Space Engineers

Space Engineers

VCZ Multifloor Elevator
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Update: Mar 29, 2020 @ 12:10pm

Update:
- Fixed the need to have higher promotion level in MP for the buttons to appear.
- Some other fixes and adjustments to reduce the spam in DS logs.

Update: Mar 24, 2020 @ 10:30am

Update:
- Massive code overhaul (not necessarily improving much but better for future changes and possible additions)

- Fixed possible problem with the cabin light after the latest game update (1.194)

- Added the ability to walk while the elevator is moving (it's not going to do much here but will be hugely beneficial for my Cargo Elevator)

- Some of the bugs reported lately are probably fixed now. Please, let me know if you encounter any.

Update: Feb 4, 2020 @ 3:20pm

Update:
- Fixed air-tightness for all floors and increased the filling ratio of the Filler Vent so it can refill faster when pressure is lost.
- Fixed sim-speed slowdown building up from elevator control panel. (Was getting worse the more elevators a grid has.)
- Added Cabin Reset button at the bottom of the control panel to reset the cabin if it gets in the way. (Usually when adding more floors or rebuilding parts of the elevator. Or in rare cases if you get stuck and need to grind a part of it.)
- Moved the checkbox for Christmas lights to the bottom and set their default state to OFF for newly built elevators.
- Lowered the weight of the cabin and shrunk it's collision even more to allow for a little more freedom in the grid rotation speed before it starts Clanging and I have to remove it. (The allowed rotation speed is still not much but it could become usable in some slowly rotating crazy contraptions or big ships that have slow turning speed.)
- Some other minor adjustments.

Update: Jan 22, 2020 @ 12:03pm

Update:
- Fixed my screw-up with the blinking cabin.

Update: Jan 21, 2020 @ 3:30pm

Update:
- Fixed Elevator becoming unusable from the outside when main elevator block has been replaced.
- Possible fix for buttons not getting removed automatically when the elevator block is removed. (I was only able to make it happen once before I made the fix and couldn't repeat after that. Please, let me know if it's still not fixed.)

Update: Jan 19, 2020 @ 8:46am

Update:
- Fixed Elevator becoming unresponsive after loading a grid that was previously unloaded on DS. (Most common occurance was when a player dies far away from his respawn point)
- Some other minor code tweaks here and there.

Update: Jan 9, 2020 @ 11:11am

Update:
- Changed the way terminal controls are created and their settings saved. Hopefully fixed the bug that crashes games in the process.
(I never managed to reproduce this bug myself but all the logs you gave me pointed to some problem with the terminal controls so I hope with this change that bug will be fixed.)

Update: Dec 28, 2019 @ 3:50pm

Update:
- Fixed the bug where newly built elevators didn't come to first floor when finished and were not able to be called to it either.

Update: Dec 4, 2019 @ 5:33am

Update:
- (Maybe) Fixed the random crashes when connecting ships trough Connectors or browsing the control panel of a grid.
- There should be no more leftovers from the cabin when it gets removed.
(I never actually managed to reproduce the above bugs so I can't be certain if I have actually fixed them.)

- Added Christmass lights in the cabin (I know it's a bit early but I don't know if I'll have the time to add them later).

Update: Nov 10, 2019 @ 3:13am

Update:
- Fixed a bug where a client in a Multiplayer game (not DS) was unable to use an elevator they have built.
- Various other small script improvements