps behind) pointing at the open door / pressure pad.

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Connect the splitters together to split into 4 power outputs. The splitter connected to the wind turbine is the primary splitter.3.

Connect the primary splitter to a timer’s power input. For the last output of the primary splitter, connect it to a memory cell’s power input.

Connect the second splitter to the power-in port of a pressure pad.6. Connect the power-out of the pressure pad to the reset port on your memory cell.8.

Connect the timer A to the set port of your memory cell.9. Connect the output of the memory cell to a door controller located at your entrance.11.

For the final connection, link the output port of timer B to a door controller with the traps.12. Verify memory cell has a green and red light. Note: To toggle the bottom light of your memory cell step on the pressure pad.3.

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Manually flip timer A to open the front door. The front door should close and trap door should open. Note: Repeated pressure pad activations will only open the trap door. Note: It’s recommended to cover the pressure pad and wires with sleeping bags, rugs, bear skins, etc.

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