Yes, but how does it know to reverse gravity once the player has fallen up to that floor? If he explained that in the video, I totally missed it, and haven't found it yet.All the buttons that go to one floor feed into a single activation block that controls that door.
This feature currently only works when the chest pulls items from another storage chest. So you can have chest B pulling all items from chest A, you put your items into chest A and when chest B pulls them it will activate an OR next to it.I do apologise if my question is dead simple, but I cannot seem to get a simple plexstorage light indicator to work. I've seen videos on it and read the devnotes back when it was implemented, but no matter how I try to set this up, it just doesn't work. The layout (from what I've seen) should be simple:
* put down a plexstorage
* put an OR-gate next to it (should it be separately connected to the chest or not?)
* put a lamp on top of the OR-gate and connect OR->lamp
From what I understood, this setup should light up the lamp when the storage box becomes non-empty. Alas, I cannot get it to work - my OR-gate is standing dead still no matter what I put or take out from the box next to it! I have also tried to explicitly connect the OR-gate to my box (gate:C, storage:V), to no avail.
There must be something VERY obvious I am missing, but what?
You can take the OR from the chest and feed it into a pulse limiter or use it as the input for a pulse limiter itself if you want a pulse when an item enters the chest.Well I have it set up this way: chest B is the master, and chest A the slave; since that was the only way I can get B to pull stuff from A - the other way around was not working (yes, this whole system is confusing). Next to B is an OR gate, but it is not activating at all when I put stuff to chest A, although the items do transfer. Do I need some extra connections?
EDIT: I did something wrong, but now the OR gate seems to be activated when the chest pulls items to it. Now I just need a way to turn it off after a while...need to see all your videos to remember whether it was pulse delimiter or pulse extender...
Are you trying to have a pulse every time the chest grabs an item? Also what is pulling items out of the chest. Currently only chests pulling items out will also effect the OR gate, factories don't work. I found that out trying to make an automated factory using logic.The problem is that the chest pulling stuff from the other one doesn't seem to give a "pulse" (or light up the OR gate) every time it pulls something to itself. I do not understand its logic. Sometimes it ticks off the OR gate, most of the time it doesn't. It's either bugged or I still don't understand the logcs of it. Very confusing.
It's quite possible, I can think of two tricks to get the job done. I'm not sure exactly what your trying to sort and how many.Yes I was but I just realised it is not possible atm? The OR gate only activates when the inventory goes from empty to non-empty...
That should be really easy to achieve with just the light wired to the OR gate from the chest, no need for complicated pulses. The only problem is you would need a way to manually turn off the OR gate when you empty the chest, or use a dump chest to pull the items out before you remove them yourself.OK, I confess my "redstone skills" are a bit rusty. What I basically would like to have is an indicato light that is only on, when there's stuff in the chest. No need to indicate full chests, only when there's someting in it, the light will be on, when there's nothing, the light goes off. Would that really be possible? Maybe do another great short video about it, eh?
My automatic sorter already works, but I just need the indicator lights...
What I did is activate the door for X seconds and then close off automatically.So, Bench, there isn't any way of detecting both of these two phase transitions within only one detector field:
The reason I'm asking is because we are building a big space station, which will have long corridors for the hangar bay. I'd like to build automatic doors to the beginning of the corridor such that when a (possibly long) ship comes in front of the door, it opens up, and lets the ship through. When the ship has completely left the detector field, the door closes behind it automatically.
- When someone enters the field
- When someone exits it completely
But detectors aren't built to emit a signal when they are exited, right? Any foolproof way of circumventing this?
Yeah, I'll probably end up doing the same. Wish the detector fields would work a different way, though. It would make creating automatic doors so much easier.What I did is activate the door for X seconds and then close off automatically.