Fallout 4

Fallout 4

View Stats:
Gilgamesh Apr 16, 2016 @ 4:12pm
Can you inverse switches?
Want to make my powered doors close when the siren goes on. But as of yet I haven't found a way to cut the power to the door, when the switch for the siren is on.
< >
Showing 1-15 of 31 comments
Yhwach Apr 16, 2016 @ 4:26pm 
Switched Pylon
Rooster Gold Apr 16, 2016 @ 4:54pm 
Interesting Idea maybe a delayed on switch, I'm going to play around with this since I like the concept and it might keep the dumb settlers behind the walls.
Last edited by Rooster Gold; Apr 16, 2016 @ 4:54pm
Rooster Gold Apr 16, 2016 @ 5:56pm 
I'm Stumped :facepunch: Cannot invert the signal.

Hopefully someone can figure this out.
Gilgamesh Apr 16, 2016 @ 6:02pm 
Yeah with the options available I'm not sure if it's doable. A switched pylon just gives you control over the doors yourself. It'll have to do until I get the signal working, but the switched one you need to hit yourself, where as the siren one I'm pretty sure settlers set off.

Still going to use the siren to turn traps on
Sentient_Toaster Apr 16, 2016 @ 6:32pm 
As far as I can tell, there is no non-destructive way to build a switch that, when activated, breaks a different circuit.

It occurs to me that there probably IS a way to do it -- destructively, which is to isolate the circuit that you want to break to draw power only from a particular generator, and then having another switch activate a flamethrower trap that should in theory damage the generator, depowering the isolated circuit (need to be isolated so that it can't simply draw power from a different still-functioning generator). This will require repairing the generator and resetting the trap every time, however.
Rooster Gold Apr 16, 2016 @ 6:40pm 
Originally posted by Sentient_Toaster:
As far as I can tell, there is no non-destructive way to build a switch that, when activated, breaks a different circuit.

It occurs to me that there probably IS a way to do it -- destructively, which is to isolate the circuit that you want to break to draw power only from a particular generator, and then having another switch activate a flamethrower trap that should in theory damage the generator, depowering the isolated circuit (need to be isolated so that it can't simply draw power from a different still-functioning generator). This will require repairing the generator and resetting the trap every time, however.

That works.
DaddyJokee Apr 16, 2016 @ 6:54pm 
Originally posted by bLaCkShAd0w:
You could also have the switch turn on enough "powered" lights to overload the generator, So when the switch is on it overloads and the circuit dies. Problem solved.

http://images.akamai.steamusercontent.com/ugc/454110978776429339/40A57A4F32F2E799EF686C0366757B0BA54EA9A4/
http://images.akamai.steamusercontent.com/ugc/454110978776419151/78688A7D5573E6ADBF0F03F299D16E17C34B6AE4/
http://images.akamai.steamusercontent.com/ugc/454110978776440235/AB9D718B60607BBF4FFCEDB4DF5E5883C46141E5/

You could link that up to a parallel circuit, however, I I don't think this will work very well with sirens, as the siren will be turned off as well. However, this gave me an idea.
DaddyJokee Apr 16, 2016 @ 7:07pm 
HEUREKA! I have done it. This is the set up. You're going to need two separate circuits. One powering the siren. That can be your main settlement circuit. The other powering the door.

The door is powered by the small generator, connected directly to the door (directly as in, generator > door, no switches, no anything except conduits and pylons if you need them)

Then you will place a laser trip wire in front of the siren, so when a settler runs to it to turn it on, it trips the laser. You will connect the door circuit to the laser tripwire. Then you will place the new water pump, the one requiring 4 power and no water to be placed on and connect it to the other side of the trip wire, so it is only powered when the tripwire is triggered.

The door is powered and opened. When a settler runs up to the siren and triggers the trip wire, the pump will activate, overloading the generator, and shutting the door. The siren will still be active because its on a separate circuit.

Here's a screenshot.

http://steamcommunity.com/id/MrJk/screenshots/

Hope this helps.
Gilgamesh Apr 16, 2016 @ 7:41pm 
Nice! that'll definitely do for now.
Rooster Gold Apr 16, 2016 @ 10:26pm 
Originally posted by .:MrJOkEE:.:
HEUREKA! I have done it. This is the set up. You're going to need two separate circuits. One powering the siren. That can be your main settlement circuit. The other powering the door.

The door is powered by the small generator, connected directly to the door (directly as in, generator > door, no switches, no anything except conduits and pylons if you need them)

Then you will place a laser trip wire in front of the siren, so when a settler runs to it to turn it on, it trips the laser. You will connect the door circuit to the laser tripwire. Then you will place the new water pump, the one requiring 4 power and no water to be placed on and connect it to the other side of the trip wire, so it is only powered when the tripwire is triggered.

The door is powered and opened. When a settler runs up to the siren and triggers the trip wire, the pump will activate, overloading the generator, and shutting the door. The siren will still be active because its on a separate circuit.

Here's a screenshot.

http://steamcommunity.com/id/MrJk/screenshots/

Hope this helps.

Awesome!!!
JimmyLurks Apr 17, 2016 @ 1:13am 
I was trying to figure this out without doing what the others did, but I didn't like any of the combinations I was doing for function or appearance.

Then I tried to simulate...

Originally posted by .:MrJOkEE:.:
HEUREKA! I have done it. This is the set up.

Here's a screenshot.

http://steamcommunity.com/id/MrJk/screenshots/

Hope this helps.
But it wasn't working for me for some odd reason.

------------

So, I tried to make the setup slightly more advanced with a terminal to reset(re-arm) the laser tripwire from any location you put the terminal; be it inside or outside the door.

Setup:

One 3-Power Generator connected directly to: One 1-Energy Lamp post, Siren, and Laser Tripwire.

Then Connect the Laser Tripwire to the Terminal.
And Connect the Lamp post to the Powered Door.

http://steamcommunity.com/sharedfiles/filedetails/?id=667336468

The Siren on or off does not close the door, so it can stay on same power source as shown. The Laser Tripwire giving power to the Terminal shuts the door since the door is secondary to the Lamp post.

-------

So thanks for your post OP, and thanks to the rest of you since it helped me figure out something I really liked and can functionally use.
Rooster Gold Apr 17, 2016 @ 4:14pm 
Originally posted by JimmyLurks:
So, I tried to make the setup slightly more advanced with a terminal to reset(re-arm) the laser tripwire from any location you put the terminal; be it inside or outside the door.

Setup:

One 3-Power Generator connected directly to: One 1-Energy Lamp post, Siren, and Laser Tripwire.

Then Connect the Laser Tripwire to the Terminal.
And Connect the Lamp post to the Powered Door.

http://steamcommunity.com/sharedfiles/filedetails/?id=667336468

The Siren on or off does not close the door, so it can stay on same power source as shown. The Laser Tripwire giving power to the Terminal shuts the door since the door is secondary to the Lamp post.

-------

So thanks for your post OP, and thanks to the rest of you since it helped me figure out something I really liked and can functionally use.

This was tricky to make, I had to change the order that it was hooked up several times.

But IT WORKS.

Using your idea I changed it to a windmill for the silent effect and then used an Automatron wall spotlight instead of a lamp post & hooked that up to a wall switch on the door for even better utility.

(Nice setup thanks)
MaximumEffort Apr 17, 2016 @ 4:19pm 
Originally posted by Scarecrow:
Switched Pylon

It awesome how the 1st reply was the correct answer
Rooster Gold Apr 17, 2016 @ 4:35pm 
Originally posted by sjrekis:
Originally posted by Scarecrow:
Switched Pylon

It awesome how the 1st reply was the correct answer

Care to elaborate how that would work?
< >
Showing 1-15 of 31 comments
Per page: 1530 50

Date Posted: Apr 16, 2016 @ 4:12pm
Posts: 31