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Introduction[]

Interface

User interface for custom elevator.

Tekkit_Railcraft_and_Red_Power_Elevator

Tekkit Railcraft and Red Power Elevator

After exploring the various resources (forum, wiki, youtube) I had a hard time finding a fully functional elevator utilizing Railcraft's Elevator Track. After a few days of experimentation, I was so happy with my results that I wanted to share:

This is a full-feature elevator including an "Elevator Call" (black brick), "Launch" (white brick), and a total of 9 levels (colored wool).

User Interface[]

Behind

Inner working of the user interface of the elevator.

Behind the scenes, a combination of Red Alloy Wire, Glass Cover Strips and Wireless Transmitters are used to slect the individual levels (I used 4901-4909) and will trigger the individual Level Circuit - which will be discussed later.

The "Launch" button simply sends a signal directly to a wireless reciever under the current level's Boarding Track (I used 4911-4919).

Recall

Call Elevator Circuit - this sends a signal to the Boarding Tracks of all levels

Note the "Elevator Call" has an additional signal coming off of the button (I used 4900) - this is for the Call Circuit(see image to right) which sends a signal to the boarding tracks of every level. The button also sends a signal to the Level Circuit for the current level such that pressing the button will launch the cart from whatever floor it is on and send it to the current one.

Rail Details[]

Power

Signal to Elevator Tracks using Wireless Redstone (CBE)

The vertical Elevator Tracks are powered by wireless recievers (signal sent from the Level Circuit - I used 4921-4929 for this) on every level (including the bottom floor) with tracks on each floor to meet it (see first picture). You can save some space and effort if you place the Wireless Receiver along the wall under the track (see below).

Launch

Wireless recievers/transmitters are quite versatile and can be placed on walls and ceilings.

The High-Speed Rail and High-Speed Transition Tracks pictured are probably not necessary, though additional transition tracks will cause track failure as the cart is apparently moving too fast to turn. They are mostly used for asthetics and to match the look of the Disembarking Track and Boarding Track.

The Disembarking Track must be powered, so has a Redstone Torch beneath it. Note however that if you don't want to put a redstone signal under the railing, you could also put a Detector Rail immediately before the Disembarking Track and that will trigger it. My original version also had a Detector Rail before the Switch Track but I learned it was unnecessary as long as the track is aligned properly.

Level Circuit[]

Lvl Circuit

Level circuit using wireless recievers, transmitters, a null cell and state cell to select elevator levels. This particular circuit is for 'Level 5'

The magic behind this system is actually the State Cell. This wonderful circuit has two inputs and two outputs. The 'back' (bottom of picture) basically tells the circut to maintain a signal to the 'front' (top) if signal is recieved from the left. The right isn't used here, but sends a breif redstone current once the signal is reset.

For my purposes, the 'back' is always energized in preparation for a button-press for the level. Because of the short length of a button signal, you'll need to change the timer on all State Cells used for level circuits to the minimum of 0.2 seconds (simply click -10s). If this is not done, it will not reset properly when you select a new level.

Reset

Reset circuit simply takes signal from all buttons and routes them to one signal which is the same for every level circuit.

The reset function uses a Null Cell* to maintain power until signal from any button recieved from the Reset Circuit (pictured to the left) cuts power. This simply uses the signals directly from the button (4901 to 4909 here) and sends them to the to the Null Cell's* input (via 4910 here); this signal should be the same for every level circuit.

Basically, what should happen is this: A button is pressed (either the "Elevator Call" (current level) or another level is selected - this sends a signal to the left of the State Cell of the selected level (i.e. 4905) which in turn transmits the signal to your Elevator Track (i.e. 4925). At the same time, the Null Cell* for all level circuits is energized, cutting power to the bottom of the State Cell and allowing the timer to expire for all except the selected level (signal from the left prevents the timer from staring). Once the button signal expires, the timer for the selected level breifly starts, but is reset by the Null Cell* which has power again. It will then maintain this status until another button is pressed.


  • It has been found that the Null Cell is actually in fact an Invert Cell.

Technic Pack Mods Used[]


Feel free to modify this if you feel it is missing something or you want to add your own method!

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