7 Days to Die

7 Days to Die

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Olaf_Sand™ (Banned) Nov 13, 2018 @ 7:08am
Elevators?
Will this happen?
I'm sick of ladders and stairs....lol.
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Showing 1-9 of 9 comments
Big Nov 13, 2018 @ 7:14am 
Sounds like a waste of resources but I’m sure a mod already exists for this
SylenThunder Nov 13, 2018 @ 8:12am 
There's a dev item that already exists in a16, but it's pretty buggy.
There is also a mod that makes it a little better, but it's still buggy and extremely exploitable.

For a17 onward, who knows.
Olaf_Sand™ (Banned) Nov 13, 2018 @ 8:37am 
Originally posted by SylenThunder:
There's a dev item that already exists in a16, but it's pretty buggy.
There is also a mod that makes it a little better, but it's still buggy and extremely exploitable.

For a17 onward, who knows.

Yeah...we'll see i guess.
...👑 JOST AMMAN 👑... (Banned) Nov 13, 2018 @ 8:45am 
Originally posted by Olaf_Sand:
Will this happen?
I'm sick of ladders and stairs....lol.
Here you go! :steamhappy:
https://www.youtube.com/watch?v=VugU28dFdO0
BubblestationCPH Nov 14, 2018 @ 3:32pm 
A chute would do plz
Blinzler Nov 14, 2018 @ 4:08pm 
I'd rather have (better) flowing water
Craf Nov 15, 2018 @ 7:54am 
Originally posted by Bigesj:
Sounds like a waste of resources but I’m sure a mod already exists for this
Lerch Addams Nov 15, 2018 @ 5:19pm 
Originally posted by Olaf_Sand:
Will this happen?
I'm sick of ladders and stairs....lol.

As long there's a method to super charge your elevator and launch unsuspecting players into the stratospshere, i'm behind your suggestion 100%.
vgifford (Banned) Nov 15, 2018 @ 7:15pm 
There is an elevator platform in Alpha 16.4 defined in the blocks.xml, but you cannot get it without editing your game files. If you are interested, this is the coding:

First, In the blocks.xml edit this block to the following:

<block id="1587" name="Elevator lift platform">
<property name="CreativeMode" value="Player"/>
<property name="Class" value="DoorSecure"/>
<property name="Material" value="Msteel"/>
<property name="LightOpacity" value="1"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Elevators/elevator_testPrefab"/>
<property name="MultiBlockDim" value="2,1,2"/> <!-- we need to override the default door size of 2 blocks high -->
<property name="Tag" value="Door"/>
<property name="PlaceEverywhere" value="true"/>
<property name="Place" value="Door"/>
<property name="Mesh-Damage-1" value="Platform"/>
<property name="OpenSound" value="UseActions/open_bridge" />
<property name="CloseSound" value="UseActions/close_bridge" />
<drop event="Destroy" count="0"/>
<property name="Group" value="Building,Science"/>
<property name="ActivationDistance" value="14" />
</block>

Next in recipes.xml add the following recipe before the "</recipes>" at the bottom (be sure to put it BEFORE the proposed future edits that are commented out, the "<!-- through -->")

<recipe name="Elevator lift platform" count="1" craft_area="workbench" scrapable="False" >
<ingredient name="forgedIron" count="100"/>
<ingredient name="forgedSteel" count="25"/>
<ingredient name="mechanicalParts" count="30"/>
<ingredient name="electricParts" count="30"/>
<ingredient name="electronicParts" count="15"/>
</recipe>

That mod/hack works for me.
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Date Posted: Nov 13, 2018 @ 7:08am
Posts: 9