Stranded: Alien Dawn

Stranded: Alien Dawn

View Stats:
JaydubbWlr Nov 3, 2022 @ 3:07pm
Sensors and Turrets
I played the tutorial for setting up sensors attached to turrets to conserve power. I set up a sensor/turret system in my own game and it worked great until experiencing it's first attack. Now it won't shut off. I guess I don't understand the logic behind "If the sensor is tripped it will turn on some things in group 1 and if the sensor is not in the tripped position it will turn on some things in group 2"....where tf is the "after the sensor fails to trip after a short period of time it again turns off it's turrets to conserve power, setting?
Originally posted by morph113:
Originally posted by JaydubbWlr:
Here's what I'm working with. Notice how there are no enemies present yet the turret is still active on the same circuit as the sensor.
https://steamcommunity.com/sharedfiles/filedetails/?id=2884854207
https://steamcommunity.com/sharedfiles/filedetails/?id=2884854254
https://steamcommunity.com/sharedfiles/filedetails/?id=2884854231

Okay so this is either a bug you ran into because it shouldn't be this way. It really is that easy to just set both on the same circuit. Or you have something else on circuit 1 that keeps the turrent permanently on. Are you sure you don't have a thermometer, day/night sensor or any other switches or anything else on circuit 1 that could cause this issue? Because again, normally setting both on the same circuit is literally all you need to do, as you could see in my screenshots I posted in this thread.

Try setting turret + sensor to circuit 5 or something where you are sure that nothing else is on that circuit.

Originally posted by Grat Dalton:
When building a new turret on existing motion sensor, must tell colonist to turn off new turret to register the existing motion sensing circuit.
No you don't need to. I just tested it to double check if it changed since the patch and you don't need to turn off any newly built turret to "register the sensor". You just need to set it to the same circuit as the sensor, that's it.
< >
Showing 1-15 of 25 comments
Daiska Nov 3, 2022 @ 3:18pm 
I gave up on this. I really wish it was worded differently with ... all of it. Getting the right combo of circuit setup with devices is rough for people who struggle with engineering. Even when I see a video of someone doing it, I still can't get it to work. I'm hopeless.
morph113 Nov 3, 2022 @ 3:22pm 
Originally posted by JaydubbWlr:
....where tf is the "after the sensor fails to trip after a short period of time it again turns off it's turrets to conserve power, setting?
There is no such setting. If there are no hostile movements within the sensor range then turrets automatically turn off, assuming you have set both on the same circuit. Your understanding is correct though, for the sensor the active circuit activates if the sensor detects hostiles, the inactive circuit activates things if the sensor does not detect anything. You can typically leave the inactive circuit unassigned as it's not really needed if you just want to take care of turrets.

Not sure why it's not working for you though, maybe you set up something wrong but it sounds like you understand how it works. I haven't played since the patch so can't say for sure if there is a new bug maybe.

Originally posted by Daiska:
I gave up on this. I really wish it was worded differently with ... all of it. Getting the right combo of circuit setup with devices is rough for people who struggle with engineering. Even when I see a video of someone doing it, I still can't get it to work. I'm hopeless.

For turrets is extremely simple, just set the turrets and the sensor on the same circuit, done. That's it, nothing else you need to do. With sensor I'm talking about the active circuit, the one that decides which devices get power if the sensor activates. So just set the turrets to circuit 1 and then set the sensor(s) you want to have the active circuit also to 1. Done, easy.
Last edited by morph113; Nov 3, 2022 @ 3:27pm
Daiska Nov 3, 2022 @ 3:30pm 
Originally posted by morph113:

For turrets is extremely simple, just set the turrets and the sensor on the same circuit, done. That's it, nothing else you need to do. With sensor I'm talking about the active circuit, the one that decides which devices get power if the sensor activates. So just set the turrets to circuit 1 and then set the sensor(s) you want to have the active circuit also to 1. Done, easy.

I put them on the same circuit, but my turret doesn't activate when the sensor detects agressives. That's when I turn off the turret. When I leave it turned on, it just stays on all the time. It's fine, I only needed one when I was down to one survivor, and I just had her turn it on when needed. I threw away the sensor, not worth the stress haha
morph113 Nov 3, 2022 @ 3:35pm 
Originally posted by Daiska:
Originally posted by morph113:

For turrets is extremely simple, just set the turrets and the sensor on the same circuit, done. That's it, nothing else you need to do. With sensor I'm talking about the active circuit, the one that decides which devices get power if the sensor activates. So just set the turrets to circuit 1 and then set the sensor(s) you want to have the active circuit also to 1. Done, easy.

I put them on the same circuit, but my turret doesn't activate when the sensor detects agressives. That's when I turn off the turret. When I leave it turned on, it just stays on all the time.
Wait I'm confused, that sounds contradicting. You say your turret doesn't activate when the sensor detects anything, but at the same time you say the turret stays on all the time. Which one is it? I think you must have set up something incorrectly :)

Also make sure to NOT manually turn off your turrets. If you turn them off, then they will not activate no matter what. Your turrets need to be set to on and be set on the same circuit as the sensor.

So the sensor would need to be set up like this, circuit 2 in this case:

https://steamcommunity.com/sharedfiles/filedetails/?id=2879914868

The turret also circuit 2:

https://steamcommunity.com/sharedfiles/filedetails/?id=2879914754

That's all you need, works 100% for me. If sensor detects enemy = turrets turn on and use power. If sensor doesn't detect enemies, turrets aren't active and won't consume power. As you can see in the screenshot, the turrets are inactive since no enemy in sensor range. Even gives a message in red above "the control circuit has been deactivated", which means the sensor doesn't register any enemies, as the control circuit of the turret is the same as the active sensor circuit.
Last edited by morph113; Nov 3, 2022 @ 3:42pm
dr46onfusion Nov 3, 2022 @ 3:35pm 
Sensors only changes how consumers uses power, the producers still generates power no matter what and has to be turned off via manual handling, hence random events can break them still if you rely on a sensor to turn on and off turrets.
Last edited by dr46onfusion; Nov 3, 2022 @ 3:35pm
Daiska Nov 3, 2022 @ 3:42pm 
So, the first attempt, I turned the turret off, thinking the sensor would turn it on. When the attack came, it remained off. So the second attempt I turned it on, and it stayed on, making the sensor pointless, since the idea was to conserve power when it wasn't needed.
morph113 Nov 3, 2022 @ 3:44pm 
Originally posted by Daiska:
So, the first attempt, I turned the turret off, thinking the sensor would turn it on. When the attack came, it remained off. So the second attempt I turned it on, and it stayed on, making the sensor pointless, since the idea was to conserve power when it wasn't needed.

In your first case of course it doesn't work if you turn your turrets off. For the second attempt, have you set the circuits similar to how I set them in my screenshots? All you really need is set sensor and turrets on the same circuit. Maybe there is a bug that I just haven't encountered yet, but for me it 100% always works without any issues.

There really is no engineering knowledge required, I don't know anything about that stuff myself. The game handles it rather simple, just set stuff to the same circuit = done. If not then maybe there is a bug, provided you didn't turn off the turret or sensors manually. Turning off something manually means it stays off and you have to turn it back on manually.
Last edited by morph113; Nov 3, 2022 @ 3:47pm
dr46onfusion Nov 3, 2022 @ 3:47pm 
Originally posted by Daiska:
So, the first attempt, I turned the turret off, thinking the sensor would turn it on. When the attack came, it remained off. So the second attempt I turned it on, and it stayed on, making the sensor pointless, since the idea was to conserve power when it wasn't needed.
Sensors only turns the connections on and off, not the physical 'on/off' switch for each device.

Basically imagine your PC is on but you flip the breaker box to turn the house's power off.
Daiska Nov 3, 2022 @ 3:55pm 
MY issue and mistake was probably the inactive circuit. I set the active to 1 on both, but didn't know where to put the sensor inactive. I didnt want to set it to none in case it would mess with everything else on none, so I set inactive to 2. I don't like defences in my normal play anyway,, but I'll be starting a new save today, and next time I need something set up like this, I'll try to right my wrongs.
morph113 Nov 3, 2022 @ 3:56pm 
Also maybe provide screenshots showing both turret and sensor setting and showing that even though the sensor doesn't detect enemies, that the turret still is active despite the control circuit technically should have been inactive. If that's the case then maybe it's a bug if you really did everything correctly.

Originally posted by Daiska:
MY issue and mistake was probably the inactive circuit. I set the active to 1 on both, but didn't know where to put the sensor inactive. I didnt want to set it to none in case it would mess with everything else on none, so I set inactive to 2. I don't like defences in my normal play anyway,, but I'll be starting a new save today, and next time I need something set up like this, I'll try to right my wrongs.

But that should still have worked. What else did you set to circuit 2? If nothing else is on circuit 2 which you have set as inactive circuit for the sensor, then that would have the same effect as not selecting any circuit as inactive circuit.
Last edited by morph113; Nov 3, 2022 @ 3:57pm
JaydubbWlr Nov 3, 2022 @ 4:27pm 
Originally posted by Daiska:
I turned it on, and it stayed on, making the sensor pointless, since the idea was to conserve power when it wasn't needed.


That's my issue. The turret just won't turn off even though the sensor is not tripping.
JaydubbWlr Nov 3, 2022 @ 4:30pm 
Imagine if the sensor were just an open/close point in a circuit, how much simpler this setup would be. Sensor tripped: close circuit. Sensor untripped for 1+ seconds, open circuit. Simple. But no. Too easy.
Furball Nov 3, 2022 @ 7:01pm 
Motion Sensors Active circuit: 4 (death)
All turrets Control circuit: 4

When the Motion Sensor is active (it detects aggressive behavior), it will turn on all the turrets, regardless where they are located in the base, and start shooting whatever's in their range. As soon as that threat is neutralized, the turrets turn off.

Easy peasey.
Martin Nov 3, 2022 @ 8:15pm 
Yep and if you want to shoot passing aliens, just highlight them and click on Hunt and the guns will target them as well.
JaydubbWlr Nov 5, 2022 @ 12:35pm 
Originally posted by Furball:

Easy peasey.
You make it sound so easy. It might very well be easy once the logic is understood. As I originally posted, I do not understand.
< >
Showing 1-15 of 25 comments
Per page: 1530 50

Date Posted: Nov 3, 2022 @ 3:07pm
Posts: 25