Fallout 4

Fallout 4

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Rhyssia Jun 22, 2016 @ 4:07am
Need Help ( Logic Gates from New DLC )
Has anyone been able to create a D flip flop or RS NOR Latch?
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Showing 1-11 of 11 comments
mfree Jun 22, 2016 @ 4:28am 
Nope. Gates are 'broken' due to being input powered, and once you buffer long strings of gates with powered ANDs, they start bugging out.

I tried both a D flip flop and an SR NOR, and then proceeded to attempt *twice* a clocked JK flip flop, once with NANDs that were later buffered, and then once again with negated ANDs in the hope they'd be 'self-buffering' and avoid the input power problems.

None of it worked, at any point. A simple bit of logic with a couple gates is fine, but the moment feedback is required, everything goes to hell.
Rhyssia Jun 22, 2016 @ 6:39am 
Thank you! I guess I'll have to go with the advanced settlement power mod.
TheDawgMiner Jul 1, 2016 @ 8:39am 
I have had a tiny bit of luck with a slight rube goldberg approach. I was trying to see if I could come up with something for YouTuber GenerikB to fix his door issue I got close but it fails about 50% of the time. Here is a short clip I showed him: My video for GenerikB My audio screwed up.

Hope someone can fix my blunders.:steammocking:
TheDawgMiner Jul 4, 2016 @ 11:59am 
Try a JK Flip-Flop using the Interval Switch as the clock. It does work but the trigger & the clock don't always link up. A delayed off input should fix it.
SuperBobKing Jul 4, 2016 @ 12:06pm 
You can get similar results using a toggle switch like the laser tripwire or the ball track one, and sending items through the switch to change the state.

https://www.reddit.com/r/fo4/comments/4pq43n/fallout_4_contraptions_mechanical_register/
Rhyssia Jul 5, 2016 @ 4:21am 
TheDawgMiner, I've found a mod that fixes that completely.

Advanced Settlement Power
http://www.nexusmods.com/fallout4/mods/11165/?


SuperBobKing, I seen that and was thinking of trying it but couldn't figure out what/where those paddles were.

With Advanced Settlement Power, it has parctically everything useful. RS NOR, SIPO, etc.
mfree Jul 5, 2016 @ 4:23am 
Originally posted by griffdog82:
PLZ SOMEONE HELP ME! WHY DOES EVERY ONE INGORE ME!I recently purschased automatron and I'm on restoring order. I lost a robot in the building and I couldn't even get it back though the robot workshop. Now for some reason none of the M-sat machines work and the elevlator doesn't use the 3 holotapes. Is there a command to reset the building or something to do with cells? Also I have the many companions mod.

We're ignoring you because you're tacking this on to totally unrelated threads. Make a new discussion.
SuperBobKing Jul 5, 2016 @ 9:41am 
Originally posted by Rhyssia:
TheDawgMiner, I've found a mod that fixes that completely.

Advanced Settlement Power
http://www.nexusmods.com/fallout4/mods/11165/?


SuperBobKing, I seen that and was thinking of trying it but couldn't figure out what/where those paddles were.

With Advanced Settlement Power, it has parctically everything useful. RS NOR, SIPO, etc.
The paddles are those things you use on the conveyor belt splits to tell things which way to go. I made one that uses a powered ball release to flip one of those toggle switches, and at the same time uses a hopper to replace the steel ball. The dropped steel balls are then brought back to the top by conveyor lifts. That requires a lot more materials though, and takes up a lot more space.
TheDawgMiner May 2, 2018 @ 6:34pm 
A one input switch driven RSNOR Latch can be found here https://twitter.com/TheDawgMiner/status/991846589567262725
If switch is on then power goes to Output B
If switch is off then power goes to Output A
Rhyssia May 2, 2018 @ 8:07pm 
Originally posted by TheDawgMiner:
A one input switch driven RSNOR Latch can be found here https://twitter.com/TheDawgMiner/status/991846589567262725
If switch is on then power goes to Output B
If switch is off then power goes to Output A


The issue is once the cell unloads it breaks any type of memory circuit sadly.
TheDawgMiner May 4, 2018 @ 3:13pm 
Originally posted by Rhyssia:
Originally posted by TheDawgMiner:
A one input switch driven RSNOR Latch can be found here https://twitter.com/TheDawgMiner/status/991846589567262725
If switch is on then power goes to Output B
If switch is off then power goes to Output A


The issue is once the cell unloads it breaks any type of memory circuit sadly.

not sure how long it takes for a cell to completely unload but I have mine set up in Sanctuary then I fast traveled to Merkwater waited 5 minutes fast traveled back and the B output was still on. I then switched it to A output traveled back to Merkwater waited 7 minutes, after returning to Sancuary the A output was still on so I'm not sure what issue you are having.

The circuit works more like a T-Flip Flop then a RSNOR so it really don't use a "memory cell" at all.

**Correction: the Memory Cell is the switch itself which Fallout always remembers the state of.
Last edited by TheDawgMiner; May 4, 2018 @ 3:44pm
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Date Posted: Jun 22, 2016 @ 4:07am
Posts: 11