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Posted (edited)

Did you know that?

Vanilla Vintage Story has functioning, proper elevators.

Now you know!

And now that you know that, I'm sure you are either eager to get one yourself at best or curious about what the hell I'm talking about at worst.
First things first though: Depending on how much you interacted with the story dungeons so far, the reason why you didn't know this before is because this is by no means obtainable in survival. Yet, atleast - I'm hoping the future rectifies this or atleast someone makes a mod for it (don't look at me like that!) So if you want to have an elevator in your world that badly, you need to either

  • Be in a Singleplayer world and willing to use admin commands and creative mode
  • Be a server owner, admin or creative builder with the necessary permissions to spawn entities, spawn items/use creative mode and run "/dev" commands
  • Create a world-edit blueprint in a separate creative mode world that others can import into their own

Sounds good? Good. Now how do you get that sweet, sweet vertical transport device?

First off, you want to go to the creative mode inventory and look for "elevator". You will not find the actual elevator (it's an entity, like a boat that goes up and down) but you will find two components you will need. The first the toothed elevator rail; clutter that's just to make elevator look believable and not just float. You will need to dig a 2x2 blocks shaft for where the elevator goes and then I'd heavily recommend lining the walls left and right of where you plan to enter and exit the elevator platform with the rail. The clutter item aligns itself visually with the furthest back-left corner of the block placed, so you want to place it on the right block of the shaft half. Also mind that like most other clutter items, depending on which angle you look the thing can rotate in 12.5° steps so better stand completely straight in front of the target wall, otherwise you might end up placing it weird and the hitbox is unreachable and you can only get rid of it by "/setblock"-ing the thing into air.

Now that you have an elevator shaft (I hope you considered digging it 1 block deeper than necessary and, if fully enclosed, gave 2-3 blocks of headroom), it's time to grab the second item: The control lever. I don't know if the 2-lever variant works aswell, I only used the single lever. This is a special block and using anything else won't work, unless it's modded in AND the mod made it a valid elevator control. Place one on every level you want the elevator to be able to stop at - vaguely, does not have to be exact; we'll deal with tuning later. Keep in mind that it seems like there was no rotational variants added to the lever block (despite interaction tooltips saying its supposedly wrench-orientable) so it will have to go onto a solid surface (lest it floats) and you just have to live with its fixed orientation.

Finally, you want to position yourself in the very center of the 2x2 shaft, fly up to slightly above the shaft and finally get the actual elevator by spawning in the entity code "elevator". ("/entity spawn elevator 1"). As the elevator - in its initial spawn - is also fixed, should you have built your shaft facing a different way you will need to rotate the elevator by looking at it and running "/entity rotate l[] yaw 90". Congratulations, you have everything in place! But this isn't it yet, sadly, the elevator system is not that robust. You will find the levers doing nothing and the elevator floating there, menacingly, and being rather pass-through-y. Now what?

 

Now comes the hard part. You have to set up the elevator network through two "/dev" commands. This is the finicky part as it's easy to mess up and can lead to unwanted results.
First, look at the elevator again and run "/dev elevator sen l[] <network code>", whereas "network code" is a single-word (no spaces allowed) name you personally choose for this elevator network. Remember it well. With this you have now successfully created an elevator network and added your floating elevator platform to it as "the elevator". Said platform mayhaps also started emitting particles. Now you only need the stops.

Go to each of your placed control levers. Get their exact block coordinates (or stand on top of them, if possible, to make it easier). Now run "/dev elevator sbn <network code> <position> <offset>" for each of them. The network code is the one you used for the elevator before. The position is either the block coordinates or "~ ~-1 ~" if you stand on top of it. The tricky part - is the offset. The offset determines how many blocks on the Y-axis (up + and down -) away from the actual lever the elevator will stop at this "stop". So if your lever is placed directly on the ground, it'd be "-1" as you want the elevator to stop one block below the lever; flush with the ground. The finicky part is... If you mess up and use the wrong offset. You can obviously run the command again for the same lever with a different offset and the lever will correctly set its own stop resulting in the elevator correctly stopping at the correct height when you use the lever to "call" it. But, if you actually use the elevator itself (by sitting down and using the "up" or "down" control levers inside), you will find it also happily stops at the previously set wrong offset - be that in the air; or the ground. That's because the elevator itself is stupid and not actually linked to the levers; it just remembers "a stop was added at Y-level ABC". Because of this, and the lack of any further commands to control this, it will also remember every wrong offset ever set. Which can make the experience very annoying.

Now, as far as I am aware restarting the game should fix this - as I don't think the elevator system itself gets saved, it just gets re-built from the actually existing (block) entities which remember being supposedly part of it. So after a world reload only the last applied offset per lever should apply. But in case this is not true, or constantly restarting the world too tedious (or, in case of a public server, not likely to happen) or you just overall want better controls for a better time, I made a mod specifically for this case - shameless self-plug and all!

https://mods.vintagestory.at/moreelevatorcommands

That's it - you now control the powers of elevation! I can see why this is not survival-ready right now but also think it's such a cool, underutilized feature that more people could use for cool builds. And maybe spreading awareness about the possibilities might encourage modders to utilize the already existing framework to make even cooler things! Adding storage capacity to a service elevator, anyone? Pretty sure you just need a slick new elevator model and steal the boat's ability to attach a chest to slot!

Edited by Rainbow Fresh
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