SavagePack-ElevatorMod icon

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.

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-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

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

  1. Install BepInEx 5
  2. Drop ElevatorMod.dll into BepInEx/plugins/
  3. 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