Automations
Every automation is a small rule: When something happens, if a condition holds, do one or more things.
When / If / Do
- When: the trigger. A Smart Alarm goes off, a teammate comes online, a chat command is typed, a timer elapses, and more.
- If: optional. Only continue if this holds true, e.g. "all teammates offline," or a specific device's current state.
- Do: one or more actions, run in order: show a HUD notification, toggle a switch, send a Discord message, fire a webhook, and more.
A rule with no condition just runs its actions every time the trigger fires. Add a condition later without rebuilding anything, the trigger and actions stay wired up.
Free plan: what's available
Every account, including Free, can build simple When/If/Do rules from a curated set: 8 triggers, 8 conditions, and 7 actions, enough for most everyday automations without needing the full node library.
| Triggers | Conditions | Actions |
|---|---|---|
|
Device updated Device paired Server wipe Population increases Population decreases Teammate online Teammate offline Timer |
Device value is Device type is Population above Population below Teammate online Game is daytime Server is Connected to any server |
Show notification Play sound Flash screen Toggle device Set device Send team chat Wait / delay |
Power plan: the full library
Power unlocks the complete set (24 triggers, 24 conditions, 20 actions) plus the Advanced Node Editor, which is the only place some of these are reachable from at all. Grouped by what they're about:
- Devices & storage: device destroyed, per-device or per-group targeting, device name matching, storage contents/fill-percentage checks, raid/upkeep protection state and expiry warnings.
- Map & markers: a marker (crate, cargo ship, patrol heli, vending machine...) appearing or disappearing, filtered by type or title, entering/exiting a circular zone you define, teammate position/zone checks.
- Team: new teammate, teammate died, promote a teammate to team leader, targeting a specific teammate or a named group of them.
- Time: real in-game day/night transitions or a custom hour range, a specific server hour, your own PC clock's time-of-day window.
- Vending: stock changes on a specific machine, a group of machines, or every machine at once, filtered by item sold.
- Chat: any team message, or only messages starting with a specific command word (with the rest of the message exposed as an argument you can match against).
- Variables: read and write your own named values (boolean or numeric) to carry state between triggers, e.g. counting how many times something has happened.
- Alerts & output: Smart Alarm's own dedicated trigger (separate from a generic device update), Discord webhooks, generic HTTP requests to any URL, drawing directly onto the HUD or the map (see Map), writing to the in-app console, on-demand storage/vending polls, and a hotkey trigger that fires a chain the instant you press a bound key.
In Basic mode, a Show all toggle (Power only) swaps the curated pickers above for the complete list. The Advanced Node Editor always shows everything, curated or not.
Utility nodes
Two structural nodes exist only in the Advanced Node Editor, since Basic mode's card view has no way to represent them: Merge, which lets two separate trigger chains converge into the same actions, and Note, a free-floating comment box for documenting a graph, which never actually executes.
Building one
From the Automations tab, click + New Automation, pick a trigger, then add actions (and a condition, if you want one). Each automation shows as its own card, click anywhere on it to expand and edit, or use the delete button in the corner to remove it entirely.
Advanced mode
Basic mode's When/If/Do cards are a filtered view over the same automation graph the Advanced node editor works on directly. Anything Basic mode can represent (one trigger, an optional condition, and terminal actions) round-trips cleanly between the two. Shapes Basic mode can't fully represent (a chain of actions feeding into more actions, multiple conditions, merged branches) are built in Advanced mode and still run correctly, they just aren't editable from the Basic cards, which instead show a read-only summary with an "Open in Advanced Mode" link.
MAT