Fallout 4

Fallout 4

View Stats:
How do switches work?
I've always thought if you have a switch placed it needs it's own seperate power line back to a generator otherwise the thing you want it to activate with the switch won't correspond to it or the switch will power multiple things. Is there a better way? Been thinking about it while off the game (otherwise I'd just check and not bother you fine people lol) does it work if the switch is the FIRST thing connected to the thing you want it to power? And then will it only power that thing alone no matter how many more connections are present after through pylons etc.?
< >
Showing 1-13 of 13 comments
Tyrant Nov 22, 2017 @ 8:15pm 
the basic swith is on off
if on power goes through it and everything thats connected to it get power
if off no power goes through it and everything connected after has no power.

IF you still have power past the switch when off then you have what can be described as a short circuit and that means there is alteast 1 more path for the power to get to that segment.

the other switches are far more complicated and is akin to PLC programming.
Stormbreaker420 Nov 22, 2017 @ 8:29pm 
Originally posted by Tyrant:
the basic swith is on off
if on power goes through it and everything thats connected to it get power
if off no power goes through it and everything connected after has no power.

IF you still have power past the switch when off then you have what can be described as a short circuit and that means there is alteast 1 more path for the power to get to that segment.

the other switches are far more complicated and is akin to PLC programming.
So what I said wouldn't work then? It does actually have to be on it's own seperate power grid? And yeah, I can't use the rest of the switches. Impossible to figure out what they do and you'd need a degree in electrical engineering and a TON of time on your hands to be able to set up proper grids for them xD
Last edited by Stormbreaker420; Nov 22, 2017 @ 8:30pm
Tyrant Nov 22, 2017 @ 8:33pm 
power flows where its the least resistance.
if it has 2 routes it will pick the one with less resistance and if you put a switch on one of them and set it to off that path effectivly has infinite resitance and the power goes to the other route.

so yes you have to keep the switch as the only way into a section if you want the switch to work.
Last edited by Tyrant; Nov 22, 2017 @ 8:33pm
Stormbreaker420 Nov 22, 2017 @ 8:39pm 
Originally posted by Tyrant:
power flows where its the least resistance.
if it has 2 routes it will pick the one with less resistance and if you put a switch on one of them and set it to off that path effectivly has infinite resitance and the power goes to the other route.

so yes you have to keep the switch as the only way into a section if you want the switch to work.
Such complexity. I'll stick to never using switches lol
Tyrant Nov 22, 2017 @ 8:42pm 
its not really complex i just made a RL example

if you want to be able to controll segments you either give them seperated power sources that you turn on or off
or you install a switch at a choke and use that to effectivly turn several generators off.

in one of my never leave settlement builds i had such issues with getting power that i used switches to turn defences on or off depending on where i was attacked from.
Stormbreaker420 Nov 22, 2017 @ 8:52pm 
Originally posted by Tyrant:
its not really complex i just made a RL example

if you want to be able to controll segments you either give them seperated power sources that you turn on or off
or you install a switch at a choke and use that to effectivly turn several generators off.

in one of my never leave settlement builds i had such issues with getting power that i used switches to turn defences on or off depending on where i was attacked from.
Complex for me because I have one power grid running through my entire settlement hard to split it when nearly everything is wired together at multiple points.Since you seem knowledgable about this sort of thing let me aski... Have you found ANY effective way, that doesn't look awful, to get a power line inside a constructed building? I haven't found any viable way except through a door which then clips when the door is shut :( Plus the switch placement and the direction of the wire is always so bad looking and awkwardly placed
Last edited by Stormbreaker420; Nov 22, 2017 @ 8:52pm
Tyrant Nov 22, 2017 @ 8:57pm 
well inside there isnt much to power except for lamps radio tvs.
but there are these conduits that you can hook power to and they radiate a area with power so those things turn on.

but for turrets computers etc there is sadly not much more you can do then to fight with the tube conduits or the hang the wires on the walls like xmas ornaments.

some wall pieces has holes in the and the power cable will go through that.

EDIT: i have a series of screens called oberland and it shows a basic powershed and how i get power out of it.
note that i use sim settlements so my settlers build their own houses and such and have their own pylon on the plots.
Last edited by Tyrant; Nov 22, 2017 @ 9:08pm
Stormbreaker420 Nov 22, 2017 @ 9:18pm 
Originally posted by Tyrant:
well inside there isnt much to power except for lamps radio tvs.
but there are these conduits that you can hook power to and they radiate a area with power so those things turn on.

but for turrets computers etc there is sadly not much more you can do then to fight with the tube conduits or the hang the wires on the walls like xmas ornaments.

some wall pieces has holes in the and the power cable will go through that.

EDIT: i have a series of screens called oberland and it shows a basic powershed and how i get power out of it.
note that i use sim settlements so my settlers build their own houses and such and have their own pylon on the plots.
Computer was my main concern :( I'd like one on the top floor of my "HQ" area in my "office" xD Hard to get the wires in near it. Almost be easier to have a "generator room" inside the building. it is a pretty big place xD. How does Sim Settlements work exactly? Do they just build their own houses or other stuff? Are the houses they build decent looking, furnished etc? What if I have already built a settlement up myself full of houses, businesses etc? Will they screw any existing built stuff up then? Cos i basically have a full fledged town built in Starlight Drive-in over the past few days xD Carzy how much time I've spent on it lately. It even has districts basically now xD Shopping, Residential, Military xD
Tyrant Nov 22, 2017 @ 9:21pm 
for sim settlements id refer you to youtube for those question.
it was a small mod to start and now it has changed the entire aspect of settlement building to the very core. the houses are mixed but there are addons with pretty houses if you want.
Stormbreaker420 Nov 22, 2017 @ 9:24pm 
Originally posted by Tyrant:
for sim settlements id refer you to youtube for those question.
it was a small mod to start and now it has changed the entire aspect of settlement building to the very core. the houses are mixed but there are addons with pretty houses if you want.
I don't care if they are pretty really just that they all match in some way and the entire thing doesn't end up looking out of place and like an eyesore. I must look into that mod sometime
Tyrant Nov 22, 2017 @ 9:29pm 
well it is basicly post apocalypse shacks and you can build them straight on grounds or on wood/concrete platforms.

you dont only put down houses but also farms and factories shops defence posts entertainment and advanced industry.

the buildings upgrade overtime and pay more tax/resources but demand more utilities.

say a farm at T1 produces only 2 food but at tier 2 it produces 6 at tier 3 it produces 12.
but to get the farm to upgrade it has needs that must be met such as water and defences.

as i said its a big mod and it allows you to build settlements fast and in a way you dont really have to build everything and yet have it feel like there is actually something happening when your not around.
Last edited by Tyrant; Nov 22, 2017 @ 9:30pm
Stormbreaker420 Nov 22, 2017 @ 9:52pm 
Originally posted by Tyrant:
well it is basicly post apocalypse shacks and you can build them straight on grounds or on wood/concrete platforms.

you dont only put down houses but also farms and factories shops defence posts entertainment and advanced industry.

the buildings upgrade overtime and pay more tax/resources but demand more utilities.

say a farm at T1 produces only 2 food but at tier 2 it produces 6 at tier 3 it produces 12.
but to get the farm to upgrade it has needs that must be met such as water and defences.

as i said its a big mod and it allows you to build settlements fast and in a way you dont really have to build everything and yet have it feel like there is actually something happening when your not around.
Is there an option to use or not use it in each settlement? As I said I wouldn't want my current tailor made settlement to get messed with at ALL.
Tyrant Nov 22, 2017 @ 9:55pm 
Originally posted by free_the_beast:
Originally posted by Tyrant:
well it is basicly post apocalypse shacks and you can build them straight on grounds or on wood/concrete platforms.

you dont only put down houses but also farms and factories shops defence posts entertainment and advanced industry.

the buildings upgrade overtime and pay more tax/resources but demand more utilities.

say a farm at T1 produces only 2 food but at tier 2 it produces 6 at tier 3 it produces 12.
but to get the farm to upgrade it has needs that must be met such as water and defences.

as i said its a big mod and it allows you to build settlements fast and in a way you dont really have to build everything and yet have it feel like there is actually something happening when your not around.
Is there an option to use or not use it in each settlement? As I said I wouldn't want my current tailor made settlement to get messed with at ALL.

you can mix them if you want even so you can have a partial vanilla function and the other part using their items.

all of this is explained in the youtube channel
https://www.youtube.com/watch?v=Q3lDdsMk4Sc&list=PL2g2oK5KhZT3GRKgcwUUZQjlsJS8jOggt
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Nov 22, 2017 @ 8:09pm
Posts: 13