This is bad (or at least compromised) programming. If they would have done a really good job, each scenery piece would have an inbuilt barrier which fits to the piece.It is not a bug for people to walk through scenery, fountains, decorations, etc on the paths. That is intended behavior since Planco 1 and will never change. We have a barrier in-game you can bury or place in the walls to block the guests. Or you build and edit the paths to be empty under the fountains, guests walk around it. There are times when we want people to walk through things (doors). It's likely to avoid having the game calculate the route around every single item if you just cover the map in a giant plaza.
tbh seeing how frontier already has trouble with guest and staff ai which sometimes is horrible and bugs out a lot, i am kinda happy they didnt go for something even more complex than what we haveThis is bad (or at least compromised) programming. If they would have done a really good job, each scenery piece would have an inbuilt barrier which fits to the piece.
It's really lame to need the players to fix this problem with high effort workarounds...
Ok, that's a good point.tbh seeing how frontier already has trouble with guest and staff ai which sometimes is horrible and bugs out a lot, i am kinda happy they didnt go for something even more complex than what we have![]()
This is bad (or at least compromised) programming. If they would have done a really good job, each scenery piece would have an inbuilt barrier which fits to the piece.
It's really lame to need the players to fix this problem with high effort workarounds...
Ok, that's a good point.
But as they aren't able to fix this problem, they should provide barriers of different shapes/sizes and allow to make them invisible.
Placing -> hiding other scenery pieces with inbuild barriers is annoying... and often only for the purpose that peeps don't walk trough scenery, walls, etc.
I will test it again, but it's (in my case) straight paths and walls with big cut outs (connection into station buildings), L-shaped corners at paths, even in grid mode (shortcutting), and restaurant tables which have to get placed on paths. All of them are in lowest level building mode...They actually fixed the problem: dont build on path. especially large pieces like fountaints or such...since update 5 you basically dont need barriers anymore, unless you really push the game to a hard degree. You can edit path, you can paint delete path, you can advance move path and you could even advance move delete path. There are edge cases were you may need barriers, but this are parts where you are on smaller sizes than average gridwalls for example...again there may some buildlevels where you still need barriers but this mostly high level building far above the average, the average player can and should play without barriers.
Guests will walk through tables, trashcans, and benches, and now the souvenir shop shelves, because of the hitboxes they need to successfully walk a path. They will naturally avoid the items if they can, but I've been guilty of, and seen other creators, put together nicely detailed compact areas but the guests need more room. You and I are willing to 'squeeze' through a narrow aisle in a gift shop because we can turn sideways, but in Planco, they do not. It is also true that they will shortcut L shape and low switchback ramps and staircases by floating over the corners, and that can be a frustrating part of the pathfinding, but I bury a barrier in the offending part and problem solved.
I personally use the powerful path editing tools a lot to cut out as much collision pathing as possible so things go smoothly, as I agree with Valdo82, that too many barriers cause issues. But I also find you do have to maintain at least a 2m path whenever any of that is used to be most successful to not have the guests bug through items they shouldn't.