Space Engineers

Space Engineers

Piston Elevators
26 Comments
Xarian 3 Jun @ 4:02pm 
Could you please use LCD panels for the buttons?

See: DisplayName_Block_SciFiButtonPanel
From: CubeBlocks_SparksOfTheFuturePack.sbc
demonslayer 19 May @ 11:47am 
Hi
Unfortunately, it's not working for me. I tried it with scripts as well as without... the door doesn't close, and the elevator doesn't start.
Where do I enter the names of the pistons and doors, or how can I do it without scripts?
McVoy 10 May @ 4:24am 
Works perfect. I tested only cabiin, door and light with vanilla pistons. After latest update of SE no scripts needed.
🕊 Peace&Death ⚰ 14 Jan @ 11:00am 
doenst work. Fix pls!
🕊 Peace&Death ⚰ 14 Jan @ 10:58am 
Нажимаю кнопки, открывается терминал для изменения кнопок, хотя уже настроены этажи. Как заставить лифт ехать???
战神哥 29 Aug, 2023 @ 7:05am 
搜索不到脚本内容啊
Dr.Nuke 11 Jun, 2023 @ 4:29pm 
Awesome mod. Still exploring but seems perfect for what I want.

Was wondering if there is a way to change the buttons to display numbers instead of blank?

Thanks!
Red Unit 23 Aug, 2022 @ 1:39pm 
Hello! Can you add a cabine-type with only 2 buttons? Me and another people using this cabin for buildings with many floors, but sometimes we need only 2 buttons - up and dawn moving for very simple elevator. Just Copy the model, removing a buttons and relocate 2 buttons in middle. Would you approve this suggestion?
code 11 Jul, 2022 @ 12:58pm 
I love using your mod without the elevator part, just the maglev piston. Is it possible to create a small grid version of the Maglev Piston and Maglev Platform?
Toriman 25 Jun, 2022 @ 8:52am 
Hello, I would like to finalize your scripts for this mod.
1. To use only two programming blocks for any number of elevators and elevator doors. (any doors, from any mods)
2. To set the parameters of each elevator individually through the elevator control buttons. (lift number, lift/lower height, speed)
3. Compatible with any auto-closing door mods.
Can I get permission for this modification?
tomatoCat 11 Dec, 2021 @ 9:55pm 
这个MOD牛,活塞太有科技感了:steamthumbsup:
smakosz1987 11 Nov, 2021 @ 1:49pm 
suuuper mod
weberspy 8 Oct, 2021 @ 7:01pm 
the elevator is really jittery half the time but only when there is another block on it, plus it gets stuck alot. it works fine without blocks on it even the elevator cabin that came with it. it was a good mod until one of my elevators started spassing out when it was activated with a block on top it.
不言丶  [author] 3 Sep, 2021 @ 5:27pm 
It should be better now. I've shrunk its physical model again.
JWA 31 Aug, 2021 @ 9:20pm 
Upon further inspection it must be something else, because I removed the mod and it was still happening. Thought it was this because it only seemed to happen when extended.
不言丶  [author] 31 Aug, 2021 @ 7:52pm 
Perhaps it needs further tweaking
JWA 31 Aug, 2021 @ 7:32pm 
These are great, but it seems to be causing my ship to drilt in a random direction regardless of counter thrust.
JWA 26 Aug, 2021 @ 6:25pm 
Any chance of a small grid version?
SpaceCowboy7 24 Aug, 2021 @ 10:49pm 
Nice design, but fact that players cant weld by hand and lack of clear scripting (programmable block code-name settings ect) makes this a failure imo. You really should do a video on it, and if someone else has got this to work, please do a video.

Ill keep watch for this, i like it and would use it, but as it is atm... :(
sevya 24 Aug, 2021 @ 12:24pm 
I have found a possible problem with the Elevator Control script. I don't know how to write scripts, so I don't know exactly what this means. When I recompile the script and then try to run it, I get this message:

Caught exception during execution of script: Object reference not set to an instance of an object.
at Program.Main(String argument)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.<>c__DisplayClass45_0.<ExecuteCode>b__0(IMyGridProgram program)

at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramActionCore(Action'1
action,
String&
response)
sevya 24 Aug, 2021 @ 12:07pm 
I'm having trouble getting this to work.There are a few things I am finding unclear in your instructions.

1) Is the argument in the "Run" command just the height of the floor where you want the elevator to stop and the door to open?

2) Do the names of the Elevator Room and Elevator Door need to be in quotation marks?

3) When the height of the floor is a decimal, does the "f" need to be in upper or lower case? Example: 12.5f or 12.5F?
不言丶  [author] 24 Aug, 2021 @ 10:53am 
@Morpheus
Because the models overlap, handheld tools can only be welded to the largest block. You only need to have two squares in one of the left / right / rear directions to use the welding machine for welding.
Molten Carnage 24 Aug, 2021 @ 10:01am 
When you say it can't be welded by role tools, I assume you mean hand held tools? If so, what is the logic to make it that way? Doesn't that make it impossible to upgrade a ship from having a stairwell to having an elevator? I doubt anyone would want to tear open a big enough hole in their ship or building fit a welder ship or welder arm to build an elevator.
Danny C 301 24 Aug, 2021 @ 4:23am 
捧场
不言丶  [author] 22 Aug, 2021 @ 4:32pm 
@ggubert
Well, I can't make a video, but I'll make a detailed tutorial .
ggubert 22 Aug, 2021 @ 11:43am 
If it's not difficult for you, make a video of this mod!