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7 Days to Die Wiki
1,887
pages
Explore
Main Page
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Interactive Maps
Wiki Content
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City
Infection
Electrical Parts
Dysentery
Aldos Cabinet
Navezgane General Hospital
Infected Police Officer
Alpha 17 artworks
BrickQuarterBlockCentered.png
BrickTube3MCenter.png
BrickTube3MCorner.png
BrickTunnel3MCenter.png
BrickTunnel3MCorner.png
BrickWedgeSteepInsideCornerBase.png
BrickWedgeSteepInsideCornerTop.png
Items
Cloth Fragment
Bunk Bed
An Old Bed
Night Stand
Wall Safe
Iron Desk
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Basics
First Steps
Beginners Guide
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Biome
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Game Mechanics
Glossary
Heatmap
Navezgane
Player Statistics
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Electricity
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==Basics== As a general rule, all connectable electrical items follow a single-in, multi-out rule when connecting engines, banks, traps, lights, switches, and relays together. Only one electrical item can provide power at a time, but all electrical items can transfer power to multiple - but not infinite - items at a time. Any 2 electrical devices can have at most 10 blocks between the 2 devices in order for them to be connectable using the [[Wire Tool]]. ===Circuits=== To use powered items you will need a power source and the item. Power sources include [[Battery Bank|battery banks]], [[Generator Bank|generator banks]], and [[Solar Bank|solar banks]]. To complete a basic circuit, using the [[Wire Tool]] you Right-click the power source to start a wired connection, then you Right-click the powered device (such as a light) to end the connection. ===Wattage=== Power sources have an amount of wattage they can provide and every electrical item has an amount of wattage it consumes. When calculating the amount of power needed, add up the wattage of all items to be powered (including relays and switches) and make sure your power source provides at least the sum of all items. ===Relays=== Circuits can include [[Electric Wire Relay|relays]]. [[Electric Wire Relay|Relays]] can extend the range of a wire between devices and they can also be used to organise wiring. There are two types of relays; [[Electric Wire Relay|regular]] and [[Electric Timer Relay|timer relays]]. Timer relays activate during specific times of the day, allowing, for example, one to turn the lights on at night. Each relay consumes wattage from the circuit and must be considered when calculating the amount of wattage needed for the circuit. Important to know: Relays do not extend signals between [[Motion Sensor|motion sensors]] and other sensor devices, if you chain group of [[Motion Sensor|motion sensors]] to power specific mechanism, any of the sensors will trigger it, and unless you put relay or a switch, it will block out the signal. Placing relays in between sensors to ensure the signal goes through for capturing the target with [[Trigger Plate|sensory surfaces]] ([[Motion Sensor|motion sensor]] must spot target to allow signal to pass through). Relays, any amount (if wattage allows it), can be used in a chain of sensors. ===Switches=== Switches include [[Switch|manual switches]] that players must activate and automated switches, such as the [[Motion Sensor|motion sensor]], which trigger on events. Switches are used to control when power flows beyond the switch, for example, to manually turn on lights or to turn them on when motion is detected. Switches can be used to control how much wattage is used by a "resting" circuit. For example; a [[Motion Sensor|motion sensor]], which uses only 5W, can be used to briefly turn on an [[Auto Turret|auto turret]], which uses 15W. This way, when the turret isn't needed, it isn't consuming wattage (a concern when using a [[Battery Bank]]). When something triggers the [[Motion Sensor|motion sensor]], it can turn on the [[Auto Turret|turret]]. Each switch has a wattage rating and, like relays must be included in calculating the wattage needed by the circuit.
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