Create_ElevatorContact
An elevator contact — one floor button + landing pad. Player workflow: right-click empty hand to edit name and door mode; redstone-pulse to call the cabin to this floor.
Pair this with Create_ElevatorPulley on the same column (same
getColumnId) for a complete elevator dashboard.
| getSelfId() | Get this contact's id. |
|---|---|
| getColumnId() | Get the opaque id of this contact's column. |
| getY() | Get this contact's Y level. |
| getShortName() | Get the short floor name shown on display links and in cabin controls (e. |
| getLongName() | Get the long floor name shown in the contact's edit screen (e. |
| setShortName(shortName) | Set this contact's short name. |
| setLongName(longName) | Set this contact's long name. |
| getDoorMode() | Get the contact's door-control mode — which side(s) of the cabin's doors open when the cabin arrives at this floor. |
| setDoorMode(mode) | Set the contact's door-control mode. |
| isPowered() | Check whether this contact is currently powered (a redstone neighbor is providing signal). |
| isCalling() | Check whether this contact is the column's currently-selected target. |
| isPowering() | Check whether this contact is currently emitting redstone power — briefly true when the cabin is at this floor. |
| getLastReportedFloor() | Get the short name of whichever floor the cabin most recently visited on this column. |
| call() | Call the elevator to this floor — programmatic equivalent of a redstone pulse on the contact, or the in-cabin Contrapt... |
- getSelfId()Source
Get this contact's id.
Returns
stringThe block's id.
- getColumnId()Source
Get the opaque id of this contact's column. Same value for every contact and the elevator pulley on the same column. Returns nil if the contact hasn't initialized its column yet (e.g. just after placement).
Returns
stringThe column id, or nil.
- getY()Source
Get this contact's Y level.
Returns
numberThe Y coordinate.
- getShortName()Source
Get the short floor name shown on display links and in cabin controls (e.g.
"1F").Returns
stringThe short name.
- getLongName()Source
Get the long floor name shown in the contact's edit screen (e.g.
"Lobby").Returns
stringThe long name.
- setShortName(shortName)Source
Set this contact's short name. Same field a player edits in the right-click screen. Propagates to display links on the column.
Parameters
- shortName
stringThe new short name.
- shortName
- setLongName(longName)Source
Set this contact's long name.
Parameters
- longName
stringThe new long name.
- longName
- getDoorMode()Source
Get the contact's door-control mode — which side(s) of the cabin's doors open when the cabin arrives at this floor.
One of:
all,north,east,south,west,none.Returns
stringThe door mode string.
- setDoorMode(mode)Source
Set the contact's door-control mode.
Parameters
- mode
stringOne ofall,north,east,south,west,none.
- mode
- isPowered()Source
Check whether this contact is currently powered (a redstone neighbor is providing signal).
Returns
booleanTrue if powered.
- isCalling()Source
Check whether this contact is the column's currently-selected target. True between request and arrival (the floor button stays "lit").
Returns
booleanTrue if calling.
- isPowering()Source
Check whether this contact is currently emitting redstone power — briefly true when the cabin is at this floor.
Returns
booleanTrue if powering.
- getLastReportedFloor()Source
Get the short name of whichever floor the cabin most recently visited on this column. Same value the
current_floordisplay-link source reads.Returns
stringThe last-reported floor's short name.
- call()Source
Call the elevator to this floor — programmatic equivalent of a redstone pulse on the contact, or the in-cabin Contraption Controls UI selecting this floor. Same code path as the floor-select packet handler.