The latest release (0.0.2a) contains new racks and decorative panels. When I get all of the computerconsolekit stuff added I'll probably rip all of the nonfunctioning/decorative stuff out and release it as a separate mod.
As a warning I'll state that I haven't added a menu uninstaller yet. I was going to use DarthWayne's custom category code, but in looking at it I came to the conclusion that the biggest feature (the automatic uninstall) doesn't (and can't) work. For now I'm just using the menu code from Advanced Settlement Power.
I'm probably going to put a "Settlement Menu Manager" library together in the near future. Not 100% sure, but I think I can work around a lot of the issues people have with mods that inject menu items with a script. Meaning: no more users forgetting to properly uninstall mods and then complaining that your mod broke their build menu.
The 0.0.5a release speeds things up to around 3 instructions (up from just under 1.5 IPS). RVM is nearly quick enough for general-purpose use. In light of that I'll probably (if I can find the time) record a "Hello World" video on how to write and run your own programs in the near future.
I was playing around a MINECRAFT mod called COMPUTERWORLD, where it can control bots to go around the world and scan, mine, shoot etc.
I presume your mod can't control the NPCs, but can it control the machineries? I was hoping this could control some, esp. the MANUFACTURING sets, so I could automate something. Probably also the electrical switches (pylons etc.)
(I hope you are still active, since last post/comment was 2017)
I haven't touched this in quite a bit, but yeah it can't control NPCs. It also only has binary off-on inputs/outputs. I wanted to incorporate my DataWire library (basically lets you transmit data over settlement wiring) and eventually have full control of everything at a deep level. Like switching constructor configurations etc. But I moved onto other projects and never got back here.
Sooo... we run a virtual machine (with RISC instruction set) inside the Papyrus VM... if I run this inside a Fallout4 instance that runs on top of Hyper-V or ESXi AND I then get a Linux kernel running inside your mainframe, I would be able to run virtual machines inside of the mainframe using KVM... right?
Technically, given enough time you could do just about anything. What can you do that is actually useful? Not much without a bit of effort.
As an example I was putting together a big fireworks display, but missed the 4th and got bored with it. By combining this mod with a few of my other ones you could put together a pretty sophisticated automated factory.
Thank you for that sticky, I was coming here to ask that as I was actually looking for some high-end electronics for a settlement build.
Keep up the good work, and awesome mod by the way, a mate of mine already said "Give it enough time, and you will have someone code DOOM into another computer game, so you can play DOOM while playing something else."
I CAME HERE SPECIFICALLY TO POST A QUESTION ASKING IF THIS MOD WAS EVENTUALLY GOING TO LET US SAY : "FALLOUT 4? YEAH, IT RUNS DOOM". XD YOU BEAT ME TO THE PUNCH. THAT is AWESOME!
Great idea for a mod. I feel that the path it needs to take as a whole is an educational/adventure mod. What I mean by this is that in the long run it should work as an introduction to assembly or machine code. With books crash course on the subject with examples. The adventure part would come with exploring and finding the books on a quest level basis with npc's sending you to the missions that surround a story that revolves around computers in the fallout worl and assembly. Getting the things to work and achieving more knowledge. It should also have a few quests dedicated to upgrading your computer regarding a very importan execution that requieres more speed or something within those lines. The mod should also spark interest in subjects such as computational philosophy and alikes. A few quests and books there with executions examples would be great.
Maybe you should team up with someone dedicated to quests and story line computer savvy while you slash away at those books and education.
A lot of what I do is covertly targeted at education. If you've seen Advanced Settlement Power the comments are full of "I just spent X hours learning about logic gates/flip-flops/latches/... so I could add Y to my settlements."
Adding a quest chain revolving around computers/education is actually a really cool idea that I hadn't considered. I could see puzzles where you're presented with a terminal (or a place to connect your pipboy) connected to a computer (if/when being able to write/assemble programs in-game gets implemented) that you have to program in order to advance. Stuff like having a locked door with some kind of code lock (or a series of switches that have to be flipped in some sequence) connected to it. You connect to it, take a look at the code and either modify it to bypass the lock or figure out the key/sequence. I would play the crap out of a game that had that...
I get it's bad form to necro, but I second the quest idea once the main features of the mainframe is complete--much as I'd enjoy to get in on the ground floor with this, not having any prior coding knowledge feels like a real deal breaker, and trying to teach myself the basics would get frustrating quickly. Once you get to that point, I wouldn't mind chipping in to alleviate the workload, even if it's something as basic as playtesting. Until then, tracked.
Looks good, I hope later on one could use this to automate settlements. (Turning on additional power/water when needed, or automating lights and door locks, manufacturing etc) but for now I am going to track the file and see how this progresses.
28 comments
As a warning I'll state that I haven't added a menu uninstaller yet. I was going to use DarthWayne's custom category code, but in looking at it I came to the conclusion that the biggest feature (the automatic uninstall) doesn't (and can't) work. For now I'm just using the menu code from Advanced Settlement Power.
I'm probably going to put a "Settlement Menu Manager" library together in the near future. Not 100% sure, but I think I can work around a lot of the issues people have with mods that inject menu items with a script. Meaning: no more users forgetting to properly uninstall mods and then complaining that your mod broke their build menu.
I was playing around a MINECRAFT mod called COMPUTERWORLD, where it can control bots to go around the world and scan, mine, shoot etc.
I presume your mod can't control the NPCs, but can it control the machineries? I was hoping this could control some, esp. the MANUFACTURING sets, so I could automate something. Probably also the electrical switches (pylons etc.)
(I hope you are still active, since last post/comment was 2017)
Later, Friend!
I want more of it!
Asking for a friend.
As an example I was putting together a big fireworks display, but missed the 4th and got bored with it. By combining this mod with a few of my other ones you could put together a pretty sophisticated automated factory.
So hypothetically you could program the game to do something that it would normally not do.
Keep up the good work, and awesome mod by the way, a mate of mine already said "Give it enough time, and you will have someone code DOOM into another computer game, so you can play DOOM while playing something else."
Great idea for a mod. I feel that the path it needs to take as a whole is an educational/adventure mod. What I mean by this is that in the long run it should work as an introduction to assembly or machine code. With books crash course on the subject with examples. The adventure part would come with exploring and finding the books on a quest level basis with npc's sending you to the missions that surround a story that revolves around computers in the fallout worl and assembly. Getting the things to work and achieving more knowledge. It should also have a few quests dedicated to upgrading your computer regarding a very importan execution that requieres more speed or something within those lines. The mod should also spark interest in subjects such as computational philosophy and alikes. A few quests and books there with executions examples would be great.
Maybe you should team up with someone dedicated to quests and story line computer savvy while you slash away at those books and education.
Adding a quest chain revolving around computers/education is actually a really cool idea that I hadn't considered. I could see puzzles where you're presented with a terminal (or a place to connect your pipboy) connected to a computer (if/when being able to write/assemble programs in-game gets implemented) that you have to program in order to advance. Stuff like having a locked door with some kind of code lock (or a series of switches that have to be flipped in some sequence) connected to it. You connect to it, take a look at the code and either modify it to bypass the lock or figure out the key/sequence. I would play the crap out of a game that had that...