Signal Switch
Overview
The Signal Switch is a simple automation building used to manually control a signal line. Unlike automation sensors, it has only two states: on/enabled/green or off/disabled/red, which makes it easier to use when you just need a straightforward manual toggle rather than a condition-based trigger.
Because it does not evaluate temperatures, pressure, critter counts, or other colony conditions on its own, the Signal Switch is best suited for direct player control. It is useful anywhere you want to turn an automated system on and off without rebuilding the wire or relying on a more complex sensor chain. In practice, it serves as a clean manual override for machines, doors, pumps, or any other automation-connected device.
A few practical points:
- The switch is binary, so there are no intermediate settings or threshold values to manage.
- Its green state represents enabled/on, while its red state represents disabled/off.
- It is often used as a simple master control for a circuit segment.
- If you need behavior based on colony conditions, an automation sensor is the better choice; if you only need a manual toggle, the Signal Switch is the simpler option.
Historically, switches and Signal Switches required Duplicant operation before AP-395113, and player-controlled switches had to be made by connecting Power Shutoff to sensors. This means the modern Signal Switch is part of the game’s later, more direct automation controls.
References to this (1)
Other entities of this type
- [DEPRECATED] Steam Turbine
- Acoustic Art Panel
- Aero Pot
- Airborne Critter Bait
- 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
... +534 (see sidebar for full list)