xor and xnor always gave me a headache also when I was a kid thats why i'm still a noob at electronics even tho i'm 30. Remember fccyourself.com to free the net!
There are 4 types of power in this game (Full Off, Virtual Off, Virtual On, Full On). For there to be Full On, there must be an unbroken chain of Full On all the way back to a generator. If there is a gap as in having an switch(Off) go into a NOT gate, you will end up with Virtual On signal. A Virtual On signal is basically an On wire with only 0.5 power and therefore unable to power anything that consumes power. To convert a Virtual On to Full On, have an AND gate with one input being a main power source and the other being your Virtual On signal.
It's nice to see that Bethesda gave us logic gates but seriously, why didn't they made a third junction to power the gate? That would make it easier to understand and also more realistic, as real life logic gates have separate pins for power supply. A nice video overall but I think it would've been easier if you started the video explaining AND, OR, XOR and NOT before the others. Just my opinion of course.
Thanks for this video it helped me build a contraption that turns lights off at dawn opening the settlement gate and at dusk turns lights on and closes the city gate. this video was a huge help
thanks for explaining how to use these ...i now understand less the purpose to light few light boxes hehehehe , can you show us how to put these to good use ? examples of use in settlements thanks !
James Boaz i think its pretty simple just use NOT gate, connect your lamp to NOT gate input, and output gate connect to whatever you want to turn on when the sun rise, for example your settlement gate
Too complicated for me, where's my Combat Rifle, i'm off to find Supermutants, Seriously tho, great video again, if it wasn't for you and your video's my settlements simply wouldn't exist lol
If you're having a hard time keeping track of which switch does what where, utilizing the workshop deco letters to create your own labels helps tremendously. Thanks for another brilliant vid
?????????????..............??????????.......... Too confusing and way way to complicated for me, thank goodness I'll never use them. Thanks for the warning not to bother with these, a logical choice if you ask me, lol. THX for the video been wondering what the hell they where used for, for confusing dummies like me, lol. Now all I gotta do is find out what those power radiators are and what they are for.
@@Rizalpahlevi21 How do you make those things automatic ? This is very interesting i think i can see how i could make my lights turn on/off with a button and these logic gates. Are these the most practical to use though ? Wouldn't there be more simple ways to do stuff like that or are there some things you can only pull off by using these logic gates ?
@@jaherra2567 first of which one u are talking about.. gate lamp or radiation shower just use pressures block or laser sensor with gate.. Factory is lot more complex but its fun to design it..
@@jaherra2567 well yes you can also use button but u need to press it.. there is many thing in fallout 4 working same as a button like pressure plate, laser sensor, conveyer laser, ect.. just walk by and its on and off, for example shower radiation: just put 2 sensor 2 side of the shower, with gate help when 1 sensor triggered by just walking it ll power the shower rad and when another sensor triggered it ll power it off.. simple.. For another complex is auto ammo factory which ll create ammo auto as long as u got the material
@@Rizalpahlevi21 Interesting i will have to look into it. I already have a small 3 builder 24/7 running ammo factory which was easy/lazy. I might build another factory in some better location this one i have is in the castle and it too small. Do those rad shower really clean radiation or are they just for show ?
You sure that second from the top one that didn't light up was not lighting up because the generator outputs only 3 power and three lights were already on until you rewired it, then you'll notice only 2 lights are on, leaving it to be the third light on.
I appreciate you explained that slowly and thoroughly I have a concussion and the way you're explaining it is helping me figure things out so thank you
dude... I don't know how, but you explained that perfectly. everytime I started thinking, that doesn't make any sense, you would confirm that it didn't make sense in the real world. thank you, though I can't see how I'll use the logic gates, at least I know how they work. fantastic explanation!
You're right about the game making it work because of the logic of it. The thing irl though is that we would also have power connected to other gates which would connect other inputs, as that would then regulate the input and output by the final gate(s) in the flow of current.
That is pretty smart. You could build a building and do all lights or just certain lights or no lights to save power depening on how you set them up. Thanks this really helped.
As a kid, I couldn't get enough of those electronics experiment toys (you know, those things that have capacitors, transistors, etc. on a board with springs that you connect with pincers/wires?) yet as an adult I simply cannot get my brain to contemplate things like Minecraft's redstone and, now, these logic gates. Thanks for this, though.
So this is connected to there, which is connected to the one which has already been connected to there, of which has been connected to the one to start. Now you know how logic gates work! :)
Teaching isn't your forte I think. I'd have have started with the basics and built up to the XNOR. Start with AND, OR and NOT (inverter) then move onto NAND and NOR as they are essentially just AND and OR gates with an inverted output. We can then move on to XOR (exclusive OR) before wrapping up with the inverted XOR gate XNOR. Start with the basics then build complexity makes it easier to digest... the fact they still need power regardless is an annoying complication though. Edit: This wasn't a wall of text when I submitted this...
I don't care enough to put the time, money (no mic or camera) and effort into it. It was meant as constructive criticism, nothing more. Edit: In hindsight the first line of my post was unnecessary, no offense intended.
I went cross eyed 3 mins in to the video . Could you repeat that again? As it took me 11 min to get my eyes back straight an i missed it .. On second thoughts forget that request ill stick to the on /off switch Great video very informative :)
Brings me back to high school. We did logic gates in electro mechanical. 25 years ago I could tell you how to make a timer using nothing but logic gates.
There is so much other stuff they could have spent time on, but they gave us logic gates. Only a small chunk of players will even use or try to learn them
that's where a "common" wire is needed. you wire your power source directly to the light, then add your wired switches to the light to complete the circuit. that way the off switches will break that circuit and your light has the power
Personally I think this would all make so much more sense if there were examples of practical applications. Example. I’ve been trying to figure out if these would be useful for the cages so not all of them open when you cut the power. I have vanilla switches connected to each cage but was hoping for a cleaner more minimalistic electrical routing.
Ive always wondered how logic gates work . But ive changed my mind._ lol even tho your doing a good job on explaining but as soon as you moved on to the next gate i was totally lost on what the previous one did xD This is way to advanced stuff for my ADD brain to handle haha. I think ill just pretend these does not excist haha
The And gate is probably the most useful in my opinion. I use it for securing my powered doors. It's more for roleplaying, but I usually surround my nuclear reactor with walls and a powered door. I then have three switches at different spots that all have to be activated to open the door to the reactor. One's at the door (guarded by turrets and sometimes a guard), one is usually overlooking it, near a guard post, and the last one is near the overseer's office- another well defended location. I also usually have a terminal in the overseer's office that can activate all switches. Of course I can't actually lock it, but I like to roleplay that it's super well locked and nearly unhackable. The manual switches are more for a manual override in case something happened to the terminal. In the event power goes out, you could hook up some low level generators to each switch to access the reactor and repair it.
Anyone wanting to make a trip wire close a door, have 1 active power source inputed in XOR, and a powered tripwire(red line on) also input into it. Then put output to the door, and its shut via tripwire!
Well, it sure is important to go over your channel to check each and every option Settlements offers us. Now I know I won't be needing these logic gates, as basic power lines and conduits already do the trick. Thanks for the video!
In the real world it would have more contacts. It is not that a logic gate has problems in the real world, it is that Bethesda did a poor job of representing them.
In my opinion the XOR Logic Gate is the best one for general use! You can make a door that can easily open or shut from either side, regardless of the way you went through it last or came to it this time. Just feed the power through the wall, to a switch box on the other side, then back to the gate. In addition to having a switch box on the same side of coarse.
I wonder if the person who thought up this system of logic gates died from a stroke upon completion. Either that or he/she has simply lost his mind. Anyway... Fallout and its Settlement/Workshop system have staggering potential. If Beth can really make the system user friendly while also expanding its functionality (more snap points, and basically doing a lot of the things a few mods have allowed or fixed.) plus making the settlement attack and defense mechanics make more sense (no enemies spawning inside settlements and giving walls a dynamic purpose while perhaps even making atleast settlement built walls destructible) then we'd have a very interesting game. All of that plus completely expanding and fully fleshing out the actual gameplay mechanics so that we can use low cover, climb over obstacles/jump walls or fences or mantle onto things. Give us some more movement capabilities like a default quick dodge and then different moves that come with unlocking abilities or perks (dodge roll that takes up half stamina so you can only do it twice in a row and also abilities that make your character climb/vault faster and more efficiently, even giving new animations so you can go from traversing vertically the default way to being a parkour ninja assassin). They can also make gameplay features and difficulty very customizable to wider audiences without dumbing the game down at the same time. They wont make everyone happy but they can do a lot of things that a bunch of mods are doing that way the Vanilla game wouldn't need any mods at all for some simple changes. One example is Survival Options which basically lets you customize how the survival mechanics work or their values and such. A lot of mods I use are basically making up for oversights or poor development decisions and adding features that should of been in the vanilla game anyway (difficulty damage values evened out, eliminating a lot of bullet sponginess, setting the timescale to something a little more immersive like 10 while still not being too long, letting me equip armor over any clothing - armor and clothing needs to be very modular, and adding a few items to the build menu that are needed and ones that make building construction easier while also expanding the customizability of structures created.) That brand spankin shiny new Creation Engine is going to be some kind of wonderful. Fallout 5 and TES 6 will, IMO, be the first truly NEXT GEN games that are closer to the kind of games that gamers like me have dreamed of since playing our first open world RPG. I just hope society is still around by the time those two games are actually released. I doubt anything before then will come close to the kind of potential these Beth Game Studios games have.
If u can understand this very well and do it in fallout and get them to work, u r capable of becoming an electrician irl, or work with electric components and make good money its something to think about. It’s funny how they say video games don’t teach u anything huh
While you keep saying that these gates don't make sense in the real world, there are relais that work with them. A lightswitch for example usually uses the XNOR logic. Don't get confused of the way it works in-game, these gates don't work with power on/off but with switch on/off. If you imagine it as a circuit it's really easy to apply to the real world.
Time stamp 7:30 Question: How do you get the light to come on when both power sources are off? Answer: Use a larger generator reason being each lamp uses 1 power and the current generator only outputs 3 and currently needs 4. Please correct me if I'm wrong.
You don't even demonstrate the NOT gate. What's up with that. For all intense and purposes per this video, it's a useless gate. Why didn't you just say that the NOT gate is probably bugged?
all i see is in the comments are people saying there head hurts, then theres me with a working clock all it is 10 power counters(hooks up to display), then a interval switch(goes to each power counter) and i use logic gates so i can go from 2 seconds irl = 1second on clock to 1 to 1, Generator connects to Interval(1Sec) + AND + XOR, Interval connects to AND + XOR, AND & XOR connect to separate Delay On(0.1) they go to separate OR Gates, Both OR Gates go to a Power Pylon, Power Pylon connects to 10 Power Counters(9), The Power Counters should be on a different number, each Power Counter needs to be hooked up to a separate OR Gate These OR Gates can be hooked up to a display Congrats you have a counter that goes to from 0 to 9
"Hay, Minecraft, can you lone us some Redstone Machine builders to help explain Boolean Logic gates in Fallout 4. No... Fine, stay in you pristine block world and hint an apocalypse to a once great civilisation. Fallout 4 is more realistic and flat out stated and mocks the apocalypse of a one great civilization." I jist, but I did see some similarities to this rundown on logic gates in Fallout 4 new expansion to Minecraft's magic dust users called "Redstoners" (sound bad in hindsight, but it works) and relevant tutorials for such builds. Unless you routinely think in such "yes, no, nor, and" logic, it's going to sound and behave very oddly. If you want to learn more on how logic gate work in real life, and even how they can be used check out the following video. : A Numberphile episode about domino logic gates (only and and xor gates really) and using them to discribe how calculators and later computers fundamentally work. To get the whole story however, I highly recommend following the link that finish up the interview. This is a video on these domino logic gates being used in a weekend demonstration. Now, the people that do Numberphile also manage a sister channel called "Computerphile". Where Numberphile deals with everything numbers and mathematics, Computerphile deals with everything computers and programing. There are certainly loads of other helpful videos on RU-vid that discus logic gates, but Minecraft Redstone build guides and tutorials may actually among the better examples on how to use such things in making other with Rube Goldberg style machines in Fallout 4. Thanks for the great video, Oxhorn, and a wonderful attempts on explaining logic gates themselves and how they work in Fallout. My personal goal in this comment is to point out some video resources that can help explain logic gates themselves. Good luck creating, Lone Survivors, and show them Redstoners that there is an new games space for awesome machines to be made. Thx for reading this winded comment. PS: I do want to point out that you can build "and", "or", and other "simple" gates with core, venilla wires, pylons, and switches, but these gates shown here are to streamline the process, let alone make it more economical (I hope).
Ill do simple map for making it easy AND logic * 0 0 0 0 1 0 1 0 0 1 1 1 OR - logic + 0 0 0 0 1 1 1 0 1 1 1 1 The first two numbers are inputs, last is output N means it flips every output from 0->1 or 1->0 X (eXclusive) means outputs are 1 if the two inputs are the same
The real key here is that NAND, XNOR, and XOR all receive input from another logic gate. AND, OR, & NOR can receive power from any source be it a switch, conduit, or another logic gate and work well, but the three former are best used either directly on a switch or from another gate, however power from a conduit to NAND, XOR, and XNOR will simply not work.
Do they not work with cages? I'm trying to set up a loot farm by capturing raiders and killing them with turrets but I want it to capture them and with the flip of a switch the cages to open and turrets to be powered
Thats one big oversight on bethesdas behalf for the XNOR gate... it needs power for its third state, but neither switch is providing... and you can't add power or you're adding inputs.... I have to fiddle with circuits to make my two way switch work so I can open and shut my door from both sides... XNOR DOES work, but only if I don't go jumping over the balcony and try to get back in... The inside switch is off and it can't act on the outside switches matching state since theres no juice.
Erm, couldn't you just look up how real logic gates work on wikipedia or anywhere else? I mean, a video about this Fallout DLC is as good a place as any to learn about them, I guess. I'm just surprised there is a demand for this. There is no difference between the logic applied in real electronics and these simulated gates. Also, a NAND gate transmitting a "true" signal when both of its inputs are set to "false" DOES make sense in the real world too. Flipping a switch to "off" is not the same as cutting the power. There will still be current running through there, only very little. The value is never literally 0 when the gate is connected, because that's how we differentiate an intented "false" or "zero" signal from legitimate connection issues / power outages. In layman's terms, the difference between a logical 0 and 1 here is not "zero voltage" and "some voltage", rather "very little, but detectable voltage" and "more voltage".
i did the same thing like you did in the first 20 sec of the vid, idk is it a bullshit or a mod. Gen->Pylon->Switchx2->each Logic Gate->Lightbox, 0:23 as i can see yours, have green and yellow for some of the Logic Gate, and mine doesnt. how in the hell did you get power without even switch 1 of that switched on? mine Logic Gate turn off after i turn off both of the switch... can you explain? your light box is the large one, not the small one, because large one need 1 power each, unlike the small work like other simple light...
"Did electronics in college, it still makes no sense XD" How is that even possible? This is elementary. Like, this is the first thing you absolutely have to learn when you take electronics. This is literally the thing you start with, even in some high schools.
Quite a useless addition to the game, at least for me, since you cannot turn on/off actual switches on objects (like Switch-Button up/down, Laser Tripwires, etc.) Bethesda has fcked this up.
Thanks! I saw these just in the workshop mode and was a bit confused. but your video made perfect sense to me (even though the logic gates don't make sense when there is no physical power but still) Thanks lolomgwtgdairyqueenlolomgbbtheq!!
You should watch this series 1-3. m.ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JfwYbDribIU.html They will amaze you. 4&5 are optional, more advanced topics.
I found the expaination quite solid, but then again I'm an IT student so that might've helped me more than you actually :P I'm looking up Logic Gates because I can't wrap my mind around *for what* I would use these. Anyone got any suggestions? I don't want to be missing out on some sweet engineering.
you should do a study on actual logic gates more than the definition of the word on google...( processors Des / Cor ) in computer tech and wiring diagram legends meaning, for example one of those symbols is a cap-diode and in some applications a rectifier symbol. the things you say don't mean anything in the real world DO do these things in the real world its literally running your PC , TV , so on and so forth with out the logic game cluster in nearly ALL devices that do all of each one of these LG's then most if not nearly all electronic devices today would be very limited in functionality. in other words as my professor once said " logic isn't always logical , nor is fiction to far from fact "
oi whatta feature Thank you for making it as clear as possible I think it's because some of it doesn't make sense in a real world application so human minds just draw a blank. I think I'm ready to start trying different things to fill in the gaps from here. Much Obliged Oxhorn!
OK Oxhorn, if anyone can help me, it's you or your fan base. I'm designing a death maze out of vault 81 and am trying to see if I can realize a mechanic. I essentially want to hook up the power cycle as a conduit betwixt the generator and a powered door. The idea is you have to get on the bike and pedal to open the door and continue the puzzle. but once I get off the bike, the door of course shuts. is there a way to use these gates, maybe through a secondary power pylon line to have it so that the door will stay open and powered after dismounting the power cycle?
Wolsh! Bloit! !@$#!, i still dont get how i can incorporate all of these into my settlements(which i freaking love to develop, ive spent more time in my settlement building stuff than actually playing the rest of my game)
OK so let me say what a number of of us is thinking. The logic of the these logic gates doesn't logically make sense, therefore the logic gates are flawed. YOu did do a good job on the video though. I was able to build my double switch door for my settlement's wall gate
I know this video has been out for a while and someone else has probably already commented this, but the reason that real world logic gates work like this is because they have a background source of power. Meaning that even if neither logic input is transmitting voltage, there are separate inputs that give the gate power. I'm sure Bethesda put gates in the game this way just for the sake of simplicity so that players who haven't taken a circuits class have the slightest chance of knowing what is going on lol
I've studied this stuff in college and this wrecks my head trying to figure out, I know how the logic circuits should work but I'm confused how the hell Bethesda made them to work why did they make it so convoluted
Factories and logic gates,what will be next actually mining for resources and destructible enviroments. It is only a matter of time before someone make a. logic computer in the game.
the only result from this is i don't ever wanna use those gates. i would prefer to rub ground glass in my eyes. i am in fact glad some one understands it, but as for me, i do NOT. I do thank you for taking the time to explain it all. The problem lies not with the teacher here, but with the student
There is a lot going on in this example i was able to keep up but i feel like it could have been easier to follow along if each circuit had its own display. It would make much more clear and easier to see where everything is going. I have heard a saying for things like this and it goes something like "don't assume your consumers are idiots but never forget that they are."
i lke your videos and it clears out alot for me with the contraption dlc, cuz there was alot of stuff there that i could not by the life of me understand how it would work togeather... tho this video has severly mindfucked me to be honest XD its a realy comfusing those logic gates. is to logic to comprihend a thing? if it is then yeah its me all over
What if I want to use a Fence > Junk Fence + Power > Logic Gate and I want it to assign a meme bee if one of my communities Like the Tom Cats to be able to have one of them on employment to be a guard and open the gate for someone if they need it or rather if they are trouble and don’t want o open it.?
right i need advice. i want to build a system that if the alarm sounds all the doors in my settlement close. i i have worked it out correctly, i connect all the doors to the power as normal but connect the siren to the NAND gates then to the powered doors, in theory when the siren sounds that should fulfil the Logic that it wont power if both sources are powered the gate doesnt send any and the doors will close. does that make sense?
it does make sense. there is a difference between the power circuit and the control circuit. In the game, however, they are one and the same. We can see the gates are transmitting power to each other, we know this because it lights up orange. however it is not transmitting a "1" or "on" signal and therefore not going through the logic test as a powered input. its important to not that Not Nand Nor XNor need another powered gate regardless of whether its transmitting power or not
I am trying to use 3 switches, 2 near one another and one higher up, to control my large traps. I want to make it such that flipping any one of the 3 switches changes the power to the cages that are linked together. I have an AND gate and a NOR gate, with all 3 switches going to AND input, with AND output to NOR input. NOR output goes to the cages. This is not working correctly and I am stumped as to how to get this right. Are these the proper logic gates to be using???
which gate would you use so that settlers turn a siren on and the logic gate would turn off power to the rolling garage door gate?.....for a gatehouse that closes itself Everytime a settlement is attack...