Wiring
Starbound has a wiring system that allows players to control the state of wired objects, including doors and lights. Players can use the system to set up simple controls that open doors, or even complex circuits built with logic gates.
Contents
Tools
Wire Mode, a Matter Manipulator upgrade, allows the player to switch to the wiring view, showing existing wired connections and allowing the player to tear them down or to set up new connections.
Wiring Nodes
Wiring nodes are attachment ports on objects that are visible only when the matter manipulator is in wiring mode. They consist of two types: input and output. Input nodes are colored blue and allow an object to receive binary signals from a connected object and act accordingly. Doors and lights are examples of objects that often have input nodes. Output nodes are colored red and allow an object send binary signals to connected objects. The output signal will be on or off based on the state of the object providing the power. Switches are one example of objects with output nodes. Objects may have both input and output nodes, and may have multiple of either type of node. Examples of these types of objects are logic gates.
Wired Objects
Many objects, such as doors and light sources, have input wiring nodes, resulting in an effect or event based on the object type and the state of the input nodes. For example, most doors have an input wiring node, and when something is connected to that node, the door becomes locked shut, and will open only when the input node is in the on state.
Note that while the term "powered" is often used to mean that a wiring circuit is in the on state, in the base game most objects do not actually require power. Objects that have nothing connected to their input nodes have a default state, and that default state is often set to on when the object is initially placed. Wiring provides a means of remotely controlling objects, or of interacting with objects that are not interactive by themselves.
Bulb
The simplest wired object is the bulb. It has one input node and no output nodes. Its default state is off and it is not interactive. It changes color from grey to blue when its input node is connected and in the on state, making it useful for testing wiring configurations, but it has no other use.
Switches
A switch is a wired object that is usually interactive. When interacted with or otherwise triggered, a switch toggles from one state to another. Most switches have two states, usually called off and on. When in the on state, a switch's output node is on, and when in the off state, it's output node is off. Some switches have an input node; for these switches, when the input node is connected, the switch functions as a logical T Flip-Flop gate, toggling the output from off to on or vice-versa each time the input node changes to on.
A variety of switch types are available based on race and tier, as well as some that match a specific theme. Known switch styles include:
Tiered Switches
Generic Switches
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Dark Computer -
Invisible Wall Switch (unobtainable) (has input node) -
Small Wall Switch (has input node) -
Small Wall Switch (Light) (has input node) -
Tiny Wall Switch -
Wall Mounted Button -
Wall Mounted Keypad
Biome-themed Switches
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Boiler Valve -
Foundry Console -
Foundry Switch (has input node) -
Tar Console
Spaced-themed Switches
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Astro Console -
Free Standing Console -
Industrial Computer -
Industrial Display (has input node) -
Lunar Base Console -
Mining Drill Console (disabled) -
Standing Security Console -
Station Console
Themed Switches
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Doom Console -
Executive Console -
Geometric Console -
Office Computer -
Opulent Console -
Serene Console -
Sharp Console (disabled) -
Trap Chest -
Wave Console
Ancient Switches
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Ancient Console (Small) (unobtainable)
Apex Switches
Avian Switches
Floran Switches
Glitch Switches
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Gem Switch -
Medieval Bookcase Switch -
Sewer Valve -
Suspicious Display Armour -
Switch Lever -
Wall Shackles (switch)
Human Switches
Hylotl Switches
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Hi-Tech Console (disabled) -
Standard Lever (disabled)
Peacekeeper Switches
Smashable Switches
A smashable switch is a switch-type object that is vulnerable to being destroyed by weapons. It provides a steady on signal on its output node. When struck by mining tools or weapons, the object is destroyed. This causes the signal it provided to cease, which can trigger events in any objects that were connected to its output node.
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Wired Target (unobtainable)
Buttons
Buttons act similarly to switches with no input nodes, except their on signal lasts only a moment before reverting automatically to an off signal.
Light Sensors
Light sensors act similarly to switches with no input nodes, except their on signal is triggered and lasts only as long as the light level at the sensor is above a specified threshold. Standard light sensors in the game have two output nodes. The lower node is on if the light level is above a dim threshold, and the higher node is on if the light level is above a bright threshold. In bright environments, both nodes will be on at once.
Liquid Sensors
Liquid sensors act similarly to switches with no input nodes, except their on signal is triggered and lasts only as long as a liquid is touching the sensor.
Proximity Sensors
Proximity sensors act similarly to switches with no input nodes, except their on signal is triggered and lasts only as long as an entity (usually the player, but possibly an NPC or monster) remains touching them or within a detection range relative to them.
Touch Activated
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Ancient Hidden Switch (unobtainable) -
Ancient Pressure Plate (unobtainable) -
Big Red Button -
Blue Hidden Switch (disabled) -
Crystal Pressure Plate -
Grey Hidden Switch -
Hunting Pressure Plate -
Pressure Plate -
Pressure Plate (disabled) -
Small Floor Button -
Yellow Hidden Switch
Range Activated
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Invisible Proximity Sensor (unobtainable) -
Motion Detector (unobtainable) -
Proximity Scanner -
Proximity Wall Sensor (disabled)
Gates
A gate is a placeable object that has one or more input nodes and one or more output nodes. The output state is based on the the gate type and the states of the input nodes.
Latch
A latch (or in this case, a D-latch) has two input nodes. Its output node matches the state of its upper input node (input A) as long as the lower input node (input B) is on. If input B is not connected or off, the output state is held in whatever state it was previously when input B was connected and on. It will automatically correct itself (if necessary) to input A's state when input B is on again. Latches are provided by:
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Foundry Latch (disabled) -
Invisible Latch (disabled) -
Latch
Persistent Switch
A persistent switch is a logical SR-Latch, with an upper input node (the S node) and a lower input (the R node). If S is on, the output node will turn on and remain so. If R is on, the output node will turn off and remain so. If both S and R are on at the same time, the output will be off, therefore the switch is said to be R-dominant. Persistent switches are provided by:
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Invisible Persistent Switch (unobtainable) -
Persistent Switch
NOT Gate
A not gate has one input node. Its output node is on if the input node is off, and off if the input node is on, hence it is also called an inverter. Not gates are provided by:
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Foundry Not Switch (disabled) -
Invisible NOT Switch (unobtainable) -
NOT Switch
OR Gate
An or gate has two input nodes. Its output node is on if at least one input node is connected and on, otherwise it is off. Or gates are provided by:
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Foundry Or Switch (disabled) -
Invisible OR Switch (unobtainable) -
OR Switch
AND Gate
An and gate has two input nodes. Its output node is on if both of its input nodes are connected and on, otherwise it is off. And gates are provided by:
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Foundry And Switch (disabled) -
Invisible AND Switch (unobtainable) -
AND Switch
XOR Gate
An xor gate, also known as the "exclusive or" gate, has two input nodes. Its output node is on if exactly one of its input nodes is connected and on, otherwise it is off. Xor gates are provided by:
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Foundry XOR Switch -
Invisible XOR Switch (unobtainable) -
XOR Switch
Timer
A timer gate has one input node. When its input node is disconnected or off, its output node alternates between on and off at a set interval. When its input is on, its output node remains in its current state. Timers are provided by:
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Foundry Timer (0.5 Sec) -
Foundry Timer (1 Sec) -
Foundry Timer (2 Sec) (disabled) -
Foundry Timer (3 Sec) (disabled) -
Foundry Timer (4 Sec) (disabled) -
Foundry Timer (5 Sec) (disabled) -
Invisible Timer (1 Sec) (unobtainable) -
Timer (0.5 Sec) -
Timer (1 Sec) (unobtainable) -
Timer (2 Sec) -
Timer (3 Sec) (unobtainable) -
Timer (4 Sec) (unobtainable) -
Timer (5 Sec) (unobtainable)
Countdown Timer
A countdown timer has one input node. Unlike most logic gates, it is interactive. When the player interacts with it, the duration of its counter cycles from 1 to 5 seconds and back again. The timer displays its remaining duration, rounded up. As long as its input node is connected and on, the timer is reset to its configured duration. When the input node is off or disconnected, the timer counts down from its configured duration to 0. Its output node is on as long as its counter is greater than 0, but turns off when the counter reaches 0. It does not cycle back on unless reset by its input node. Countdown timers are provided by:
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Foundry Countdown Timer (disabled) -
Invisible Countdown Timer (unobtainable) -
Countdown Timer
Delay Gate
A delay gate causes a signal passing through it to be delayed by a short time. Delay gates are provided by:
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Foundry Delay Gate (disabled) -
Invisible Delay Gate (unobtainable) -
Delay Gate

