Brokes general elevators after update 05.09.24Solved

Hi, try it, please:

1) find any elevator, for example in tunnels

2) take the elevator to the top floor if the elevator was on the lowest floor, or to the lowest floor if the elevator was on the top floor

3) try to go up or down on the elevator in the opposite direction, you won’t be able to, because there is only 1 button and it is incorrect, if the elevator is at the bottom, then the button will be bottom, if the elevator is at the top, then the button will be upper

 

Fix:

Moreover, as far as I understand, the elevators are not repaired after this even after unloading the plugin and restarting. To rid elevators of this bug, you need to unload the plugin and call the elevator from another floor (not where it is currently stopped)

 

Thanks a lot <3

  "StaticElevators": {
    "EnableCustomSpeed": true,
    "Speed": {
      "BaseSpeed": 1.5, / 1.0
      "EaseType": "Quadratic" / "Linear" / "Cubic" 
    },
    "EnableLiftCounter": true / false
  }

Thanks for reporting this issue! I released v1.2.10 which should fix it.

When you load the new version, it will automatically find static elevators that have both buttons disabled, and will enable both buttons.

Im sorry, u fixed it only tunnels? It was example) on Missile Silo same trouble and it didnot fix after update, ty)

but yeah, in tunnels it fixed <3

No, I did not fix it only for tunnels.

The original issue, which prevents the button from enabling when going up or down, has been fixed for all elevators, though as far as I can tell, it did not affect player deployed elevators (there are only two kinds of elevators, static and deployed).

The logic to fix existing elevators applies to all static elevators. Tunnels are just one example of static elevators. Not sure about missile silo but those are most likely static elevators as well, so they should also be fixed. I will test them at my next opportunity. I was intentionally cautious here (not applying the logic to deployed elevators) because other plugins may have spawned deployed elevators and disabled the buttons on purpose, and I don't want to interfere with them.

On Missile Silo elevators dont fixed :( and has prefab:

assets/content/structures/elevator/elevator_office_lift.static.prefab

other general Elevators, like tunnels:

assets/content/deployable/elevator/static/elevator_lift.static.prefab

and players elevators:

assets/prefabs/deployable/elevator/elevator.prefab

could this be the reason?

NKXTQs24ExGTuL8.jpg WhiteThunder

I will test them at my next opportunity.

Okey, thanks for your work :)

The problem is that the logic to "fix" an existing elevator only applies to elevators that have both buttons disabled. Elevators that had one button still enabled, but the wrong button, were not fixed. I pushed a change to the plugin's GitHub repo which more aggressively fixes static elevators.

https://github.com/WheteThunger/BetterElevators

NKXTQs24ExGTuL8.jpg WhiteThunder

The problem is that the logic to "fix" an existing elevator only applies to elevators that have both buttons disabled. Elevators that had one button still enabled, but the wrong button, were not fixed. I pushed a change to the plugin's GitHub repo which more aggressively fixes static elevators.

https://github.com/WheteThunger/BetterElevators

It works, thanks a lot <3

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