ARK: Survival Ascended

ARK: Survival Ascended

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Myavar Nov 7, 2023 @ 8:28am
Elevators
I've been trying to figure out elevators in ASA, and the only thing I've learned is that they will not elevate if clipping a little bit into the ground at the base level. Alright, easy enough to solve, just snap it higher from uneven ground. We now have uppies, woo!

What's really boggling my mind is that I have the track jutting out with a single ceiling from the edge of my tree platform, but no matter what I do or how I arrange things, the platform will refuse to elevate any closer than half wall height to the edge.

I thought it was just because it was close to the ceiling the track snaps to, but there's this huge gap between the elevator platform and the tree platform. I have to get across somehow so I put ramps so I could walk off and not fall to my death. I tested it again, down then up, and then the elevator platform now stops the same height away from the newly placed ramps but of course lower than before.

In ASE the platform would at least pull up flush with the floor, and for the life of me I can't find any information on how to resolve this. Any builders out there who've already figured out this particular elevator mystery?
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Showing 1-8 of 8 comments
MrDoge Nov 7, 2023 @ 8:35am 
Foundation -> Ceiling -> Elevator Track. Attach the elevator track to the ceiling and pillar straight down till you hit the floor. Works fine for me on a pillar base.
Myavar Nov 7, 2023 @ 8:37am 
Originally posted by MrDoge:
Foundation -> Ceiling -> Elevator Track. Attach the elevator track to the ceiling and pillar straight down till you hit the floor. Works fine for me on a pillar base.

Thank you, I'll give this a try. I hadn't thought to snap a foundation first so maybe that's what I'm missing.
Myavar Nov 7, 2023 @ 10:11am 
Okay, wanted to come back and write out the solution I found in case someone else comes looking for help with my same issue. Pillars did work, but I had to tweak it quite a bit before I finally figured it out.

I did rearrange things and do a foundation > ceiling > elevator track, but I still had the same "stuck" issue where the platform would come up and stop a half-wall distance from the top.

Solution: Foundation directly on platform at the edge > 2 ceilings straight out > pillar snapped to the middle of the farthest ceiling, then straight down to the ground.

The reason for this is when the elevator track is in "snap" mode it can't be rotated around so that the back is facing the player. By putting it 2 ceilings out, and snapping it to the second ceiling on the side closest to the platform, the track will flip the right direction. Track should face away from the tree platform, and the X backing should face towards the tree platform.

From this point I had to repeat steps a few times to get the height right, but I pillared with the track straight down and snapped the elevator platform until I found the right spot where it wouldn't clip into the ground, then lined with ceilings underneath it (snapped to the previously placed pillars). This is the spot where the ground level landing pad can be built out to create foundation support.

I then went back to the top and removed the second ceiling that the track was snapped to in order to face the right way. This will result in a majority of the structures to "collapse", but in my case the bits closest to the ground were left behind because of having foundation support. I could then build in reverse, snap the track and built it from the ground up, instead of top down, and the platform now rises/lands flush with my landing area at the top of the tree platform.

All in all it looks nice and is perfectly usable, but the whole ordeal wouldn't be necessary if A) the clipping wasn't such an issue, and B) if WC let us use E to flip the track to face the right direction in the first place when snapping.
Originally posted by Myavar:
Okay, wanted to come back and write out the solution I found in case someone else comes looking for help with my same issue. Pillars did work, but I had to tweak it quite a bit before I finally figured it out.

I did rearrange things and do a foundation > ceiling > elevator track, but I still had the same "stuck" issue where the platform would come up and stop a half-wall distance from the top.

Solution: Foundation directly on platform at the edge > 2 ceilings straight out > pillar snapped to the middle of the farthest ceiling, then straight down to the ground.

The reason for this is when the elevator track is in "snap" mode it can't be rotated around so that the back is facing the player. By putting it 2 ceilings out, and snapping it to the second ceiling on the side closest to the platform, the track will flip the right direction. Track should face away from the tree platform, and the X backing should face towards the tree platform.

From this point I had to repeat steps a few times to get the height right, but I pillared with the track straight down and snapped the elevator platform until I found the right spot where it wouldn't clip into the ground, then lined with ceilings underneath it (snapped to the previously placed pillars). This is the spot where the ground level landing pad can be built out to create foundation support.

I then went back to the top and removed the second ceiling that the track was snapped to in order to face the right way. This will result in a majority of the structures to "collapse", but in my case the bits closest to the ground were left behind because of having foundation support. I could then build in reverse, snap the track and built it from the ground up, instead of top down, and the platform now rises/lands flush with my landing area at the top of the tree platform.

All in all it looks nice and is perfectly usable, but the whole ordeal wouldn't be necessary if A) the clipping wasn't such an issue, and B) if WC let us use E to flip the track to face the right direction in the first place when snapping.
do you have a picture of this you can post? I don't exactly understand what you did
Veeshan Nov 7, 2023 @ 4:44pm 
Post is 2 hours old, obviously all this advice is completely irrelevant and the post should be locked.
FeelerWheeler Jan 5, 2024 @ 11:16am 
Originally posted by Lt. William L. Calley:
Originally posted by Myavar:
Okay, wanted to come back and write out the solution I found in case someone else comes looking for help with my same issue. Pillars did work, but I had to tweak it quite a bit before I finally figured it out.

I did rearrange things and do a foundation > ceiling > elevator track, but I still had the same "stuck" issue where the platform would come up and stop a half-wall distance from the top.

Solution: Foundation directly on platform at the edge > 2 ceilings straight out > pillar snapped to the middle of the farthest ceiling, then straight down to the ground.

The reason for this is when the elevator track is in "snap" mode it can't be rotated around so that the back is facing the player. By putting it 2 ceilings out, and snapping it to the second ceiling on the side closest to the platform, the track will flip the right direction. Track should face away from the tree platform, and the X backing should face towards the tree platform.

From this point I had to repeat steps a few times to get the height right, but I pillared with the track straight down and snapped the elevator platform until I found the right spot where it wouldn't clip into the ground, then lined with ceilings underneath it (snapped to the previously placed pillars). This is the spot where the ground level landing pad can be built out to create foundation support.

I then went back to the top and removed the second ceiling that the track was snapped to in order to face the right way. This will result in a majority of the structures to "collapse", but in my case the bits closest to the ground were left behind because of having foundation support. I could then build in reverse, snap the track and built it from the ground up, instead of top down, and the platform now rises/lands flush with my landing area at the top of the tree platform.

All in all it looks nice and is perfectly usable, but the whole ordeal wouldn't be necessary if A) the clipping wasn't such an issue, and B) if WC let us use E to flip the track to face the right direction in the first place when snapping.
do you have a picture of this you can post? I don't exactly understand what you did

https://www.reddit.com/r/ARK/s/MfHpAXq6Nw

Look at this and notice how the track for the elevator has those vertical bars, or track, for the elevator to run on, the other side of the track piece has "X" support braces. I believe that's what OP meant with the direction it faces. If you have the "X" facing you, I believe you can still place the platform but it won't fully raise/lower.

Also, in that video, though I'm not exactly sure why they're having their problem, I think it's something else but it looks like a similar issue OP was having. I think there are multiple causes for a platform not fully raising/lowering.
BloodRose23 Apr 29, 2024 @ 6:35am 
Originally posted by Myavar:
Okay, wanted to come back and write out the solution I found in case someone else comes looking for help with my same issue. Pillars did work, but I had to tweak it quite a bit before I finally figured it out.

I did rearrange things and do a foundation > ceiling > elevator track, but I still had the same "stuck" issue where the platform would come up and stop a half-wall distance from the top.

Solution: Foundation directly on platform at the edge > 2 ceilings straight out > pillar snapped to the middle of the farthest ceiling, then straight down to the ground.

The reason for this is when the elevator track is in "snap" mode it can't be rotated around so that the back is facing the player. By putting it 2 ceilings out, and snapping it to the second ceiling on the side closest to the platform, the track will flip the right direction. Track should face away from the tree platform, and the X backing should face towards the tree platform.

From this point I had to repeat steps a few times to get the height right, but I pillared with the track straight down and snapped the elevator platform until I found the right spot where it wouldn't clip into the ground, then lined with ceilings underneath it (snapped to the previously placed pillars). This is the spot where the ground level landing pad can be built out to create foundation support.

I then went back to the top and removed the second ceiling that the track was snapped to in order to face the right way. This will result in a majority of the structures to "collapse", but in my case the bits closest to the ground were left behind because of having foundation support. I could then build in reverse, snap the track and built it from the ground up, instead of top down, and the platform now rises/lands flush with my landing area at the top of the tree platform.

All in all it looks nice and is perfectly usable, but the whole ordeal wouldn't be necessary if A) the clipping wasn't such an issue, and B) if WC let us use E to flip the track to face the right direction in the first place when snapping.
This does not work it just removes the whole thing
Tmaster0643 Sep 27, 2024 @ 10:53pm 
Originally posted by Myavar:
Okay, wanted to come back and write out the solution I found in case someone else comes looking for help with my same issue. Pillars did work, but I had to tweak it quite a bit before I finally figured it out.

I did rearrange things and do a foundation > ceiling > elevator track, but I still had the same "stuck" issue where the platform would come up and stop a half-wall distance from the top.

Solution: Foundation directly on platform at the edge > 2 ceilings straight out > pillar snapped to the middle of the farthest ceiling, then straight down to the ground.

The reason for this is when the elevator track is in "snap" mode it can't be rotated around so that the back is facing the player. By putting it 2 ceilings out, and snapping it to the second ceiling on the side closest to the platform, the track will flip the right direction. Track should face away from the tree platform, and the X backing should face towards the tree platform.

From this point I had to repeat steps a few times to get the height right, but I pillared with the track straight down and snapped the elevator platform until I found the right spot where it wouldn't clip into the ground, then lined with ceilings underneath it (snapped to the previously placed pillars). This is the spot where the ground level landing pad can be built out to create foundation support.

I then went back to the top and removed the second ceiling that the track was snapped to in order to face the right way. This will result in a majority of the structures to "collapse", but in my case the bits closest to the ground were left behind because of having foundation support. I could then build in reverse, snap the track and built it from the ground up, instead of top down, and the platform now rises/lands flush with my landing area at the top of the tree platform.

All in all it looks nice and is perfectly usable, but the whole ordeal wouldn't be necessary if A) the clipping wasn't such an issue, and B) if WC let us use E to flip the track to face the right direction in the first place when snapping.

bit late with this but was having the exact same issue and this works exactly how it should.
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Date Posted: Nov 7, 2023 @ 8:28am
Posts: 8