Project Zomboid

Project Zomboid

Gun's Elevator mod
137 Comments
gunslinger  [author] 4 hours ago 
That would be cool i just don't know how to do it, or move dead bodies. Hopefully when b42 is fully released it will be possible
Blackshot 5 hours ago 
Quick question: It would be really cool if the elevators could also transport cars :D I have no idea if it's technically possible. I could create great rooftop parking spaces (like in Manhattan) with them. The cars would fit in there :D See screenshot :D

https://ibb.co/tw5s3LQh
gunslinger  [author] Sep 17 @ 10:20am 
If you were in the f2 menu the errors are from moddata on the square. Something to do with how they print the info for square moddata is broken and doesn't like having a table
Blackshot Sep 17 @ 10:02am 
Thx, it's working now. I've integrated the two button tiles (South/East) into my tileset. Now I can place them in my map. Tested it, and it worked without problems. Now my subscribers can also subscribe to your mod and use your elevators – great.

Just a bit surprising: The elevator below spawned with Floor & Wall Grimes, while the other elevators spawned cleanly. And I get a lot of error messages as soon as I enter the elevator in debug mode.But these are not problems for the players - it works so far.

example: https://i.ibb.co/VWsGzDgr/Screenshot-2025-09-17-184224.png
debug mode errors: https://i.ibb.co/gMZX0qk0/Screenshot-2025-09-17-185052.png
gunslinger  [author] Sep 17 @ 7:31am 
@Blackshot omg I forgot about you. Did you get that working? You can place those tiles directly or in lua they should work about the same. The panels for those place to the western wall inside and I don't think that one searches for rooms it just uses the room directly south
Blackshot Sep 17 @ 6:34am 
Hey gunslinger. We've already briefly spoken. I'm a mapper, and I recommend your mod on my workshop page. I saw that your elevators also work for the south and east elevators, but the elevator buttons for those sides are missing in vanilla.

What's the best way to implement such elevators in my map mod? Should/may I use your tileset "Nelevatorbuttons" and place the switches in my editor? Or can I use Lua code to place the switches later (I think that's how you do it with the vanilla map)?

Example: https://i.ibb.co/WvCPjxpT/Screenshot-2025-09-17-153232.png
gunslinger  [author] Sep 14 @ 2:00am 
@Cyrisa this should be fixed as far as sounds I'm not usre what the door issue is/was i did adjust the timing and the functions i use to open/close doors in the panel, hopefully that will fix your issue
Cyrisa Sep 13 @ 1:48pm 
Ever since the new UI panel has been added. There has been issues with the elevator door opening and closing. Pressing the panel outside the elevator just kind of does nothing for a period of time. Doesn't play a sound like it use to. Then the door opens.

Walking inside the elevator and left clicking the inside panel brings up the UI. I press close the door button and it has never worked. I then press the floor I want to go to and its just silent. Followed by the elevator changing floors after a long pause. The elevator door remains open the entire time unable to be closed.

I thought this would be noticed pretty quick and decided to not mention it. But its been a couple of months and the bug is still present.
Philip Sep 13 @ 1:20pm 
i dont see the ele room and cant enter it
Minus2trill Aug 26 @ 8:33am 
WHY BULID 42:steamthumbsdown::steamsad:
jaquerossetto Aug 20 @ 4:55pm 
@gunslinger hello! I am back :)
So, changing the room property did something, but it still wasnt enough. Now ingame one floor gets recognized as an elevator (it changes to your custom version with the pannel and buttons on the inside), I am not sure what happens but it doesnt recognize any other floors. I built 3 different ones, trying different setups and still nothing... Its giving me 3 errors repeatedly, I posted them on your bug report thread.
At first I thought it could be some conflict with other mods, but even with only the elevator and my custom bunker it still doesnt work. Hope it helps!
jaquerossetto Aug 18 @ 1:13pm 
@gunslinger hmm I will try setting the room property then.
I think steam allows you to record a clip and share it temporarily.

Thank you very much for the quick reply! I am not sure when I am gonna have time to try it again, but I will let you know if it works.

Also sent you the request, thanks!
gunslinger  [author] Aug 18 @ 11:08am 
1.no and the mod swaps all the walls out
2.no floors required my mod creates and deletes them all, other than the bottom floor that needs it
3.only 2 stops needed both need doors and buttons
4.no stairs mod adds climbable ladders
5.yes

i wouldn't mind doing a video. i dont want to make a youtube, if steam allowed direct uploads of videos i would put it up here

i havent really tested custom builds i just know it should work in theory


The first thing i can think of is you need room properties. the button checks a square in each direction for the room name "elevator"

send me a friend request and i can share more info easier
jaquerossetto Aug 18 @ 10:41am 
Hey @gunslinger could you help me a bit please? I cant make a custom elevator work, I must be missing something...
I am making a bunker on tilezed and I tried adding a 3x3 elevator on it using the vanilla assets, and also with your custom tiles in debug mode ingame, but nothing happens.

I have some questions that might help me figure it out if its not too much trouble:

Does it matter what tiles the walls and floor are made of?
Should all floors have floor tiles or leave it a hole?
Do I need to put a stop on all levels or can I just have one on ground level and one in another floor, like the third or something (to go straight up and down to just these 2 floors)?
Do I need to add stairs inside the shaft?
Does it even work with bunkers/below ground level?


A very basic and simple video guide would help a lot! Like recording you building one, what tiles go on it, how to configure it, etc. (Either in game or on building editor).
gunslinger  [author] Aug 9 @ 7:58pm 
that isn't a bad idea and it can definitely be done. Still need to rewrite large parts of this and also working on ui stuff, this will have to be something i do later
Sora Aug 9 @ 5:08pm 
Would it be possible to keep the hardcoded room detections and add a button to the admin UI (similiar to safehouse zone creation in 41) that lets admins define an elevator rooms?

E.g. draw a room, then specify its state (up, down, both) then detect placed elevator doors/buttons on each floor (til max height) in that defined location and register it as a floor to stop at?

A bit of work, but I think it might help with player created elevators..
Allie Aug 9 @ 12:08am 
@gunslinger o yeah i recently discovered that i'm kinda stupid
thank you!
gunslinger  [author] Aug 8 @ 12:51pm 
@abeletes there is a time you can set in the sandbox settings
Allie Aug 8 @ 7:30am 
hey, genuine question
i'm a masochist who plays with the real-time time passing in PZ, and it takes like a good few minutes for the elevator to arrive from the basement to the ground floor - is there a setting or something that i missed or is it possible for you to somewhat tweak it for real-time
Captain Aug 2 @ 10:24pm 
Thanks, luckily I know enough about how zomboid works to know how to reset the police station back to the way it was.
gunslinger  [author] Aug 2 @ 9:03pm 
This roomname is just one that passes for some reason while also not being that name when inspected directly. You must've found the last elevator i didn't know about while also being the strangest one. I'll get this fixed in a minute
Captain Aug 2 @ 8:42pm 
If your code checks all around, then nevermind what I said, I must have misinterpreted the description.
Captain Aug 2 @ 8:41pm 
I feel like you could do the check on the elevator door, but that would mean probably moving the interaction to the door, I dunno I'm not a coder. But yeah there is a police station in Irvington, it's right next to the storage units and the train tracks.
gunslinger  [author] Aug 2 @ 8:37pm 
besides that it needs to have some kind of room check else it doesn't know what room is the elevator. The devs decided that sometimes elevators are janitors closets or even "empty". i had to hard-code some locations to work i may need to do that here
gunslinger  [author] Aug 2 @ 8:31pm 
@Captain Irvington has a police station? where?
Captain Aug 2 @ 7:05pm 
You should probably not do the room check on the button, I just had Irvington police station's upstairs and break-room get turned into an entire elevator because the elevator is 2x2 and the button is on the wall which made it turn the upstairs room behind it into the elevator.
flow_photographer Aug 2 @ 5:49pm 
Such a nice mod, thank you! Is there a way to change the volume of elevator sounds?
Spaci Jul 7 @ 12:24pm 
so cool :)
gunslinger  [author] Jul 1 @ 9:16pm 
@Mobile i can look at this in the next week. thanks for reporting it
Mobile Jul 1 @ 9:01pm 
Turns out after 24.10 this mod was causing my game to crash.
Saupirscher Jun 18 @ 11:45am 
Great mod!
But it seems as if the interact key is not working, when trying to climb back into the wlevator
Blackshot Jun 17 @ 7:34am 
I'll be recommending your mod on my workshop page soon and linking to it. I don't want any dependencies in my map; players should decide for themselves whether they want to use your mod, but I'm configuring everything in my map so that it works. Thank you very much, and by the way, great mod!

My Map: https://steamcommunity.com/sharedfiles/filedetails/?id=3388972664
Blackshot Jun 17 @ 7:30am 
I found a bug. If you click "climb to roof" in the elevator, you can then walk through vehicles (similar to if I had "noclip" enabled, but only for vehicles, not walls). I've tested it out and narrowed it down to that. I haven't found anything to fix it (climbing again, taking the elevator, debug mode no clip on/off).
gunslinger  [author] Jun 16 @ 3:33pm 
i don't map but if you can add moddata to my tiles you could just build it yourself directly
gunslinger  [author] Jun 16 @ 3:31pm 
@Blackshot the outside buttons need to be lined up in the same square vertically with a set of doors within one square and preferably the elevator shaft directly behind the wall, but it can be in a square next to it. Have the room property name be "elevator" idr the exact case, it can be various other ones but that one passes immediately. The shaft doesn't need floors but does need to be surrounded by walls on each floor. the rooms can be up to 8 squares from where the interior panel would sit which is on the closest perpendicular wall to the exterior button that faces the camera
Blackshot Jun 16 @ 1:46pm 
@gunslinger:
Hey, I'm a mapper and I'd like to recommend your mod on my workshop page. I briefly tried it out on my map, but it crashed once, appeared once with an elevator without a panel inside, and once it worked fine. Is there anything I need to keep in mind when mapping to ensure your elevators work on my map? Are there certain sizes I need to consider? Do the elevator buttons always have to be in a certain place? etc.?
Blackshot Jun 16 @ 1:34pm 
@Sneeky:
I also had the same problem that the mod wasn't appearing in the mod menu (B42.9). I restarted the game and then manually searched the list. The mod is at the very bottom (sorted alphabetically, but uppercase first, then lowercase). The mod is called: gunsElevator
gunslinger  [author] Jun 10 @ 8:08pm 
@SneekySnausage.TTV The only reason i can see this happening if you're not using the correct game version. this is only for B42 and up. it will not show in B41 at all
SneekySnausage Jun 10 @ 7:37pm 
@Kingdark did you figure out why this was? I'm having the same issue. When I install the mod it doesn't show up in the list and I can't use it. Every other mod I have works fine so I'm not sure what's up
gunslinger  [author] May 29 @ 9:12pm 
@Alt everything is made when its first used. The only issues you will run into is if i added buttons like when the elevator faces away or in some places where they dont exist. there are utility functions to help with spawning those though
Alt May 29 @ 4:53pm 
Figured it out! When you click on the elevator panel, it converts to a functioning one :)
Kingdark May 29 @ 2:51pm 
Good question. I wanna know too.
Alt May 29 @ 1:16pm 
When added mid-game, does this work for elevators that had already been loaded in?
四百德曼 May 24 @ 8:04pm 
Nice mod!:deadrat:
Kingdark Apr 30 @ 11:03am 
Dumb question maybe, but the mod doesn't show up in the game's mod manager. What is the exact name of the mod ingame? Because I've seen mods titled xblahblah here on the workshop but it was x bla bah blah if get my meaning.
gunslinger  [author] Apr 14 @ 11:39am 
@caesar should work fine
caesar Apr 14 @ 11:24am 
Can you add this in a world you've already played on?
gunslinger  [author] Apr 8 @ 3:41pm 
@Ross trains was a thought i had when making this work also. Pls dont even speak to me about multiplayer :bleach::bleach::bleach::bleach:
Ross Apr 8 @ 2:55pm 
Between this and the RV mod, I feel quite inspired to make a janky locomotive system. Either way, fantastic work gunslinger! Hopefully when we get mp the netcode doesn't introduce too many problems for you, I'd definitely love to use the hell out of this mod on b42 servers down the line!
gunslinger  [author] Apr 8 @ 10:54am 
@The Property Baron its coded to remove zombies when creating the elevator but i can imagine that some can get by it. where is the elevator that did this?