Devs, can we get a definitive answer on Terrain Grids

UI/QoL has been discussed a lot, and I think it is important to point out how time consuming the game can be. The voxel terrain editor is amazing, but it is tedious even for experienced players. Raising a small mountain takes quite a lot of time, and it would be amazing if we had the option to enable a grid for terrain to snap-to-angles that match up with paths easier. This would allow us to raise land with perfectly flat sides and 90 degree angles, and to set the size of our land "chunks", instead of only having the circular lumpy terrain tool we currently have. Being able to switch between both tools would greatly improve the terrain tools for everybody.

In RCT we could raise land up to the sky and drop that same chunk of land back down into a canyon in seconds, I realize that might not be easy to do with the voxel terrain editor, but I do believe it would help a lot of people especially those who want easier ways to create dark rides, or anyone who has struggled to make a basic path upon a hill or incline.

Another QoL feature would be having a click+drag feature for walls, it doesn’t have to be one big wall, it can still be made of individual pieces, that way we can replace windows and such. It would also be incredible if we could change the textures of walls without replacing them. These are 2 features which seem rather basic that could greatly simplify the game for all players.

And lastly, please allow us to modify the park boundaries using the scenario editor, so that we can have a variety of park shapes and sizes, and the ability to purchase new land or set restrictions like in RCTClassic. Thanks! [cool]
 
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Replying to keep track of this topic. It's something I'm desperate about getting answered as well.

EDIT: And don't forget about having a park wide grid as well
 
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Thx so much for this suggestion post @breezerHOG. This is what I also thought: A grid for forming the terrain (RCT3) would be great!!! [up]
 
I think for this issue a good tutorial would suffice.

How exactly would a tutorial speed up the time it takes to make a mountain? the devs could easily increase the size and speed of the terrain tools, and having square shapes would be great too (but maybe not so easy for the devs). I don't understand how anybody would not want to have the option for square terrain tools, it would help in so many ways

Examples:

- build an incline path and try to raise terrain to align underneath it, you cant its not possible

- want to build a dark ride but need terrain? want to have the terrain in a nice square shape that can be covered in walls to look like a building? good luck spending the next hour on just that one thing compared to the 5 seconds it would take if we had a grid and square terrain tools... its not that complicated to see how much this would benefit many players
 
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My reply was on the "small mountain" part, which I don't find is particularly slow. Your other examples are a whole other story.
 
I don´t think it´s great idea to flood forums with "can we get definiive answer" threads, really. It´s happening what I expected to happen. Everyone is going to create one and ask something, expecting an answer. I don´t think devs can give us definitive answers for most of the stuff...
 
Thx so much for this suggestion post @breezerHOG. This is what I also thought: A grid for forming the terrain (RCT3) would be great!!! [up]

I think this was one of the trade-offs by going to the voxel train. You get a more natural looking environment with more possibilities than before, but, at least for now, lose the precision that RCT3 provided. I think it is a good step forward but it also need more work. As other people have suggested, maybe different shaped tools in addition to what we have today.
 
Yes to all. The terrain editor is amazing. But paths and terrain are arch enemies. Even if they implemented a "snap terrain to path" I would already be screaming with joy.

Click and drag walls, while I would also jump with joy, I feel like may never be implemented. I really wish they had considered this during early development. While the pxp building options are incredible, I still find myself very bored or "meh" after playing a while because I simply am burnt out on click, build, click, build etc
 
It seems that Planet Coaster is a step forward and backward at the same time. There are things which RCT3 didn’t have and couldn’t do, but at the same time there are things missing from RCT3 like the grid terrain and several coaster and ride types. Like bobsled coaster, sky swing, gravitron, round up, etc. At least we are finally getting a scenario editor. Yes, it is a pain compared with RCT3 to make perfect slopes with land and path. How about some angled to straight corner roof pieces to make buildings that have an angled section?
 
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I don't think it necessarily needs a grid so much as as it needs more shapes and sizes to play with; square shapes, plateaus, pyramids, more larger scale mountains, etc. There's a lot more they could do with this but we're a year and a half+ since alpha and we don't have any new terrain tool options so I don't think it's high on their priority list sadly.

They had in their coding during alpha paths being able to cut through terrain and it was possible with some file tweaking but we never saw them fully develop this (can we still do this thru the files or did they remove that ability?). That is a feature they need to raise up higher on their "to do" list, we should be able to cut paths through terrain as easily as we can with coasters. Terrain and paths are like oil & water, it seems like two completely separate systems that they mashed together to make it work as best as they could.
 
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needs more shapes and sizes to play with; square shapes, plateaus, pyramids, more larger scale mountains, etc.
Many people (including myself) asked for shapes last year (triangles, cylinders, etc) but at this point Id just be happy having square/cubes because they would be easier to make hills that line up with paths (if they could snap-to-angle or whatever)

paths being able to cut through terrain and it was possible with some file tweaking but we never saw them fully develop this (can we still do this thru the files or did they remove that ability?). That is a feature they need to raise up higher on their "to do" list, we should be able to cut paths through terrain as easily as we can with coasters. Terrain and paths are like oil & water, it seems like two completely separate systems that they mashed together to make it work as best as they could.
Yes I definitely agree [up] I was expecting auto-tunnel for paths to be completed by now, and I was also hoping for the ability to save paths with blueprints... I'm really surprised nothing was mentioned about paths for the anniversary update
 
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These "can we get a definitive answer" threads remind me of a child stomping its foot, demanding attention.

So you have an idea and suggestion about terrain. Okay great, so put the thread in the suggestions and ideas section. I don't get why some people think their suggestions and ideas are so special they are "above" everyone else?
 
except nobody is stomping their foot demanding attention or acting like their ideas are more special and above everyone else. That's quite a dramatic interpretation.
 
These "can we get a definitive answer" threads remind me of a child stomping its foot, demanding attention.

So you have an idea and suggestion about terrain. Okay great, so put the thread in the suggestions and ideas section. I don't get why some people think their suggestions and ideas are so special they are "above" everyone else?


the title was more of a joke, I don't expect an answer anytime soon unfortunately [wink]

[rolleyes] I dont like posting in the suggestions forum because many times threads are ignored and buried under lists and lists of scenery threads
 
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