the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Powered switches and city plans

NDCowdy

Well-Known Member
Staff member
Patreon Supporter
HQ Support
Messages
773
For my current build I have an area where it seemed appropriate to use some of the little powered speakers, powered through a switch and attached to a terminal. Fun to play with and told part of a story. I was aware that there may be issues with transferring and city-builder'ing powered items, so was fully prepared that they may just end up being aesthetic or worst case blaring away without being able to turn them off.
But I thought I'd do some experiments (on a different save) with speakers set up in different ways to see how they work. I was pleasantly surprised that even when being transferred, when powered they didn't get stuck blaring out, but not so pleased to find that basically the switches don't work when transferred. The only way I found of actually getting them to give off sound was to link wires to a power source and then store the wires to turn them off. So aesthetic mainly and useable(ish) with some player tinkering.
This is more of a sharing findings than asking for help, unless anyone spotted something obvious I missed.
I guess there may be some technical giggery-pokery that could be done to change the way objects are generated that might allow switches to work. But I guess it would be pretty complicated and not a priority.
 
I did some experimenting with a mod called autodoors which has sensor that sends power to locking mechanism to lock gates when enemy triggers it.
When exporting with SS, the mechanism becomes powered permanently. Even if i dont connect wires and untick power in the export.
 
Top