Project Highrise

Project Highrise

View Stats:
Request - make sound proof doors negate the "dislike elevator" trait
Is it possible? It's kind of stupid how in late game is impossible to please top level apartments without a large tower
Originally posted by Lawrence:
You can edit it pretty easily, just open the Entities.scm doc found in the game folder, StreamingAssets folder.
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 ^^)
< >
Showing 1-5 of 5 comments
Kunovega Mar 7, 2018 @ 4:52pm 
I'd be happy if sound proof doors even worked to prevent sound from spreading. I used them and the tenants seperated by them still complained about the noise
SomaSim  [developer] Mar 8, 2018 @ 9:53am 
The doors reduce, but they do not eliminate spread.
The author of this thread has indicated that this post answers the original topic.
Lawrence Mar 9, 2018 @ 5:09am 
You can edit it pretty easily, just open the Entities.scm doc found in the game folder, StreamingAssets folder.
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 ^^)
Last edited by Lawrence; Mar 9, 2018 @ 5:12am
maga_andreati Mar 9, 2018 @ 9:55am 
Originally posted by Lawrence:
You can edit it pretty easily, just open the Entities.scm doc found in the game folder...

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
maga_andreati Mar 9, 2018 @ 10:04am 
Originally posted by SomaSim Games:
The doors reduce, but they do not eliminate spread.

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
Last edited by maga_andreati; Mar 9, 2018 @ 10:05am
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Mar 5, 2018 @ 12:42am
Posts: 5