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Look for "blocker-noise" (with or without the quotes) and it will lead you to the part corresponding to the door.
In the "heatmap { produces [" part, add another line and add "{ type elevatorHeatmap reduce -1.0 }".
In that case, the 1.0 means it totally block the elevator effect, so even if there's an elevator, the door and a tenent just next to it, it wouldn't be influenced by the elevator. You can pick a lower number if you want the elevator effect to be just damped instead of nullified.
It should look like that.[tof.cx]
(Well, except for the "requirement" part, I edited that part so I can put as many I want.)
And here's how it looks in game.[tof.cx]
Notice on the 3rd floor that they are affected by the elevator on floor 2. Think about that when building in game ;).
You can also add a "{ type smellHeatmap reduce -0.4 }" line so the sound door also blocks odors.
(Hope I'm clear enough to be understood ^^)
Thanks, that worked!
Still want to see this as a update though, since it makes sense to me that everybody would like to live near the elevator if it doesn't made any noise
You're talking about regular noise, right? Regular noise is reduced like 98% for me, only have to jump 1-2 tiles and it's fine, but the elevator noise doesn't reduce not even a tile... it becomes really annoying, especially when building hotels, that needs 2 elevators... it's sad to have:
-elevator / eletric switch / water switch / noise block door / 4 empty tiles / hotel room-
and still gets "elevator too loud" reviews
really love the game nevertheless, i've put more than 100 hours in it