Mobile [Project] Motorized Airlock System

Yes putting lava in actuated blocks will destroy water. But it will destroy the lava if you actuate the block solid and re load the game (at least in PC it does)
 
Just quickly made first 2 versions for water level sensor (have a lot of things to improve), not for the situation mentioned above
Quite impressive looking. Something that sophisticated could let you control water flow rate dynamically, rather than just on or off.

Of course I had something much smaller and simpler in mind for this particular build. Note that a bird can also be used as a water detector (and other specialist things) since their behaviour changes to player seeking when immersed. :)
 
Yes putting lava in actuated blocks will destroy water. But it will destroy the lava if you actuate the block solid and re load the game (at least in PC it does)
I was just planning on leaving the blocks actuated so that wouldn't be an issue.
Note that a bird can also be used as a water detector (and other specialist things) since their behaviour changes to player seeking when immersed. :)
I noticed the behavior change when I was building my prototype, but I couldn't figure out what exactly it was trying to do. Good to know that it's player seeking. That explains why it would just fly (or swim) back and forth repeatedly opening and closing the airlock.
[DOUBLEPOST=1439098730,1438893908][/DOUBLEPOST] image.jpg image.jpg image.jpg image.jpg image.jpg image.jpg image.jpg image.jpg After a bunch of experimentation and testing, I've finally gotten my design to work, and I've even made it super compact.

My original design was a single bird track (door 1 plates, vertical delay, door 1 plates, pump plates, door 2 plates, vertical delay, door 2 plates). My new design works basically the same, but it's broken up into "puzzle pieces" which fit together with few gaps. Each piece kills the current bird at the end and triggers a bird in the next piece.

Piece 1 - door 1 plates, vertical delay, door 1 plates
Piece 2 - pump plates
Piece 3 - door 2 plates, vertical delay, door 2 plates

Side note: for some reason the chests didn't want to be placed on the mythril bricks, so that's why they're on platforms.

Thanks for all the ideas you guys have shared! If you have any thoughts on how to further improve it, just let me know!
 
Recently I've been toying with the idea of building an underwater base with a showy wired airlock system built in (more than just a ghost wall or vertical airlock). I'm still working on a prototype, but once I get it going I'll put it on here.

My goal is to have a statue engine (possibly crab) do the following in sequence:
• Open the first actuator door in 3 stages (like the door is raising up)
• Close the door in 3 stages
• Pump out the water
• Open the second door in 3 stages
• Close the door in 3 stages

I have an idea of how to do it, I just need to do some testing. Any ideas or tips are appreciated though!


Update: I have a working prototype now, I'm just gonna clean it up a bit before getting screenshots and/or videos.


Update 2: I've got it cleaned up and in the actual ocean, but now the pumps don't want to cooperate. Any ideas why this might be?
I don't have a Pocket Edition Terraria, but I will try to make it in PC Version (because PC master race :) )
 
Ah, forgot to post this, I have a demo PC version from a while back (with so-so pics).
ufgdV9Z.png
GuJz6A0.png
'Tis a single dummy track with timing (and a couple superfluous torches). Current issues include missing the 3-stage door, and an input gate that checks for activity before activating. Other things may be that it's 1 way, as in you're coming from the water to the inner room, and is not with a reservoir, currently ocean supplied.
But as for use, the lever up top is the start, opening the top door and teleporting the dummy into its first waiting position. The player falls onto the plate in the room (could be a smaller room of course, was testing how many tiles could be pumped in 3 seconds at 30/s (which I think is 64 sq tiles)), connected to blue which hoiks the dummy to close the door up top, then wait a second before sending it into a 30/s engine for the pumps with a 3 second wait. After that wait, it's out which opens the lower door and puts the dummy in another waiting position. Hitting the plate again hoiks the dummy, closing the bottom door and waiting a second. Then another 30/s engine with a 3 second wait. The last out will open the top door again, and the lever to close it teleports the dummy back into its original position. I don't remember the point of the 1 second waits. There was one, but can't think of it. Probably for closing the bottom door, makes sense, make sure it's closed before pumping water in.

As for the current issues, an input gate would be easily added, and have an idea for reservoir. 3-stage will be interesting, but I'm not sure about doing a 2-way build with this track, though with edits, probably, already thinking of ideas. Will be trying to keep it to one track for everything, though for the gate, it may need to add a second dummy, which is a bit of a bummer.

NOTE: If the images aren't working, let me know, they show up when I created/edit the post but won't show upon publish. They're hosted on imgur so no idea.
(Should be fixed now)
 
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Ah, forgot to post this, I have a demo PC version from a while back (with so-so pics).
ufgdV9Z.png
GuJz6A0.png
'Tis a single dummy track with timing (and a couple superfluous torches). Current issues include missing the 3-stage door, and an input gate that checks for activity before activating. Other things may be that it's 1 way, as in you're coming from the water to the inner room, and is not with a reservoir, currently ocean supplied.
But as for use, the lever up top is the start, opening the top door and teleporting the dummy into its first waiting position. The player falls onto the plate in the room (could be a smaller room of course, was testing how many tiles could be pumped in 3 seconds at 30/s (which I think is 64 sq tiles)), connected to blue which hoiks the dummy to close the door up top, then wait a second before sending it into a 30/s engine for the pumps with a 3 second wait. After that wait, it's out which opens the lower door and puts the dummy in another waiting position. Hitting the plate again hoiks the dummy, closing the bottom door and waiting a second. Then another 30/s engine with a 3 second wait. The last out will open the top door again, and the lever to close it teleports the dummy back into its original position. I don't remember the point of the 1 second waits. There was one, but can't think of it. Probably for closing the bottom door, makes sense, make sure it's closed before pumping water in.

As for the current issues, an input gate would be easily added, and have an idea for reservoir. 3-stage will be interesting, but I'm not sure about doing a 2-way build with this track, though with edits, probably, already thinking of ideas. Will be trying to keep it to one track for everything, though for the gate, it may need to add a second dummy, which is a bit of a bummer.

NOTE: If the images aren't working, let me know, they show up when I created/edit the post but won't show upon publish. They're hosted on imgur so no idea.
(Should be fixed now)
I haven't messed with this since right around the time I posted it, so I still only have a one-way system too.
 
Ahh, gotcha, that'll happen.
Well, update, so very very close to having a working build. It's a wiring mess so there's a few bugs but is a single dummy for the whole build which is pretty cool. But may be a while to fix as I may have to re-wire the whole thing :eek:

Update: Tis completed. Did have to re-wire it but it turned out much neater than before, though still a tad messy.
T61fFcn.png
The only wire that didn't fit on screen going up on the right of the screen is to the outlet pumps in the top of the lock.
6654iSD.png
In case it's hard to interpret in-game with lighting or something, here's the TEdit wiring view;
JMyF9E9.png

I'm not sure how interested folks are in these anymore but it was an interesting build, lots of little changes. At first it was going to be a really long track with switching and whatnot but it turned into an absolute mess with crossing wires from the doors and plates being on different sides.
As for the lock itself, that design just kind of happened. Suppose it just made sense with the 2 6-tile doors with a separator in-between, then adding the pumps on top. It can change to be sure, just mostly depends on wiring room, and pump/engine situation of course determines room size.
So, description is as follows: There's 3 plates, two on the outside of the lock, one on the inside. For the mechanisms, there's essentially just 3 as well (a check, door, and pump) but multiples of them and slight differences in some. You'll notice the top and bottom tracks look just about the same, but top is for in and bottom is for out, with different teleportation paths. I would have lovvved to use the same mechanisms for the doors to save space, but it would have been a lot harder because of the automated paths to other mechanisms.
First, the dummy is sent into a check to essentially determine if the lock is full or not. It's based on successful activation of a track, meaning, if the lock is already where it should be and the track is activated directly from there. If the lock is NOT where it should be, it's technically unsuccessful and sends a 3 second pulse (at 30/s) to the pumps to change the status of the lock to be proper, then continues on with the track. So in the case of the lock being where it should, it's successful and changes the check so that if it goes through the same way a second time or more, it needs to fix the lock first.
After the check (and pumps if needed), the first door opens (whichever side was activated) in a 3-stage fashion (from bottom to top), then waits for a second signal. The door track is a handy little bugger I like to use a lot nowadays in different builds. It's an automated track, changing itself during its own activation. The first time through, it opens the door, but it also changes the hoiks so that the second time, it closes it (but from top to bottom). So, after getting the second signal (plate in the lock), it goes though the second time and directly after goes into the same kind of pump engine (3 second, 30/s) which fills/empties the lock, and upon finishing, opens the other door using the same kind of changeable track. The plate on the other side of the door then closes that door, sending the dummy back home again.
Gates sounded hard to add at first but then thinking about it, teleporters are fantastic gates in some cases because if nothing is there, nothing will happen. That's how I went about this one so only the right plate will work and only once, except for the last one. Hitting it again will start the process for that side.
As for the reservoir, they're juuuust about the same (besides platforms), but the reservoir is one tile taller than the lock. This was just from an idea to give it a tad bit of leeway. It can lose or gain a little bit of water (which it usually does going from empty to full and opening the outside door) and still get back to normal. I'm still unsure of duplication in this system though, the reservoir was built this way before proper testing.

Upon loading the world with a spawn point not in this underwater house, it doesn't activate properly for some reason until it runs through a time or two, which involves flooding the walkway a bit. Going to check into what that may be.

Another thanks to the MechMod folks, screenlock was handy yet again.

And video:
 
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Ahh, gotcha, that'll happen.
Well, update, so very very close to having a working build. It's a wiring mess so there's a few bugs but is a single dummy for the whole build which is pretty cool. But may be a while to fix as I may have to re-wire the whole thing :eek:

Update: Tis completed. Did have to re-wire it but it turned out much neater than before, though still a tad messy.
T61fFcn.png
The only wire that didn't fit on screen going up on the right of the screen is to the outlet pumps in the top of the lock.
6654iSD.png
In case it's hard to interpret in-game with lighting or something, here's the TEdit wiring view;
JMyF9E9.png

I'm not sure how interested folks are in these anymore but it was an interesting build, lots of little changes. At first it was going to be a really long track with switching and whatnot but it turned into an absolute mess with crossing wires from the doors and plates being on different sides.
As for the lock itself, that design just kind of happened. Suppose it just made sense with the 2 6-tile doors with a separator in-between, then adding the pumps on top. It can change to be sure, just mostly depends on wiring room, and pump/engine situation of course determines room size.
So, description is as follows: There's 3 plates, two on the outside of the lock, one on the inside. For the mechanisms, there's essentially just 3 as well (a check, door, and pump) but multiples of them and slight differences in some. You'll notice the top and bottom tracks look just about the same, but top is for in and bottom is for out, with different teleportation paths. I would have lovvved to use the same mechanisms for the doors to save space, but it would have been a lot harder because of the automated paths to other mechanisms.
First, the dummy is sent into a check to essentially determine if the lock is full or not. It's based on successful activation of a track, meaning, if the lock is already where it should be and the track is activated directly from there. If the lock is NOT where it should be, it's technically unsuccessful and sends a 3 second pulse (at 30/s) to the pumps to change the status of the lock to be proper, then continues on with the track. So in the case of the lock being where it should, it's successful and changes the check so that if it goes through the same way a second time or more, it needs to fix the lock first.
After the check (and pumps if needed), the first door opens (whichever side was activated) in a 3-stage fashion (from bottom to top), then waits for a second signal. The door track is a handy little bugger I like to use a lot nowadays in different builds. It's an automated track, changing itself during its own activation. The first time through, it opens the door, but it also changes the hoiks so that the second time, it closes it (but from top to bottom). So, after getting the second signal (plate in the lock), it goes though the second time and directly after goes into the same kind of pump engine (3 second, 30/s) which fills/empties the lock, and upon finishing, opens the other door using the same kind of changeable track. The plate on the other side of the door then closes that door, sending the dummy back home again.
Gates sounded hard to add at first but then thinking about it, teleporters are fantastic gates in some cases because if nothing is there, nothing will happen. That's how I went about this one so only the right plate will work and only once, except for the last one. Hitting it again will start the process for that side.
As for the reservoir, they're juuuust about the same (besides platforms), but the reservoir is one tile taller than the lock. This was just from an idea to give it a tad bit of leeway. It can lose or gain a little bit of water (which it usually does going from empty to full and opening the outside door) and still get back to normal. I'm still unsure of duplication in this system though, the reservoir was built this way before proper testing.

Upon loading the world with a spawn point not in this underwater house, it doesn't activate properly for some reason until it runs through a time or two, which involves flooding the walkway a bit. Going to check into what that may be.

Another thanks to the MechMod folks, screenlock was handy yet again.

And video:
Nice! I like the use of meteorite blocks too, that looks really cool!

But could it be more compact...? `;)
 
Hmmm, most of the space is from the door idea you wanted, but also using a dummy has size limits. So if I stole your design... :naughty:
But yes, 2 paths is of course a ton of space so definitely can be made more compact. I've got an idea to make it one but not sure about the door thing while still using a dummy.
 
Hmmm, most of the space is from the door idea you wanted, but also using a dummy has size limits. So if I stole your design... :naughty:
But yes, 2 paths is of course a ton of space so definitely can be made more compact. I've got an idea to make it one but not sure about the door thing while still using a dummy.
It was really just a silly challenge lol. It's cool that it works, period.

I actually just had an idea (as I was typing) for modifying my bird design to make it two-way while still keeping it roughly the same size, so I'll test it out asap.
[doublepost=1460210778,1460209201][/doublepost]I love how this thread has been revived with new ideas. It seems like franken-threads would be frowned upon in other forums, but here it's never too late to have an ingenious solution to a problem.
 
Birds 2 way would be a fun one, go for it. Perhaps something like in the T-MEC logo (blocking path based on successful activations)? If I wasn't going for single-dummy, birds would fit in great to make it a hybrid.
Aye, there's always something new to see, makes it fun and interesting. And with the update coming, lots will be built.
 
Birds 2 way would be a fun one, go for it. Perhaps something like in the T-MEC logo (blocking path based on successful activations)? If I wasn't going for single-dummy, birds would fit in great to make it a hybrid.
Aye, there's always something new to see, makes it fun and interesting. And with the update coming, lots will be built.
Something like that, yeah.

(Prepare for an on-the-fly, think-as-I-type engineering session right now. Think of it as a peek inside my head lol.)

I think I'm gonna try doing it so that when the lever on a certain side is pressed, it spawns birds from both sides but blocks off one, then after a certain pressure plate is hit the blocks reset and the extra bird is killed. I was initially gonna do it so that it would just alternate the blocks, but after a bit of thinking I realized that it would only allow for alternating directions instead of being able to work from the same side twice in a row. Even now as I'm thinking about it, that would still cause problems. if it resets both, it would still cause the unblocked one to change. Maybe if I set it up so that the upward delay is on either side and the reset pressure plate for a certain side in the top or bottom of the delay? But then again, that would probably mean I would need to rework the shape of it. So much to test later tonight.

Edit: if that didn't make sense, it doesn't need to. I was kinda talking to myself there.
 
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