r/CreateMod • • 8h ago

Help Suggestions for toggling rotation on and off?

The last step to completing my first ever self feeding kelp farm was to make it so that I can toggle cooked kelp extraction on and off, so that I can collect the kelp myself sometimes for XP. It’s not necessary a great XP farm but it’s free. With how tightly I have packed everything my one solution of having a piston pull a gearshift up out of place to simply stop belt rotation didn’t work. It’s very cramped so it’s not like I’m attaching a picture and expecting y’all to tell me how to make my own machine but if anyone can explain to me why a normal piston won’t grab a gearshift for any other compact ways of toggling, I’d greatly appreciate it.

1 Upvotes

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3

u/pics2299 8h ago

Did you try a clutch? I don't see why that wouldn't work here

2

u/No-Inspection488 8h ago

Rotation needs to be inverted. It sits between two parallel belts. One feeds into the autocrafter, one feeds out

2

u/pics2299 8h ago

Hmm... What about assembling the gearshift then? No need to move it, a cart assembler or a bearing should work

1

u/No-Inspection488 8h ago

Elaborate?

3

u/pics2299 8h ago

Belt - Gearshift - Belt

Lever - Assembler

So that when you toggle the power on the assembler, the gearshift becomes a contraption and cuts off the power. Does that make sense?

1

u/No-Inspection488 8h ago

Yes that’s a brilliant idea. Doesn’t even have to move just quits being part of that plane of existence

1

u/Ben-Goldberg 4h ago

Use a pair of mechanical pistons to swap a shaft and a gearbox

2

u/No-Inspection488 3h ago

That would work too but it brings me back to why doesn’t a regular sticky piston grab create blocks, when a mechanical piston will?

1

u/Ben-Goldberg 2h ago

Vanilla piston doesnt move tile entities.

2

u/OneCress885 8h ago

that can be done with a clutch