IMPORTANT: Massive Blueprint Changes coming to the 1.2 Spring Update!

It is a massive step in the right direction in regards to rides and entrance/exist but as all saying. The paths are key to make it really user friendly. Can't wait to see the update though for what people will produce.

Will there be a clean out of duplicate blueprints in steam by Frontier though as that really is needed as I assume someone that end would be able to see the upload date and yes it is a really boring and tedious job that will take a few days but it really really does need to be policed a little better to make it just 10x better for the players in my opinion.
 
GREAT NEWS - I'm really happy about this even if it means to re-do some blueprints ;-)
Thanks a lot Frontier for listening once again!
 

Bo Marit

Lead Community Manager
Frontier
It’s really nice to see you all being excited about this awesome blueprint update.

As for including paths in blueprints: we hear you. With blueprints in Planet Coaster, we like to take the approach that when you create a blueprint and then stamp it down somewhere else, you get exactly what you had selected in that blueprint – however, paths in Planet Coaster can work in one of two ways: they either hug the terrain or they are raised up on supports as flying paths. Because the terrain in one spot isn't identical to the terrain in another, we then either have to turn these paths into flying paths, or pull terrain up to follow them. Either way, this breaks one of our "blueprint principles" in that what you stamp down will no longer look identical. In short, it’s quite the technical challenge!
Having said that, it won’t be a part of this upcoming update; hope this clarifies things for you!

[heart] Bo
 
If paths and benches can be added in at a later point in time, that would be great!

Suggestion for blueprints with paths:
if a blueprint is saved with paths, the lowest path in the blueprint should be considered the "surface" of that blueprint. Meaning, if I build a large tower and place one tiny piece of path at the very top of the tower, then when placing the blueprint it should automatically level that tower under the ground so the path is flat to the surface, and then I can chose to raise it as I please. So, if I made a large shopping center, I could place one path at the bottom and more paths on upper floors, but that bottom path will designate where the blueprint should align with the terrain.

Now lets say, I download somebodys blueprint who has their queue going up and down and winding all around, but not matching the surface, as if my terrain was uneven, then maybe it could auto-flatten the terrain (only at the lowest point of the paths) sort of like an auto-tunnel feature? Rides have the ability to flatten/smooth terrain, why can't blueprints? (again just at the lowest points of the path)

Also, the same goes for blueprints of coasters. Will they ever be able to auto-tunnel? so we dont have to dig a hole in the terrain before placing the blueprint in order for it to have underground tunnels? I realize auto-tunnel is probably tricky, thas why the auto-tunnel feature for paths is still disabled in an .ini file
 
Last edited:
It’s really nice to see you all being excited about this awesome blueprint update.

As for including paths in blueprints: we hear you. With blueprints in Planet Coaster, we like to take the approach that when you create a blueprint and then stamp it down somewhere else, you get exactly what you had selected in that blueprint – however, paths in Planet Coaster can work in one of two ways: they either hug the terrain or they are raised up on supports as flying paths. Because the terrain in one spot isn't identical to the terrain in another, we then either have to turn these paths into flying paths, or pull terrain up to follow them. Either way, this breaks one of our "blueprint principles" in that what you stamp down will no longer look identical. In short, it’s quite the technical challenge!
Having said that, it won’t be a part of this upcoming update; hope this clarifies things for you!

[heart] Bo

Thanks Bo for the information.

Personally I would like to suggest that if/when the paths are included that the terrain is pulled to them. It will be 90% what people are doing and what a lot of us have been asking the terrain to do generally anyways.

With that, if someone then wants to make the path flying they can delete a section and remove the terrain and add the section back in. It will then be flying. What we can't do in game is have it set to flying instead and then pull the terrain flush to it even if we want too so there is only one way to go really and that is limited by how terrain works now. I feel that would be the best option in my view as said.

With that, the other point could be that paths have a tick box in advance menu that select if "terrain pull" is on or off. If off then when a path is placed it will float as needed. If you tick it on then the terrain will pull to the underside of the path smoothly. This would allow the best of both worlds and also mean when bringing in the blueprint we just need the UI for blueprint to have the option there also and then everyone can do either when it is brought in.

As said am really pleased to hear the changes happening as it will make them so much more usable etc but the last step is just this part which would be the final push tbh. :)
 
What we can't do in game is have it set to flying instead and then pull the terrain flush to it even if we want too so there is only one way to go really and that is limited by how terrain works now.

thats interesting, it would definitely help with building a nice sloped path up a hill or mountain of terrain because currently that can be very difficult getting it all to align smoothly [up]
 
Unless the update has the words along the lines of "Guest Editor" in it I don't really find it exciting. Planet coaster has been sitting on my computer being unplayed because one of the essential reasons i got it has not been present since release. [down]
 
Oh come on guys do you read reviews THERE NEEDS TO BE MORE PARK MANAGEMENT like ride evacs and collisions. This has dropped my review on steam
 
This thread is about an update to the way blueprints will work come April 11th, not sure why several are derailing this thread with issues completely unrelated to the OP.
 
Oh come on guys do you read reviews THERE NEEDS TO BE MORE PARK MANAGEMENT like ride evacs and collisions. This has dropped my review on steam

Security guards? That's management? No? [weird]

And please don't derail this thread... If you want to complain and whine about something make a new one elsewhere.
 
Security guards? That's management? No? [weird]

And please don't derail this thread... If you want to complain and whine about something make a new one elsewhere.

+1

This update is very welcome in my eyes. While I don't upload much to the workshop, I do enjoy downloading and enjoying other people's creations. This is going to make this side of things much better. Plus, it's always 'nice to have it' knowing these features are there if and when I want to place things onto the workshop.

I do however, plan to upload more to ze good olde workshop going forward :)
 
I get that including the paths into the blueprint is difficult, but when you solve the general path/terrain problem you are good to go include them into blueprints. As Curlyriff said we need to be able to switch between "hugged paths" and "flying paths" by raising/lowering the terrain. It drives me mad every time that you have to decide for one way or the other. Hugged paths sometimes look wobbly so when the terrain is lowered they should warp into flying paths, raising the terrain again and the terrain smoothly hugs the paths without changing them back.

With that in place you could add options when placing blueprints to raise/lower terrain to fit to the paths of the blueprint. (pretty much like how it worked in rct3 when placing flat rides)
 

AndyC1

A
With that in place you could add options when placing blueprints to raise/lower terrain to fit to the paths of the blueprint. (pretty much like how it worked in rct3 when placing flat rides)
So, we've been looking into this for a while - and it really isn't this simple I'm afraid when it comes to blueprints and terrain. While the terrain in RCT3 was a simple heightmap, because Planet Coaster's terrain is voxel based you can't just simply think in terms of heights. What if I make a blueprint with some path in it, winding up a hill to an overhanging cliff edge? Simple "push / pull terrain to path" operations break in this case - as we said you would end up with something that looked quite different to how your blueprint looked in game, or possibly even an invalid path layout if you tried this.

It's complicated - but we're still on the case :)

Cheers

Andy
 
Back
Top Bottom