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RimWorld => Mods => Topic started by: Cala13er on April 07, 2014, 04:16:24 AM

Title: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Cala13er on April 07, 2014, 04:16:24 AM
Hello, Recently my ideas for Industrial RIM has hit a small point.

So to keep Industrial RIM updates coming I need your ideas for what I could add!

Has to be based on Industrial like, so don't suggest furniture or floorings (weapons and defence are allowed)

Looking forward to what you guys can come up with. Thanks, Calum.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Celthric Aysen on April 07, 2014, 04:32:06 AM
SAM site: so that you can destroy some of the raider drop ships while in mid air to decrease the raiders that attack you
Note: this should only be obtainable in mid or end game for balancing purposes
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Cala13er on April 07, 2014, 04:48:21 AM
Quote from: Blackjack1000K on April 07, 2014, 04:32:06 AM
SAM site: so that you can destroy some of the raider drop ships while in mid air to decrease the raiders that attack you
Note: this should only be obtainable in mid or end game for balancing purposes

Problem about that, the amount of raiders in an attack is hardcoded. I wouldn't be able to change it. Thanks anyway.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Celthric Aysen on April 07, 2014, 05:19:10 AM
Quote from: Cala13er on April 07, 2014, 04:48:21 AM
Quote from: Blackjack1000K on April 07, 2014, 04:32:06 AM
SAM site: so that you can destroy some of the raider drop ships while in mid air to decrease the raiders that attack you
Note: this should only be obtainable in mid or end game for balancing purposes

Problem about that, the amount of raiders in an attack is hardcoded. I wouldn't be able to change it. Thanks anyway.
Oh, i thought of something awesome!
ICBM's!
Buildings:

Launch Pad [Requirements: No roof,1500 Scrap Metal,20 Stone,Electricity(I don't know how much electricity it need's, i'l let you decide!)]
Description: Lunches missiles, that you'r colonist's made!
Optional: This should drain a'lot of power from the batteries when it launches a missile
Size: 5X5

Missile Bench [Requirements: 100 Scrap Metal,Electricity]
Description: A bench made for crafting ICBM's
Craft-able Items:
1.Basic Missile [Requires 200 Scrap Metal]
[Medium Damage, 0% chance of lighting stuff on fire!,4x4 Splash Damage]
2.Incendiary Missile [Requires 250 Scrap Metal]
[No damage,100% chance of lighting stuff on fire!]
3.Accurate Missile [Requires 225 Scrap Metal]
[High damage,0% chance of lighting stuff on fire,3x3 splash damage]

Optional:
Nuke [Requires 1000 Scrap metal,20 Uranium!(Finally a use for uranium!]
[Do i even have to write what it does?]

Researches:
ICBM launch pad [Requires Research Table  :P]
Research Points Needed: 8000

Missile Bench [Requires Research Table :P]
Research Points Needed: 6000

Basic Missile [Requires Research Table :P]
Research Points Needed: 3000

Incendiary Missile [Requires Research Table :P]
Research Points Needed: 4000

Accurate Missile [Requires Research Table :P]
Research Points Needed: 5000

Optional:
Nuke [Requires Research Table :P]
Research Points Needed: 20000

Feel free to change the stats if you want!
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Cala13er on April 07, 2014, 05:24:37 AM
As much as I love ICBM's. I don't see the point of them in RimWorld, mainly due to the fact the maps aren't factorio or minecraft huge.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Celthric Aysen on April 07, 2014, 05:40:41 AM
Raiders Land
Readies Missile
Lunches Missile before Raiders Attack!
=Profit
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Evul on April 07, 2014, 06:25:32 AM
I gona move this topic to the mod main lobby :)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: iame6162013 on April 07, 2014, 06:32:57 AM
Whut duplicate topic's aaahhhh

it's something i wrote in the wrong topic?

maybe more worktable's and way's to processes stuff like a new ore a new raider a new mechanized raider a new kind of colonist(robot maybe),
a new solar panel a new machine like a computer (dummies only a place where colonist sit in front off and watch it and become happy (maybe on a large scale sad)) i hope it help's a bit
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Darker on April 07, 2014, 08:10:53 AM
This is duplicate to previously posted post (http://ludeon.com/forums/index.php?topic=2829.0;topicseen). Could a moderator delete this thread or merge it with the older one?
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Cala13er on April 07, 2014, 09:00:22 AM
Quote from: Darker on April 07, 2014, 08:10:53 AM
This is duplicate to previously posted post (http://ludeon.com/forums/index.php?topic=2829.0;topicseen). Could a moderator delete this thread or merge it with the older one?

No really? you don't say...

And they could try, but I removed the other one.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: mrofa on April 07, 2014, 10:11:10 AM
Got the same problem with no ideas for furniture :D

But you could add a new resource with a new mining node, something flashy that is rare, is only in open terrain, and mostly near the map edges. Maybe it should spawn some aliens from time to time to make things even more interesting :D
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Evul on April 07, 2014, 10:13:10 AM
Ah nice it was handed :)
Did not notice the other thred, the suggestion is only for Vanilla Rimworld suggestions. Recruitment and other kinds of request should be handled here. :)

Add costum fences :)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Celthric Aysen on April 07, 2014, 10:22:21 AM
Flashlight
Research Points [3000]
Requirements [50 Scrap Metal, 2 Silver]
Description: A flashlight that isn't affected by solar flares's, also used when it's to dark, it should also have a duration, like 3 in game Hours before the battery is needed to be charged[doesn't replace main weapon]

Charging Table
Research Points: 1000
Requirements [150 Scrap Metal.Electricity]
Description: Charge stuff like the Flashlight (yeah i know it doesn't have that many uses for the table yet, but maybe you could think some stuff out, like powered armor)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Azanor on April 07, 2014, 11:53:02 AM
Guys, as Cala13er said. Keep it industrial.

Thanks,
Tina.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Finn on April 07, 2014, 05:02:51 PM
Here's an idea.

Some sort of machine that is placed on the ground, costs between 250 Metal to 500 metal.
Its soul purpose is to act as third party miner, not requiring any colonist use but relies on electricity, and dumps the metal into some sort of industrial hopper.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Cala13er on April 07, 2014, 05:38:37 PM
Quote from: Finn on April 07, 2014, 05:02:51 PM
Here's an idea.

Some sort of machine that is placed on the ground, costs between 250 Metal to 500 metal.
Its soul purpose is to act as third party miner, not requiring any colonist use but relies on electricity, and dumps the metal into some sort of industrial hopper.

My plans are to completely remove "metal" and start introducing actual metals. (Iron and others). And also add alloys (Steel and others).

I have also added an Industrial Hopper!
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: confusedwings on April 07, 2014, 05:53:37 PM
don't know if this is 'indutrial' enough...

- EMP protected battery... Protects stored energy from solar flairs...
- EMP protected walls... keeps working even if there is a solar flair...
- EMP protected walls with lights... keeps on shinning... etc

just some ideas
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Darker on April 08, 2014, 04:05:23 AM
Currently, EMP protection seems to be quite complicated things. It's actually not the devices itself, but their "connection nodes" that get's disabled. This means, they just get cut off the wires for the duration of solar flare.

You'd need a different kind of power component to get this to work.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: confusedwings on April 08, 2014, 04:19:38 AM
i don't know much about modding... i only see that in real world, for every event there is some tech. to help against the negative effects of it... but in the game 'solar flair' are to powerfull...

if i would know how to disable solar flairs or the effect of it... i would do it... what's the reason for events if you can't do anything against it :p
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Finn on April 08, 2014, 04:54:44 AM
Quote from: Cala13er on April 07, 2014, 05:38:37 PM
Quote from: Finn on April 07, 2014, 05:02:51 PM
Here's an idea.

Some sort of machine that is placed on the ground, costs between 250 Metal to 500 metal.
Its soul purpose is to act as third party miner, not requiring any colonist use but relies on electricity, and dumps the metal into some sort of industrial hopper.

My plans are to completely remove "metal" and start introducing actual metals. (Iron and others). And also add alloys (Steel and others).

I have also added an Industrial Hopper!

But would it be possible to add the third party miner? Instead of sending colonists to mine, you could put down 3/4 of those bad boys and roll in the metal. (They wouldn't be fast though.)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Celthric Aysen on April 08, 2014, 06:02:03 AM
Here's one
[Clay mores]
Requires: 75 Scrap Metal
Description: The Claymore fires steel balls, out to about 100 m (110 yd) within a 60° arc in front of the device
Research Points needed: 1000

Edit: Also is it possible to add an Fluid System in your mod, like in Factorio? I can see some stuff that can make some oil,fuel,water,pipes and stuff usefull.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Gavin on April 10, 2014, 09:31:20 PM
Quote from: Blackjack1000K on April 08, 2014, 06:02:03 AMEdit: Also is it possible to add an Fluid System in your mod, like in Factorio? I can see some stuff that can make some oil,fuel,water,pipes and stuff usefull.

Like a sprinkler system to automatically put out fires? That would be useful in/near bases, inside growing zones, etc.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Celthric Aysen on April 10, 2014, 10:03:29 PM
Quote from: Gavin on April 10, 2014, 09:31:20 PM
Quote from: Blackjack1000K on April 08, 2014, 06:02:03 AMEdit: Also is it possible to add an Fluid System in your mod, like in Factorio? I can see some stuff that can make some oil,fuel,water,pipes and stuff usefull.


Like a sprinkler system to automatically put out fires? That would be useful in/near bases, inside growing zones, etc.
yeah something like that, also fire hose, and tanks to store water, lava for geothermal generator, oil for Power generator, water for colonist to drink and to water stuff with.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: americany13 on April 12, 2014, 05:50:01 PM
conveyor belts that can sort
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: iame6162013 on April 12, 2014, 05:55:30 PM
or fluiducts
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: zekeen on April 14, 2014, 03:57:00 PM
How about adding in another source of industrial development - the way of prefabrication.

Add in a new selection of resources in the form of prefabricated materials. This allows for the speedy and easy construction of new advanced building utilities.

The unique aspect of this is that the construction time is spent in creating the resources, similar to stone bricks, but takes a much longer time as it does produce a higher quality item. The benefit is being able to construct defenses quickly when a dire situation comes up with most of the construction time spent inside the safety of your base beforehand.


Iron Fabrication Bench: Produces Prefabrication Sections at a slow rate by a crafter.

Iron Barricade: Advanced form of sandbags, longer crossing time, more life, if possible, more defense

Prefabricated Metal Wall: More HP, doesn't catch fire, still processes electricity

Gun Port: A wall that acts like a barricade but cannot be passed through. Has a higher life and defense, but significantly more costly. No electricty



Allow Variants - These are your super quality, spaceship hull grade prefab parts. slower and much more costly to produce, but has extended benefits.

Alloy Fabrication Bench: Produces Advanced Prefabrication Sections

Advanced Metal Barricade: An alloy made barricade with improved stats AND allows for electricity to flow through it. Does not catch fire when destroyed. (Helps with turrets being added down range.)

Advanced Prefab Metal Wall: A much sturdier wall.

Advanced Gun Port: A better gun port and also allow electricity through it. Does not catch fire.


Some additional things that would be fun would be the inclusion of Lead to create shielding used in advanced shielded electronics (I hate solar flares...) and maybe the ability to create concrete for a cheaper less durable type of the prefab section.

And how about a few sci-fi like guns like a pulse rifle or something with blue short laser looking bullets, just for variance.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Cala13er on April 14, 2014, 04:19:25 PM
I don't see at all how that is Industrial Related! But I may take it up in my second mod :)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: iame6162013 on April 14, 2014, 04:22:15 PM
Quote from: Cala13er on April 14, 2014, 04:19:25 PM
I don't see at all how that is Industrial Related! But I may take it up in my second mod :)

but ain't the "Alloy Fabrication Bench" somewhat industrial ?:p
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: keylocke on April 14, 2014, 07:44:14 PM
how about adding ammunition crates?

first limit each weapon to only have a few clips (ie : 3-5), so after 3-5 reloads, the colonist would run towards the nearest ammo crate to get more clips. same thing happens for the raiders, so that long battles eventually devolves to melee. bayonets would be awesome.

ammo bills use slag debris or metal for production. and ammo crates would act like stockpiles which players can connect to conveyor belts. so that ammo crafters can keep funneling bullet clips to the ammo crates for the soldiers in the front line. (like a supply chain)

similar production lines can also be used to create first-aid kit to medics, tools for the workers, and other consumable items that are necessary for the colony.

(something similar to the system implemented in Banished. tools degrade over time and needs to be replaced. forcing a stable production line to become essential for large colonies)


Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Cala13er on April 14, 2014, 07:45:50 PM
Quote from: keylocke on April 14, 2014, 07:44:14 PM
how about adding ammunition crates?

first limit each weapon to only have a few clips (ie : 3-5), so after 3-5 reloads, the colonist would run towards the nearest ammo crate to get more clips. same thing happens for the raiders, so that long battles eventually devolves to melee. bayonets would be awesome.

ammo bills use slag debris or metal for production. and ammo crates would act like stockpiles which players can connect to conveyor belts. so that ammo crafters can keep funneling bullet clips to the ammo crates for the soldiers in the front line. (like a supply chain)

similar production lines can also be used to create first-aid kit to medics, tools for the workers, and other consumable items that are necessary for the colony.

(something similar to the system implemented in Banished. tools degrade over time and needs to be replaced. forcing a stable production line to become essential for large colonies)

All hardcoded, doubt i'd be able to replicate what you've suggested.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: AntiMatter on April 15, 2014, 03:35:44 AM
how bout a rework of the resources... i keep getting WAY too much titanuim and copper but no iron at all... (ratio is like 3 (copper/titanuim) to 1 (iron)) and since i researched everything and the research bug is there my buildings are at a standstill
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: battlethief8 on April 16, 2014, 08:28:59 PM
I propose a mech, the colonists can equip it and haul extra resources or use it to carry more wounded faster. They can use it to mine faster, or use it as a weapon against raiders. I think it would use uranium, and have an upgrade tree in the research window.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: 123nick on April 17, 2014, 12:21:30 AM
try looking at some industrial minecraft mods: industrial craft, buildcraft, mekanism, stuff like that, and then implement that into rimworld. i would do that if i knew how to mod
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: reifnotreef on April 17, 2014, 12:30:50 AM
I would love to see things pulled from MC mods like Thermal Expansion/Universal Electricity.

Please do NOT take inspiration from MC's IndustrialCraft! I hate that compared to other tech mods lol
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Celthric Aysen on April 17, 2014, 07:09:34 PM
Don't worry were not really copying Industrial Craft, were mostly taking inspiration from Factorio and Tekkit.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Jotun on April 17, 2014, 07:43:51 PM
Radioluminescent lighting. Essentially you build a small light using uranium that uses no power but produces a small amount of light at all times. Good for backups and such, but can't be turned on/off.

More walls and sandbag-like objects, concrete walls and such which are stronger than stone but cannot be deconstructed, only mined, and have something like 2000hp or something. Uses metal and stone to build and drops a few metal and stone scraps when mined.

Improved conduits/walls which don't short circuit/are fireproof, good for building sealed wires and such, also have more health than regular conduits/walls.

Floodlights which light a very wide area, preferably in a direction if that's possible though I can understand if that isn't possible.

Wire fencing, or barbed wire, able to be shot through but cannot be moved through.

More complex machines, which gain benefits to efficiency/productivity based on addon structures. A metal refinery for example could have extra processing chambers to go faster, extra extraction chambers to get more metal from each raw ore, extra heat reclamation modules to reduce power consumption, stuff like that, things that encourage you to build big machines and let you customise how well they work in different areas. Have some things that need to be connected to steam vents/other naturally occurring resources, some which need to be outside, some which need to be inside, that sort of thing.

Think of industry, and think what industry has and uses that the mod doesn't.
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Celthric Aysen on April 17, 2014, 08:52:16 PM
Quote from: Jotun on April 17, 2014, 07:43:51 PM
Radioluminescent lighting. Essentially you build a small light using uranium that uses no power but produces a small amount of light at all times. Good for backups and such, but can't be turned on/off.

More walls and sandbag-like objects, concrete walls and such which are stronger than stone but cannot be deconstructed, only mined, and have something like 2000hp or something. Uses metal and stone to build and drops a few metal and stone scraps when mined.

Improved conduits/walls which don't short circuit/are fireproof, good for building sealed wires and such, also have more health than regular conduits/walls.

Floodlights which light a very wide area, preferably in a direction if that's possible though I can understand if that isn't possible.

Wire fencing, or barbed wire, able to be shot through but cannot be moved through.

More complex machines, which gain benefits to efficiency/productivity based on addon structures. A metal refinery for example could have extra processing chambers to go faster, extra extraction chambers to get more metal from each raw ore, extra heat reclamation modules to reduce power consumption, stuff like that, things that encourage you to build big machines and let you customise how well they work in different areas. Have some things that need to be connected to steam vents/other naturally occurring resources, some which need to be outside, some which need to be inside, that sort of thing.

Think of industry, and think what industry has and uses that the mod doesn't.
I love some of your ideas! il go tell Cala13er some of this ;)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Darkfirephoenix on April 20, 2014, 04:45:22 PM
http://ludeon.com/forums/index.php?topic=3199.0 (http://ludeon.com/forums/index.php?topic=3199.0) That are my ideas, more will follow. I'll post them there in the hopes that they maybe make it into the main-game and to keep this thread as "clean" as possible, but else I allow the Industrial RIM team to use my ideas. I'm still thinking about more stuff, you can ask me from time to time for more ideas if you URGETNLY need some more! I would be happy to get some more space in my internal-brain-storage for more ideas, so ask away! ;) Btw. I'll flesh out / specify my ideas more over time, but I'm happy for other posts with ideas! :D
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: longbyte1 on April 20, 2014, 04:49:08 PM
I'd like to see something like logic gates in a mod. I have no idea why somebody would use them, but it would be nice to have them. :P
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Cala13er on April 21, 2014, 07:08:54 AM
Quote from: longbyte1 on April 20, 2014, 04:49:08 PM
I'd like to see something like logic gates in a mod. I have no idea why somebody would use them, but it would be nice to have them. :P

logic gates for what? Explain what they do :)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Darkfirephoenix on April 21, 2014, 07:31:47 AM
Logic gates? It would only make sense if you construct electronic-circuits and such stuff, but if you have already automation it is utterly useless. Example: Automatic lights (turn on only if someone is withing a distance of x), sensors to sepperate Humans from animals (even sepperate different ppl as higher tech) in combination with automated doors / defenses etc.

And Cala13er and the other mod devs: Don't forget to take a look at my idea thread at least once per day, I'll try to update it daily! Untill ofc I run outta fitting ideas. ;) You could ask me for more specific ideas here too! :)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Cala13er on April 21, 2014, 07:53:05 AM
Quote from: Darkfirephoenix on April 21, 2014, 07:31:47 AM
Logic gates? It would only make sense if you construct electronic-circuits and such stuff, but if you have already automation it is utterly useless. Example: Automatic lights (turn on only if someone is withing a distance of x), sensors to sepperate Humans from animals (even sepperate different ppl as higher tech) in combination with automated doors / defenses etc.

And Cala13er and the other mod devs: Don't forget to take a look at my idea thread at least once per day, I'll try to update it daily! Untill ofc I run outta fitting ideas. ;) You could ask me for more specific ideas here too! :)

As I said, I'm already feeding of your ideas for the v1.2.0 of Industrial RIM ;)

And of course I'm checking it every day!
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Darkfirephoenix on April 21, 2014, 08:19:56 AM
Your mod says it's powered by squirrels... That would actually work with my idea of the "Bio-Generator/Reactor"! :D
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Celthric Aysen on April 21, 2014, 08:29:25 AM
Quote from: Darkfirephoenix on April 21, 2014, 08:19:56 AM
Your mod says it's powered by squirrels... That would actually work with my idea of the "Bio-Generator/Reactor"! :D
We had something better in mind by Powered By Squirrels ;)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: Darkfirephoenix on April 21, 2014, 06:18:30 PM
I just played Industrial Rim for some hours and here are some ideas suggestions I got while playing it:

Combustion generators and that ASAP please. They should range in size too, because you can power an whole house with an 2m x 2m big generator.

This would need Fuel to function ofc. and you could make Fuel from coal if you know how. Hrmmm Maybe implement Oil too? It would be the main way to fuel and could be used for Chemicals/Medicine too.

This are just some side ideas, the main ideas can be found in my thread at the suggestion page. ;)
Title: Re: NEED YOUR IDEAS for Industrial RIM Alpha 3!
Post by: longbyte1 on April 21, 2014, 08:31:00 PM
Quote from: Cala13er on April 21, 2014, 07:08:54 AM
Quote from: longbyte1 on April 20, 2014, 04:49:08 PM
I'd like to see something like logic gates in a mod. I have no idea why somebody would use them, but it would be nice to have them. :P

logic gates for what? Explain what they do :)

Well, you would have a "Logic Chip" that requires some input power, but it's editable. Say you want to turn off the stove when nobody's around it, so you would have to craft a Proximity Module, which takes 10 metal and would have to be crafted in a special workbench. (Sounds a bit like Minecraft, right?) When you install the module into the box, you can drag the input of that into a little Input Power circle on the left side of the dialog, and drag the output of the module into a circle which sets the on/off state of an adjacent building.

You could also combine this with different modules and AND/OR/XOR/NAND gates to make a very intricate system. For example, you could have the logic chip toggle power flow onto an adjacent power conduit (which powers all of your turrets) based on whether or not there are raiders nearby.

(http://s4.postimg.org/tuqrtadwt/Logic_chips.png)