Electricity

Electricity is a fundamental aspect of Rust in order to have a safer and confortable base. Experimenting with electric circuits in game may be tedious and time/resource consuming. Rustrician.io is a wonderful tool that can be used to prototype circuits.

Here are collected a couple of schematics that can solve common tasks. Screenshot are taken from Rustrician.io, for each circuit a link is provided that allows you to view it directly on the website and modify it if you want.

Night lights

A very useful circuit is one that allows to have some lights that turn on only at night time. This can be done pretty straightforward by using just a blocker and a branch. Here's the circuit

Light on top right of the circuit will turn on only at night

The idea behind this circuit is to split the energy from the main battery into two different circuits, one will be always active, the other one only at night. In order to turn off the night circuit a solar panel is used in combination with a blocker. Blocker blocks the electricity when you provide energy on its left input, a solar panel is perfect for that. During day it generates energy blocking the night circuit, at night it does not produce energy unlocking it.

Improvments and modifications can be made to this circuit. A couple of ideas may be
  • add a switch between solar panel and blocker to add way to force ON the night circuit
  • add more solar panels combined with a root combiner to extend the period of time where night circuit is ON

Automatic doors

Sometimes it would be useful to have an automatic way to open external walls gate or other doors, there is a simple circuit for this purpose. It can be realized with very few simple components plus an HBHF sensor. Here's the circuit

Automatic door open when HBHF sensors is triggered

The HBHF sensors is used to detect players that are authorized to the tool cup board and send a signal to the circuit that opens the door for a giveng amount of time set in the timer. Setting something like 5s should be good but the actual value will depend on yout particular configuration. This circuit can also be used to have an auto-turret behind a door that opens only when hostile players are near, very useful to create a deadly trap while protecting the auto-turret.

This circuit can be improved in order to be implemented in more complex scenario
  • add multiple door controller to open/close multiple doors
  • use a Laser Detector instead of HBHF sensor to have a different way to activate the circuit
  • use more than one HBHF/Laser detector to have multiple activation locations

Here is a more advanced version of the automatic doors circuit, allowing you to open 3 doors and be activated by a HBHF or a laser detector.
Advanced version of automatic door circuit
Activating multiple door controllers is easy, just add them in series. You just have to remember to set the branch of timer's input to the number of controllers plus 1. Using a OR Switch is enough to allow two different sensors to be used to open doors. One weird thing is about the HBHF sensors, when it's active it outputs only 1 of electricity regardless of the input current. This means that no matter what you put 100 in its input it will output only 1. This is a problem because using an OR switch to activate the timer requires at least 2 of eletricity. A solution is to add an AND switch, this allow the minimum amount of needed energy to let the circuit work.

Distributed turrets

Auto Turrets are a fundamental defensive system in a base. Sometimes is also useful to have a Smart Alarm connected to each one in order to receive a notification when it's shooting to some intruder. Another common thing is to have a simple Switch (or a Smart Switch) that turns off turrets when you have to do some maintenance. If you have few turrets it's easy to manage smart alarms and switches, but if you have a large base with turrents spread among your base a smater and modular solution is needed.
This is a circuit that allows to have a single switch to control multiple turrets and a single alarm source that activates whenever a turrets has a target.
Distributed turrets
The idea behind this circuit is extensively use RF Broadcaster and RF Receiver. A frequency is used to turn on turrets and another one is used to collect signals from turrets that are shooting, please remember to change the frequencies with respect to the one in the example, they must be also kept secret! There's a single switch that commands a broadcaster, then one or multple receives act as a remote switch. Those receives could be on different batteries in separate location. A single alarm receives all the signals from turrets, remember to set the turret power to 11 otherwise the output "Has Target" won't work!
Using this configuration has a lot of advantages
  • adding new turrets does not require to change you exisint circuit, just add a turret and a broadcaster
  • no need to register on Rust+ multiple alarms and switches, just one
but also some disadvantages
  • there's a single point of failure, which is the switch to turn on/off turrets
  • the RF broadcaster used to keep turrets turned on make a hell of noise, keep it in a closed room
  • crafting transmitter and receiver costs Tech Trash, which may be costly

Automatic Sorting

With the Industral Update of February 2023 you can create a system that sorts your loot for you, those wonderful machines will do it for you!
This is a circuit that allows to have a single box where you can drop all you looot and have the output sorted in three different categories that you can configure using filters in the Industrial conveyor.
Automatic sorting
If you need to have more output boxes here is there same circuit with 6 outuputs.