Multifloor Flying Machine Elevator

Build image: 
In-game name (NO VISITORS! Must be LEARNER rank or higher!): 
CalBmx
Builder name(s) and current ranks: 
Calvin [Learner]
Creation location: 
863 75 98
Machine Features: 

Flying machine with 2 by 3 by 2 cabin travels upwards or downwards and is stopped at certain floor and 2 by 3 door opens at that door to reveal hallway. Select floor on lecturn and press button nearby to confirm. Panel near lecturn and button shows what floor elevator is at including estimated(whole numbers only) floor that elevator is at if it is moving. The elevator is fully spam proof. The spam proofing will unlock(allow another input) when elevator reaches floor last inputted(into lecturn + button) and signal reaches spam proofing mechansim(signal is very fast so low wait time). Stackable with minor adjustments and floors can be spaced out at any height as long as not too close to the other floors
Just to clarify one feature, you can flip through the pages on the lecturn to call it to any floor including your own.

How To Use: 

Flip lecturn to certain page press nearby button and get in elevator it will go to the floor you selected. Lecturn will send signal downward to memory redcoder which will send signal to mechanism that will make elevator go to the floor you selected. Spam proofing occurs with monotone circuit from specific line from memory redcoder going into xor gate(I use it in signal memory case in this scenario with reset) which takes out input from lecturn+button. When flying machine elevator reaches the selected floor it will send signal which will reset the xor gate allowing new signals to come through from the lecturn + button. The signal from the memory redcoder that makes the elevator go to floor you selected works like this: when signal reaches mechanism it will send pulse downward, extend it and make elevator go up if it is down. It will also send pulse upwards which will cause the elevator to go downwards if it is above the selected floor. Note: the elevator's observers are triggered by double piston extenders. The signal from the memory redcoder also extends two pistons allowing signal flow through four monotone circuits(which block spit redstone block)(two of them will activate at different times to stop the elevator(with double piston extenders on non observer area) depending on whether it is going up or down and automatically reset at the same time in case a glitch occurs this will hopefully protect against it. When it is going downward there is one more component after the elevator is stopped by the extenders it will be slightly lower then it should be due to the flying machine logic and so a specifically timed pulse will activate observers which would cause pistons to block spit it upward(if it wasn't locked in place by the monotone circuits it would start going downward because of the observer alignment). Color coding key: (purple comparator tower) (pink memory redcoder) (gray spam proofing) (black mechanism that will allow flow to stop elevator and make elevator come down or up to it's floor as well as opening 2 by 3 flush piston door when elevator arrives at it's floor) (blue mechanism that stops elevator when going up) ( orange mechanism that stops elevator when going down) (red mechanism does adjustment to elevator after it stops when going downward that will position it correctly) (red cyan white and black are double piston extender connectors that will stop elevator or start it. (yellow floor detection and pulse upwards to make elevator come down if above) (green pulse downwards to make elevator come up if below) Note: vertical redstone travel used through walls, scaffolding, torch towers, and observers.

Request status: 
Approved

Comments

Worked nicely, and this player worked hard for days and days. Turned out great, and would like to see more in the future

By RitzKid76