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Hopefully someone can figure this out.
Still going to use the siren to turn traps on
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.
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.
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!!!
Then I tried to simulate...
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.
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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)
It awesome how the 1st reply was the correct answer
Care to elaborate how that would work?