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Enshrouded.tools

Sparkworks

Sparkworks is the wiring system 1.0 added for bases. It opens with the Carpenter's quest Contraptions And Mechanisms, which sends you into a trapped Night Sanctum for the Sparkworks Tool and ends once you build the Sparkworks Workbench. The tool connects anything that sends a signal, such as a lever, a button, a pressure plate or a Trigger Zone, to anything that takes one: doors, lights, traps, fireworks, water and the Spawner. The workbench makes 18 parts, and the 62 doors and 96 lights you can already build work as Sparkworks parts too.

Logic types
17
Switchbox logic nodes
13
Items you can wire
192
Parts at the Sparkworks Workbench
18
Creatures the Spawner can make
124

Sparkworks parts

20

Most parts cost a little metal, stone or wood, and the ones with a light or a mechanism add an Archaic Essence of any grade. The Spawner and the Sparkworks Trigger Zone are never crafted: you pick them from the Sparkworks Tool's own menu of objects and place them directly, and like everything placed that way they are only visible while you hold the tool. The Sparkworks Switchbox opens a graph wherever it stands. Removing a Switchbox does not delete its graph, which you can still open with the Sparkworks Tool from anywhere in your base.

PartSignalIngredients
GoalpostTakesBronze Bars x1, Any Archaic Essence x1
LeverSendsMetal Scraps x1
Lever With IndicatorSendsAny Archaic Essence x1, Metal Scraps x1
LightTakes and sendsAny Archaic Essence x1, Metal Scraps x1
Lightning TrapTakesCopper Bars x1, Any Archaic Essence x1
Pressure PlateSendsMetal Scraps x2
Push ButtonSendsAny stone x1
Shootable ButtonSendsAny Archaic Essence x1, Bronze Bars x1, Any stone x1
Sparkworks SwitchboxnoneCopper Bars x1, Any Archaic Essence x1
Sparkworks ToolnoneMetal Scraps x4, Any Archaic Essence x1
Spike TrapTakesTin Bars x1
Switch ButtonSendsAny stone x1, Any Archaic Essence x1
Trapdoor Metal 2mTakesTin Bars x1
Trapdoor Metal 4mTakesTin Bars x2
Trapdoor Stone 2mTakesAny stone x2
Trapdoor Stone 4mTakesAny stone x4
Trapdoor Wood 2mTakesWood Planks x2
Trapdoor Wood 4mTakesWood Planks x4
SpawnerTakes and sendsNo recipe, placed with the Sparkworks Tool
Sparkworks Trigger ZoneSendsNo recipe, placed with the Sparkworks Tool

Logic types

17

Each logic type sends a signal, takes one, or both. Levers, buttons, the Pressure Plate and the Trigger Zone only send, traps, trapdoors, the Goalpost and sounds only take, and lights, doors, water dispensers, drains and the Spawner do both. A Push Button sends a short ON and switches off again, a lever or Switch Button holds its state until it is used again, a Pressure Plate stays on while something stands on it, and a Shootable Button flips each time an arrow or spell hits it.

TypeTakes a signalSends a signalItems
DoorYesYes62
LightYesYes96
SpawnerYesYes1
Water DispenserYesYes3
Water DrainYesYes6
LeverNoYes1
Lever With IndicatorNoYes1
Pressure PlateNoYes1
Push ButtonNoYes1
Shootable ButtonNoYes1
Switch ButtonNoYes1
Trigger AreaNoYes1
GoalpostYesNo1
Lightning TrapYesNo1
SoundYesNo0
Spike TrapYesNo1
TrapdoorYesNo14

Switchbox logic nodes

13

The Switchbox opens the graph editor, where wired parts meet these logic nodes. AND, OR, NOT, XOR and NAND combine signals, so a door can open only while a lever is up and a pressure plate is held. Toggle, Delay, Hold and Flank shape a signal over time, and the Clock fires on a timer of its own; it is the one node the game gives no tooltip. Save Signal and Use Signal carry a signal elsewhere by matching Channel, and Output lets a whole graph feed into other graphs.

NodeWhat it does
ANDIs only ON if all incoming signals are ON.
ORIs ON if AT LEAST ONE of its incoming signals is ON.
NOTFLIPS the incoming signal. This means it turns ON signals into OFF, and OFF into ON.
XORThis node can transmit an ON signal if EXACTLY ONE of its incoming signals is ON. If more than one incoming signal is ON, it turns OFF.
NANDTransmits OFF if all of its incoming signals are ON. Otherwise, it is ON.
ToggleSignals in the UPPER connection will toggle this node between ON and OFF. Signals received by the LOWER connection will reset the node to OFF.
DelayWhen the UPPER incoming signal changes from OFF to ON, this node stays OFF during a configurable delay. After the delay, the node turns ON for a set duration. Temporarily supplying the LOWER connection with an ON signal will reset the node.
HoldTurns ON when an ON signal is supplied. Stays ON for a set duration, even after the incoming signal turns OFF.
FlankThis node turns ON briefly when receiving an ON signal. Afterwards, it turns OFF.
ClockSends a signal on a timed interval.
Save SignalSaves an incoming signal. Saved signals can be used again elsewhere via the "Use Signal" node of the same Channel.
Use SignalUses a stored signal from a "Save Signal" node of the same Channel.
OutputAllows the graph to generate an output signal. The signal can be used in other graphs.

Trigger Zone filters

4

A Trigger Zone's filter decides what sets it off: anything, players only, enemies only (Fell, Vukah, Scavengers, wild beasts, Hollow, Cyclopes, Drak'Dal and Ancients), or wildlife and farm animals only.

FilterReacts to
AllAnything
Playerplayers
EnemiesFell, Vukah, Scavengers, wild beasts, Hollow, Cyclopes, Drak'Dal, Ancients
Animalswildlife, farm animals

Spawner creatures

10

The Spawner makes a creature when it gets a signal, picked from groups that unlock as you play. Five are there from the start: the Scavenger Scab, Fell Squire, Fell Critter Hatchling, Wolf and Rat. Every other group unlocks when you reach the top of an Ancient Spire, or once anyone has opened that spire for fast travel in the world, and it is usually the next region's spire: Springlands Enemies II waits for the Revelwood spire and Albaneve Summits Enemies for the Veilwater Basin one. The Veilwater Basin group unlocks at Cinder's Ascent and the Cinder's Cradle constructs after Vorgoth falls. The bosses are not on the list: the Hollow Cyclops, both Fell Thunderbrutes, the Fell Monstrosity and the Ancient S.P.D.R. Construct sit in an unnamed group that the game files give no unlock.

GroupUnlocked byCreatures
Springlands Enemies IReaching the Low Meadows spireScavenger Hound, Scavenger Scalper, Scavenger Cannoneer, Scavenger Strayshooter, Fell Defender I, Fell Soldier I, Fell Scout, Fell Critter, Spider
BasicsFrom the startScavenger Scab, Fell Squire, Fell Critter Hatchling, Wolf, Rat
Springlands Enemies IIReaching the Revelwood spireScavenger Gorger Matron, Scavenger Grizzler Matron, Vukah, Vukah Sage, Vukah Brawler, Hollow Hound, Hollow Wretch, Hollow Damned, Hollow Summoner, Hollow Reaper, Fell Lancer, Fell Defender II, Fell Soldier II, Fell Banshee, Fell Striker, Shroud Gazer, Direwolf, Spitting Spider, Electric Bat, Spider Mama, Bat
Revelwood EnemiesReaching the Blackmire spireScavenger Butcher, Scavenger Bully, Scavenger Scrapshield, Hollow Skull, Fell Soldier III, Fell Scout II, Fell Boar, Fell Vine, Boar, Fungal Friend, Vicious Vine
Blackmire EnemiesReaching the Nomad Highlands spireVukah Ranger, Vukah Bonehunter, Vukah Bonebreaker, Vukah Lightning Shaman, Fell Vinebloom, Fell Critter Queen I, Stinger, Explosive Will-o'-the-Wisp
Nomad Highlands EnemiesReaching the Kindlewastes spireScavenger Raven, Scavenger Ballisteer, Vukah Totem Shaman, Vukah Beastmaster Shaman, Fell Shackled Banshee, Shroud Stalker, Shroud Depthdweller, Large Shroud Depthdweller, Fell Fungal Friend, Fell Flying Critter, Sabertooth, Raven, Fell Critter Queen II, Shroud Flayer
Kindlewastes EnemiesReaching the Albaneve Summits spireScavenger Blaster, Fell Sporehead, Fell Sicklescythe, Fell Sentinel, Fell Spitting Critter, Fell Exploding Critter, Fell Vulture, Draconian Vulture, Venomous Scorpion, Fell Commander, Fell Crusader, Fell Marksman, Fell Crimson Critter Queen
Albaneve Summits EnemiesReaching the Veilwater Basin spireScavenger Tyrant, Scavenger Arsonist, Scavenger Miner, Scavenger Summit Cannoneer, Scavenger Summit Strayshooter, Scavenger Snow Sabertooth, Hollow Titan, Hollow Necromancer, Shroud Muck, Fell Cyclops, Frozen Will-o'-the-Wisp, Snow Sabertooth, Whitewing Vulture, Cyclops, Summit Spider, Summit Spitting Spider, Summit Spider Mama, Summit Bat, Scavenger Pyreblade
Veilwater Basin EnemiesReaching Cinder's AscentHydrak'Dal, Fell Black Knight, Drak'Dal Spearfisher, Drak'Dal Broodwarden, Drak'Dal Hunter, Drak'Dal Priest, Drak'Dal Chieftain, Fell Crab, Crab, Venomous Stinger, Fell Sporeseeker
Cinder's Cradle EnemiesDefeating VorgothAncient C.R.T.R. Construct, Ancient B.L.D.R. Construct, Ancient G.T.H.R. Construct I, Ancient S.I.R.N. Construct (Static), Ancient G.A.R.D. Construct (Burner), Ancient G.U.N.R. Construct II, Ancient S.I.R.N. Construct (Mobile), Ancient G.T.H.R. Construct II, Ancient G.U.N.R. Construct I, Ancient M.I.N.R. Construct, Ancient G.A.R.D. Construct (Slicer), Flaming Scorpion, Ancient G.A.R.D. Construct (Dozer)

Doors you can wire

62

All 62 open and close on a signal, from the Crude Wooden Door to the Huge Ancient Door, the Carved Secret Bookshelf Door and both irrigation gates.

Lights you can wire

96

Any light source works, as the Light's own description says, so candles, braziers, chandeliers, lanterns and torches all switch on and off with a signal.

Ancient Ceiling LampAncient Temple Floor Brazier IAncient Temple Floor Brazier IIAncient Temple Wall BrazierAncient Wall LampAstronomy Ceiling LampAstronomy Standing LampAstronomy Wall LampBalefire BrazierBlue Floor Light IBlue Floor Light IIBlue Pendant Light IBlue Pendant Light IIBlue Wall Light IBlue Wall Light IIBrazierBronze CandleholderBronze ChandelierBronze Floor CandleholderBronze Wall TorchCandleCeiling LanternChandelierCrypt BrazierCrypt CandleCrypt ChandelierCrypt Skull TorchCrypt Standing Skull TorchCrypt Standing TorchCrypt Wall Skull TorchCrypt Wall TorchFirefly ChandelierFirefly LampFirefly Standing LampFirefly Wall LampGround Lantern IGround Lantern IIHanging LanternHanging Silver ChandelierIron ChandelierIron Crypt BrazierIron Crypt Wall TorchIron Wall TorchLampLanternLarge Albaneve Summits BrazierLarge Iron Crypt BrazierLarge Silver BrazierLarge Throne Room BrazierLightMedium Albaneve Summits BrazierMedium Stone BrazierOrange Floor Light IOrange Floor Light IIOrange Pendant Light IOrange Pendant Light IIOrange Wall Light IOrange Wall Light IIPaper Lantern IPaper Lantern IIPendant Ceiling LanternPolished Scrap BrazierPurple Floor Light IPurple Floor Light IIPurple Pendant Light IPurple Pendant Light IIPurple Wall Light IPurple Wall Light IISandstone BrazierScrap Standing TorchSilver CandleholderSkull CandleSmall Ancient Ground LampSmall Silver BrazierSmall Steel BrazierSmall Stone BrazierSmall Throne Room BrazierSmall Wall Mounted Silver LampSmall Wall Mounted Steel BrazierSnow LanternStanding LanternStanding TorchSteel ChandelierSteel Floor TorchSteel Hanging LampSteel Standing LampSteel Wall LampSteel Wall TorchTall Ancient Ground LampTall Stone BrazierThrone Room Floor LampThrone Room Wall BrazierThrone Room Wall LampWall LanternWall Mounted CandleholderWall Torch

Fireworks you can wire

8

The rockets, confetti mortars and fountains take a signal the way a trapdoor does, so a lever or a Trigger Zone can set them off.

Water dispensers and drains

9

Dispensers pour water until they are submerged and drains remove the water above them. Both take and send signals, so one switch can flood a room and empty it again.

Related: Contraptions And Mechanisms, Sparkworks Workbench, Crafting.