So about that trailer...

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    There was a ship elevator, was that already possible or is it new?
     
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    Was just going to ask. I'd like to know how that was done.
     

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    Crusade built the original idea as seen here
    http://starmadedock.net/content/logic-elevator.985/

    For the one seen in the trailer the platform was a ship with a dock that had the feature ship on it. I manually moved the elevator up and down for the filming, as i ran out of time to complete the logic necessary to complete it.
     
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    Will this ever be added as an official feature? By that I mean making it possible without editing collision damage.
     
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    Crusade you mother lover if the devs add the ability to make elevators on ships because of you I'll give you such a massive hug

    God damnit this just gets better.
     
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    I know absolutely nothing about the engine so I may just be talking out of my arse here but it seems like Star-made doesn't have difficulty moving blocks around like Minecraft does. I think the devs could really capitalise on that with machinery like this elevator.
     

    Winterhome

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    I know absolutely nothing about the engine so I may just be talking out of my arse here but it seems like Star-made doesn't have difficulty moving blocks around like Minecraft does. I think the devs could really capitalise on that with machinery like this elevator.
    Starmade doesn't move "blocks"
    It moves individual objects that happen to be made of blocks :P

    I think the newbies might have a fun time trying to figure out that to make an elevator, they do indeed have to make a cable elevator with working lift and everything xD
     

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    Will this ever be added as an official feature? By that I mean making it possible without editing collision damage.
    We're keen to continue to make StarMade an incredible game, filled with all kinds of features a lot of which are customizable to how you want to play. It all depends on what the core systems can support as to whether something is feasible. Though while we're still in this alpha stage we're forever redeveloping core systems to make the game more into what we envisioned; we saw this with the weapons overhaul and more recently with the universe galaxies update.

    So we'll have to wait and see, but needless to say anything that does get added in will be a great addition
     
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    Well, the shot with that elevator was certainly yaw dropping, if that's the right expression. ;)
    Now just wait for a version with collision detection enabled and we're all set to go. LOL

    Greets,

    Jan
     

    Snk

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    Could you use a logic clock connected to a push computer facing upwards? And some stop blocks to stop it?
     

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    Could you use a logic clock connected to a push computer facing upwards? And some stop blocks to stop it?
    exactly how you would do it
     

    Winterhome

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    Could you use a logic clock connected to a push computer facing upwards? And some stop blocks to stop it?
    I'd personally have used plexdoor barriers linked to the floor select system to stop the elevator, and area triggers linked to the floor select via an and gate to shut off the push/pull when the elevator arrives.
     
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    I downloaded the elevator by Crusade and loaded it into a universe created with a recent build. The car clips through the elevator structure (explains the lack of friction problems), apparently including the area triggers. It shoots right out the top of the shaft so I have to run after it. That may raise interesting possibilities for a disintegrator cannon/torpedo system....

    So I'm really wondering if something has changed and stopping the car now has to be done with timing logic rather than triggers, or something went wrong with my import? I was going to try adapting some insights from this toward a small tram.
     
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    I downloaded the elevator by Crusade and loaded it into a universe created with a recent build. The car clips through the elevator structure (explains the lack of friction problems), apparently including the area triggers. It shoots right out the top of the shaft so I have to run after it. That may raise interesting possibilities for a disintegrator cannon/torpedo system....

    So I'm really wondering if something has changed and stopping the car now has to be done with timing logic rather than triggers, or something went wrong with my import? I was going to try adapting some insights from this toward a small tram.
    I am not 100% about this, but I heard before, "rail" block was confirmed