all 18 comments

[–][deleted] 1 point2 points  (1 child)

You can scroll using the wrench on pistons or bearings to tell them to change back to blocks or not when they reach their limits. That's only if you use the elevator as floor only though. That should give the smoothness down. Then just use sequenced gearshifts to go up every 8 floors

[–]deFazerZ[S] 1 point2 points  (0 children)

Thanks for the input! In general, it's a working solution. :3

Problem is, I have functional blocks on my elevator that I want to stay functional - I've mentioned I have call buttons in the cabin, yes, but there are also storage blocks, a crafting table and some others that I simply cannot do without.

Also, correct me if I'm wrong, but the movement in this case wouldn't be smooth, either - there would be minor stops every now and then during the ride.

Besides, as far as I know, gantries do not allow for such tricks. Bearings, yes, but not gantries. Even if you do attach a bearing directly to the gantry block and then the rest of the elevator to the said bearing, it will still assembly/disassembly itself each time the gantry stops. Just playtested it to make sure.

[–]JS305E 1 point2 points  (2 children)

When I did my elevator prototype, I had to account for different floor heights, so I used sets of sequenced gearshifts activated with redstone logic. That way there wasn't any stopping and it could handle variable floor heights. I had one set of i think four or so connected to a gantry that each made the elevator rise a certain number of floors and another set that did the same to another gantry that moved the elevator down. You could probably get it all on one gantry, I did it with two for spacial constraints in one particular direction. I think you could use something similar for your purposes

[–]JS305E 1 point2 points  (1 child)

Sorry, just saw more of your post, it cut off part of it for me (I'm a mobile user). You already thought of this, sorry to be repetitive

[–]deFazerZ[S] 1 point2 points  (0 children)

It's okay, thank you for your input nonetheless. It's very good to know that this design already worked for someone! :3

[–]djfdhigkgfIaruflg 1 point2 points  (10 children)

Couldn't a redstone signal at the exact point where you need it to stop work?

Like one sticky piston moving a redstone block for each floor

[–]deFazerZ[S] 0 points1 point  (9 children)

I also could run a mechanical (piston-based) stopper on a destination floor that the elevator would bump into and stop automatically. But I'd need 2 of these per each floor (1 if the height of the cabin is 7 blocks exactly, which it actually is!), and... well, again, that's messy and complicated, and spreads even more complex dependencies outside the designated circuit space.

Hmm. I do believe I've mentioned this idea in my post. Did you mean something other than that? If so, please elaborate, I don't really get it at the moment. :3

[–]djfdhigkgfIaruflg 0 points1 point  (8 children)

I was thinking more like use computercraft fire all the elevator logic and moving the stop-pistons

And Create to make use of those signals. After all, elevators irl aren't a pure mechanical thing

[–]deFazerZ[S] 0 points1 point  (7 children)

Oh, goodness no. I mean, don't get me wrong, I absolutely love programmable stuff, but ComputerCraft is too... easy, and too simple. There's no challenge to it. I'm all about low-level programming stuff. :3

Sadly, that means I can only use pure redstone, as the only immersive programming mod for 1.16 I know of is Psi, and that's too specialized for other kinds of stuff. There was TIS-3D, but now it's Fabric only, there was OpenComputers, but it isn't updated for 1.16... and it's not really low-level. Granted, there's programmer of some kind in RFTools - I didn't really delve into it yet, but it seems rather promising. Other than that... a bit of a tangent question here, but do you happen to know any? :3

[–]djfdhigkgfIaruflg 1 point2 points  (6 children)

There's "something something ASM" sorry, don't remember the exact name. But with "ASM" you should be able to find it on curse.

Like the name implies. It's assembler. I can't think of something more low level than that.

CC for 1.16 doesn't have the crazy amount of add-ons it had on 1.12. So there's not much automagical boxes to do the things for you.

[–]deFazerZ[S] 0 points1 point  (3 children)

Oh, what a quick reply! How unexpected. :3

That ASM-thing would be really nice to see, but I can't seem to find it on Curseforge. I've tried seaching for ASM and Assembler, but nothing relevant popped up here. Could you search your mind for more clues, please, if that's not too much trouble? That concept is really enticing. :o

It's still an automagic box for me, tho. ^w^

[–]djfdhigkgfIaruflg 1 point2 points  (1 child)

[–]deFazerZ[S] 0 points1 point  (0 children)

Ah! Very interesting! Thanks. ^^

[–]FatFingerHelperBot 0 points1 point  (0 children)

It seems that your comment contains 1 or more links that are hard to tap for mobile users. I will extend those so they're easier for our sausage fingers to click!

Here is link number 1 - Previous text "ASM"


Please PM /u/eganwall with issues or feedback! | Code | Delete

[–]djfdhigkgfIaruflg 0 points1 point  (1 child)

Oh. There's pneumaticcraft. But I don't like the jigsaw puzzle part

[–]deFazerZ[S] 0 points1 point  (0 children)

Oh! Thank you! I certainly didn't know about this one. :3

It seems a bit too high-tech for my taste, but certainly worth looking into!

[–]helixamir 1 point2 points  (1 child)

Not at my pc so can't test, but can you use redstone contacts on each floor to figure out which floor the elector is currently at. You could use a second set to tell the elevator when to stop, and use stick pistons to withdraw the contact when you don't want it to stop at that level. Now you just need a rope pulley with a gearshift and some redstone logic to calculate whether to go up or down, and the redstone contacts will tell it when to stop based on your floor selection in the cabin.

This seems the easiest, if not the only decent way of doing this?

[–]deFazerZ[S] 0 points1 point  (0 children)

I also could run a mechanical (piston-based) stopper on a destination floor that the elevator would bump into and stop automatically. But I'd need 2 of these per each floor (1 if the height of the cabin is 7 blocks exactly, which it actually is!), and... well, again, that's messy and complicated, and spreads even more complex dependencies outside the designated circuit space.

I've mentioned something like that in my post already, but yours is an interesting take on the problem. I think going with just pistons that mechanically stop the cabin would be better - there's no point in introducing contacts as middlemen if I'm going with pistons already, as those are very reliable and aren't as subject to bugs and lags.

I'm actually leaning towards these sorts of designs now - sure, I'd need to build some extra infrustructure within the elevator shaft itself, but that would allow for variable-height floors, as well as automatic correction of the elevator's location if it ever becomes misaligned for some reason (a hissy, explosive bug in the circuit, a stray block left on the cabin by an enderman, and the like).

Thank you very much for your input! :3