Electricty has been added to the game! I've been wanting to do this for a long time and finally decided to take the plunge this month and get it implemented. It's not totally finished, but all of the heavy lifting has been done so we'll be able to expand on it with ease in the coming months.
Electrical Components
Here is a list of all of the new electrical components added to the game:
AND Switch
Only allows passthrough when BOTH inputs receive power
Counter
Allows passthrough when a target value has been reached
Door Manipulator
Keeps a door open as long as it is powered
Blocker
Disables passthrough when power is received through its second input
Branch
Allows you to branch off power from the main power line
Combiner
Combines two root power sources into one for a stronger main power line
Memory Cell
1 bit storage (true/false) allows passthrough when true, also has inverted signal output
Large Battery
Outputs 100 energy
Laser Detector
Long range player detector, allows passthrough while a body is in the beam
OR Switch
Allows passthrough of the greater signal strength when either A OR B is powered
Pressure Pad
Allows passthrough while a player is standing ontop of it
Small Battery
Outputs 10 energy
Solar Panel
Outputs 30 energy maximally, when the sun is directly infront of it with no occlusion
Splitter
Splits power into 3 distinct signals
Switch
Simple on/off switch
Timer
Allows passthrough while timer is active, can be customized with any duration and force toggled on via its second input
XOR Switch
Allows passthrough if only A or only B is powered
Wire tool
General Electricity tool, allows connection of components similar to the hammer
Windmill
Outputs 100 power when the wind is strong, higher chance for stronger wind with altitude
More Information
An excellent write-up, including crafting times, and more information is available here In short, we now have a fully functional logic gate system in Rust. Right now you'll be able to do something as simple as adding a working lightswitch to your base, or as advanced as making a functional CPU in the game.
The main use for this is going to be making godlike trap bases. Moving forward, I'm going to add a lot more components which will let people do things such as move inventory items around for automatic sorters or to collect loot from failed raid attempts. Factory type deployables are a must. The list goes on and on.
This was a major undertaking and I want to give a special thanks to Shadowfrax, Vice, and Andre for helping me get it completed in time for the patch. I'm super excited to see all the things you guys come up with!
Military Tunnel Scientists, in general, got better at using cover tactically during gunfights and should throw grenades more often. They stay back and wait for players to push them most of the time, but can get frustrated enough that they push the player’s position as well. Scientists will now run slower sideways and backwards, much like a player would.
