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Switch reacting to population level/other values


pra

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The idea: you have some switch-like device, which transmits power while the number of settlers is below a certain number, and stops once it's above.

Use case: you have a settlement with space for 6 SimSettlements plots, then set that device to "6", and connect it to the recruitment beacon. Now once the population has reached 6, the beacon turns off automatically.

 

If that's possible, something similar could be done for other values, like, amount of food, water, defense, etc. Not sure what the point of that would be, but it might be useful for someone.

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another great idea Pra!

 

you could already kludge this;

there was a electric parts pack "better conditional logic sensors"

incidentally, thats how some dedicated modders made an 8 bit and 16bit computer using the in-game settlement system hehe.

they come in standalone or directional logic gates, or entangled matched pairs and triplets.

 

they look cool, some of them, they're based on dekatrons and other 'period appropriate' hardware.

 

you'd connect the logic-gate switch (which is XORIFF exact to the value ref you want)

between the settlement beacon and the power supply.

it'd come in handy where you have limited space and are trying to play a 'realistic survival mode',

and want to 'overload/surge' your power grid, for 'just-in-time' or 'first-in-last-out' power grid.

 

the beacon won't take 5 power when you don't need it,

which means you can connect 3 turrets or some lighting and TV's or a hologram-sign etc.

you can also remote-control things,

such as, if you need an emergency teleport, you can route power remotely at the settlement to the teleporter

rather than having a constant 50+ power to have the teleporter permanently on standby.

 

being able to turn power off to some things remotely via the pipboy would also help in 'trapping' some people,

if the part of the settlement is variable geometry.

say there's an elevator, you could turn off the power to it, and blast the fugitive.

you could effectively lock doors too.

 

and, when combined with "better aquatic spelunking',

you could use such as an 'airlock' to trigger the clearing of water... or flooding.

 

 

 

anywho, you could set the condition on that 'switch', to the settlement population,

and it would act as a breaker that way.

you could use that at the power grid central control,

to use the better power grid/ settlement management menu,

and set it to reroute power based on the current GetThat RefValue per settlement metric...

ie, if water goes to value, then reroute power to hidden water supply hehe.

if under attack, then shunt all power to all defenses.

 

you can also connect door-portals to that,

any door to any where, which are 'on' if that settlement has a beacon on etc.

 

some settlements are very energy-intensive;

holographic lightbridges etc, or liquid metal doors, forcefields etc,

they take up a lot of power.

being able to re-route surplus power from settlements which aren't using it,

to those settlements, in an emergency, would be very handy...

 

-----

I also recommend looking into NMM Nexite "Massigest" -

they've had a number of switching schema and switch plans which are frankly

phluppin' awesome.

particularly for 'surging'/'overloading' your power grid.

they also want a 'motion sensor'/"IR sensor" for in-game... that's proving a tricky project.

 

apparently, we could make

memristive mem-ceivers and contrapositive-intransative lattices,

using the in-game electrical system hehe.

dang it's awesome.

 

some 'dedicated' modders have even tried setting up Hardy paradox, michelson-morley,

or Elitzur-Vaidman 'bomb testing' apparatus; the same folks who made an 8bit or 16bit 'emulator' out of the electrical system.

in-game interactionless remote sensing indeed.

 

 

 

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