Project Zomboid

Project Zomboid

367 ratings
Gun's Elevator mod
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3.379 MB
20 Jan @ 5:55pm
14 Sep @ 1:57am
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Gun's Elevator mod

Description
Only works for Build 42

This mod makes elevators functional, with interiors and sounds.

Zombies, items, and objects can ride along as well

Sandbox options can be set to change the travel time between floors and various power options

-Bodies on the floor will not move in elevators this is being worked on. grappled bodies should be movable


How it works
  • Opening context on an elevator button will create an elevator in the room behind it, and set up any other rooms vertically.
  • Once built you should get an option to call or open the door in the button context.
  • If called the elevator will take anything on its floor and move it one floor at a time to you.
  • Inside the elevator will be a panel that will have context to select the floor, when a floor is selected you will be transported to every floor in between until your destination.
  • Context options for climbing and prying the doors will open anywhere inside the elevator

Usage Notes
  • The Top floor of the elevator needs power or the whole system will not work
  • If there is no power then the doors can by pried with an option in the context menu
  • The elevator has an emergency stop if you have the key, or sandbox option enabled for it
  • The "Interact" key and left clicking will do things like call the elevator and shut the doors and climb the ladder.
  • Movement keys will change your direction when climbing

Building
  • When placing a button the room that will be the shaft must be directly behind the wall the button is on
  • A minimum of 2 buttons must be placed directly vertical with the same x,y coordinates
  • The room must be enclosed by walls, limited to an 8x8 room, on each floor and the button within 2 tiles of 2 elevator doors

Important
  • If walls do not exist enclosing the elevator shaft when being created it will leak out and make floors outside of it part of the elevator. this is limited to a max of 8 squares from the panel creation point to not cause stack overflow
  • Once a floor is chosen the elevator will go until it reaches that floor, any context on the panel is disabled,other than the emergency stop, until then because choosing floors while moving can cause issues.
  • When reloading a game the elevator lights may turn off, opening context on the panel should fix this


Utility Functions
All with a wrench or screwdriver equipped
  • opening context on a button will give a reset option that will delete the elevator reverting it to default state, floors will not be replaced
  • opening context on or near the vanilla doors will give an option to place buttons this will place any buttons that were meant to spawn near these doors if i have them in the system


I spend countless hours working on mods. If you enjoy my mods, and are able to, please donat, contributions are greatly appreciated and sometimes may keep my lights on

Ko-Fi [ko-fi.com]


Check out my other mods

Beds have blankets, Functional Clotheslines , Gun's Posters


Workshop ID: 3411580812
Mod ID: Gelevator
Popular Discussions View All (4)
72
18 Sep @ 7:35pm
Suggestions/Bug Reports
gunslinger
5
27 Jan @ 3:25pm
Current Issues i have found
Wesch
3
19 Jul @ 11:18am
building your own Elevator
Tag
139 Comments
gunslinger  [author] 27 Sep @ 7:19am 
no?
Deep 26 Sep @ 1:49pm 
The mod is broken since the new uptade, 42.12?
gunslinger  [author] 19 Sep @ 10:08am 
That would be cool i just don't know how to do it, or move dead bodies. Hopefully when b42 is fully released it will be possible
Blackshot 19 Sep @ 9:23am 
Quick question: It would be really cool if the elevators could also transport cars :D I have no idea if it's technically possible. I could create great rooftop parking spaces (like in Manhattan) with them. The cars would fit in there :D See screenshot :D

https://ibb.co/tw5s3LQh
gunslinger  [author] 17 Sep @ 10:20am 
If you were in the f2 menu the errors are from moddata on the square. Something to do with how they print the info for square moddata is broken and doesn't like having a table
Blackshot 17 Sep @ 10:02am 
Thx, it's working now. I've integrated the two button tiles (South/East) into my tileset. Now I can place them in my map. Tested it, and it worked without problems. Now my subscribers can also subscribe to your mod and use your elevators – great.

Just a bit surprising: The elevator below spawned with Floor & Wall Grimes, while the other elevators spawned cleanly. And I get a lot of error messages as soon as I enter the elevator in debug mode.But these are not problems for the players - it works so far.

example: https://i.ibb.co/VWsGzDgr/Screenshot-2025-09-17-184224.png
debug mode errors: https://i.ibb.co/gMZX0qk0/Screenshot-2025-09-17-185052.png
gunslinger  [author] 17 Sep @ 7:31am 
@Blackshot omg I forgot about you. Did you get that working? You can place those tiles directly or in lua they should work about the same. The panels for those place to the western wall inside and I don't think that one searches for rooms it just uses the room directly south
Blackshot 17 Sep @ 6:34am 
Hey gunslinger. We've already briefly spoken. I'm a mapper, and I recommend your mod on my workshop page. I saw that your elevators also work for the south and east elevators, but the elevator buttons for those sides are missing in vanilla.

What's the best way to implement such elevators in my map mod? Should/may I use your tileset "Nelevatorbuttons" and place the switches in my editor? Or can I use Lua code to place the switches later (I think that's how you do it with the vanilla map)?

Example: https://i.ibb.co/WvCPjxpT/Screenshot-2025-09-17-153232.png
gunslinger  [author] 14 Sep @ 2:00am 
@Cyrisa this should be fixed as far as sounds I'm not usre what the door issue is/was i did adjust the timing and the functions i use to open/close doors in the panel, hopefully that will fix your issue
Cyrisa 13 Sep @ 1:48pm 
Ever since the new UI panel has been added. There has been issues with the elevator door opening and closing. Pressing the panel outside the elevator just kind of does nothing for a period of time. Doesn't play a sound like it use to. Then the door opens.

Walking inside the elevator and left clicking the inside panel brings up the UI. I press close the door button and it has never worked. I then press the floor I want to go to and its just silent. Followed by the elevator changing floors after a long pause. The elevator door remains open the entire time unable to be closed.

I thought this would be noticed pretty quick and decided to not mention it. But its been a couple of months and the bug is still present.