Hello everyone it's Thumper the Rabid Rabbit I'm back! It's September 1st 2019
we're a few days away from the next release
yes I've been away for six months work
has been busy and frankly there hasn't
been anything very interesting in Rust
electricity recently SAM sites got
electricity which was great because now
you can set up remotes to turn off your
SAM sites before you fly in with your
mini copters so you don't have to blow
yourself up anymore I might do a little
build video on a couple methods on doing
that but now right now I'm on the
staging branch just a few days before
release and there are some new things
the number one thing people are gonna be
interested in is this the turret is now
electrically powered so I'll put some
ammo into this guy maybe not that much
when I switch to wire tool look what we
have here we've got an input and we've
got three outputs these are indicators
for no ammo low ammo and has a target
acquired now the thing you need to know
here is that this thing takes 10 units
of electricity to operate so right now
I've got 10 coming out of this switch
that I'm gonna hook up actually very
important here need to change this so
that there's 11 units coming out because
this needs tend to operate and if you
want any of these outputs to work you're
gonna need an 11th unit of power coming
in because you have to have at least one
unit of power left over to trigger these
right so i'm
going to drop a couple lights down here
to hook up to these so we'll make has target this red light low ammo is gonna
be blue and no ammo will be this red
light about that so another interesting
thing you'll notice here see how I have
the toggle to open it put a ammo in and
everything as soon as this is powered on
and it activates you don't have that
ability anymore you know what that means
kids you have to power down your turret
to put ammo in it so for all you out
there thinking you were just gonna
string up a whole boatload of turrets to strings of power supplies
you have to turn off that whole string
of turrets to put an ammo so you might
want to rethink that strategy alright so
right now we don't see anything here cuz
it's got plenty ammo and everything let
me spawn a couple scientists to shoot at
here and you'll see that beacon light
turns on because it had a target let me
was a couple more here
and the acquired light turns off as soon
as a they dead the low ammo trigger is 50
rounds you have to get all the way down
to 50 rounds of ammo up there goes
it's interesting that only one unit of
power will actually power all of these
did you notice that? watch this both of
these lights are running but it's still
only 11 units so you need one unit of
power left over but apparently one unit
of power is enough to power all three of
these devices oh well he's not dead
because it's out of ammo so you see I go
here I cannot refill the ammo well it's
on now I turn it off open it put ammo
back in turn it on and shut up. so that's
what we're expecting on the new wipe on
Thursday is that these things will now
be electrically powered you need to put
in at least 10 units for him to run 11
if you want to use any of these
indicators and you have to turn them off
to put ammo into them so one strategy
you might consider set up you know a
dozen turrets hook up six to one power
supply and six to another power supply
that way you could alternate which six
you're turning off to reload maybe
that'll help you with base defense the
other thing you could do is hook up the
one string of six you could hook one of
them up to trigger the other string so
when your first string of six turrets
gets low on ammo
it actually powers on the second string
of turrets and allows you to go reload
the ammo and your other turrets and then
you can come back and reload that second
round afterwards you'd have to use
something like a memory cell for
triggering that or a timer to give you
some time to go reload because the
output this output here the low ammo no
ammo output is not going to continue to
operate once you cut the power to the
turrets so if you were using that to
trigger something else that trigger is
gonna stop unless it was a toggle of
some type
all right so there's turrets they
deserve a much longer video so I'll have to do
a component guide on those which I will
do probably next weekend assuming these
actually go to release I don't like
doing component guides off of staging
branch only off of live
all right so other thing check this sexy
beast out you have a new large battery
model a lot more interesting than the
old large battery model the old large
battery model looked not like a battery
this actually looks a lot more like a
battery it's kind of cool
still just has a power in the power
output kind of a little breaker box on
their looks groovy far as I know it
behaves the same way no behavioral
changes just just looks cooler and rumor
has it that this little beast the
generator small generator will be part
of the release let me pick this up place
it the other way so I have the contacts
over here we have a gas power generator
now which if you've been waiting for
power in your cave base or power at
night that's more reliable than wind or
battery this is the opportunity right
here it has the power output when it's
running it puts out 40 units of power so
it's not fantastic but it'll do it also
has a force stop and a force start
toggle
so if you use your imagination at all
there you can think that say when your
solar panels get too low you could
trigger a memory cell to fire an output
that when these lose power it triggers the force start on your
generator and then when the power comes
back you can flip state again and boom
hit force stop and turn off your
generator automatically so I'll do some
build examples of those too
nothing really special about this if I
just take this power and put it into the
battery here for example I'll put some
juice in it takes 500 units maximum of
low grade 500 sounds just like any other
gas-powered machine or sounds like a
recycler so it runs let's see here can I
show you yeah well it's running it's got
500 units it burns one unit every 15
seconds so that's four units a minute
that means you get a little over two
hours of real-world runtime for a full
tank of fuel if you're playing on
vanilla or a server that has a stock
night time that's 15 minutes long that's
good news because that means you can get
what is that four  and just a hair
more nights worth of I'm sorry eight
it's two hours eight 15-minute cycles on
one load of fuel on this thing so that
means it could potentially run for eight
nights in game eight full 15-minute in
night cycles without running out of gas
before it needing to be refueled so
imagine if you were to combine this with
some batteries and some solar panels and
maybe wind because wind does have the
potential around 24/7
you got a lot of different power source
options now which is great that's gonna
be really important because we're gonna
need a lot more resilient power to keep
these turrets running reliably so I
think that's enough for now I've been
blabbering on for 10 minutes so we got
turrets with a lot of opportunity coming
up sexy-looking new large battery and we
got the small generator all very likely
to be released this Thursday and if so
expect to see component guides on those
so get hype good luck out there and
don't suck
