Faults and rescue
A managed elevator notices when it cannot move any more and goes out of order, like a real one.
When an elevator breaks down
| Cause | Detected after |
|---|---|
| No drive during a trip: no rotation, or the network is overstressed | 2 seconds (faultDetectSeconds) |
| Stuck: the drive turns, but the car does not move between floors | 10 seconds (stuckDetectSeconds) |
Only a car that is under way can break down. An elevator that loses its drive while it stands at a floor is not broken, only switched off, see Switching an elevator off.
What it shows
| Where | Shows |
|---|---|
| Call buttons | blink red when no car of their group can come |
| 7 Segment indicator | blinking Er |
| Dot Matrix indicator | blinking FAULT |
| Hall Lantern | both arrows blink red |
| Terminal window | "Out of order" |
| Display Link source Elevator: Status | "Out of order" |
| Cabin Light | dim emergency light |
What happens to the calls
- Calls from the cabin are dropped, because the passengers will get out at the rescue floor. Turn on
keepCabinCallsOnFault(or Keep cabin calls after a fault in the terminal) to keep them. - Calls from the floors of a group go to another car, see Groups.
Rescue run
Drive is back
Give the elevator rotation again or fix the overstress.
Short wait
The drive must run steadily for the same time as the fault detection (default 2 seconds).
Nearest floor
The car moves to the nearest floor, no matter which calls are waiting, and opens its doors.
Normal service
Then it works on as usual.
Emergency light
While the elevator is out of order, the Cabin Light switches to a dim emergency light (light level 6 instead of 15), so passengers are not left in the dark.
Alarm
The terminal has an Alarm button (on the panel and in the window). Pressing it rings a bell at the car and sends every player within 48 blocks a chat message: "Emergency call from an elevator: player pressed the alarm at x y z". The alarm works at any time, not only during a fault.