/r/rustrician

Photograph via //r/rustrician

The official subreddit of Rustrician.io, an electricity simulator for RUST. Developed by the creator of Rustangelo, automatic sign painter for RUST.

Rustrician.io is an electricity simulator for RUST.

Developed by the creator of Rustangelo, automatic sign painter for RUST.

Create concerts in RUST with the in-game instruments using Rustissimo. Available for free on Steam.

/r/rustrician

11,426 Subscribers

0

Published Circuit: 36 turret and 3 sam setup

1 Comment
2024/11/01
21:13 UTC

3

how to have an active power source only pulse one time when it receives power.

i have a furnace system with igniters and a memory cell. when the furnaces are being fed it sends power to the memory cell and constantly powers the igniters, which burns through the durability. i want it to power the igniters once then only power on again once its had a cycle of no power then power again.

3 Comments
2024/11/01
06:09 UTC

2

How to make a HBHF Auto Turret system that will open doors both when a player is detected, and when the sensor is destroyed.

Title says it all, I was wondering if there is a way for a heartbeat sensor to open up doors when a player is detected, and also when the heartbeat sensor is destroyed, the doors open instead of staying closed (due to no players detected because the sensor is broken)

4 Comments
2024/10/31
22:03 UTC

4

Dixie's Clean BCNih

BCN core - organized in a way that will be user friendly and more space efficient.

https://www.rustrician.io/?circuit=a3c2d6b15721d83183b66e2bc4273144

5 Comments
2024/10/31
16:16 UTC

2

Auto-Light (Automatic or Manual) _FoN3_

This circuit turn On light when night, turn off light when day and u have the option tu turn On/Off manually

https://www.rustrician.io/?circuit=2142a48214df738c70ae5fa705757945

3 Comments
2024/10/28
03:50 UTC

4

Question about auto doors

I’m wondering if I can do anything better here:

I have 2 x smart switches - one in my core and one close to my base exit. These switches plug into an xor switch in my core. The xor switch then goes to all my door controllers.

The system works great, I hit any switch and the doors open or close.

The problem I thought about and tested was if the switch near the exit is green but the doors are closed then destroying it with a melee tool will open all the doors (I guess the xor treats this as a power shift)

Is there a way to default the switch always back to red after using it or a better way to achieve what I am doing?

21 Comments
2024/10/24
18:51 UTC

2

BCN Core? Need help with setup

Hi, I’m a complete noob with electricity and I get confused easily with all these messy circuits and stuff.

The setup I might go with is the BCN Core with battery backup unless there is something better?

I will be using:

  • 4 wind turbines
  • 2 large batteries
  • 2 large backup batteries

I have tried looking up for a BCN Core tutorial though I cannot find anything. Can anyone help me on how to setup the BCN Core with the equipment listed above?

5 Comments
2024/10/24
10:42 UTC

1

Full Auto-Smelter by _FoN3_

Large Furnaces, Small Furnaces, Electric Furnaces and Refinery Auto-Smelter. Cheap and low electrical cost.

https://www.rustrician.io/?circuit=6a26c71970f80db0f5a9ac653c066a92

3 Comments
2024/10/23
23:10 UTC

2 Comments
2024/10/23
23:08 UTC

2

what is the best layout for sprinklers

I have an idea to build this kind of farm base but I have an issue with how or where to place the sprinklers that they can fill up the planters equally.
Base sreen:

https://imgur.com/a/7AqpwFx

6 Comments
2024/10/23
20:40 UTC

1

turret limit

anyone got the best setup for turret?

1 Comment
2024/10/22
19:43 UTC

3

Would this setup be good and how to workaround one problem?

I want a setup that is power rich and won’t run into not enough power issues. I would be powering 12 turrets, 8 furnaces, seismic sensors, smart alarms and much more. I also need something that when the windmill or battery gets blown up I will still have backup power.

Would this setup be any good for my goals? https://youtu.be/rSRt92-xFrU?si=fcO-bSLPvsJzVGyj

From the video would this mean I would need 4 windmills and 4 large batteries? The problem is my base only has wallframe stands for 3 windmills. What should I do? Could this setup be done with 3 windmills and still get the same results?

3 Comments
2024/10/20
09:52 UTC

3

Published Circuit: Oscillator / Frequency divider

Simple example of an oscillator driving a divide by 4 frequency divider.

https://preview.redd.it/lnmclhdsutvd1.png?width=1156&format=png&auto=webp&s=e563753321d9ebfd3fcbf612ac01cf3c17ce3fad

Sorry, I can't see how to direct link to the circuit in Rustrician.

3 Comments
2024/10/20
03:00 UTC

11

Long Term Incarceration with the "Suicide Watch" Circuit

Here is a little circuit designed to keep prisoners for extended periods of time. This is great for annoying door campers, or evening the odds with a rival clan.

The circuit works by keeping the handcuffed prisoner in an intermittent state of injury. This prevents them from escaping and F1-killing. Just remember to place them in a chair with a rug nearby to regenerate their health with the 100% comfort mechanic.

https://preview.redd.it/vn18rx7t5lvd1.jpg?width=805&format=pjpg&auto=webp&s=f9e1be4ea12c2a7ec6b4471af0497541c42472f5

3 Comments
2024/10/18
21:51 UTC

1

Auto upkeep TC

I installed a storage adaptor on 2 boxes -> industrial combiner -> conveyor -> tc storage adaptor. I have set filter to take stone and metal.

Everytime I check it always takes stone and metal from 1 box I have never seen the other box been taken. Is there something wrong?

2 Comments
2024/10/18
04:37 UTC

5

Have I over complicated this?

I recently raided and took over a cave base where the HBHF sensors would start generators to power the turrets. The sensors were powered by a large battery. This seems very inefficient to me, as once the generators are on, they stay on until they're out of fuel, and it seems a waste of a large battery.

So I wanted to make a circuit that would activate the turrets and the generator at the same time, but rather than the generators powering the turrets, I wanted them to charge the battery, and the battery powers the turrets instead. Then when the sensor produces a FALSE, the generators switch off again and the turrets power down.

I succeeded, but I feel I've massively over complicated it, can anyone refactor it for me?

https://preview.redd.it/b75ya0xu16vd1.png?width=838&format=png&auto=webp&s=dd80a8fa02f9960324b4f717d4c319c4a4bb47c1

14 Comments
2024/10/16
19:02 UTC

7

Surprising the raider

I like to wire up circuits that surprise the raider. I have a few favorites. One is keeping my turrets off and behind doors. I use an hbhf or seismic sensor to trigger a timer that turns on the turrets and opens the doors. Another is to leave a door open intentionally, when the raider comes through an hbhf triggers the door to close and tesla coils to zap them for a time.

What do you do with electrical to throw the raider off and frustrate the hell out of them?

6 Comments
2024/10/16
01:50 UTC

2

Base/Compound Offline Protection Setup

I currently have a few turrets and a seismic sensor connected to a smart alarm to give me a notification on Rust+ app.

I also want to add something that detects movement outside my base perimeter would a HBF sensor be a good choice? Do I need to connect the HBF sensor to another smart alarm?

Also what are some other things I could do to better protect my base? Share your tips and tricks thank you

3 Comments
2024/10/16
00:55 UTC

1

Switched turret question

Currently have; Windmill -> Batt -> Electrical Branch -> Switch(Sending 60 power to switch) -> 5 E Branches for 5 turrets. For some reason only the first 2 of 5 E Branches have power. Anyone know why the remaining 40 power isn’t flowing through to the rest? Thank you.

5 Comments
2024/10/14
20:00 UTC

3

Closing all garage doors or doors automatically at once?

I have alot of garage doors and normal doors in my base and wondering if there is a way when I leave my base to have all the doors automatically close? Would make things so much easier….

11 Comments
2024/10/14
12:35 UTC

3

Count down timer v.0.2

https://preview.redd.it/oulgau5hmbud1.png?width=1920&format=png&auto=webp&s=939eac6e0aa9b06cb1b26ad5d5556c9c3322f716

I made the minutes circuit and did not find out the better way to do this. The left circuit (minutes clock) is connected in different way and the right circuit (seconds clock) is connected differently a bit. All that is left is one more clock so i can make hours clock, other then that I only need to figure out the times on clocks.
Two switches on left are only for restarting the clocks.

Would like to hear what are your thoughts on this.

2 Comments
2024/10/12
12:41 UTC

2

Published Circuit: THE CASINO (COINFLIP) by _FoN3_

My most new building. i spent some hours doing this, but finnaly is done.

In this diagram the tax of the casino per bet is around 10% and the max bet is 511

https://www.rustrician.io/?circuit=7582157843d66a5b670fcd682fbd038d

0 Comments
2024/10/10
02:46 UTC

6

Count down timer v.0.1

https://preview.redd.it/if68l06elqtd1.png?width=1920&format=png&auto=webp&s=8c3e55323e9c1422baabddb001894c979cb96324

Sorry for not posting this circuit from Rustician but it was already quite the challenge to build it in game.
This circuit makes count down timer with display which was the main goal for it.
The goal for my case was to make count down display for harvesting plants. For now it shows how many seconds are left, but it can easily be changed to minutes. It's set for real life time not in-game time so I set the CLOCK's to 0.825s and increases of it.
The upper row of CLOCK's decreases displayed numbers by 'tens' and lower row by 'ones'. After each ten seconds 'tens' decrease by one unit and 'ones' start over from 9 power units. OR SWITCH'es connect all CLOCK's in each row and are hooked up to either left or right COUNTER for displaying correct number.

I want to ask Electricians here for any tips and tricks that can be used to upgrade this circuit, decrease the number of electronics, use different items or anything else that could make it even better.

Final note this circuit will have the SWITCH swapped with SMART SWITCH and be hooked up to SMART ALARM so that Rust+ App can be of use, as the display will be located in different building with planters and alarm will notify me in app when roaming the map that plants are Ripe and ready for harvest. Any help appreciated.

I forgot to mention, the most important thing, the count down clock needs to count from 2h not 60 minutes.

10 Comments
2024/10/09
14:18 UTC

1

Large battery and solar panels

On the server I’m on I’m only allowed a max of 3 windmills which I have but if I wanted more power via solar panels to charge a battery what is the best way to do so and how many can I have connected to a battery?

3 Comments
2024/10/08
08:10 UTC

0

Simplest auto switching battery vs power source

Any reasons why this wouldn't work? Provides power from windmill unless it drops below value then if it does blocker gets turned off and battery gets activated.

7 Comments
2024/10/07
04:12 UTC

1

Simplest auto switch battery/power source setup

Any reasons why this wouldn't work? Provides power from windmill unless it drops below value then if it does blocker gets turned off and battery gets activated.

0 Comments
2024/10/07
02:42 UTC

3

Published Circuit: specific pulse generator using power

https://www.rustrician.io/?circuit=74349579788051bf9ea28b6ffc24251c

It is a circuit that takes a power input and converts it to pulses (e.x 17 power turns to 17 pulses). Currently it uses a 5-bit number system, but that can be expanded to a 6-bit or higher bit number system depending on added segments. Currently it takes a minimum of 65 power and takes a bit of time to send out the pulses. I am sure that there is some parts that can be optimised in the circuit. I don't have an idea for a use yet.

Edit: I got the power needed down to 29 no matter how many segments added. I also fixed the time issue. Still takes some time, but it is now faster

2 Comments
2024/10/06
16:23 UTC

2

Published Circuit: stackable door controller array v2

https://www.rustrician.io/?circuit=c77bb9d7eb4b2fbeec50edb5b41d7dab
A circuit which redirect power between an undefined number of door controller segments. It activates with a pulse (button used in the example, but can also use a seismic sensor). Then it goes through each segments, where the counter is used to define the delay between each segment activating. It uses 6 power to go through each segment, where extra power can be used to control how many door controllers there are in each segment. Designed to be able to do a full base lockdown with minimum power. Each segment can be stacked below each other so it fit any amount of doors

2 Comments
2024/10/05
21:06 UTC

1

How to set up an elevator that only works for the team members?

Hello everyone.

We installed an elevator, and we'd love to have a system in place, that allows only us team members to use it.

Can someone point us in the right direction?

So far we use heartbeat sensors, that activate the buttons to call the elevator, but ideally we would like the whole elevator power to be triggered only by us. No one apart from us should be able to use it (even if they manage to get inside the elevator).

Thanks in advance for any tip or solution.

10 Comments
2024/10/05
21:00 UTC

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