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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.
- Made
- 0 rW
- Used
- 0 rW
- Battery
- 0 %
Pick a ready-made circuit, or add parts and wire them.
rW on each wire
This loop flickers in game: the dashed wires change too fast to settle.
Circuits
Ready-made circuits. Click one to open it on the board, then press Run.
Electricity
- Solar and battery starter 3 parts, draws 2 rW
- Lights that come on at night 7 parts, draws 6 rW
- Turrets on two panels 8 parts, draws 30 rW
- One switch, all the lights 7 parts, draws 6 rW
- Two switches open the door 8 parts, draws 1 rW
- Heater on a timer 6 parts, draws 3 rW
- Someone at the door 4 parts, draws 2 rW
Keep puts the circuit on the board here, in this browser.
No part goes by that name.
Power
Wiring
Switches
Logic
Sensors
Devices
Industrial
Connections
What to craft
Ingredients in all
A worked circuit: lights that come on at night
Large Solar Panel
20 rW
Large Rechargeable Battery
Full
Electrical Branch
20 rW
Blocker
0 rW
Ceiling Light
No power
Ceiling Light
No power
Ceiling Light
No power
Large Solar Panel
0 rW at night
Large Rechargeable Battery
100 %, in use
Electrical Branch
0 rW
Blocker
100 rW
Ceiling Light
On
Ceiling Light
On
Ceiling Light
On
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.
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 |
|---|---|---|---|---|
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takes no power | Input A, Input B | Power Out | Passes the larger input when both inputs have power. |
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1 rW | Power In | none | Works once it gets its full consumption. |
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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. |
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takes no power | Power In, Block Passthrough | Power Out | Passes its input unless Block Passthrough has power. |
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10 rW | Power In, Toggle Play | Audio Out | Audio gear: power and sound share the same socket. |
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5 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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takes no power | Power In | Power Out | A press sends power for half a second. |
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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. |
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3 rW | Power In | none | Works once it gets its full consumption. |
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2 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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4 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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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. |
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1 rW | Power/Audio In | Audio Passthrough | Audio gear: power and sound share the same socket. |
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takes no power | Power In, Increment Counter, Decrement Counter, Reset Counter | Passthrough | Counts pulses and passes its input once the count reaches the target. |
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5 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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1 rW | Power In | Power Out | Passes power while its alarm rings. |
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1 rW | Power | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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1 rW | Audio In | Audio Passthrough | Audio gear: power and sound share the same socket. |
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1 rW | Power In, Open, Close | Passthrough | Opens its door when power arrives and closes it when power goes. |
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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. |
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3 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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1 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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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. |
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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. |
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5 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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1 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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1 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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takes no power | Toggle, Turn On, Turn Off | none | Runs on its own, without power; its sockets only switch it. |
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5 rW | Power In | none | Works once it gets its full consumption. |
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1 rW | Power In | Power Out | Sends 1 rW for each player it sees, up to what it gets. |
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2 rW | Power In | none | Sets fire to what is in range every couple of seconds. |
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1 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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10 rW | Power In, Toggle Play | Audio Out | Audio gear: power and sound share the same socket. |
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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. |
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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. |
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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. |
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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. |
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1 rW | Power In | Power Out | Needs 1 rW to run and passes its whole input while the beam is broken. |
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1 rW | Power/Audio In | Audio Passthrough | Audio gear: power and sound share the same socket. |
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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. |
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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. |
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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. |
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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. |
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5 rW | Power In | Audio Out | Audio gear: power and sound share the same socket. |
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2 rW | Power In | none | Works once it gets its full consumption. |
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5 rW | Power In | none | Works once it gets its full consumption. |
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takes no power | Input A, Input B | Power Out | Passes the larger of its two inputs. |
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5 rW | Water In, Power In | none | Works once it gets its full consumption. |
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takes no power | Power In | Power Out | Sends power while somebody stands on it. |
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3 rW | Power In | none | Works once it gets its full consumption. |
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takes no power | Power In, Set, Reset | Power Out | Power on Set flips a coin: heads, it passes its input; tails, it does not. |
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1 rW | Power In, Reset, Lower | Power Out | Sends power while it is knocked down. |
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1 rW | Power In | none | Puts its frequency on the air while it has power. |
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1 rW | Power In | Power Out | Passes power while a broadcaster on its frequency is on the air. |
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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. |
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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. |
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10 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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1 rW | Power In | Power Out | Sends the vibration level it reads. |
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1 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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1 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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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. |
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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. |
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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. |
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1 rW | Power In | Power Out | Sends a notification to your phone when it gets power. |
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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. |
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takes no power | Toggle, Turn On, Turn Off | none | Runs on its own, without power; its sockets only switch it. |
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1 rW | Power/Audio In | Audio Passthrough | Audio gear: power and sound share the same socket. |
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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. |
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takes no power | Turn On, Turn Off | none | Runs on its own, without power; its sockets only switch it. |
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5 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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1 rW | Power In | Power Out, Passthrough | Pulses when the container it watches changes. |
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takes no power | Toggle, Turn On, Turn Off | none | Runs on its own, without power; its sockets only switch it. |
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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. |
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1 rW | Power In | Call Passthrough | Audio gear: power and sound share the same socket. |
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draws up to 25 rW | Power In | none | Draws up to 25 rW and shocks whoever comes close. |
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takes no power | Power In, Toggle On | Power Out | Power on Toggle On lets its input through for the seconds you set. |
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5 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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1 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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5 rW | [Fridge] Power In | none | Works once it gets its full consumption. |
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1 rW | Power In | Passthrough | Works once it gets its full consumption; Passthrough sends on what is left. |
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makes up to 60 rW | none | Power Out | Gives 30 rW in a river facing the current, and up to 60 rW pedalled. |
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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. |
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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 |
|---|---|---|---|---|
|
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8 rW | Power In, Industrial In | Industrial Out | Pulls dropped items into the box it sits on. |
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takes no power | Industrial In 1, Industrial In 2, Industrial In 3 | Industrial Out | Joins or splits pipes; it moves nothing by itself. |
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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. |
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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. |
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takes no power | Industrial In | Industrial Out 1, Industrial Out 2, Industrial Out 3 | Joins or splits pipes; it moves nothing by itself. |
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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 |
|---|---|---|---|---|
|
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takes no power | Water In 1, Water In 2, Water In 3 | Water Out | Part of the water network. |
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takes no power | Water In | Water Out 1, Water Out 2, Water Out 3 | Part of the water network. |
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takes no power | Fluid Input, Toggle, Pump Power | Fluid Output | Part of the water network. |
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takes no power | Water In | Water Out | Part of the water network. |
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takes no power | Water In | Water Out | Part of the water network. |
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takes no power | Water In | Passthrough | Part of the water network. |
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takes no power | Water In | Water Out | Part of the water network. |
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5 rW | Power In | Water Output | Part of the water network. |
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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.