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Automation Circuits

Updated May 18, 2026
Post-mortar patch meta

Automation Circuits

Last updated: May 18, 2026

This file is recipes. Each section is a circuit you can replicate in your base. Components and their behaviors are covered in 03_Electricity; here we focus on wiring them together.

Every circuit below is a proper wiring diagram: each box is a placed component, the orange arrows are wires drawn in power-flow order, and each wire is labelled with the output port it leaves and the input port it plugs into.

How to read these diagrams

Circuit 1: Solo auto-turret pod

Auto-Turret Pod — Power Allocation
Solar Panelday source, 0rW at night Med Batterystores for night use BranchBranch Out = 10 Auto-Turretarm input HBHF Sensoroptional — passive AND Gatepower + presence 10rW peel 25 power req arm only on detect Branch peels exactly10rW; Main Out feedsrest of base. Neverwire turret direct tosolar — battery buffers.

The simplest defensive setup. One turret turret, solar solar+wind during day, battery for night.

Circuit 1 - Solo Auto-Turret Pod
Solar Paneldaytime powerWind Turbinenight / storm power▸ Power Output▸ Root Power 1▸ Power Output▸ Root Power 2Root Combinermerges both sources onto one line▸ OUT: Combined Power Out▸ IN: Power InputLarge Batterybuffers power for 24/7 uptime▸ OUT: Power Output▸ IN: Power InElectrical Branchpeels off a fixed turret feed▸ OUT: Branch Out▸ IN: Power InAuto Turret11 rW on Branch Out arms it

Real placement: solar panel + wind turbine on rooftop, wired down through frame to large battery in a sealed room. Branch on battery output peels 11 rW for the turret turret, rest available for lights/etc.

Why 11 rW not 10? Because at 10, the turret turret runs but its Has Target / Low Ammo / No Ammo logic outputs don't fire. With 11+, those outputs work, so you can wire them to alarms.

Building a defensive turret pod, start to finish

The auto-turret is the backbone of automated base defence, but a turret alone is just an expensive paperweight if it is wired wrong. Follow this sequence exactly and you will have a working, night-surviving pod in under ten minutes:

  1. Pick the pod location. Build a small 1x1 or 2x1 box on the roof or above the airlock with line-of-sight down the only approach to your loot room. The turret needs a clear firing arc, so a window slot or an open ceiling edge works better than a sealed box.
  2. Mount the generation. Place a solar panel flat on the roof facing south and a small wind turbine on a tall pillar above it. Wire both into the same root before the battery so daylight and gusts both contribute.
  3. Buffer through a battery. Run that combined output into a Large Rechargeable Battery. Never wire a turret straight to a solar panel: at night the panel drops to 0 rW and the turret disarms exactly when you need it. The battery is the buffer that carries you through darkness.
  4. Peel power with a Branch. From the battery output, place a Branch and set its Branch Out to 25 rW. While a turret technically arms at 10 rW, the modern reliable figure community testers use is 25 rW so that the Has Target, Low Ammo, and No Ammo logic outputs all fire cleanly. The Branch Main Out carries the remainder to the rest of your base.
  5. Wire the turret and authorise. Connect Branch Out to the turret Power In. Hold the turret to add yourself and teammates to the authorised list, load it with ammo, and set it to Peacekeeper or Hostile mode.
  6. Test at night. Watch a full day cycle. If the turret stays armed at 03:00 game time, the battery is correctly sized. If it disarms, add a second battery in parallel or a larger solar array.
MistakeSymptomFix
Turret wired to solar directlyDisarms every nightInsert a Large Battery as a buffer
Branch set to 10 rWTurret fires but no alarm outputsRaise Branch Out to 25 rW
Turret not authorisedShoots you on entryAdd yourself to the auth list before arming
No firing line of sightTurret never engages raidersRe-mount facing the approach corridor

Circuit 2: Multi-turret crossfire pod

Two turrets turret at crossing angles at your base entrance. Both armed from one circuit.

Circuit 2 - Multi-Turret Pod (splitter)
Large Battery100 rW source▸ OUT: Power Output▸ IN: Power InSplitterdivides power evenly over 3 outputs▸ OUT: Power Out 1 / 2 / 3▸ IN: Power InAuto Turret 1~11 rW used▸ IN: Power InAuto Turret 2~11 rW usedOutput 3unused - wastes its share

Better version using branches:

Circuit 2 - Multi-Turret Pod (branches)
Large Battery100 rW source▸ OUT: Power Output▸ IN: Power InElectrical Branch 1Branch Out 11 rW powers Turret 1▸ OUT: Power Out▸ IN: Power InElectrical Branch 2Branch Out 11 rW powers Turret 2▸ OUT: Power Out▸ IN: Power InOther Loadsrun off the last Power Out

Two branches in series, no power wasted. This is why we use branches over splitters.

Circuit 3: Smart auto-turret with phone alerts

Turret turret powered, with Rust+ smartphone alerts when it acquires a target.

Circuit 3 - Smart Auto-Turret with Phone Alerts
Large Batterypower source▸ OUT: Power Output▸ IN: Power InElectrical Brancharms the turret▸ OUT: Branch Out▸ IN: Power InAuto Turretfires; emits a Has Target signal▸ OUT: Has Target▸ IN: Power InSmart Alarmpings your Rust+ phone on contact

The smart alarm needs Rust+ pairing (open inventory in-game, find smart device pairing, scan QR with phone app). Once paired, the alarm pings your phone whenever the turret sees a target.

Pro tip: if your turret turret is positioned at a non-PvP angle (say, looking at a corridor leading to your soul stash), a Has Target signal means a raider has gotten that deep. That's the alert you want at 3am.

Circuit 4: Auto-arming turret at sunset

Smart Light — Sunset Auto-On Circuit
Solar Panelday = power, night = 0 Batterypower reservoir BlockerBLOCK input = day signal Ceiling LightsON at night power flow Day: solar feeds BLOCK -> Blocker cuts light. Night: no signal -> battery power passes -> lights ON.

Turret turret only fires at night to save ammo against AFK trespassers.

Circuit 4 - Auto-Arming Turret at Sunset (Blocker)
Solar Panelday = power, night = 0 rWLarge Batteryconstant stored power▸ Power Output▸ Block Passthrough▸ Power Output▸ Power InBlockerpasses power only while it is dark▸ OUT: Power Out▸ IN: Power InElectrical Branchpeels off turret power▸ OUT: Branch Out▸ IN: Power InAuto Turretarmed only after dark

When sun is up, solar panel sends signal to Blocker, which blocks the main power. When sun goes down, solar = 0, Blocker passes power, turret arms. Reverses at dawn.

HBHF sensor plus AND gate: power-saving turret arming

An armed turret draws power continuously, even when nothing is in range. On a power-tight base you can make the turret arm only when a stranger is actually present by gating it behind an AND gate fed by an HBHF sensor.

The Human Body Heat and Frequency sensor reads players within a short radius. Crucially, its include/exclude list lets you whitelist your own team so the sensor stays dark when friendlies walk past and only outputs power when an unauthorised body enters its cone. Wire it like this:

Circuit 4 - Sunset Turret with Presence Check
Electrical Branchbattery feed, Branch Out 25 rWHBHF Sensoroutputs power when a player is near▸ Branch Out▸ Input A▸ Power Out▸ Input BAND Switchpowers out only with BOTH inputs live▸ OUT: Power Out▸ IN: Power InAuto Turretarmed only when someone is detected

With both inputs required, the turret only receives its 25 rW when power is available and the sensor sees an intruder. The instant the raider leaves the cone the turret disarms, saving battery. The trade-off is a roughly half-second arm delay on first contact, which is acceptable for a perimeter pod but not for a last-ditch loot-room turret — keep those always-on.

Smart lighting: day/night circuits with the Blocker

Lights left burning through the day waste power and at night they silhouette your base for roaming raiders. A Blocker-driven day/night circuit fixes both. The Blocker completely stops power flow while it receives a signal on its control input, so you use a daytime signal to block the lights during the day.

For an offline-only decoy version, replace the solar detector with a Timer so lights cycle on a schedule and the base looks occupied even when you are logged off.

Circuit 5: Auto-closing front door

You walk in, door closes automatically after 5 seconds.

Circuit 5 - Auto-Closing Front Door
Pressure Padoutputs power when stepped on▸ OUT: Power Out▸ IN: Electric InputTimerset 5 s - delays the close▸ OUT: Output▸ IN: Power InDoor Controllerpaired to the door; shuts it

The door controller toggles the door state. If you wire the pressure plate directly to the door controller without the timer, the door slams instantly. Timer adds the 5-second delay so you can walk through.

Circuit 6: Two-keypress airlock

A door that opens only if you press two switches in the correct order/proximity. Anti-raider trap because a raider has to guess the combination.

Circuit 6 - Two-Keypress Airlock
Switch Afirst switch the player flipsSwitch Bsecond switch▸ Output▸ Input A▸ Output▸ Input BAND Switchoutput only when both are on▸ OUT: Power Out▸ IN: Power InDoor Controlleropens the airlock door

Both switches must be on for the door to open. If you put switches in different rooms, a raider needs to find both and flip them in sequence.

Circuit 7: Memory-cell light toggle

Press a button once to turn lights on, press again to turn them off. Classic flip-flop pattern.

Circuit 7 - Memory-Cell Light Toggle
Buttonpress to toggle▸ OUT: Output▸ IN: ToggleMemory Cellflip-flop - flips state each press▸ OUT: Output▸ IN: Power InCeiling Light 1▸ IN: Power InCeiling Light 2▸ IN: Power InCeiling Light 3

The memory cell holds state. Pressing the button sends a pulse — memory cell flips. Output stays in new state until next pulse.

For "press to turn on, separate button to turn off," use a second button wired into the memory cell memory cell's RESET input.

Circuit 8: Trap corridor with RAND switch

A corridor with 4 shotgun traps. When a raider enters, only one fires (random) — saves ammo but still hurts the raider.

Circuit 8 - Trap Corridor with RAND Switch
Laser Detectorbeam across the entrance▸ OUT: Power Out▸ IN: Power InRAND Switchrandomly passes or skips the trigger▸ OUT: Power Out▸ IN: Power InSplittersends the pulse to every trap▸ OUT: Power Out 1 / 2 / 3▸ IN: Power InShotgun Trap 1▸ IN: Power InShotgun Trap 2▸ IN: Power InShotgun Trap 3

The RAND switch picks one of its 4 outputs per trigger. Raider sprints through — RAND picks #2, trap 2 fires. Raider doesn't know which trap will fire next time, can't bait the corridor.

Pro tip: Shotgun traps are 100 frags frags + 10 wood wood + 1 metal blade metal blade, Workbench 2 workbench 2. Load with handmade shells (cheap) or 12 gauge for more damage. A loaded trap deals ~80 damage per shotgun shell shotgun shell, enough to kill an under-armored raider.

Circuit 9: Base alarm system (door open detection)

Raid Alarm Chain — Latched Intruder Detection
Pressure Plate /Laser Detector Memory Celllatches ON, stays set Smart AlarmRust+ phone notify Siren Lightaudible + visual Reset Button trip pulse clears latch Memory Cell holds thealert even after theraider leaves the beam,so the alarm keepssounding until reset.

Get a phone notification whenever the front door opens.

Circuit 9 - Base Alarm (Door-Open Detection)
Laser Detectorbeam across the doorway▸ OUT: Power Out▸ IN: Power InSmart Alarmnotifies your Rust+ phone

The door controller doesn't just open/close the door — it also reports the door's state. Wire that state to a smart alarm and you get pinged whenever the door is opened, including by you (so you know when teamies enter the base).

Shotgun-trap raid alarms with memory cells

A shotgun trap is passive and unpowered — it fires 12-gauge at any unauthorised player who walks past it — so it cannot directly drive a circuit. But you can pair it with a pressure plate or laser detector on the same choke point to capture the breach event, and a memory cell latches that event so the alarm stays on even after the raider moves on.

The memory cell is a one-bit store: a pulse on SET writes 1, a pulse on CLEAR writes 0, the Output passes power while the value is 1. Without it, a momentary trip would only blip the siren for a fraction of a second. With it, the breach is remembered until you manually reset it.

Circuit 9 - Latched Intruder Alarm
Laser Detectortripped by an intruderReset Buttonyou press it to clear▸ Power Out▸ Set▸ Output▸ ResetMemory Celllatches ON until reset (Battery powers it)▸ OUT: Output▸ IN: Power InSiren Light▸ IN: Power InSmart AlarmRust+ alert

When a raider trips the laser, the memory cell latches, the siren screams, and your phone pings — and it all stays on until you walk over and press the reset button. That persistence is what makes the difference between noticing a raid and sleeping through it.

Base-wide panic and lockdown circuit

The lockdown circuit fans a single action out to every defensive device at once. You build it around either a manual Panic Switch by the door or an automatic trigger (a perimeter HBHF sensor or door-open detector) feeding a memory cell.

  1. Route the trigger output into a memory cell SET so the lockdown latches.
  2. From the memory cell output, run into a Branch or Splitter to fan out.
  3. Fan-out leg A → all Garage Door Controllers, closing every external door.
  4. Fan-out leg B → all Auto-Turret power inputs, arming the full defence.
  5. Fan-out leg C → Siren Light and Smart Alarm to alert the team and your phone.
  6. Fan-out leg D → a Blocker on the lighting circuit, killing interior lights so raiders lose visibility.

One flip of the panic switch — or one perimeter trip — and the entire base seals, arms, and goes dark. A second reset button on the memory cell CLEAR returns everything to normal once the threat passes.

Circuit 10: Counter-based ammo low alert

Counts turret turret shots fired. When count reaches a threshold, alarm fires meaning the turret needs reloading.

Circuit 10 - Turret Ammo-Low Alert
Auto Turret'Low Ammo' fires at 50 rounds or less▸ OUT: Low Ammo▸ IN: SetMemory Celllatches the alert ON▸ OUT: Output▸ IN: Power InSmart Alarmphone alert: reload the turret

Each "Has Target" pulse increments the counter. After 50 acquisitions, the counter outputs, the memory cell latches on, the alarm fires (and stays firing until you reset the counter on the next base visit).

50 is a placeholder — set higher or lower based on how aggressive your turret turret is. Turrets at remote outposts that rarely see targets, set to 5; turrets at the front door that fire at every stray boar, set to 100.

Circuit 11: Auto-lock at logout

Your base auto-locks the front door when no one's home. Uses smart switch smart switch + Rust+ to detect player presence.

Circuit 11 - Auto-Lock at Logout
Smart Switchpaired to Rust+, toggled from phone▸ OUT: Output▸ IN: Power InDoor Controllerdrives the front door - locked when off

Manually flip the smart switch via Rust+ from your phone before logout. Or wire it more elaborately to a pressure plate inside the base — if no one's stepped on the plate for 10 minutes, switch flips, door locks. (Use a timer timer-based reset for the no-presence detection.)

Circuit 12: Greenhouse sprinkler timer

Sprinklers run for 30 seconds every 10 minutes to keep planters watered without flooding.

Circuit 12 - Greenhouse Sprinkler Timer
Constant Power5+ rW source▸ OUT: Power Output▸ IN: Electric InputTimer10-min cycle, 30 s pulse▸ OUT: Output▸ IN: Power InSplitterfeeds every sprinkler at once▸ OUT: Power Out 1 / 2 / 3▸ IN: Power InSprinkler 1▸ IN: Power InSprinkler 2▸ IN: Power InSprinkler 3

The timer's behavior: when triggered, outputs power for its set duration, then waits for next trigger. To make it pulse periodically, you wire its output back to its own input through a brief delay.

Alternatively use a memory cell memory cell + timer timer combo:

Circuit 12 - Self-Resetting Sprinkler Loop
Constant Powerfeeds the loop▸ OUT: Power Output▸ IN: SetMemory CellSet starts a watering cycle▸ OUT: Output▸ IN: Electric InputTimerruns 30 s, then its Output fires▸ OUT: Output▸ IN: Power InSprinklerwaters while the cell is set

Honestly, get this off rustrician.io rather than rebuilding from text.

Circuit 13: Decoy lights for offline base

External lights that pulse at random intervals to suggest someone's home.

Circuit 13 - Decoy Lights for an Offline Base
Solar Panel + Battery24/7 power source▸ OUT: Power Output▸ IN: Electric InputTimer1-minute cycle▸ OUT: Output▸ IN: Power InRAND Switchpasses power at random intervals▸ OUT: Power Out▸ IN: Power InSplitterspreads power to the light groups▸ OUT: Power Out 1 / 2 / 3▸ IN: Power InLight Group A▸ IN: Power InLight Group B▸ IN: Power InLight Group C

Every minute, a random group of lights turns on (or none). From outside, looks like someone moving around inside. Doesn't fool a real raider but might dissuade a casual.

Circuit 14: Boom-trap pressure plate

Hidden pressure plate behind a wall, wired to satchel charge satchel charge or to a triggerable explosive. Mean.

Circuit 14 - Boom-Trap Pressure Plate
Pressure Padhidden under a floor tile▸ OUT: Power Out▸ IN: SetMemory Celllatches ON after the trigger▸ OUT: Output▸ IN: Power InIgniterignites a placed Satchel Charge

Honest note: there isn't a simple "boom signal" output in Rust electricity. Boom traps usually mean wiring the plate to open a door that has explosives behind it and the explosives are triggered by player proximity rather than power signal. A more practical pattern: pressure plate → many shotgun traps in a small room (the player walks in, all traps fire at once).

Circuit 15: Industrial network alarm

Combine all your industrial conveyors industrial conveyor' Filter Fail outputs into a single alarm. Tells you when items you didn't filter for are passing through.

Circuit 15 - Industrial Network Alarm
Conveyor 1Filter Fail = an odd item appearedConveyor 2Filter Fail output▸ Filter Fail▸ Input A▸ Filter Fail▸ Input BOR Switchfires if EITHER conveyor flags an item▸ OUT: Power Out▸ IN: Power InSiren Light▸ IN: Power InSmart Alarm

Useful in established industrial setups when you start getting strange loot you forgot to write a filter for.

Layout principles for circuit rooms

Base Lockdown — Panic Switch Fan-Out
Panic Switchsingle toggle, near door Garage Door Controllersclose all entries Auto-Turretsarm input — full defense Siren Lightalert the team Lights (via Blocker)kill — deny visibility one flip Wire the switch output to aBranch or Splitter so oneaction triggers every device.Use a Blocker on lights sothe same signal cuts them.

A dedicated "electrical room" in your base helps you wire and maintain. Recommended:

Sticky note discipline: write what each switch does on a sign next to it. You're going to forget by hour 30.

Timer and counter automation explained

Two logic components handle the bulk of scheduled and tallying automation:

Rust+ smart alarm integration

The Smart Alarm and Smart Switch connect your in-game circuits to the Rust+ companion app on your phone. The Smart Alarm sends a push notification the moment it receives power, so wiring it as a fan-out leg of any raid-alarm or lockdown circuit means you get pinged in real time even while logged off. The Smart Switch works the reverse direction — you can toggle it from the app to remotely arm turrets, open doors, or kill decoy lights. Pair both to a base alarm circuit and you effectively have a remote security console in your pocket; the roughly 75-scrap cost pays for itself the first time it warns you of an offline raid.

How to read the circuit diagrams in this guide

Every diagram and code block here uses the same conventions: a name in [brackets] is a placed device, an arrow means a wire runs from the output of the left device into the input of the right, (rW) is the wire-set power amount, and indented branches show parallel legs peeling off one node. Read left-to-right, top-to-bottom, the same direction power flows. When in doubt, rebuild the diagram in rustrician.io — the free simulator uses Rust\'s exact power math and shows you the rW at every node.

Common automation mistakes to avoid

Common debugging

Pro tips on automation in general