Fallout 4

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cadpnq and timtimman

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cadpnq

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206 comments

  1. cadpnq
    cadpnq
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    Sticky
    ASP is officially dead. No updates will be released and existing bugs will not be fixed.

    A replacement, Advanced Settlement Power redux (ASPr), is currently under active development. It will not be backwardly compatible with ASP and will be uploaded as a separate file.

    I realize that the ASP userbase if fairly small, but anyone interested can follow my progress with ASPr on discord: https://discord.gg/8fkzqQE
    1. vaagventje17
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      your userbase might be small. but we are still here after almost 2 years. soo that should tell you we appreciate the effort :)
    2. dodexahedron
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      I'm excited to see what comes of the new effort. Thanks for your hard work!
    3. lagrangewei
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      discord link will expire unless set to perm :\
      its cool that this is being revisited :D
    4. cadpnq
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      Derp. I made two invites. One of them was set to not expire and one wasn't. Guess which one I posted originally...

      Edited the original post, but here it is again: https://discord.gg/8fkzqQE

      Also, the code is available on github if anyone wants to snoop: https://github.com/cadpnq/fo4-aspr
    5. deleted52779501
      deleted52779501
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      Did you remove the source? I was going to have a play around and see if i could make the weather sensors.
    6. G0ldenAssassin
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      Just downloaded this mod. I am truly in love with what has been done already. Having spent 3 fruitless days trying to get things to work with vanilla FO4 logic gates and then getting them done in 30 minutes is amazing. Some of the other features like sensors and controllers are awesome too. Thanks for what you have already done and, if you have time, for your effort in what is to come.
    7. Helgerd
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      Advanced Settlement Power redux is dead as well?
    8. cadpnq
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      Not really. I did all of the interesting code parts, swapped to another project, and haven't made my way back. It'll happen some day. No guarantee when though
    9. filmedinsource
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      discord link dead
  2. TechnicallyACarrot
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    Anyone know how to get the Ratio Sorter working in this mod?  It doesn't seem to want to sort anything, just sends them straight through, no matter what I set the ratio to.  I've even tried putting the items in the sorter, the way you would for a normal sorter.  Nothing seems to work.  I must be doing something wrong.
  3. TechnicallyACarrot
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    Is ASP and its extras dead now?  That's such a shame, because it's so useful.  Would someone else be allowed to take it over (not me, I have no idea how to mod)?
  4. MadGax
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    Was hoping this mod would help me wrap my head around a particular task I am trying to accomplish.
    I have some experience with some basic electronic and some basic programming that I was hoping would help but so far I have not been able to wrap my head around getting the right combination of pieces.
    What I am trying to do is set up a factory that is always on and pulling 4 components, If one of those components runs out, then trip the all diverter gates that send the components back to the workshop.
    I am have this mod and the an auto tripwire reset.
    I tried using different gates, laser switch, laser tripwire, auto reset tripwire, delayed on and off switches.
    I thought I had it once using an XOR Gate, a NOT gate and some delayed switches but it did not work as I expected with 4 like it did with 2.

    If anyone can throw me a an electronics for dummies bone in the right direction I may be bale to figure it out on my own.
    video tutorials links?
    In game usage?
    Watched a lot of videos already on gates usage and some basic things, but cant really find anyone using the logic gates\lasers in manufacturing.

    A less elegant idea would be to just put a vacuum hopper to my builder and trigger it for X when X components\powecount is reached .
    1. Helgerd
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      Manufacturing machine powered 24/7 (MM for later references).
      Component Extractors powered separetly (CE for later references).
      Wacuum Hopper powered separetly (WH) that eats stuff from MM and sends to the workshop.

      Power pulse turns-on CE and they start throwing stuff to the MM belt and turns-off WH. MM output have sensor connected to series of "delayed on" (DO), I had 6 for 10s each. The last of DO throws pulse that turns-on WH and turns-off CE.

      Pulse for turn-on: "delayed off" triggered manually. It is connected to power counter set to max "1" (PC for laters). It's signal is used to power-up the WH or CE.

      All this requires several power circuits. Fallout 4 can't handle complex stuff. I used mechanical switch (ball bearings) to prevent loops that are not supported by Fallout 4.
  5. Modhunter42
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    I love the power of this mod.
    Wonderful work, thank you.

    However I fear that you are not aware of an engine limit in fo4. Each settlement has a maximum of 128(127?) Items that Produce Anything: food, water, defense, power, beds...
    Sadly this means each logic constant switch is a producer.
    Once you are over the limit, anything else is Ignored. Which items are counted or ignored is random each time you load the settlement's cell.
    Fun times. More so when you don't know about the limit, and s#*! is randomly not counted.

    Just an Idea:
    Compound units (that replace several gates, and any logic constants thereof), would allow bigger more complex things without going over limit. It would also allow for simple builds with only building a few items instead of building a circuit with a dozen gates, (each time!).
    Would also expand your user base (not sure if that matters to you) to the less technically inclined builders.

    Even if you don't do anything else with this mod though, I will still be using it. Thanks again for your hard work
  6. padon23
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    Is the mod still available for PS4? I can't find it anywhere
    I just can find the mod for PC and XB1
    1. cadpnq
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      Sorry but there isn't one. That tag was from before the restrictions on PS4 mods was announced. IIRC I was even able to upload it to bethnet early, but they deleted everything later on before mods on PS4 launched.
  7. shadowhunter388
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    Would it be possible with this mod to make Vanilla Factory components work faster? Would love to Overclock both the Conveyors belts and the actual building machines to create a factory that spits out shotguns in a second instead of 5.
    1. lasse1001
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      Perhaps you need this? Better Manufacturing
      adds the ability to modify the speed and direction of all basic conveyor belts at a linked terminal.
    2. cadpnq
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      BM or ME would be a better bet for doing that. Just a little outside of the scope of ASP.
  8. TheWageMan
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    Would it be possible to create a component that checks the inventory of the settlement for a minimum amount of an object?
    EX:
    * Place a melon in the component
    * Use attached terminal to set the value to 20
    * if the settlement has 20 or more melons in storage, the gate emits 1 power

    This would do wonders for manufacturing mods.
  9. candleassassin
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    AT LAST! I spent a good two hours trying to figure out how to make alternating lights with just WW stuff and vanilla stuff....it didn't work out, so I tracked this down, and it had EXACTLY what I needed. You're a godsend.
  10. Salopbaggie
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    Thank you both for this mod. You do ask for any ideas for the mod, I do have one but I do not know if it is even possible. What would be really useful for me and I am sure others is a form of multi core cable. For example a box one end with say 12 conduits in/out and the same the other end with one cable to join the two, but with all the cores independant of the others.

    In my case the reason for the request is I am building a large stage to which I am running cables to a front of house control booth for sound and light. Currently have 18 different circuits running back to the control booth, so a fair bit of wiring and if I could just be runnning a couple of multi cores rather than a load of cable it would be wonderful.

    One other area which would be great to get a mod for would be sound as I am unable to find anything anywhere, functioning speaker's, not those tiny stick things available in the vanilla game, but real side stacks (fills) like you would see at a real concert. I cannot even find "place and drop" type speakers (basically boxes redered to look like speakers) other than those which come with the singer mod, while they are fine for a small indoor venue they do not really lend themselves to a big stage.

    Any ideas would be appriciated.
    1. cadpnq
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      The multibit taps located in the experimental category do essentially what you're looking for. The input tap has 8 input wires and a single output and the output tap has the inverse of that. There are two things to note about them though. The first is that they're in the experimental section for a reason: the code that makes them tick is rather slow and dumb. If you're just using them to turn things on and off you should be fine, but if you try to build a big, fast logic circuit with them they will most surely fail to work properly. The other thing is that the connections between the things at the input taps and output taps aren't "real" wires. If you connect a terminal to port 1 of an input tap and a lightbox to port 1 of a connected output tap you won't be able to actually configure it. Well, I guess there were three things to note... Because they aren't real wires the output tap can only put out 1 power per port.

      I touch on the multibit wires a bit in the video talking about my superfactory: https://www.youtube.com/watch?v=xfS8KLjL8oM

      At some point in the near future I'm going to release a generalization of the "multibit wire" concept as a papyrus library which will enable people to pass arbitrary variables/data between settlement objects via wires. When that drops I'll probably start making dev releases of the new ASP which will contain better, faster 32 conductor wires. They still won't be "real" wires but I have some ideas which will make them exactly what you're looking for.

      Unfortunately I haven't seen mods which add any big-boy speakers (functional or otherwise).
  11. VeryNaughtyBoy
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    You're nuts! But thanks