Reference

FAQ and known limitations

Answers to common problems with Create Managed Elevators and what the early development version cannot do yet.

Common questions

The call button finds no elevator contact

The button finds no elevator contact within 4 blocks to the side and 3 blocks up or down. Place it closer to the shaft, or raise callButtonSearchRadius / callButtonSearchHeight in the settings. The contacts only become elevator contacts once the pulley has been assembled.

The call button says the elevator is not running

The button found contacts, but no car there is running. Assemble the elevator (right-click the Elevator Pulley) and give the pulley rotation.

The terminal does nothing

It only works on an assembled, running car. Glue it to the cabin with Super Glue and assemble the elevator. In the world it only answers "Works inside a running elevator car".

The landing door does not open

It must stand directly in front of the cabin door when the car is at that floor, and the cabin door must be an Elevator Door glued to the car. Also check the Onboard Door Control of the floor's elevator contact: it may only open the other side. Landing doors never open by hand or by redstone.

The car drives past a floor I just called

The floor was closer than the minimum braking distance (2 blocks by default), or it was a down call while the car went up. The car serves it on its way back. See Call memory.

The elevator is out of order

It lost its drive or got stuck between floors. Give it rotation again (check for overstress); after a short wait it moves to the nearest floor and carries on. See Faults and rescue.

All buttons and indicators are dark

The elevator has no drive and counts as switched off. See Switching an elevator off.

An indicator on the floor shows the wrong car

It shows the nearest running elevator within 6 blocks. In a group, put each indicator right above its own shaft's door, closer to that shaft than to its neighbours.

Do I have to rebuild my existing Create elevators?

No. Calls are queued and the door sequence applies as soon as the mod is installed. All new blocks are additions.

Known limitations

Create Managed Elevators is an early development version (0.0.1). The controller is covered by unit tests and automated in-game tests on a real server with Create; how the blocks look and feel in a real world has only been checked briefly. Back up your world.
  • Forge only. Fabric is planned as a separate module, later also further Minecraft versions with Create 6. Create 0.5.1 will not be supported.
  • One car per shaft. That is a limit of Create; several cars only exist as a group of shafts side by side.
  • Short floor names may have at most 4 characters (Create's limit). The 7 Segment indicator shows at most 3.
  • No manual linking of call buttons yet: they find their shaft only by searching around themselves.
  • No permission check on the per-elevator settings: anyone who can open the terminal can change them.
  • No own sounds yet: the gong and the alarm use Minecraft sounds.
  • No Ponder scenes yet.
  • Planned: own sounds, Ponder scenes, reworked recipes, a door frame as decoration block and wider indicators over several blocks.
  • Create's elevator internals are not an official API. A Create update may break the mod until it is adapted.
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