Electricity and Piping 101

Pipes have long been the choice of decorators. :clown_face:
All kidding aside, I know we can farm animals. I have still not purchased the tech needed but, there is a feeder. Is there also a harvester for animal products?
If I wasn’t so easily side-tracked, I might have figured this out by now. I want to make some of @SingularGleam 's Perpetual Cake. :yum:

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Well, here’s the thing about batteries: They consume power to charge. Your solar panels have to power the entire base during the day, only what’s left over of their output will go into charging batteries. So if your batteries have insufficient charge to power the base through the night, you’ll need some more panels so they can charge up properly during the day.

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Ok.
I’ve just trawled through all 122 posts in this thread and not found an answer:
Has anybody worked out the trick for getting the power door (panel structures part), to work.
They seem to have their own power supply and a connected proximity switch stays activated.
I gather this is some sort of tricky logic switch thing but I’m a bit stumped…

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As we work out the door solutions, perhaps the solutions should be linked to the top post for easy future reference.

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Simple sliding door instuctions

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@PyroBob I am going to edit your post with instructions as they become available so they will be easy to find. @DevilinPixy might know of a better way. :upside_down_face:

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Go for it.

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I’ve seen people say that odd numbered containers were having this issue. Removing and replacing fixed it.

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I ll have to try that one. My odd numbered still dont accept power.

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I had that issue as well. Delete and rebuild works.

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The Power Door does not appear to work for me (2.0.9.1 - Steam default). It has a single power connector at the top, which does not appear functional.

With regular switch

With Proximity Switch and Power Inverter

For me the Proximity Switch does not always appear to function correctly. Make sure to place it without wires, then check if it turns green when near, turns red when moving away. If it does not turn red anymore, something else is giving it a signal, which is a bug.
See:

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If that is your Pilgrim in there, it’s not going to fit anyway. :smile: Just bust it down on your way out.

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I’m wondering if it may be one of the more complex logic switches with multiple switches required but only has one inlet side. Doesn’t make sense to me… but then neither does having blue wires floating all over the place instead of having them optionally invisible when not n the build menu.
So far trawling the net reveals no-one has offered a solution…

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The more advanced logic is all ‘Creative Mode’ only, at least for now. I am just going to assume HG plans to add it to all modes eventually.

I certainly agree with the wires visible all over the place. Many other games have done this a lot better. Having this visible in build mode only, or as I would prefer, a power mode only, would be great. Should help performance as well, to have it separate considering all the additional snapping nodes. Either way, let’s get it all fixed first, shall we :wink:

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Could also be bugged.

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Has anyone figured out what to do with the strange lamp situation. Perhaps it is a bug. They seem to be on and yet if you interact with them to turn them off, you get this


I do not see a way to wire them. Do they only work inside a round or square pre fab?

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They do indeed only work inside prefabs like the rooms or cuboids when those actually get powered. On its own outside, or in custom created structures (wood/concrete/metal) they will be on by default and can not be powered. I have tried attaching a coloured light with power, but that does not work either.

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I worked out that the BUTTON switch is a good way to trigger a flashing light set up using multiple INVERTERS in sequence.
Upon start-up, everything will flash together but activating the first MODERATOR point when the power is briefly off (mid flash) will start the sequence scrolling.

Also using extra inverters midway through works like a timing gap so that the flashing has intervals of an extra second.

Another thing worth noting, is that the ON & OFF sequence will match, even if circuits aren’t connected so take that into acount if getting fancy with interlocked lights.

PS. The sound box in creative mode is a fun little gizmo to play with & tune when adding them to a flashing sequence :grinning: I hope they become available in other modes.

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There’s a sound box? :astonished:

I can make music wihh logic?

Please leave creative mode

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I should have posted it here. Someone on Twitter recreated NMS music in-game using this new feature
Found it

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