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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.
Hope someone can fix my blunders.
https://www.reddit.com/r/fo4/comments/4pq43n/fallout_4_contraptions_mechanical_register/
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.
We're ignoring you because you're tacking this on to totally unrelated threads. Make a new discussion.
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.