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Also, make sure the elevators aren't facing walls.
Thanks for your help by the way, waiting patiently for alpha 6.
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.
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.
I'm using a savegame from yesterday, maybe that's the cause?
I think restarting the game (After replacing the elevators) may have fixed the beam, I was out shopping :)
Thank you developer as well, of course.
(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 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.