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Cycle Sensor

cycle-sensor
Subcategory
Automation
Width
1
Height
1
Research
Generic Sensors
Decor
-5
Decor radius
1

Overview

The Cycle Sensor is a logic building that emits a periodic automation signal based on the game cycle clock. It is a timer tied to the world cycle rather than an independent repeating timer, allowing players to trigger automation at specific portions of each cycle. The Cycle Sensor is used to coordinate time-based systems—such as turning machines on or off for parts of the cycle, scheduling farm irrigation, or creating simple on/off rhythms for power or production—without needing Duplicant interaction.

The sensor provides a single binary output that switches on and off according to its configurable active window within each 600‑second cycle. The in-game day length is fixed at 600 seconds (10 minutes) with night lasting 75 seconds, and the Cycle Sensor references this global cycle timing when evaluating its output. Because the game engine evaluates at a granular tick rate, the sensor’s transitions are effectively instantaneous at the configured block boundaries, enabling precise cycle-aligned automation.

Players configure the Cycle Sensor by selecting an active duration (percentage or slider) corresponding to how long within each cycle the output remains ON, and an optional phase/offset to determine when that active window begins. Common uses include:

  • Power cycling heavy loads or generators to match resource availability and reduce heat or resource consumption.
  • Alternating operation of duplicate buildings (e.g., two coal generators, two farms) by offsetting their cycles so they run at different times.
  • Timed watering/venting schedules for gases and liquids tied to the colony’s day/night rhythm.
  • Simple multiplexing of single automation outputs into time-shared control of multiple devices.

Practical notes and interaction details:

  • The Cycle Sensor follows the global cycle clock, so its behavior is identical across the entire map and persists through schedule changes and Duplicant activities.
  • Use offsets to stagger identical systems and avoid simultaneous peaks in power, resource draw, or stress on interaction-limited objects.
  • The Cycle Sensor is best for coarse, repeatable timing tied to the day/night cycle; for high-frequency or independent timing needs, separate Timer Switches or counter-based logic may be more appropriate.
  • Because the sensor aligns with the world cycle, its timing remains consistent regardless of whether Duplicants are awake or asleep, and it will not require any Duplicant operation to change state.
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