- Compatible Game Versions
- 3.0
Description
Adds three Transistor blocks to the vanilla power grid: switches whose on/off state is driven by a secondary conditional power source instead of manual toggling. Visually, Transistors reuse the vanilla switch model with a colored icon per variant — no new 3D assets.
Connect a normal power source first (the primary supply), then connect a second wire from any powered block, including another Transistor, as the conditional input. Up to 2 conditional sources per Transistor, combined according to the variant:
- Transistor (OR) — active if either conditional source is energized
- Transistor (NOR) — active by default, deactivates if either conditional source is energized
- Transistor (XOR) — active if the two conditional sources disagree (classic "switch on each side of a door" wiring)
All variants show a radial menu option to disconnect their conditional input(s) when land-claimed.
Installation instructions
1. Extract the ZIP.
2. Copy the "SimpleTransistors" folder into your game's Mods folder (7DaysToDie/Mods).
3. This mod REQUIRES both the client and any dedicated server to have it installed — block classes are resolved locally on each machine, not just the server.
4. Requires EAC to be disabled, like any DLL-based mod.
Main features
- Three logic variants (OR / NOR / XOR), sharing the same connection behavior, multiplayer sync, and save persistence — only the activation rule differs between them
- Fully synced in multiplayer: connecting, disconnecting, and the UI all work correctly for remote clients on a dedicated server, not just host/singleplayer
- Conditional connections persist through save/reload and server restarts
- Visible red wires for conditional connections, distinct from the vanilla power-wire color, drawn using the game's own wire rendering system
- No new items or crafting complexity: Transistors are crafted the same way as a vanilla switch
Requirements
No additional mods required. Vanilla 7 Days to Die V3.0.x (Dead Hot Summer or later).
Shout outs
Early research into the OCB Electricity Overhaul and KitsuneFuelSaver source code (both on GitHub) helped clarify how to reference the game's assemblies correctly for V3.0 — no code from either project is used directly in this mod.
Know Issues
- If a Transistor has had a conditional source connected and later disconnected, then gets destroyed itself, its primary power wire can remain visually stuck on the client's screen until that client reconnects, or until another wire connect/disconnect happens nearby that forces a redraw. The underlying electrical connection is correctly removed server-side — this is a cosmetic-only issue. To avoid it, disconnect the power wire with the wiring tool before picking up the block.
- Not yet tested with more than one remote client connected simultaneously.
Feedback & Contributions
This is a first release, and I'd love to hear from you — bug reports, ideas for new logic variants, or just feedback on how it fits into your builds are all genuinely welcome.
Adds three Transistor blocks to the vanilla power grid: switches whose on/off state is driven by a secondary conditional power source instead of manual toggling. Visually, Transistors reuse the vanilla switch model with a colored icon per variant — no new 3D assets.
Connect a normal power source first (the primary supply), then connect a second wire from any powered block, including another Transistor, as the conditional input. Up to 2 conditional sources per Transistor, combined according to the variant:
- Transistor (OR) — active if either conditional source is energized
- Transistor (NOR) — active by default, deactivates if either conditional source is energized
- Transistor (XOR) — active if the two conditional sources disagree (classic "switch on each side of a door" wiring)
All variants show a radial menu option to disconnect their conditional input(s) when land-claimed.
Installation instructions
1. Extract the ZIP.
2. Copy the "SimpleTransistors" folder into your game's Mods folder (7DaysToDie/Mods).
3. This mod REQUIRES both the client and any dedicated server to have it installed — block classes are resolved locally on each machine, not just the server.
4. Requires EAC to be disabled, like any DLL-based mod.
Main features
- Three logic variants (OR / NOR / XOR), sharing the same connection behavior, multiplayer sync, and save persistence — only the activation rule differs between them
- Fully synced in multiplayer: connecting, disconnecting, and the UI all work correctly for remote clients on a dedicated server, not just host/singleplayer
- Conditional connections persist through save/reload and server restarts
- Visible red wires for conditional connections, distinct from the vanilla power-wire color, drawn using the game's own wire rendering system
- No new items or crafting complexity: Transistors are crafted the same way as a vanilla switch
Requirements
No additional mods required. Vanilla 7 Days to Die V3.0.x (Dead Hot Summer or later).
Shout outs
Early research into the OCB Electricity Overhaul and KitsuneFuelSaver source code (both on GitHub) helped clarify how to reference the game's assemblies correctly for V3.0 — no code from either project is used directly in this mod.
Know Issues
- If a Transistor has had a conditional source connected and later disconnected, then gets destroyed itself, its primary power wire can remain visually stuck on the client's screen until that client reconnects, or until another wire connect/disconnect happens nearby that forces a redraw. The underlying electrical connection is correctly removed server-side — this is a cosmetic-only issue. To avoid it, disconnect the power wire with the wiring tool before picking up the block.
- Not yet tested with more than one remote client connected simultaneously.
Feedback & Contributions
This is a first release, and I'd love to hear from you — bug reports, ideas for new logic variants, or just feedback on how it fits into your builds are all genuinely welcome.