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Will you be posting an update with this fix ?
And do you know if I now publish a world now, will this fix be "in" that world ?
You can fix it by:
1) open <path to steam lib>\steamapps\workshop\content\244850\2575155978\Data\Scripts\MultifloorElevator\Classes\Floor.cs
2) add `using VRage.Game.Components.Interfaces;` at the top (where the other using directives are)
3) change line 124 to `public void HandlePlayerInput(IMyEntityComponentContainer characterCompContainer)`
When neither elevator mod is used, the sim speed goes back to normal.
Worked like a charm.
Error: Object reference not set to an instance of an object.
at Vicizlat.MultifloorElevator.MultifloorElevator.GridIsRotating()
at Vicizlat.MultifloorElevator.MultifloorElevator.UpdateBeforeSimulation()
any clue or possible fix?
But ya I had couple outside rover since they pretty tough.
I will also discuss some solutions to 2 problems that you might have for the initial elevator set-up. First is based of which elevator rotor you want/are using. If it's the elevator rotor base you CAN'T use the bottom floor block, you have to use a middle floor block (ether one) as the first floor (you CAN have filler blocks in between.) If it's the plain elevator rotor you MUST start with the bottom floor block followed IMMEDIATELY by the rotor for it to work.
Sorry about the wall of text, but I hope this helps some people with the elevators. Would help with the functional elevators becoming non-functional problem, but I haven't had any issues with them on my over 2 month old world running well over a 100 mods.