Notice: After taking a rather large break from modding I'm (cadpnq) about to pick ASP back up soonish. (good) Custom models never materialized and I'm tired of putting things off. Development will continue on 0.7.x instead of jumping up to 0.8.x and adding custom models/textures. I have a CPU design that is ready to be built in-game so the first thing (after cleaning up this horribly cluttered mod page) I'll be playing with will be the multibit components.

Overview:

Basic Usage:

Components added:

Logic Gates:



AND

NAND

OR

NOR

XOR

XNOR

NOT

YES

Sensors:



Door Sensor

Rain Sensor

Turret Hostility Sensor

Controllers:

Door Controller and Locker (as in Powered Doors)

Triggered Door opener and closer

Triggered Siren activator and deactivator Input/Output:

Self-powered logic input switches

Normally Open Momentary Switch

Normally Closed Momentry Switch

RGB Lightbox

Efficient Lightbox

Logic Constant

Plexers:

Multiplexer

Demultiplexer

4-to-16 decoder

Memory:

D Flip-Flop

T Flip-Flop

SR Latch

8-bit SIPO (Serial In Parallel Out) Shift Register

8-bit latch

Random Gate







Misc:

Quantum Signal Conduit

8-bit controlled buffer

Expression Evaluator (the first programmable component for Fallout 4!)

Long conduits

Normally Closed Relay

Normally Open Relay

Oscillator

Pulse Generator

Clock Switch

Multibit Input/Output Taps (experimental proof-of-concept)

Coming Soon:



WW Nixie Tube Counter (thought I had this done but found a bug)

JK Flip-Flop

RAM/ROM components (done-ish. still not satisfied with implementation)

Pushbutton momentary switches

Custom models!

A discrete adder/subtractor (maybe even multiply and divide components also)

Future Plans:

Weather sensors that activate depending on current weather (fog sensor, rain sensor, radstorm sensor, etc)

Switches that open and close based on current time (configuring like the vanilla interval switches and other things)

More complex components (multiplexers, RAM/ROM modules, programmable logic units)

A sensor that detects when a nearby object is damaged (like a turret or generator)

Nikola Tesla style power transmitters that wirelessly power receiver modules

The ability to save circuits as prefabs so you can plop them pre-built into the world and save time wiring gates

Fancy models and a rack mount that they can snap into (maybe?)

Sensor to determine if a creature is in one of the WW cages

Motion Sensor (activates whenever player or NPC is within certain range) (looks like Auto Doors already has these. I might not add them here)

Laser Tripwire that deactivates when beam is broken and reactivates whenever obstruction leaves (I saw someone mention this on reddit)

Wired WW neon letters

Analog Components! (initial idea from u/tim-timman. We're working out the details still, but this is already the single most exciting thing in this mod. A more accurate description would be "multibit" instead of analog.)

Installation:

Credits:

The goal of this mod is to give you the tools you need to start building crazy stuff in Fallout 4. You've probably marveled at computers and giant logic circuits built in games like Minecraft and Dwarf Fortress. Now you can bring that sort of thing into the wasteland.Let me know if you want to make something and find that you can't because you don't have some component that you need. I'll try to make reasonable ideas happen.If you make something awesome let me know. You might inspire me or someone else to do something cool too.All of the components that this mod adds can be found in Power/Advanced Settlement Power. Most of them will look identical to the wall mounted power conduit in the build menu, but will spawn a number of additional conduits when placed. Together, these conduits serve as the inputs and outputs of a component (logic gate, relay, and so on). When the parent connector (the one that spawned the others) is moved it will reposition it's child connectors to wherever you moved it. It should be noted that the wires of a child connector will not update when it is moved. They will still be connected as far as the game is concerned, but will still be positioned at the old location. To delete a component scrap the parent connector and it will remove all of the associated child connectors. The wires connected to the children will not be removed and will still be there just like when one is moved. I don't know how to fix either of these issues with wires right now, so please contact me if you have any ideas.Just like most every other mod you've installed. The first time you start the game after installing you will be given a holotape. Keep this! It contains the uninstaller.DarthWayne's Powered Doors mod served as the foundation for my door-related stuff.Made using:FO4Edit: http://www.nexusmods.com/fallout4/mods/2737/Champollion: http://www.nexusmods.com/fallout4/mods/3742/Caprica: http://www.nexusmods.com/fallout4/mods/7380/