從版本1.3.1開始, 遊戲中有顏色不同的四種電線, 這四種電線可以用對應的四種扳手、五彩扳手或者精密線控儀來連接。所有的扳手使用同樣規格的電線，且在被放置的同時會被方便地漆上顏色。四種扳手在功能上是相通的, 但是不同顏色的電線不會相互連接，例如黃線不會與紅綠藍線中的任意一種項連; 這樣的四種電線讓玩家能夠建造更加緊湊複雜的電路。外加上Junction Box的出現，允許同色電線交叉而不相連, 使得電線的排布可以千變萬化。
當滿足一定條件的時候，感應器就會產生電流。從1.3.1版本開始，你可以使用三種感應器。它們分別是邏輯感應器（夜）, 邏輯感應器（晝）與邏輯感應器（玩家出入上方）。在夕陽西下時 (7:29 到 7:30) 邏輯感應器（夜）會產生一次電流。相對的邏輯感應器（晝）會在黎明破曉之際(4:29 到 4:30)產生一次電流。邏輯感應器（玩家出入上方）在玩家踏入和踏出其探測區域的時候產生一次電流。不過請注意邏輯感應器不會產生恆定電流，晝夜感應器都只會在特定時段產生一次電流，邏輯感應器（玩家出入上方）的探測區域也是如此。
門將在收到電流後切換其狀態。儘管門只算是一種轉軸機關, 你還是可以用電線連接打開的門並觸發電路去關閉它。當一扇大門緊閉時，它將無法接受電流並且不會因為電流而打開 。這個特性對於一道需要自動關閉的安全出口十分有用, 並且你還不用擔心因誤觸開關而導致門意外打開的窘境發生。請注意，站在門縫中間然後觸發電路關閉門的愚蠢行徑可能會使門連同其物品突然消失。
Dart Traps will fire a dart whenever a current is received, provided that enough time has passed since the previous activation. The darts have a 100% chance of poisoning whatever they hit, as well as doing simple damage and clearing grass. Their range is quite high, going off-screen at 1600x800.
Traps will activate when a current is received, providing such action as dropping a spear from the ceiling or shooting out a jet of flame. Caution should be used when traps are suspected, as they can be extremely lethal to early-game players, dealing over 70 damage per hit with some armor (~20).
Explosives detonate when a current is received. The explosion they cause is slightly stronger than that of a Dynamite. They can be placed tactically and detonated from a safe distance, making them a more accurate, yet not as simple to set up solution than other block-damaging explosives.
There are two kinds of pumps that can be crafted to move large quantities of Water, Lava, or Honey. the Inlet Pump sucks in a liquid (as long as it is touching the liquid), and the Outlet Pump sends it out (until the pump is completely submerged). The two pumps need to be connected with a wire which acts like a "pipe". Each time either pump is activated, the Inlet Pump will transfer up to four tiles of liquid to the Outlet Pump. For continuous automated pumping, a Timer must be connected to the wire. This method may also be used in a trap manner in defending your crafted home if used correctly. It should be noted that over time, the amount of liquid pumped out will be greater than the amount of liquid pumped in. (See: Guide:Making liquid.)
There are three types of timers: one second, three second, and five second. Timers are both an input and an output, making them uniquely capable of sending close to a constant current. If a timer is active, it will send a current every 1, 3 or 5 seconds, depending on which type is used. If a timer receives a current, it will change its state. Timers can be used with statues to activate them as often as possible. Unfortunately, timers can't be placed sequentially to create longer intervals between activations unless you use a special technique. Two one second timers will not add up to two seconds. However, if you link timers together with different colored wire, it will make a cascade that will make a custom length of time kind of timer. See https://www.youtube.com/watch?v=KhVgnlOidpY for how to build it. A current will be sent at the interval of the shortest timer on the circuit. A simple use for timers would be making a disco room or mob area.
Switches, levers and timers aren't the only way to keep a farm, light show, or series of traps running. Using Crab Statues or Bird Statues with pressure plates, you can create an engine that is simple to create, and activates more frequently than a 1 second timer. This is done by spawning crabs or birds, then trapping them so that they spam pressure plates. This makes it ideal for hooks, gel, and banner farms.
There are multiple guides on how to create them. The Bird Engine with multiple pressure plates is more efficient to use and is much more compact compared to the Crab Engine, which requires a path for crabs to walk to the pressure plates.
There is a guide in the forums that advanced players may find helpful An Introduction to Hoiktronics "Hoiktronic is intended to communicate the key use of the 'hoik' glitch (with sloped blocks) to control the movement of NPCs so rapidly and precisely that they become somewhat like big, fat electrons, facilitating rapid digital mechanisms." Another useful guide is Fastest Engines, which includes: Hoiktronic Counter (Video), Crab Engine (Compact), Hoik Engines, House Hoik Engine, Teleporter Engines (Standard, Hoik Hybrid (Guide Engine, Hoik Hybrid (Ultimate, 1 Step)), Minecart Engines, Bird Engines, Rainstick Engines (Video included) (Stumps, Repeater, Spear Trap Batteries, Continuous Drop), 1.3 Update Notes (Including 'Ghost Dummy' Engines).
Detonators are special wiring objects added in version 22.214.171.124. They are different from most other wiring devices due to being both an input and output (timers being the only other device like it). They are also a combination of pre-existing inputs, namely the Switch and Pressure Plate. They are a 2x2 object that, when stepped on by the player (but not other entities) produces current, and can also be right-clicked to do the same. When a current runs through a Detonator, it switches states, and also is unable to be right-clicked to switch states until a second current is received by it.
Timers often "backfire" onto a mechanism, but with the Teal Pressure Pad and a Dart Trap it is possible to create a "diode," a wiring function which only works in one direction. Wire the source up to the Dart Trap, place the Teal Pressure Pad directly in line (you may need to do some hammering of the trap or plate to make sure the dart will hit), and wire the output up to the Pressure Pad. This means that when the source is activated, the Dart Trap fires, causing the Teal Pressure Pad to register a hit. However, because there is no continuous wire then whatever is rigged up to the Teal Pressure Pad will not re-activate the source.
A simpler form of diode can be constructed out of most Logic Gates (except XOR) with a single Lamp on top. Wire the source to the lamp and the sink to the gate.
It is possible to construct a mechanism out of a series of Logic Gates whose output signal will be triggered on every other input signal. Such mechanisms can be concatenated to produce a machine with the ability to count the number of inputs signals it receives. This may be used, for example, to count the number of days by attaching such a machine to a Logic Sensor (Day).