Space Engineers

Space Engineers

VCZ Elevator v2.0
365 Comments
krbluefox 6 Oct @ 5:36pm 
Been using the mod on my server awhile now. One thing I think would be nice is double sided door blocks, so you can have two exit points, 'front and rear'.
SpikyGrayBeard 4 Oct @ 10:59am 
I love this mod! Got so tired of building elevators manually. One thing to note, maybe I did it in the wrong order, but for me I had to go to the settings for the base rotor and add a rotor head for the cabin to appear.
[AS]ImaginaeRoom 4 Oct @ 1:37am 
the mes conflict affects the server - after every restart all the cabiin buttons stop working and i have to manually despawn them with creative mode than change back to survival
bknight1954 3 Oct @ 4:01pm 
Thanks Jack. I appreciated the reply. Great Mod. keep up the good work.
Imperialer Offizer 11-B 3 Oct @ 3:18pm 
can you pls look over the mod? after restarting the session i can reset every time the cabin
Jack Schitt  [author] 3 Oct @ 1:25pm 
bknight1954: This has been asked for many times. It is what it is. Elevators don't go Horizontally they Elevate.
bknight1954 3 Oct @ 6:39am 
Very impressed with the Mod. Extremely useful. I did try (successfully) to use the system Horizontally - a Travellator concept, if you will. Works fine, if you pay attention to which way you place the operative items. The tiny flaw ... orientation. It would be nice to have the Cab upright, at least visually, for this variation. If not possible, no matter, it works well, even so.
Jack Schitt  [author] 27 Sep @ 11:26am 
It should work on a Nitrado server like it works on any other server. Follow Nitrado's tutorials.
DrFalken 26 Sep @ 7:42pm 
Hello sir. I am curious as to hwy the mod will not install on my Nitrado server? I have plugged in the mod ID but it doesn't show up in the build blocks. Is that a conflict issue or is it a Nitrado issue?
Freudman 23 Sep @ 1:31am 
brother you have nercomanced in my most favorite 2020 mod. love you, bless you and all of your descendants.
Jack Schitt  [author] 22 Sep @ 11:38am 
I may just remove the damn music next time it needs updated. Turn the music off...
SandPoot 22 Sep @ 9:44am 
Grinding the rotor base removes the cabin but elevator music sticks around and stacks if you build another, the previous one following you anywhere
Jack Schitt  [author] 15 Sep @ 3:19am 
serjevski : it automatically closes the door(s) after about 5 seconds after the cabin reaches its destination floor. Helps with keeping things air tight and pressurized.
serjevski 15 Sep @ 3:13am 
Please can u describe "Automate Open/Close" functions?
specopsbarton 9 Sep @ 10:41am 
It works now, thanks!
johnadamwhite 9 Sep @ 10:17am 
@Jack Schitt - Happy to help
Siam 9 Sep @ 4:23am 
@Jack Schitt Thank you for updating it
Jack Schitt  [author] 8 Sep @ 8:46pm 
I have published an update with John's suggested fix. Thank you, John.
It should work in both single and multiplayer.
pierce3383 8 Sep @ 8:25pm 
Seems fixed and working in single and multiplayer now.
pierce3383 8 Sep @ 5:59pm 
The fix by @johnadamwhite works in single player. Just need for it to be uploaded to Workshop so I can try it out on my servers in Multiplayer.
johnadamwhite 8 Sep @ 5:40pm 
@pierce3383 and I both verified that modifying VCZ_MultifloorElevator_Top.cs as I mention below works in single player mode. Unsure of the correct path for the file if running a dedicated server.
specopsbarton 8 Sep @ 5:28pm 
@Jack Schitt So for me your mod for now is completely broken :(
specopsbarton 8 Sep @ 5:27pm 
@Jack Schitt I can't reset cabin to fix, after removing elevator rotor placing new one immediately converts it to rotor again and after I remove it, it drops cabin which cannot be grinded.
pierce3383 8 Sep @ 4:13pm 
Please fix. I run the Daryabar star cluster (9 Instances connected by the Torch Wormhole plugin) and it all has about 100+ elevators across the cluster. All are welcome to visit, after all the breaks this update caused are fixed. Daryabar-1 thru Daryabar-9
johnadamwhite 8 Sep @ 4:07pm 
1. Open VCZ_MultifloorElevator_Top.cs in notepad

2. Change line 38
from:
(ElevatorTop.CubeGrid as MyCubeGrid).PasteBlocksToGrid(new List<MyObjectBuilder_CubeGrid> { gridBuilder }, 0, false, true);
to
(ElevatorTop.CubeGrid as MyCubeGrid).PasteBlocksToGrid(new List<MyObjectBuilder_CubeGrid> { gridBuilder }, 0, false);


3. Save and you're good.
Blackbomber 8 Sep @ 2:41pm 
Whelp guess the Elevator mod broke again.
Jack Schitt  [author] 8 Sep @ 2:14pm 
Mortibus Ostium (Sparky): The elevator has always been a rotor.
specopsbarton: Please read previous comments.

Everyone: Please read previous comments and the known issues and fixes/workarounds at thge bottom of this mods description.

I have retired from modding and participating on forums. I will support this and my other workshop content as long as I can, as long as it lasts (until they're completely broken from game updates). I will consider updating this one - if I can find the time to figure out what a fix for it is.

If/when my content is completely broken from game updates it will be removed from the workshop. I won't leave dead content here for people to mistakenly subscribe to and try using.
If someone can fix this either share a how-to in the discussions or send a friend request to chat about it.

Say something here first before sending a friend request so I don't ignore the request.
specopsbarton 8 Sep @ 11:58am 
Elevator broke for me after last update :(
Mortibus Ostium (Sparky) 8 Sep @ 11:09am 
The elevator gets converted to a rotor with the recent update
Taco Bell 21 Aug @ 5:47pm 
using this somehow breaks my solar panels/oxygen farms its inconsistent so i cant be sure, it may be some sort of conflict with something else i have but when welding the pieces it also sucks my suits power sometimes and i think that's whats causing my bases power to overload, when i remove the blocks and remove it from my mod list everything start working again, just wondering if anyone else had similar issues
Jack Schitt  [author] 19 Aug @ 11:57am 
nothingtamer45. Read things like the comments before yours and description text.
specopsbarton 5 Aug @ 5:28pm 
@Pavel "Another way to solve the problem with the not working cabin after loading the game: go to the control panel on the Rotor Base block and click Reset Cabin, then click Add Rotor Head."

YES, this works! Thanks!:steamhappy:
specopsbarton 5 Aug @ 5:20pm 
Damn, if I knew earlier that MES conflicts with this elevator :(
I assume it's not safe to remove MES or this mod from my current save?
pavel 26 Jul @ 3:43am 
Другой способ обойти баг с нерабочим лифтом после загрузки: в блоке Rotor base нажать Reset Cabin и потом Add Rotor Head. Именно в таком порядке, иначе игра вылетит.

Another way to solve the problem with the not working cabin after loading the game: go to the control panel on the Rotor Base block and click Reset Cabin, then click Add Rotor Head.
Feomathar 18 Jun @ 5:53am 
I have a problem with the mod in multiplayer. I built everything according to the instructions, and it worked perfectly. But after we save and log in again later, the elevator can still be called, but you can no longer select a floor inside the cabin. This happens every time we restart the game.
If we remove the rotoblock and rebuild it, it works again.
We're not using a dedicated server — I'm hosting directly through the game.
Jack Schitt  [author] 16 Jun @ 10:39am 
@bigbadvoodoodady_1 . Your questions are answered in the video and in the description text. Only this version is supported here. I'm not aware of another version available that actually works.
bigbadvoodoodady_1 16 Jun @ 9:07am 
So, it's impossible to go from one floor, to the next floor up?

Tried both versions, and neither of them worked. Meaning there has to be one block between top and bottom?
Jack Schitt  [author] 14 Jun @ 3:51pm 
Stay in school, and pay attention while you're there. Do your homework.
dragonsphotoworks 13 Jun @ 7:51pm 
Ah thats what it was. My memory was failing me :-( lol
Jack Schitt  [author] 13 Jun @ 7:21pm 
This version works in multiplayer. The cargo version does not work in multiplayer.
dragonsphotoworks 13 Jun @ 7:17pm 
Ive tested this mod for Jack over the what years now? And every time ive come across a issue has been mod conflict. Or I didnt follow directions correctly. Also yes make sure Experimental mode is on.

Its not support in Multiplayer far as I know. It might work but I seen some say yes and others say no doesnt..

He doesnt mean to sound gruff but we have trouble shooted errors so many times "me testing him fixing lol" over time that gotten tired of it always turning out to be user error. Gets frustrating for him is all. As this isnt only mod he keeps up.
Jack Schitt  [author] 13 Jun @ 11:23am 
@kakarot : The Gods must be crazy!
kakarot 13 Jun @ 9:18am 
@Jack Schitt- tried today works in MP good mod thanks
Jack Schitt  [author] 13 Jun @ 2:28am 
Is Experimental Mode enabled on your pc? If it's disabled that might be why things like this mod don't work. Main Menu > Options > Game > Experimental Mode is a checkbox.
Make sure it's checked.
Hawkeye 13 Jun @ 12:00am 
I didn't want to waste your time. It wasn't a bad joke from me. I tested the mod on my neighbor's PC and it works perfectly. I don't know what the problem is with my PC. Thank you for your great support and the quick response to my problem.
Jack Schitt  [author] 12 Jun @ 10:08pm 
@kakarot Pigs fly (briefly) if the cliff they're chased off is high enough.
kakarot 12 Jun @ 8:15pm 
does this work in Multiplayer?
Jack Schitt  [author] 12 Jun @ 5:03pm 
@Hawkeye : The elevator in the world you shared works. Can't fix stupid if this isn't some kind of a (bad) joke.
Jack Schitt  [author] 12 Jun @ 11:09am 
@Hawkeye : Publish your world and share it here. I'll try to figure out why it's not working and let you know.