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SavagePack-ElevatorMod-1.4.2 icon

ElevatorMod

Allows the elevator to move with just one player inside. Players not in the elevator stay on their current floor and can continue playing games independently.

Date uploaded a month ago
Version 1.4.2
Download link SavagePack-ElevatorMod-1.4.2.zip
Downloads 798
Dependency string SavagePack-ElevatorMod-1.4.2

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

ElevatorMod

Allows the elevator to move with just one player inside. Players not in the elevator stay on their current floor and can continue playing games independently.

Features

  • Elevator travels with any number of players (minimum one)
  • Only players inside the elevator travel to the new floor
  • Players outside stay exactly where they are and can keep playing
  • READY / BUSY elevator status display when nearby
  • Fully compatible with host and non-host players

Installation

  1. Install BepInEx 5
  2. Drop ElevatorMod.dll into BepInEx/plugins/
  3. Launch the game

Configuration

Edit BepInEx/config/com.yourname.elevatormod.cfg:

  • Enabled — toggle the mod on/off (default: true)
  • ShowStatusDisplay — show the READY/BUSY HUD near the elevator (default: true)

Changelog

1.4.2 ⚠️ TEST BUILD

  • Experimental fix for games becoming unplayable after a solo elevator trip
  • When a non-travelling player blocks the floor RPC, all floors are now explicitly re-enabled via SetActive(true) before returning
  • This keeps Mirror syncing all networked game objects and allows coroutines to start correctly
  • SetSfxTrigger is set correctly for the floor the non-travelling player is standing on
  • Known limitation: travelling player's client still deactivates the non-traveller's floor on their side — this will be addressed in a future update if testing confirms the fix is otherwise stable

1.4.1

  • Fixed all floors spawning simultaneously on session start
  • Patch 3 now checks if anyone is in the elevator before deciding what to do
  • If nobody is in the elevator when the RPC fires, it's treated as an init/group travel call and runs normally for all clients
  • If someone is in the elevator, the partial trip logic applies as before

1.4.0

  • Reworked Patch 3 entirely — non-travelling players now simply block the floor RPC and do nothing else
  • Removed all SetActive manipulation, which was causing Mirror networking sync to break on game objects
  • Games on the non-travelling player's floor now remain fully networked and playable (win/loss/payout all work correctly)
  • Host and non-host players can now play games on different floors simultaneously

1.3.1

  • Fixed floor re-activation using false→true toggle cycle to force Unity to re-enable game objects

1.3.0

  • Replaced static bool approach with real-time collider position check at RPC time
  • Fixed non-host player being permanently stuck on lobby floor

1.2.0

  • Attempted fix for non-host player floor tracking

1.1.0

  • Initial release with basic elevator solo travel support