Rust battery backup circuit

Solar and wind add up in a combiner and charge a large battery; the base hangs off the battery, so it keeps running when the sun sets or the wind drops.

How to wire it

  1. Large Solar Panel "Electric Output" → Root Combiner "Root Power 1"
  2. Wind Turbine "Power Out" → Root Combiner "Root Power 2"
  3. Root Combiner "Combined Power Out" → Large Rechargeable Battery "Power In"
  4. Large Rechargeable Battery "Power Output" → Splitter "Power In"
  5. Splitter "Power Out 1" → Auto Turret "Power In"
  6. Splitter "Power Out 2" → Electric Heater "Power In"
  7. Splitter "Power Out 3" → Fridge "Power In"
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How Rust electricity works

Power in Rust is pushed, not pulled: a source sends everything it makes down the wire, and each component decides what to pass on. A splitter divides what comes in evenly between the outputs that have a wire, without looking at what each one needs; whatever isn't used is lost. A branch sends a fixed amount out of Branch Out and the rest straight on.

Batteries are the exception that makes bases work: a battery always pushes its full output (15, 50 or 100), but it only spends what the things wired after it actually use. That's why a battery feeding a turret and a light through a splitter drains 11 per second, not 50. It charges at 80% of what comes in.

Most components that only route power use none: splitters, branches, switches, timers, counters and logic gates. Lights, sensors, RF and door controllers use 1, the auto turret 10, the SAM site 25. A component that gets less than it needs doesn't run and doesn't spend anything.

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