Scrap Mechanic Logic Gates — Wiring, Timers, Repeaters & Automation

How logic gates work in Scrap Mechanic: AND/OR/NOT/XOR wiring, sensors, timers and repeaters — build automatic doors, traps and factory logic.

Last Updated: 2026-08-12

Scrap Mechanic Logic Gates — Wiring, Timers, Repeaters & Automation

Logic gates turn Scrap Mechanic from a building game into an engineering game. With AND/OR/NOT/XOR gates, sensors, timers and repeaters you can automate doors, farms, traps and entire factory lines. This guide covers the gate set, basic wiring, and the timer/repeater patterns that most automation depends on in Scrap Mechanic 1.0.

Scrap Mechanic logic gates wiring
Scrap Mechanic logic gates wiring

The Gate Set

Gate Behavior
AND Output on only when all inputs are on
OR Output on when any input is on
NOT Inverts the input
XOR Output on when exactly one input is on
Sensor Output on when something enters its field — the automation trigger
Switch Manual on/off
Timer Delays or toggles on a schedule
Repeater Re-transmits a signal, extends range or chains logic

Power and signal wiring is drag-and-drop from the logic parts menu; every logic part has power/signal connectors that chain.

The First Build: Automatic Door

The canonical starter:

  1. A sensor on each side of the door
  2. Wire sensors into an OR gate
  3. Wire OR output into a piston or bearing that moves the door
  4. Power everything

Result: walk up, door opens; the OR gate means either sensor triggers it.

Timer Loops & The Repeater

Timers are the heartbeat of automation:

  • Timer on delay — output fires N seconds after input
  • Timer interval — pulses on/off on a fixed cycle (the "timer loop" every farm uses)
  • Repeaters extend signal range — long factory runs need them every so many blocks, and they let you chain logic across a base

The classic auto-watering loop: interval timer → piston pump → water to crops → sensor confirms → timer resets. See the auto farm guide for the full build.

Test logic in creative first

Creative mode has unlimited parts and no pressure — prototype every circuit there before committing survival resources. Skills transfer 1:1.

Traps & Defense Logic

Sensors + logic make static defenses automatic:

  • Tripwire traps — sensor across a path wired to a spud gun or water cannon
  • Turret logic — turrets gated by AND (sensor + switch) so you control when they fire
  • Raid funnels — see raid defense for wiring multi-turret kill zones

Factory Automation

Combining gates scales to full production lines:

  • Piston sorting — pistons push items along conveyors gated by sensors
  • Craftbot triggering — craft orders triggered by inventory sensors
  • Vault/security logic — switch-controlled locks

Piston & Electric Engine Notes

  • Pistons are the motion workhorse — doors, presses, harvesters. Mounted pistons need clearance and consistent power
  • The electric engine (1.0 addition) pairs with logic for quiet, on-demand machinery — no fuel, but needs charge management

Both get full treatment in the vehicle building and auto farm guides.

FAQ

Do I need logic gates for basic play? No — but they're required for advanced farms, traps and factories. Recipes unlock through the Farmers Hideout trader.

How do I power logic gates? Switches and stations supply power; some builds use engines or batteries. Creative mode needs no power.

What's the difference between a timer and repeater? A timer delays or cycles a signal on a schedule; a repeater re-transmits an existing signal to extend range or chain logic.

Can logic gates build a calculator? Yes — the community has built working calculators, elevators and even music players out of logic gates.

Official resources: Steam store page · Official Scrap Mechanic Wiki — Survival Mode · Wikipedia · IGN game page

Last Updated: August 12, 2026