dood love your videos hope you keep making them. Could you maybe make some RU-vid shorts that explain what and how the electrical components work like the memory cell in under a min maybe you’ll get some more traffic on your channel that way.
Video Suggestion: How you setup and wire your bases. Another suggestion would be different kind of turret setups, Im a big fan of setting up mine with a door controller controlled by a a HBHF sensor.
Those are excellent ideas! I'm about to make a turret video, actually. I'll make a "how I wire up my bases" that includes how I wire up my personal turrets after that. Thanks!
Yes and no. If they understand rust electricity AND everything is still intact after the raid, then maybe. That said, it's extremely unlikely that the switches will survive the raid because their hp is so low. Assuming you're referencing the base lockdown example I used, the door controllers would need to survive along with both switches (button\ and timer), and considering that you're not supposed to keep them in the same room, it's really unlikely. In my many many hours of rust I've never seen enough of a system survive where raiders could take advantage of it.
@@AustinKlailaGames you can open doors when you send power to door controller which you can do if you have tc. You just need a wiretool and a battery. Say if raider top down your base and get tc they can just open up doors using a wiretool and power source.
@@gamingsingh4004 you're not wrong. Door controllers, at least the last time I checked, can be run with tc access and without door code access. While true, this still doesn't happen often or I guess some don't think it matters because if they get to your tc you're hosed anyway. A raider would have to core directly to your tc for this to really benefit them, which unless they're cheating or you centered your tc in an obvious place, doesn't happen that often. And it's reasons like this that bases big enough for electrical should always use anti grief tc's.
@@gamingsingh4004 another trick is to clip the door controller behind the code lock. I've done that before and it works well. At the very least it's a solution until facepunch fixes this in the future (hopefully).
could you elaborate on batteries in parallel? for instance, what happens to the active usage if the total power demand down a line exceeds the output capacity of a single battery; does it stop this "duplicated consumption" effect?
I've always suspected it's to keep players reigned in on just using small batteries to do the job of larger batteries in the game. It forces players to use the designed progression system.