Memory Component

From Official Barotrauma Wiki
Revision as of 13:09, 18 April 2024 by Rubenblades (talk | contribs) (Made Memory Component its own page rather than a redirect to Wiring Components)
Jump to: navigation, search
Data is up-to-date
Last updated for version 1.3.0.2
Last mentioned in changelog 0.15.20.0
The current game version is 1.7.7.0

Main article: Wiring Components


Memory Component

Outputs a stored value that can be updated from other sources. Use the signal_in connection to set the stored value, and the lock_state input to toggle whether the received signals should be stored.
Crafting
Fabricator
Requirements
Skill: Electrical: 20
Deconstructor Yield
Store
Minimum Difficulty 15%
Base Price 100 mk
Outposts
OutpostOutpost Buy Sell
Habitation OutpostHabitation 100 mk 30 mk
ColonyColony N/A 30 mk
Research OutpostResearch 125 mk 37 mk
Military OutpostMilitary 100 mk 30 mk
Mining OutpostMining 100 mk 30 mk
Medical MerchantMedical Merchant N/A 30 mk
Engineer MerchantEngineer Merchant 90 mk 27 mk
Armory MerchantArmory Merchant N/A 30 mk
Children of The HonkmotherClown Merchant N/A 30 mk
The Church of HuskHusk Merchant N/A 30 mk
Technical
Identifier memorycomponent
Categories Electrical
Tags smallitem, logic

The Memory Component is an electrical component used to store signals for later use. This is one of the only components that will "output an empty string", "explicitly sending nothing to other components", instead of "not sending anything".


Connection Panel for Memory Component
Hover over pins to see their descriptions.
Signal_In
LOCK_STATE
The signal to be stored
Sets whether signals will be stored (1=yes, 0=no)
Signal_Out
The currently stored signal
Requires: Screwdriver

v · d · e · h

Electrical Components

Alarms
Detectors
Interactable
Wiring Components
Misc