Software Inc.

Software Inc.

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Employees cant use elevators
Please help? I got 2 elevators, both are connected to the up ones ( they show green ), but still the employees just won't use them...
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Showing 1-15 of 20 comments
Coredumping  [developer] Oct 27, 2015 @ 5:33pm 
Which version are you running? You can check in the bottom right corner in the main menu.
Alpha Steam 5.4
Coredumping  [developer] Oct 29, 2015 @ 9:20am 
The entire build system has changed in alpha 6, so elevators no longer work exactly like they did before. Hopefully the same problem doesn't exist in alpha 6, I haven't been able to reproduce the problem, at least.

Also, make sure the elevators aren't facing walls.
The elevators arent facing walls, I don't know what to do to solve this really.

Thanks for your help by the way, waiting patiently for alpha 6.
Last edited by W. Vernie I of Verona; Oct 29, 2015 @ 2:00pm
Adrageron Nov 13, 2015 @ 2:32pm 
I have the same problem. Deleting and replacing elevator helps, but only for a while. After changes in one of the rooms where elevator is located, it is begin bugged again. But delete+replace magic helps me once more :)
CanadianWpg Nov 13, 2015 @ 4:15pm 
I am also having elevator issues, running Alpha 6.17, WindowsPlayer

Elevator links break (green beam returns to red) when a room that doesn't have a linked elevator is selected before a room that has a linked elevator, and then they are merged.
If the room with a linked elevator is selected first before the room without, then they merge without issue. However, if both rooms have linked elevators, then the second room will have it's link broken when merged. In the case of 3 rooms with linked elevators, only the first will remain linked.

On a side note, an elevator with walls on 3 sides will prevent an elevator from being placed on the floor directly above it.
Coredumping  [developer] Nov 13, 2015 @ 4:40pm 
Originally posted by CanadianWpg:
I am also having elevator issues, running Alpha 6.17, WindowsPlayer

Elevator links break (green beam returns to red) when a room that doesn't have a linked elevator is selected before a room that has a linked elevator, and then they are merged.
If the room with a linked elevator is selected first before the room without, then they merge without issue. However, if both rooms have linked elevators, then the second room will have it's link broken when merged. In the case of 3 rooms with linked elevators, only the first will remain linked.

On a side note, an elevator with walls on 3 sides will prevent an elevator from being placed on the floor directly above it.
Thank you for the detailed description, that was very helpful!
Both bugs have been fixed for the next update. I have a system that automatically scales objects close to a wall so they don't intersect, but it was causing elevators to disconnect when their position was offset. To avoid the problem until the next patch, build elevators away from walls.
Vinolik Nov 14, 2015 @ 2:45am 
I have the same issues as CanadianWpg. Huge thanks for fixing this Coredumping :)
Ellena Nov 17, 2015 @ 2:51am 
With the new update that was released today, elevators need to be removed and placed again in order for them to work again, also their beam isn't showing up anymore.
I'm using a savegame from yesterday, maybe that's the cause?
:squirtyay:
Coredumping  [developer] Nov 17, 2015 @ 7:33am 
Originally posted by Princess Joyce:
With the new update that was released today, elevators need to be removed and placed again in order for them to work again, also their beam isn't showing up anymore.
I'm using a savegame from yesterday, maybe that's the cause?
:squirtyay:
Yes, elevators from old saves will still be broken, however the beams should show up. Does going back and fourth between build mode a couple of times do anything?
Ellena Nov 17, 2015 @ 7:36am 
Originally posted by Coredumping:
Originally posted by Princess Joyce:
With the new update that was released today, elevators need to be removed and placed again in order for them to work again, also their beam isn't showing up anymore.
I'm using a savegame from yesterday, maybe that's the cause?
:squirtyay:
Yes, elevators from old saves will still be broken, however the beams should show up. Does going back and fourth between build mode a couple of times do anything?
The beam is back.
I think restarting the game (After replacing the elevators) may have fixed the beam, I was out shopping :)
Hey guys thank you very much for all of you who had the same problem as me and helped the developer to help us.

Thank you developer as well, of course.
luckz Feb 14, 2016 @ 4:49am 
Is it a bug or a feature that only one elevator (or set of elevators) seems to be used by employees at all? I made a block of six elevator tiles, and only one or two in the middle count as valid. If I only connect the outside ones to a floor, the game will endlessly moan that people can't reach it.

(I wanted to have it like this:
AA
BB
CC
with BB going up to my roof, AA only doing main floors, and CC only going to the basement. Howevery only BB or one of BB counts as valid for pathfinding.)
Last edited by luckz; Feb 14, 2016 @ 4:50am
Coredumping  [developer] Feb 14, 2016 @ 6:23am 
Originally posted by luckz:
Is it a bug or a feature that only one elevator (or set of elevators) seems to be used by employees at all? I made a block of six elevator tiles, and only one or two in the middle count as valid. If I only connect the outside ones to a floor, the game will endlessly moan that people can't reach it.

(I wanted to have it like this:
AA
BB
CC
with BB going up to my roof, AA only doing main floors, and CC only going to the basement. Howevery only BB or one of BB counts as valid for pathfinding.)
I'm not sure I understand. Employees will use whatever elevator is closest. Is the problem that you have to connect elevators on all floors? You can't skip a floor. If the problem is that people can't reach an elevator, maybe it's because you put an elevator in front of the entrance of another elevator and you have to rotate it?
luckz Feb 14, 2016 @ 6:29am 
After reloading the savegame today, they're actually using the "A" ones (the closest to the company entrance).
I initially did not fully connect all floors, but even when I started connecting all floors, they would only use the middle one, the first that I connected without interruptions. Maybe pathfinding is not updated often enough?

They're facing correct directions as far as I can tell. That model could use a little update to make the door more obvious btw, but it's been correct ever since I placed them yesterday.


So again:
I place partially connected my elevators, thinking I could just leave out the 'stops' in some floors to have a more failsafe setup for large queues. When I noticed this was not possible, I decided I'd let my different elevator strands go different distances, but f.ex. only my last elevator set going from lobby to basement left the basement fully unreachable for nightly maintenance staff. This was only fixed when the middle one, the first I rendered operable in some fashion, was also extended to the basement.
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