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ElevatorCave 1.0.0

   (2 reviews)

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Flint Monkey

Posted

@jakman76 - it appears that the Halloween update broke this prefab. The elevator car disappeared and can no longer be called. It's unfortunate, as I love this prefab.

jakman76

Posted

30 minutes ago, Flint Monkey said:

@jakman76 - it appears that the Halloween update broke this prefab. The elevator car disappeared and can no longer be called. It's unfortunate, as I love this prefab.

Hi FlintMonkey, I'm glad you like the prefab. I use it on my own server "1976" (51.195.237.3:28015) I have the server up to date with Halloween on. No issues with the elevator. Did you modify the map since you started the first time? Do you have the RUST-Edit extension up to date? I think there was an update Sep4.

Flint Monkey

Posted

2 hours ago, jakman76 said:

Hi FlintMonkey, I'm glad you like the prefab. I use it on my own server "1976" (51.195.237.3:28015) I have the server up to date with Halloween on. No issues with the elevator. Did you modify the map since you started the first time? Do you have the RUST-Edit extension up to date? I think there was an update Sep4.

Thanks for responding, @jakman76. I have not updated the map since I started it and _think_ the RustEdit.dll is up-to-date. I am dependent on my host provider for that one, but they pull it directly from GitHub.

 

I have the elevator installed in 2 locations on the map and both have the same issue. It's a bit troublesome as I actually built my own base in one of them. ATM I am getting by with noclip.  Should I try reloading the map?

jakman76

Posted

1 minute ago, Flint Monkey said:

Thanks for responding, @jakman76. I have not updated the map since I started it and _think_ the RustEdit.dll is up-to-date. I am dependent on my host provider for that one, but they pull it directly from GitHub.

 

I have the elevator installed in 2 locations on the map and both have the same issue. It's a bit troublesome as I actually built my own base in one of them. ATM I am getting by with noclip.  Should I try reloading the map?

I had those issues before with different prefabs using elevators. I wished I had a 100% answer. For me the issue happened when I changed the map between wipes. Seems like RUSTEDIT is creating the elevator descriptions (and others like keycards) at first initialization of the map, likely in the sav file. Maybe the update did something in your case. But since I leave my maps untouched between wipes, I haven't seen the problem.

Flint Monkey

Posted

3 minutes ago, jakman76 said:

But since I leave my maps untouched between wipes, I haven't seen the problem.

I also leave my map unchanged as I worry about issues with player data and builds when I update the map. I'll try removing the .map file (keeping the sav files in place) to see if it makes a difference when there are no players on.

Robis

Posted

can you make a version where is no switch ? othervise this mode is unraidable

Riaaninside

Posted

Hello, I really like this cave but the problem I have when I make some caves on the map and go down to cave some is underwater like one wall high. Is there any way I can remove the water in the cave? still new to rustEdit If you can help please or can change it so no water can be in cave.. Im replacing my normal caves with this one.

Flint Monkey

Posted

Has anyone used this prefab since the terrain world updates? 

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