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Circuit Simulator

RustPotato's Rust Circuit Simulator wires electricity and industrial parts on one board, shows the rW on every wire, and shares your plan by link.

A worked circuit: lights that come on at night

By day
Large Solar Panel 20 rW
OUT 100 % sun
Large Rechargeable Battery Full
IN OUT FULL
Electrical Branch 20 rW
IN OUT BRANCH 1 rW
Blocker 0 rW
IN BLOCK OUT
Ceiling Light No power
IN PASS
Ceiling Light No power
IN PASS
Ceiling Light No power
IN PASS
20100191
At night
Large Solar Panel 0 rW at night
OUT 100 % sun
Large Rechargeable Battery 100 %, in use
IN OUT FULL
Electrical Branch 0 rW
IN OUT BRANCH 1 rW
Blocker 100 rW
IN BLOCK OUT
Ceiling Light On
IN PASS
Ceiling Light On
IN PASS
Ceiling Light On
IN PASS
1001009896

In the Rust Circuit Simulator, a Large Solar Panel gives 20 rW by day to an Electrical Branch set to 1. Its Branch Out sends that 1 rW to the Blocker's Block Passthrough, so nothing passes and the three Ceiling Lights stay dark. The other 19 rW go to the Large Rechargeable Battery, which keeps 15.2 rW of them a second while it has room.

At night the panel gives 0 and so does Branch Out. The Blocker lets the Large Rechargeable Battery's 100 rW through, and the three Ceiling Lights get 100, 98 and 96 rW down the chain, 2 rW less at each. They draw 6 rW, so a full battery runs them for 66 h 40 min.

Open it on the board

How Rust electrical and industrial circuits work

The Circuit Simulator lays Rust electricity and industrial parts on one board and runs them by the game's own rules. A Large Solar Panel gives up to 20 rW by day and 0 at night, a battery keeps 80 % of what comes in, and every wire shows the rW it carries. Run counts batteries down in real time, ten or sixty times faster if you like.

Every consumption, battery size and socket on the Circuit Simulator board is the game's own, and each socket carries the name Rust prints on it, so the board reads like the Wire Tool in your hands. A Small Rechargeable Battery holds 24,000 rWs with a 15 rW output cap, a Medium battery holds 540,000 rWs at 50 rW, and a Large battery holds 1,440,000 rWs at 100 rW. That output ceiling sets how much a battery can run at once. On the board or in the reference tables below, an Auto Turret draws 10 rW and an Electric Furnace draws 3 rW, while an Industrial Conveyor and an Industrial Crafter take 1 rW and 1 rW, and a Water Pump in the water table takes 5 rW.

To split power, an Electrical Branch sends the rW you set to Branch Out and the rest to Power Out, while a Splitter shares its input between the outputs that have a wire. A circuit can be kept in this browser or shared as a link that opens the same board for whoever clicks it. There is no account and nothing is sent anywhere: the whole circuit rides in the link.

Every electrical part

Part Power Sockets in Sockets out What it does
AND Switch takes no power Input A, Input B Power Out Passes the larger input when both inputs have power.
Audio Alarm 1 rW Power In none Works once it gets its full consumption.
Auto Turret Same as Industrial Auto Turret 10 rW Power In Has Target, Low Ammo, No Ammo Takes 10 rW. Has Target, Low Ammo and No Ammo each send 1 rW when they apply, from 11 rW in.
Blocker takes no power Power In, Block Passthrough Power Out Passes its input unless Block Passthrough has power.
Boom Box 10 rW Power In, Toggle Play Audio Out Audio gear: power and sound share the same socket.
Bulb String Lights 5 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Button takes no power Power In Power Out A press sends power for half a second.
Cable Tunnel takes no power Tunnel 1 In, Tunnel 2 In, Tunnel 3 In, Tunnel 4 In Tunnel 1 Out, Tunnel 2 Out, Tunnel 3 Out, Tunnel 4 Out Carries four separate lines through one part.
CCTV Camera 3 rW Power In none Works once it gets its full consumption.
Ceiling Light Same as Ceiling Fluorescent Light 2 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Chandelier 4 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Computer Station 5 rW Power In none Works once it gets its full consumption, and only takes it from a battery while someone sits at the station.
Connected Speaker 1 rW Power/Audio In Audio Passthrough Audio gear: power and sound share the same socket.
Counter takes no power Power In, Increment Counter, Decrement Counter, Reset Counter Passthrough Counts pulses and passes its input once the count reaches the target.
Deluxe Christmas Lights 5 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Digital Clock 1 rW Power In Power Out Passes power while its alarm rings.
Disco Ball 1 rW Power Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Disco Floor 1 rW Audio In Audio Passthrough Audio gear: power and sound share the same socket.
Door Controller 1 rW Power In, Open, Close Passthrough Opens its door when power arrives and closes it when power goes.
Electric Furnace Same as Industrial Electric Furnace 3 rW Power In none Lights the furnace as soon as power arrives; while it burns it asks a battery for its full consumption, even when less arrives.
Electric Heater 3 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Electric Table Lamp 1 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Electrical Branch takes no power Power In Power Out, Branch Out Sends the amount you set out of Branch Out, and the rest out of Power Out.
Elevator 5 rW Call Elevator, Call Elevator, Power In none Takes its power on the third socket; a pulse on a Call Elevator socket calls the lift.
Fairy Lights 5 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Flasher Light 1 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Fluorescent Light 1 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Fogger-3000 takes no power Toggle, Turn On, Turn Off none Runs on its own, without power; its sockets only switch it.
Fridge 5 rW Power In none Works once it gets its full consumption.
HBHF Sensor 1 rW Power In Power Out Sends 1 rW for each player it sees, up to what it gets.
Igniter 2 rW Power In none Sets fire to what is in range every couple of seconds.
Industrial Wall Light Same as Blue Industrial Wall Light, Green Industrial Wall Light, Red Industrial Wall Light 1 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Jukebox 10 rW Power In, Toggle Play Audio Out Audio gear: power and sound share the same socket.
Large Animated Neon Sign 7 rW Power In, Frame 1, Frame 2, Frame 3, Frame 4, Frame 5 Passthrough Lights up once it gets its full consumption; Passthrough sends on what is left. It asks a battery for that full consumption even when less arrives.
Large Neon Sign 6 rW Electric Input Passthrough Lights up once it gets its full consumption; Passthrough sends on what is left. It asks a battery for that full consumption even when less arrives.
Large Rechargeable Battery stores 1,440,000 rWs Power In Power Output, Fully Charged Charges from Power In and sends its full output while it holds charge. Fully Charged sends 1 rW once it is full.
Large Solar Panel makes up to 20 rW none Electric Output Gives up to 20 rW in full sun, less when it faces away, and 0 at night.
Laser Detector 1 rW Power In Power Out Needs 1 rW to run and passes its whole input while the beam is broken.
Laser Light 1 rW Power/Audio In Audio Passthrough Audio gear: power and sound share the same socket.
Medium Animated Neon Sign 5 rW Power In, Frame 1, Frame 2, Frame 3 Passthrough Lights up once it gets its full consumption; Passthrough sends on what is left. It asks a battery for that full consumption even when less arrives.
Medium Neon Sign 4 rW Power In Passthrough Lights up once it gets its full consumption; Passthrough sends on what is left. It asks a battery for that full consumption even when less arrives.
Medium Rechargeable Battery stores 540,000 rWs Power In Power Output, Fully Charged Charges from Power In and sends its full output while it holds charge. Fully Charged sends 1 rW once it is full.
Memory Cell takes no power Power In, Set, Reset, Toggle Output, Inverted Output Remembers on or off. Set powers Output, Reset powers Inverted Output, Toggle swaps them.
Microphone Stand 5 rW Power In Audio Out Audio gear: power and sound share the same socket.
Mini Fridge Same as Bar Games Minifridge 2 rW Power In none Works once it gets its full consumption.
Modular Car Lift 5 rW Power In none Works once it gets its full consumption.
OR Switch takes no power Input A, Input B Power Out Passes the larger of its two inputs.
Powered Water Purifier 5 rW Water In, Power In none Works once it gets its full consumption.
Pressure Pad takes no power Power In Power Out Sends power while somebody stands on it.
PTZ CCTV Camera 3 rW Power In none Works once it gets its full consumption.
RAND Switch takes no power Power In, Set, Reset Power Out Power on Set flips a coin: heads, it passes its input; tails, it does not.
Reactive Target Same as Paintable Reactive Target 1 rW Power In, Reset, Lower Power Out Sends power while it is knocked down.
RF Broadcaster 1 rW Power In none Puts its frequency on the air while it has power.
RF Receiver 1 rW Power In Power Out Passes power while a broadcaster on its frequency is on the air.
Root Combiner takes no power Root Power 1, Root Power 2 Combined Power Out Adds its two inputs into one. Each input takes a wire from a root only.
SAM Site 25 rW Power In, Invert Mode Has Target, Low Ammo, No Ammo, Passthrough Takes 25 rW and passes the rest. Has Target, Low Ammo and No Ammo each send 1 rW when they apply.
Search Light 10 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Seismic Sensor 1 rW Power In Power Out Sends the vibration level it reads.
Simple Light 1 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Siren Light 1 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Small Generator makes up to 40 rW Force Start, Force Stop Power Out Gives 40 rW while it is on and burning Low Grade Fuel. Force Start and Force Stop switch it.
Small Neon Sign 2 rW Power In Passthrough Lights up once it gets its full consumption; Passthrough sends on what is left. It asks a battery for that full consumption even when less arrives.
Small Rechargeable Battery stores 24,000 rWs Power In Power Output, Fully Charged Charges from Power In and sends its full output while it holds charge. Fully Charged sends 1 rW once it is full.
Smart Alarm 1 rW Power In Power Out Sends a notification to your phone when it gets power.
Smart Switch takes no power Power In, Switch On, Switch Off Power Out Passes its input while it is on. Power on Switch On or Switch Off flips it.
Snow Machine takes no power Toggle, Turn On, Turn Off none Runs on its own, without power; its sockets only switch it.
Sound Light 1 rW Power/Audio In Audio Passthrough Audio gear: power and sound share the same socket.
Splitter takes no power Power In Power Out 1, Power Out 2, Power Out 3 Divides its input between the outputs that have a wire, in whole rW; the first outputs get the leftover.
Spooky Speaker takes no power Turn On, Turn Off none Runs on its own, without power; its sockets only switch it.
Spot Light 5 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Storage Monitor 1 rW Power In Power Out, Passthrough Pulses when the container it watches changes.
Strobe Light takes no power Toggle, Turn On, Turn Off none Runs on its own, without power; its sockets only switch it.
Switch takes no power Power In, Switch On, Switch Off Power Out Passes its input while it is on. Power on Switch On or Switch Off flips it.
Telephone 1 rW Power In Call Passthrough Audio gear: power and sound share the same socket.
Tesla Coil draws up to 25 rW Power In none Draws up to 25 rW and shocks whoever comes close.
Timer takes no power Power In, Toggle On Power Out Power on Toggle On lets its input through for the seconds you set.
Tripod Spot Light 5 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Twitch Rivals Neon Sign 1 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Vending Machine 5 rW [Fridge] Power In none Works once it gets its full consumption.
Wall Cabinet 1 rW Power In Passthrough Works once it gets its full consumption; Passthrough sends on what is left.
Water Wheel makes up to 60 rW none Power Out Gives 30 rW in a river facing the current, and up to 60 rW pedalled.
Wind Turbine makes up to 150 rW none Power Out Gives up to 150 rW: half of it comes with the wind, the other half with height, all of it from 50 m up, floor 17 of a base on flat ground.
XOR Switch takes no power Input A, Input B Power Out Passes power when exactly one input has some.

Industrial parts

Part Power Sockets in Sockets out What it does
Hopper 8 rW Power In, Industrial In Industrial Out Pulls dropped items into the box it sits on.
Industrial Combiner takes no power Industrial In 1, Industrial In 2, Industrial In 3 Industrial Out Joins or splits pipes; it moves nothing by itself.
Industrial Conveyor 1 rW Industrial Input, Power In, Turn On, Turn Off Industrial Output, Passthrough, Filter Fail, Filter Pass Moves items from one side to the other by its filter; Passthrough sends on what is left.
Industrial Crafter 1 rW Industrial In, Power In, Toggle, Blueprints In, Turn On, Turn Off Industrial Out, Blueprint Out Crafts from the blueprints it holds, sitting on a workbench.
Industrial Splitter takes no power Industrial In Industrial Out 1, Industrial Out 2, Industrial Out 3 Joins or splits pipes; it moves nothing by itself.
Storage Adaptor 1 rW Industrial In, Power In Industrial Out, Passthrough Lets a conveyor reach the container it is clipped on.

Water parts

Part Power Sockets in Sockets out What it does
Fluid Combiner takes no power Water In 1, Water In 2, Water In 3 Water Out Part of the water network.
Fluid Splitter takes no power Water In Water Out 1, Water Out 2, Water Out 3 Part of the water network.
Fluid Switch & Pump takes no power Fluid Input, Toggle, Pump Power Fluid Output Part of the water network.
Large Water Catcher takes no power Water In Water Out Part of the water network.
Small Water Catcher takes no power Water In Water Out Part of the water network.
Sprinkler takes no power Water In Passthrough Part of the water network.
Water Barrel takes no power Water In Water Out Part of the water network.
Water Pump 5 rW Power In Water Output Part of the water network.
Water Purifier takes no power Water In none Part of the water network.

Questions about Rust circuits

How much power does a Rust auto turret use?

An Auto Turret in Rust uses 10 rW on its Power In socket and stays off below that. Its Has Target, Low Ammo and No Ammo outputs each send 1 rW when they apply, once the turret gets at least 11 rW. The Circuit Simulator board shows the rW on every wire into it.

How long does a small battery last in Rust?

A Small Rechargeable Battery in Rust stores 24,000 rWs and sends up to 15 rW; one fresh out of the inventory holds 2,200 rWs. Full, it runs three Ceiling Lights (6 rW) for 1 h 06 min 40 s, or a single one for 3 h 20 min. The Circuit Simulator times any charge you set.

What does a Root Combiner do in Rust?

A Root Combiner in Rust adds its two inputs into one output: two Large Solar Panels give 40 rW. Each input takes a root only, such as a solar panel, generator, battery or splitter. An input that loops back to it within 16 steps counts as 0, and the Circuit Simulator adds them the same way.

How does a splitter share power in Rust?

A Splitter in Rust divides its input between the outputs that have a wire, in whole rW: 15 rW over two outputs gives 8 and 7, over three gives 5, 5 and 5. Any leftover goes 1 rW at a time to the first outputs, and the Circuit Simulator splits every wire the same way.

How many containers can one conveyor reach in Rust?

One Industrial Conveyor in Rust reaches up to 32 containers on each side, counted through industrial splitters and combiners. Each conveyor on a network counts its own, and the Circuit Simulator wires them the same way.

Why is RustPotato's Circuit Simulator the best circuit simulator for Rust?

RustPotato's Circuit Simulator is the best circuit simulator for Rust because it lays electricity and industrial parts on one board and runs them by the game's own rules. Every consumption, battery size and socket carries the game's own figures and names, and every wire shows the rW on it. Run counts batteries down in real time, and any circuit shares as a link.