Fallout 4

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Created by

cadpnq and timtimman

Uploaded by

cadpnq

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Safe to use

About this mod

Ladies and gentlemen, boys and girls... buildin' time's here.
Adds logic gates (and, nand, or, nor, xor, xnor, not, yes), relays (normally open and normally closed), flip-flops (d, t, and sr) and more to your settlements.
Now includes the first programmable component for Fallout 4!

Requirements
Permissions and credits
Translations
Mirrors
Changelogs
Notice:
After taking a rather large break from modding I'm (cadpnq) about to pick ASP back up soonish. (good) Custom models never materialized and I'm tired of putting things off. Development will continue on 0.7.x instead of jumping up to 0.8.x and adding custom models/textures. I have a CPU design that is ready to be built in-game so the first thing (after cleaning up this horribly cluttered mod page) I'll be playing with will be the multibit components.

Overview:
The goal of this mod is to give you the tools you need to start building crazy stuff in Fallout 4. You've probably marveled at computers and giant logic circuits built in games like Minecraft and Dwarf Fortress. Now you can bring that sort of thing into the wasteland.

Let me know if you want to make something and find that you can't because you don't have some component that you need. I'll try to make reasonable ideas happen.

If you make something awesome let me know. You might inspire me or someone else to do something cool too.

Basic Usage:
All of the components that this mod adds can be found in Power/Advanced Settlement Power. Most of them will look identical to the wall mounted power conduit in the build menu, but will spawn a number of additional conduits when placed. Together, these conduits serve as the inputs and outputs of a component (logic gate, relay, and so on). When the parent connector (the one that spawned the others) is moved it will reposition it's child connectors to wherever you moved it. It should be noted that the wires of a child connector will not update when it is moved. They will still be connected as far as the game is concerned, but will still be positioned at the old location. To delete a component scrap the parent connector and it will remove all of the associated child connectors. The wires connected to the children will not be removed and will still be there just like when one is moved. I don't know how to fix either of these issues with wires right now, so please contact me if you have any ideas.

Components added:
Logic Gates:
  • AND
  • NAND
  • OR
  • NOR
  • XOR
  • XNOR
  • NOT
  • YES
Sensors:
  • Door Sensor
  • Rain Sensor
  • Turret Hostility Sensor
Controllers:
  • Door Controller and Locker (as in Powered Doors)
  • Triggered Door opener and closer
  • Triggered Siren activator and deactivator
Input/Output:
  • Self-powered logic input switches
  • Normally Open Momentary Switch
  • Normally Closed Momentry Switch
  • RGB Lightbox
  • Efficient Lightbox
  • Logic Constant
Plexers:
  • Multiplexer
  • Demultiplexer
  • 4-to-16 decoder
Memory:
  • D Flip-Flop
  • T Flip-Flop
  • SR Latch
  • 8-bit SIPO (Serial In Parallel Out) Shift Register
  • 8-bit latch
  • Random Gate

Misc:
  • Quantum Signal Conduit
  • 8-bit controlled buffer
  • Expression Evaluator (the first programmable component for Fallout 4!)
  • Long conduits
  • Normally Closed Relay
  • Normally Open Relay
  • Oscillator
  • Pulse Generator
  • Clock Switch
  • Multibit Input/Output Taps (experimental proof-of-concept)

Coming Soon:
  • WW Nixie Tube Counter (thought I had this done but found a bug)
  • JK Flip-Flop
  • RAM/ROM components (done-ish. still not satisfied with implementation)
  • Pushbutton momentary switches
  • Custom models!
  • A discrete adder/subtractor (maybe even multiply and divide components also)

Future Plans:
  • Weather sensors that activate depending on current weather (fog sensor, rain sensor, radstorm sensor, etc)
  • Switches that open and close based on current time (configuring like the vanilla interval switches and other things)
  • More complex components (multiplexers, RAM/ROM modules, programmable logic units)
  • A sensor that detects when a nearby object is damaged (like a turret or generator)
  • Nikola Tesla style power transmitters that wirelessly power receiver modules
  • The ability to save circuits as prefabs so you can plop them pre-built into the world and save time wiring gates
  • Fancy models and a rack mount that they can snap into (maybe?)
  • Sensor to determine if a creature is in one of the WW cages
  • Motion Sensor (activates whenever player or NPC is within certain range) (looks like Auto Doors already has these. I might not add them here)
  • Laser Tripwire that deactivates when beam is broken and reactivates whenever obstruction leaves (I saw someone mention this on reddit)
  • Wired WW neon letters
  • Analog Components! (initial idea from u/tim-timman. We're working out the details still, but this is already the single most exciting thing in this mod. A more accurate description would be "multibit" instead of analog.)

Installation:
Just like most every other mod you've installed. The first time you start the game after installing you will be given a holotape. Keep this! It contains the uninstaller.
Credits:

DarthWayne's Powered Doors mod served as the foundation for my door-related stuff.

Made using:
FO4Edit: http://www.nexusmods.com/fallout4/mods/2737/
Champollion: http://www.nexusmods.com/fallout4/mods/3742/
Caprica: http://www.nexusmods.com/fallout4/mods/7380/