Project Zomboid

Project Zomboid

Gun's Elevator mod
An extremely impressive mod
I am surprised at how well this mod works and how little issues I ran into. Really incredible work here. I wanted to give some suggestions for how to make the mod feel a little bit better and report the little issues I had, which weren't much.

The first is the already obvious requirement for your character to be in a timed action, which does cut down on some of the things you can do while in the elevator, but especially an emergency calling of the elevator is something that gets missed out on. I already read the other discussion post and saw that you'll be keeping it for now, but it would probably be an improvement overall if it can be done without adverse side effects.

A few suggestions:
- When the power goes off, the light dims and goes red or goes off completely instead of staying on.

- When the power goes off, if the elevator is on a floor that the doors may be opened, the player can force the door open where it will remain open.

- Something to prevent the soft-lock that would happen if the power went off during an elevator ride but you were between floors. I'm not sure what would be appropriate here, but this does result in an understandable soft-lock. Whether this is appropriate or not is up to you. By default, the options to prevent the elevator from working with the power off are disabled likely to prevent this, but it would be nice to see it integrated into the default with some safety features like these.


As an added note, I was especially impressed with how the elevator actually works. I trapped a hostile npc from the week-one mod inside the elevator and sent it down without me in it, then called it back up from 17 floors above and was delighted to see the NPC still in it.
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gunslinger  [nhà phát triển] 25 Thg01 @ 12:25pm 
Thank you, most all of these are things that i have thought about, that is why i have the sandbox options the way they are for now. i'd rather people not lose their characters over my mod not having realistic escape routes

the timed action just makes it easier for me to not have to track some things. In the future i would like to make it not depend on it

power going off will have added features

the light needs to turn off, that thing is weird and doesn't quite work like i think it would
maybe color changes, again weird light
ill probably swap for a room light if i can ever figure that out

The doors being pry-able will likely be the first thing ill add.
the between floors escape will be something climbable to get up to the next floor and so on until you get to the doors which you can pry

also plan to add a very small chance for the elevator to break down

these are all just ideas for now. right now this mod is being rewritten to build on load, which makes more elevators working but is presenting more issues in itself.


The fact that it will teleport as far as I've sent the elevator is impressive. I would think that it wouldn't be loading squares that far away. though idr if I've fully tested it on the 20 floor one
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