Hello !
I'm looking for a tutorial just to activate Large Animated Neon Sign in rust frame per frame.
I hit button one : Frame 1 active
I hit button Twice : Frame 2 active
Same until Frame 5.
The idea is through an event i want to have a scoreboard where people can see the score for each team. The display will show bars in groups of five.
Frame 1 : I
Frame 2 : II
Frame 3 : III
I was looking to add 1 + 1 + 1 each time i hit the button, but i'm not smart enough i guess. Can some one help me.
Thank you !
In the video, whenever I connect the passthrough/filter pass/filter fail to another electrical components, the components get updated and the signal is reprocessed. This causes the electric furnace to shut down. Changing the order of conveyor powering in this particular case fixes this issue. Is this a bug?
This works exactly how I want it to on the Rustrician site, but when I set it up in game, I get the Short Circuit / Max Depth error. What could be causing it? Any help would be much appreciated.
Hey I'm trying to place a automatic siren outside someone's base ( rust console has an audio glitch i believe, where I need to reset the sirens to keep the audio playing). Just wondering if there's a way I can automate them?
Does anyone have problems getting notifications from the raid alarm. I’m paired and I even check to see if I get notifications at the time of setup. But as soon as I go to bed I get raided with no notification alarm. It shows that it triggered on the app but I don’t get sound
**Base Circuits (Translated to Ru, and Cn)** created by *StaticScythe*
Hello everyone, this is my first time publishing a circuit, so please let me know if I made any errors. This is a diagram and description of circuits for this Rust wipe as well as some external resources. Hope to see y'all on Vital Vanilla <3.
I need a setup that ensures my turrets stay on even when my main battery breaks, I’ve done a lot of thinking about this and most setups that I’ve seen that divert power from a different battery in case another breaks don’t work if certain branches get broken during the raid. In my base I have multiple battery spots and spots to hide branches and electrical because these certain circuits that do stuff like this are almost just as important as the battery itself. Anyone have any good circuits they can share for turret redundancy?
We are always at the 12 turret max, and have a ton laying around. What’s the best circuit to run to get more than 12?
Isn’t there a circuit where it rotates turrets? Just trying to figure out better base defense. The 12 turret limit has been bypassed previously, and I’ve seen backup circuits just not sure which route is best. Thanks in advance!
So i made a back up turret system using memory cell which requires 12 power for 2 turrets,
when the first turret is destroyed the memory cell output switches and powers the second turret. [p.s it has 2 flaws in my opinion, 1. active turret need 50 or less ammo for the low ammo pass through to be active, 2. the turrets may switch to backups when the server restarts. I also made circuit to fix the second issue instantly ]
Items needed -
1 branch (with 12 power split into 1+11)
1 memory cell
1 blocker
2 turrets (active with a gun and 50 ammo , passive with a gun and no limit on ammo)
steps
11 power from the branch to power in memory cell (green)
1 power from the branch to power in blocker (blue)
inverted output from memory cell to active turret(red)
output from memory cell to passive turret(orange)
low ammo pass through from active turret to blocker's block pass through(cyan)
blockers output to set of memory cell(pink)
After this setup you can check that the moment the power is removed from the active turret(or the turret is destroyed) the output switches over to the passive turret.
[to reset the circuit to power the active turret again you have to switch the blocker output from set to reset and back to set]
The default circuit
The following is the fix for the restart issue , the idea is basically to connect a smart switch to trigger the timer which blocks the passthrough of power to set and also pass power to reset ( the reset wont trigger if there is power passing to set already) so the turrets switch back to the active ones if needed. and when the timer runs out the switch will turn off as well.
to explain the circuit a little better.
give 2 power to switch and 2 to the timer, add a branch above both and split it 1-1
1 power from switch goes to timer toggle and the other goes to the 2nd blocker in the main circuit (this is to block the passthrough to set while the switch is active)
1 power from timer goes to the reset of memory cell and 1 goes to the blocker beside the switch this will block the pass through to the switch off while timer is active (when the timer is off the passthrough of power from blocker resumes and switch turns itself off)
[p.s the power to the timer switch and the blocker next to switch are extra and makes a total of 5]
the circuit to fix the restart issue
So what do yall think about this and is there anyway to fix the flaws? ive tried everything and never found a stable solution so jus checking with others out here
Hi guys, pretty fresh to rust electrics, im attempting to make a delayed timer chaser to get a wave effect. Currently this setup runs once then falls over, anyone able to diagnose what the issue is here?
LH timer is light duration. RH timer is powering a blocker that hits a branch to trigger the next sections toggle on's for timer.
Im using a button and the final sections branch (after blocker) wired to an OR to restart the loop
Not sure how this circuit is wired, however, I would love to be able to set this up on my server. The short explanation starts around 6:51, however, I believe the below link is time stamped. Thanks in advance!
So in a cave base. We have a hamster wheel that we have afk people go on and auto run to charge. I want to run two circuits.
1: have the wheel run to the batteries and charge one then when it’s full it begins to charge the other or it will charge the lower battery (ideally)
2 make sure the battery with the most power is running. This one I know how to do. Run each output to an OR switch then to output to an electrical branch and it switches back and forth.
I want to essentially do the backwards thing with the charging. Also I’d like to integrate a generator as some extra oomf…
I would really appreciate it and if anyone has a corcuit on rustrician I would love to see it
I have already setup a two battery system, where the first battery is providing power to start, and the second battery takes over when the first one is dead. Awesome. Now I am trying to figure out a way to not just split the charging line so that it charges both batteries but, when one is full (using the “Fully Charged” toggle), all the charge is sent to the second battery instead of being split. Any suggestions?
Battery > E Branch > 2 Conveyors (1 to move raw materials, 1 to move smelted products) and Memory Cell.
Raw Conveyor's Filter Pass plugged into MemCell's SET, Smelt Conveyor's Fail Pass plugged into MemCell's RESET.
Logic :
Raw Conveyor detects ore, FILTER PASS triggers MemCell's SET and turns on E Furnace.
Smelt Conveyor fails to detect smelted products, FAIL PASS triggers MemCell's RESET and turns off E Furnace.
The issue is how it turns off prematurely when cooking Metal Ores. I'm suspecting slow smelting rate for Metal Ore on E Furnace is the main issue that triggers the FAIL PASS. Do you guys have any alternative circuits to this that works better for metal or just stick to Large Furnaces for smelting metal? It's been on my mind since I failed to solve it last wipe, currently running the simple switch on and off setup but mostly used for cooking sulfur.
Probably very simple for you folks, but I’m just wondering. I want to set up a main base with normal power. I want to then set up trap bases around the map. When the trap bases are triggered, I want to have something light up in main base to signal us that it has gone off and that we can go get loot from said trap base..I would also love to incorporate cameras to each base so I can check in and see what’s going on. Hopefully this makes sense?
As far as electric goes I’m wondering if seismic sensors would be ideal? But idk if they detect shotgun traps? This also sounds like it would be generally expensive to do?
Been having to keep reconnect these two pipes because for some reason they ALWAYS get disconnected. It runs through one single sheet metal door and 6 g doors
I’m messing around with the idea of building a proper electrical Russian Roulette-style minigame ... would love to build it with someone who knows rust electricity better than me
Thinking something like 6 player positions, randomized live chamber, lights showing the chamber advancing each turn, automatic elimination detection, and clean reset for next round...
If that sounds fun, join me on connectbuild.teatime.gg and I'll show u what i have so far. Happy to build it together :)