Cycle Sensor

Overview
The 

The sensor provides a single binary output that switches on and off according to its configurable active window within each 600‑second cycle. The in-game day length is fixed at 600 seconds (10 minutes) with night lasting 75 seconds, and the 
Players configure the 
- Power cycling heavy loads or generators to match resource availability and reduce heat or resource consumption.
- Alternating operation of duplicate buildings (e.g., two coal generators, two farms) by offsetting their cycles so they run at different times.
- Timed watering/venting schedules for gases and liquids tied to the colony’s day/night rhythm.
- Simple multiplexing of single automation outputs into time-shared control of multiple devices.
Practical notes and interaction details:
- The
Cycle Sensor follows the global cycle clock, so its behavior is identical across the entire map and persists through schedule changes and Duplicant activities.
- Use offsets to stagger identical systems and avoid simultaneous peaks in power, resource draw, or stress on interaction-limited objects.
- The
Cycle Sensor is best for coarse, repeatable timing tied to the day/night cycle; for high-frequency or independent timing needs, separate Timer Switches or counter-based logic may be more appropriate.
- Because the sensor aligns with the world cycle, its timing remains consistent regardless of whether Duplicants are awake or asleep, and it will not require any Duplicant operation to change state.
References to this (1)
Other entities of this type
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- Acoustic Art Panel
- Aero Pot
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- Airborne Critter Condo
- Airborne Critter Lure
- Airborne Critter Trap
- Airflow Tile
- Algae Distiller
- Algae Terrarium
- Amber Fossil
- Anatomy Poster
- Ancient Specimen
- AND Gate
- Anti Entropy Thermo-Nullifier
- Apothecary
- Arcade Cabinet
- Artifact Analysis Station
- Artifact Transport Module
- Atmo Sensor
- Atmo Suit Checkpoint
- Atmo Suit Dock
- Atmo Switch
- Auto-Sweeper
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