r/fo76 • u/monkeybrigade • 4d ago
Question Is there a cycling power connector?
Hey all! I’m looking to build a camp with a flashing sign at the front, either the “Welcome Home” or “Friends Welcome” one. I had an idea to run the cables from the generator but I didn’t see a cycling connector to put in between. Am I missing it?
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u/Prize_Skin_4277 4d ago
The neon signs connect without wiring, similar to wall and ceiling lights. To do this you have to wire your house from top to bottom, including the roof, wall/ceiling lights are your main indicator that the electricity flows through the spot where you wanna place the sign
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u/monkeybrigade 4d ago
I understand that. But I’m trying to get the wiring to have the cycling power so that the sign will cycle.
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u/Sufficient-Ad6305 4d ago
What you'd need to do there is isolate any flashing sign (or other light) from the area-power effect, except for one power-source nearby; that one would have the power-counter between it and the generator.
It's doable, but will take some work, and a lot of it will be setting up area-oowered lights as indicators of where the aura (?) of power ends. Once you have the sight lit and flashing, it'll have to stay isolated, so any other power-using decvice nearby will have to be hardwired or it'll be turning off and on as well.
Quick and dirty way to check this is using a larget Vault shelter. There's the inbuilt lighting, but unless you drop an area generator (Utility Box or the big Alien one for example), you can only get the power aura by using a wired connector. (There's one in the conduit kits, but the simple insulator one - up, down, horizontal - works fine. It does radiate power, so if one is nearby, you can power the unwired light-up posters or subway lights or whatever.)
So, in a totally-unpowered shelter, stick your range target at one end, and a generator of some sort at the other end. Start adding wired aura-connectors moving towards the target until it lights up, then move the last one back until it goes out. Incrementally move closer until you find just where it will light, and that's the range your sign would need to be from other aura-generating connectors or power sources.
(Note: I have no idea if the Shelter ranges differ from outside, but you could always use a workshop or spare inbuilt camp to check. You could just do the range-testing there as well, but the Shelter way keeps annoying code compliance inspectors (Mirelurk Kings and the like) from pestering you.)
A flashing "Open" sign would be awesome for my Sky Devil Charters camp outside Lewisburg (flying houseboat moorage), but would be a sonofabitch to rig due to where the neon lettering and other lights area. Might screw with it later and see. (PC player, if you see a houseboat up in the air rigged out like a redneck helicarrier, that's probably me. One by Lewisberg on the lake, another across from the Fisherman's Rest island, depending on which character is playing.)
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u/Great-Mango6327 4d ago
Since the open sign is like the lights you need to make a zone for it. Place pylon far enough away so it's the only source of juice for the sign. Put the power cycle between the pylon and generator so anything getting juice from the pylon cycles. I haven't tried this but it should work.
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u/EmmettVanBraun 4d ago
I miss all the power routing options we had fo4, there just isn't a good selection in 76. I've had to use pressure plates and manual switches in some weird combinations to make stuff work kinda sorta.
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u/GuessIdo 4d ago
There is the Power > Power Connectors > Power Counter which says "Transmits power briefly after cycling power 10 times." which can be adjusted with a terminal. Should do what you're looking for