ElevatorMod
Allows the elevator to move with just one player inside. Players not in the elevator stay on their current floor and can continue playing games independently.
By SavagePack
| Last updated | 10 hours ago |
| Total downloads | 2380 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | SavagePack-ElevatorMod-1.4.2 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
ElevatorMod
Allows the elevator to move with just one player inside. Players not in the elevator stay on their current floor and can continue playing games independently.
Features
- Elevator travels with any number of players (minimum one)
- Only players inside the elevator travel to the new floor
- Players outside stay exactly where they are and can keep playing
- READY / BUSY elevator status display when nearby
- Fully compatible with host and non-host players
Installation
- Install BepInEx 5
- Drop
ElevatorMod.dllintoBepInEx/plugins/ - Launch the game
Configuration
Edit BepInEx/config/com.yourname.elevatormod.cfg:
Enabled— toggle the mod on/off (default: true)ShowStatusDisplay— show the READY/BUSY HUD near the elevator (default: true)
Changelog
1.4.2 ⚠️ TEST BUILD
- Experimental fix for games becoming unplayable after a solo elevator trip
- When a non-travelling player blocks the floor RPC, all floors are now explicitly re-enabled via SetActive(true) before returning
- This keeps Mirror syncing all networked game objects and allows coroutines to start correctly
- SetSfxTrigger is set correctly for the floor the non-travelling player is standing on
- Known limitation: travelling player's client still deactivates the non-traveller's floor on their side — this will be addressed in a future update if testing confirms the fix is otherwise stable
1.4.1
- Fixed all floors spawning simultaneously on session start
- Patch 3 now checks if anyone is in the elevator before deciding what to do
- If nobody is in the elevator when the RPC fires, it's treated as an init/group travel call and runs normally for all clients
- If someone is in the elevator, the partial trip logic applies as before
1.4.0
- Reworked Patch 3 entirely — non-travelling players now simply block the floor RPC and do nothing else
- Removed all SetActive manipulation, which was causing Mirror networking sync to break on game objects
- Games on the non-travelling player's floor now remain fully networked and playable (win/loss/payout all work correctly)
- Host and non-host players can now play games on different floors simultaneously
1.3.1
- Fixed floor re-activation using false→true toggle cycle to force Unity to re-enable game objects
1.3.0
- Replaced static bool approach with real-time collider position check at RPC time
- Fixed non-host player being permanently stuck on lobby floor
1.2.0
- Attempted fix for non-host player floor tracking
1.1.0
- Initial release with basic elevator solo travel support