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
20Most 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.
| Part | Signal | Ingredients |
|---|---|---|
| Takes | Bronze Bars x1, Any Archaic Essence x1 | |
| Sends | Metal Scraps x1 | |
| Sends | Any Archaic Essence x1, Metal Scraps x1 | |
| Takes and sends | Any Archaic Essence x1, Metal Scraps x1 | |
| Takes | Copper Bars x1, Any Archaic Essence x1 | |
| Sends | Metal Scraps x2 | |
| Sends | Any stone x1 | |
| Sends | Any Archaic Essence x1, Bronze Bars x1, Any stone x1 | |
| none | Copper Bars x1, Any Archaic Essence x1 | |
| none | Metal Scraps x4, Any Archaic Essence x1 | |
| Takes | Tin Bars x1 | |
| Sends | Any stone x1, Any Archaic Essence x1 | |
| Takes | Tin Bars x1 | |
| Takes | Tin Bars x2 | |
| Takes | Any stone x2 | |
| Takes | Any stone x4 | |
| Takes | Wood Planks x2 | |
| Takes | Wood Planks x4 | |
| Takes and sends | No recipe, placed with the Sparkworks Tool | |
| Sends | No recipe, placed with the Sparkworks Tool |
Logic types
17Each 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.
| Type | Takes a signal | Sends a signal | Items |
|---|---|---|---|
| Door | Yes | Yes | 62 |
| Light | Yes | Yes | 96 |
| Spawner | Yes | Yes | 1 |
| Water Dispenser | Yes | Yes | 3 |
| Water Drain | Yes | Yes | 6 |
| Lever | No | Yes | 1 |
| Lever With Indicator | No | Yes | 1 |
| Pressure Plate | No | Yes | 1 |
| Push Button | No | Yes | 1 |
| Shootable Button | No | Yes | 1 |
| Switch Button | No | Yes | 1 |
| Trigger Area | No | Yes | 1 |
| Goalpost | Yes | No | 1 |
| Lightning Trap | Yes | No | 1 |
| Sound | Yes | No | 0 |
| Spike Trap | Yes | No | 1 |
| Trapdoor | Yes | No | 14 |
Switchbox logic nodes
13The 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.
| Node | What it does |
|---|---|
| AND | Is only ON if all incoming signals are ON. |
| OR | Is ON if AT LEAST ONE of its incoming signals is ON. |
| NOT | FLIPS the incoming signal. This means it turns ON signals into OFF, and OFF into ON. |
| XOR | This 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. |
| NAND | Transmits OFF if all of its incoming signals are ON. Otherwise, it is ON. |
| Toggle | Signals in the UPPER connection will toggle this node between ON and OFF. Signals received by the LOWER connection will reset the node to OFF. |
| Delay | When 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. |
| Hold | Turns ON when an ON signal is supplied. Stays ON for a set duration, even after the incoming signal turns OFF. |
| Flank | This node turns ON briefly when receiving an ON signal. Afterwards, it turns OFF. |
| Clock | Sends a signal on a timed interval. |
| Save Signal | Saves an incoming signal. Saved signals can be used again elsewhere via the "Use Signal" node of the same Channel. |
| Use Signal | Uses a stored signal from a "Save Signal" node of the same Channel. |
| Output | Allows the graph to generate an output signal. The signal can be used in other graphs. |
Trigger Zone filters
4A 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.
| Filter | Reacts to |
|---|---|
| All | Anything |
| Player | players |
| Enemies | Fell, Vukah, Scavengers, wild beasts, Hollow, Cyclopes, Drak'Dal, Ancients |
| Animals | wildlife, farm animals |
Spawner creatures
10The 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.
Doors you can wire
62All 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
96Any 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.
Fireworks you can wire
8The 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
9Dispensers 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.