- 在《辐射3》的随机遭遇事件中，在废土上可以找到被迫戴上奴隶项圈的奴隶。獨行者可以尝试通过使项圈失效来释放他们，如果通过了科学检查，会提到调整晶体管来解除它们。 此外，出现故障的打手先生的基本操作晶体管可被移除，从而使其永久关闭。
- 羅伯特·豪斯说:“不要被电视屏幕和电脑终端欺骗。我是有血有肉的人，不是硅。” 在计算机和电子工业中，硅几乎完全用于制造半导体和晶体管。
- 凱伯宅邸终端机条目直接提到了2023年存在的晶体管：“我一直在尝试一些新的晶体管，并且看起来有可能制造出便携式版本的Abremalin场发生器。”Listening Post Bravo terminal entries记录中提到一台晶体管收音机:“四个星期以来，我被困在这个地堡里，只有军用口粮、旧杂志和一台晶体管收音机陪伴我。”
- 普罗科特·昆兰对独存者必须追踪丹斯圣骑士的回应中提到了一个“晶体管收音机”。 如果独存者对不得不追捕丹斯表示遗憾，昆兰会对这种情绪感到惊讶，然后说，“值得怀疑。我不会错过一个合成人，就像我不会错过一台晶体管收音机一样。”
- The Fallout 76 quest The Messenger requires a memory transistor for completion. The Scoot's shack terminal entries mention a "transistor radio" manufactured by General Atomics International.
- 2002年的辐射圣经并没有提到晶体管，但却提到了真空管作为异尘余生世界建造元素的美学部分。[Non-game 1] 真空管或阀门是晶体管的先驱，在现代电子技术中几乎完全被取代，但是在异尘余生的替代时间表中，它们被同时使用。
- The Reavers say various statements about the transistor, including, "For the glory of the transistor" and "Wait! Is this transistor reverse biased?" The Junction City enforcers describe the Reavers as worshipers of silicon.
- 大约在2003年6月，开发者Joshua Sawyer在Interplay论坛上和一个在No Mutants Allowed论坛上的用户进行了一次对话。Sawyer列举了在异尘余生中可以找到晶体管和集成电路的例子。他还指出，他不熟悉任何当时开发者使用晶体管缺陷来描述异尘余生的设定。[Non-game 2][Non-game 3][Non-game 4]
- 在2019年3月的后续报道中，Sawyer坚持了他关于异尘余生中的晶体管的立场，重申了该系列中的机器人是如何受到EMP手榴弹的影响的，“因此技术状态并不一致。”[Non-game 5]
- 一个常见但未经证实的说法是，“晶体管是在2067年的异尘余生中发明的”，或者从来没有在异尘余生中发明过。早在2008年，这种没有证据支持的说法的变体就出现了，[Non-game 6][Non-game 7] 这个流言被其他来源逐字重复，包括一篇Vice的文章，[Non-game 8] 但是2067年的日期并没有得到游戏内部证据或开发者评论的支持。
- 2016年11月4日，开发者Joel Burgess在佛罗里达互动娱乐学院(Florida Interactive Entertainment Academy)的现场直播问答环节中提到了晶体管和世界构建。[Non-game 9]
- 2018年1月，youtube用户Matt Barton在一次个人采访中与开发者Leonard Boyarsky谈论了他过去在《辐射1》和《辐射2》中的工作。在回答《辐射》这一独特的20世纪50年代科幻主题背后的灵感是什么，以及从纯粹的《疯狂的麦克斯》风格的转变时，Boyarsky提到他最初是如何开始使用真空管来体现其美学价值的。[Non-game 10]后来，Boyarsky向团队提到了他对真空管的喜爱，并接受了Timothy Cain考虑EMP敏感性的想法。[Non-game 11]
- Transistor on Wikipedia
- Semiconductor device fabrication on Wikipedia
- Circuitry, AER14 prototype, scrap electronics, blue memory module, NavCom parts, plasma transformer, red memory module, Vault 15 computer parts, yellow memory module
- The Lone Wanderer: "Okay. I see how this thing works. I just need to tweak this transistor here..."
Slave: "I'm alive! You did it!"
- Fallout 3 message box transcriptions#Random Encounters
- Robert House: "Don't let the video screens and computer terminals fool you. I'm flesh and blood, not silicon."
(Robert House's dialogue)
- Cabot House terminal entries; Terminal, 09/05/2023
- The Sole Survivor: "He'll be missed."
Quinlan: " "
(Quinlan's dialogue) Note: This is an excerpt of a conversation between the Sole Survivor, Quinlan, and Haylen.
- Scoot's shack terminal entries; Terminal, Ghost Field Research #1
- Vacuum tube on Wikipedia
- Vacuum tubes can be found as junk items in Fallout 4 and Fallout 76, and can be seen in certain pieces of technology, such as radios, in Fallout 3 and Fallout: New Vegas.
- Reaver: "For the glory of the transisto.r "
"Wait! Is this transistor reverse biased?"
(MIS 15 Speech.txt)
- Enforcer: "The fools worship silicon."
(MIS 15 Speech.txt)
- Fallout Bible 8: "This theme translates into the "look" and the actual physics of the world (Torg-style, if you've ever played Torg) - so anyway, you get giant radioactive monsters, pulp science with lasers, blasters, vacuum tubes, big expensive cars with fins, Art Deco architecture, robots with brains in domes atop their heads, lots of tape reel computer machines, the whole "atomic horror" feel, and it explains the artistic style of the interface."
Joshua Sawyer: In terms of your damage categories, I do think there needs to be a few more. EMP, in particular, is different from electricity in a way I believe is significant in a game with robotic enemies. I also think that ballistic damage and armor is different enough that it demands it's own category. I don't necessarily see the benefit for making a character right or left handed.
User Saint_Proverbius: EMP damage? Ummm.. Imagine a future where the transistor had never been invented. I wish I could remember which Fallout developer said that to describe Fallout's setting, but it's a fairly major concept! EMP really only works well on integrated circuits, re: transistor stuff, which aren't part of Fallout's setting.
(Sawyer and other views from NMA, post on the No Mutants Allowed forum, June 19, 2003)
Joshua Sawyer reply to Saint_Proverbius: Let me know if you found out which dev said that, because EMP grenades wreak utter havok on robots all over Fallout and Fallout 2. I walk into the Glow, throw an EMP grenade, and robots drop like flies in a blast furnace. It's pretty clear that ICs are used in robots all over the Fallout world. However, I think that a future Fallout title should take into account that some models of our traditional friends like Mr. Handy and Floating Eye Bot should be made with vaccuum tube tech to reflect the necessity of robots operating in the wake of atomic EMP blasts.
(Sawyer and NMA, the next chapter, post on the No Mutants Allowed forum, June 26, 2003)
- J.E. Sawyer's responses on the Interplay Forums (Partial archive). (Original link), posted on June 17, 2003
Joshua Sawyer: I like vacuum tube tech and I think it pushes some interesting ideas, but it feels secondary in the series. One of the interesting properties of vacuum tubes is that they aren’t really affected by EMPs, such as those produced by a nuclear bomb blast. Some Soviet MiG-25s used vacuum tubes dominantly or exclusively, which would theoretically allow them to fly in the wake of a blast (assuming the pilots weren’t killed by radiation). Still, the robots in the series are affected by EMP grenades and similar attacks, so the state of technology isn’t represented consistently.
Josh Sawyer tumblr post
- November 17, 2008 comment from the /r/gaming subreddit
- September 26, 2011 comment from the /r/Fallout subreddit.
- Just How Realistic is Fallout 4's Post-Apocalypse Anyway? December 28, 2015 article from Vice.com "In our world, the transistor was invented in 1947 but it didn't appear in Fallout until a decade before the Great War in 2067."
Joel Burgess: So transistors are part of the canonical, like it's from Fallout 1, that culture never invented transistors and part of that influences why you see big tube things. The interfaces in Fallout 1 and 2 are engineered in a way that, in a world without transistors, still gets really advanced technology. How is their technology different, by making this one butterfly effect change? This is an argument that I had, many, many times, with people working on 3 and 4, it's like that transistor decision about the world... That rule isn't just about the mechanics of "how do I build like a fusion car without a transistor, or whatever?" What does that say about the cultural priorities of the people who live in that world? So, for instance, one of the things about the setting of Fallout, for me is miniaturization of technology - it's not a priority. Right? For us, miniaturizing is really important, but people kind of forget. It's a common thing that people who have just played Fallout lightly don't realize is like, 'Oh yeah, technology stopped in the 50s.' No, actually, technology didn't stop in the 50s, it evolved beyond what we can do right now. And there's a lot of super sci-fi stuff in there, but just the expression of it is different. The argument I would get into with people is about security cameras. Level designers were building space and put CCTV cameras all around the building and everything like "Ah, this is great." No, no, no, no, no, look, this is somebody's house. Alright, in the world of Fallout, a miniaturized camera - they exist, but it would cost like 15 million dollars. I could go to Best Buy and buy one for 15 or 150 for a whole house setup of miniaturized cameras. But in their world, a camera that's miniaturized to that extent, would be extremely exotic technology that would only be used [in] like a super-high grade military complex or government applications. For somebody's who's coming into that canon and be[ing] like "Ah, I'm gonna make a thing and I've done levels before and I used cam..." and I'm like phbt, no, no, no, no... So you have these rules about the world. And that thing about the cameras, man, I got so tired of that argument because I knew I sound[ed] like a crazy peron every time. Right? But it's just this little thing, y'know, and I was like "why [are] aluminum bottles not the primary bottles, it's like an expression of that world...
(Industry Guest: Joel Burgess From Ubisoft @1:27:30 Streamed live on Nov 4, 2016)
Leonard Boyarsky: We started the game, we're like "Oh, we want to make a Road Warrior-esque Mad Max kind of video game. So we just started making that game. I didn't put a lot of thought into it [...] just going to other wo-this is what we're gonna make. And it wasn't until...oh, I don't know six, eight months in, it couldn't have been a year, that this occurred to me, and I don't know why. I've tried to track back and find reasons for why this thing came to me while I was driving home one night. I just thought, "That would be really cool, if it was like this 1950s thing." I think it was a combination of things I've been able to kind of figure out."
(Matt Chat 396: Leonard Boyarsky on Fallout @3:30 Published on January 27, 2018
Boyarsky: So (and I said this at the talk too) when I came in and said, 'This is what we're gonna do.': we really didn't change anything that we'd already done. We, just from that moment forward, started building all this 50s stuff into it. So there's kind of this mix of post-apocalyptic "Road Warrior" even the original "Alien" influence. And then all of a sudden you get all this 1950s stuff and that kind of all combined to make this. And a lot of the things we figured out about it...like the fact that they never went beyond transistors, they stayed with the vacuum tubes: started with me going, "We need a lotta vacuum tubes! Everything would look cooler if it had vacuum tubes on it!" And Tim's like, "Well, you know if they never did, if they never went over to transistors, this would make it so that you wouldn't be as susceptible to an EMP blast..." I'm like, "Oh that's great!" So, it was really this organic growing of the IP or growing of this kind of idea for what we wanted to do. But if you asked me at the time, I...probably had no idea or I couldn't have told you why I thought it was such a great idea. Now, luckily, we were at that point where it looks like they were happy with the game we were making...
(Matt Chat 396: Leonard Boyarsky on Fallout @4:59 Published on January 27, 2018)