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

  1. string The 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

  1. string The column id, or nil.
getY()Source

Get this contact's Y level.

Returns

  1. number The Y coordinate.
getShortName()Source

Get the short floor name shown on display links and in cabin controls (e.g. "1F").

Returns

  1. string The short name.
getLongName()Source

Get the long floor name shown in the contact's edit screen (e.g. "Lobby").

Returns

  1. string The 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

  1. shortName string The new short name.
setLongName(longName)Source

Set this contact's long name.

Parameters

  1. longName string The new long name.
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

  1. string The door mode string.
setDoorMode(mode)Source

Set the contact's door-control mode.

Parameters

  1. mode string One of all, north, east, south, west, none.
isPowered()Source

Check whether this contact is currently powered (a redstone neighbor is providing signal).

Returns

  1. boolean True 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

  1. boolean True if calling.
isPowering()Source

Check whether this contact is currently emitting redstone power — briefly true when the cabin is at this floor.

Returns

  1. boolean True if powering.
getLastReportedFloor()Source

Get the short name of whichever floor the cabin most recently visited on this column. Same value the current_floor display-link source reads.

Returns

  1. string The 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.