Little things can turn "Meh" sections of your ship into "Wow" sections without a great deal of effort, so I thought I'd make a quick and easy tutorial on how to do some of them.
Today's Tutorial: Automatic Elevators
For larger stations and ships, multiple floors are commonplace and it just doesn't feel very futuristic to have to take the stairs everywhere you go. Elevators are a little more complicated to build than automatic doors, but when done correctly are reliable and great for showing off with.
For this tutorial, I'll be showing you the basics on how to make the logic to run the elevator shaft, and the logic to put into your elevator car so that it will move on it's own without the player having to do more than step inside it. Then, just to be fancy, we'll put some safety doors on there so no one falls down the elevator shaft.
Step 1:
Build your rail, and place a button at the top, bottom, and off to the side. The top and bottom buttons are your call buttons, they're what your player will push if the elevator is on the wrong floor and needs to have it move to them. The side button is what we'll call the main logic input, its the "all the stuff goes into this one, and this is the one all the logic works off of". So all the different button presses will feed into this one main button that you hide.
Step 2:
Connect your button into a Flip Flop, and then connect your Flip Flop into a Not.
Step 3:
Gets a little trickier here. From the Flip Flop, connect an Activator and put down a rail block directly touching it. This rail should be pointing either up or down, doesn't matter which. From the Not, do the same thing, but make the rail point in the opposite direction.
Step 4:
Hit C on the Activator, then V on both the single rail touching it, and on all of the main rails.
Do the same for the other side. Each activator should be the master to both the full column and the individual rail next to it.
Step 5:
Make a new core, add your Rail Docker, and dock it to the rail. Add a floating platform off to the side (because if this were real, the platform would be inside the elevator shaft so you couldn't see how it works).
Step 6:
Place an Area Sensor Controller block over on the section with the core and the docker, then fill the platform with several layers of Area Sensor blocks. Make sure you remember to link them to the controller.
Step 8:
Slave an Activator to the Sensor Controller. Then slave a Wireless block to the Activator. Then finally slave a Button to the Activator, and then slave the Activator to the Button (so that when the activator turns on, it turns on the button, so that when the button turns off a second later, it turns the activator back off).
The idea here is that you step into the sensor blocks on the platform, and the sensor controller makes the activator turn on. The activator passes that signal to the wireless block and the button, and the button then turns the activator back off.
---
Continued in Next Post
Today's Tutorial: Automatic Elevators
For larger stations and ships, multiple floors are commonplace and it just doesn't feel very futuristic to have to take the stairs everywhere you go. Elevators are a little more complicated to build than automatic doors, but when done correctly are reliable and great for showing off with.
For this tutorial, I'll be showing you the basics on how to make the logic to run the elevator shaft, and the logic to put into your elevator car so that it will move on it's own without the player having to do more than step inside it. Then, just to be fancy, we'll put some safety doors on there so no one falls down the elevator shaft.
Step 1:
Build your rail, and place a button at the top, bottom, and off to the side. The top and bottom buttons are your call buttons, they're what your player will push if the elevator is on the wrong floor and needs to have it move to them. The side button is what we'll call the main logic input, its the "all the stuff goes into this one, and this is the one all the logic works off of". So all the different button presses will feed into this one main button that you hide.
Step 2:
Connect your button into a Flip Flop, and then connect your Flip Flop into a Not.
Step 3:
Gets a little trickier here. From the Flip Flop, connect an Activator and put down a rail block directly touching it. This rail should be pointing either up or down, doesn't matter which. From the Not, do the same thing, but make the rail point in the opposite direction.
Step 4:
Hit C on the Activator, then V on both the single rail touching it, and on all of the main rails.
Do the same for the other side. Each activator should be the master to both the full column and the individual rail next to it.
Step 5:
Make a new core, add your Rail Docker, and dock it to the rail. Add a floating platform off to the side (because if this were real, the platform would be inside the elevator shaft so you couldn't see how it works).
Step 6:
Place an Area Sensor Controller block over on the section with the core and the docker, then fill the platform with several layers of Area Sensor blocks. Make sure you remember to link them to the controller.
Step 8:
Slave an Activator to the Sensor Controller. Then slave a Wireless block to the Activator. Then finally slave a Button to the Activator, and then slave the Activator to the Button (so that when the activator turns on, it turns on the button, so that when the button turns off a second later, it turns the activator back off).
The idea here is that you step into the sensor blocks on the platform, and the sensor controller makes the activator turn on. The activator passes that signal to the wireless block and the button, and the button then turns the activator back off.
---
Continued in Next Post