Rust memory cell circuit

One button sets the memory cell and the other resets it: it remembers the last one pressed. Output lights one lamp and Inverted Output the other.

How to wire it

  1. Small Rechargeable Battery "Power Output" → Splitter "Power In"
  2. Splitter "Power Out 1" → Memory Cell "Power In"
  3. Splitter "Power Out 2" → Button "Power In"
  4. Splitter "Power Out 3" → Button "Power In"
  5. Button "Power Out" → Memory Cell "Set"
  6. Button "Power Out" → Memory Cell "Reset"
  7. Memory Cell "Output" → Simple Light "Power In"
  8. Memory Cell "Inverted Output" → Simple Light "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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