Some Queue and Station Suggestions

Planet coaster is an amazing game and i hate to nitpick but these two things somehow bug me and could be really easy to add/fix.

It would be really nice if we can get rid of the queue width transition on coaster stations and rides so you can integrate them better into the bulding system/grid.

xXaoTMb.jpg


It would also be really nice to enable a height snap on stations/rides relative to the ground so that the path angle is consistent. I think we even had this in one of the first 2 alphas but it got removed.
I am a more technical builder and had to tweak the station height really often until it looked right. A optional height snap would be really nice so you dont have to use a wall as a measure everytime.

what do you think?

zNbl1I0.jpg


A4Tfo2t.jpg


xvk5ats.jpg
 
Station entrance/exits should be the same size [up]

But also terrain and paths need to auto-form or snap-together [up]

It is very annoying trying to make a sloped path line up with terrain properly

I posted some different ideas for terrain improvements here
 
i really like your ideas you posted in your thread, especially = additional toggles for making certain objects invisible or transparent (scenery, guests, rides, terrain, etc.).
I would love to see a toggle to remove the entrance & exit gates. I remember some mod for RCT3 to make certain stock entrance gates or shops invisible to enhance the bulding process. It would be really nice if we had the option right out of the box instead of additional mods in the future.
 
For the height snap, I give you that:

There is a setting, deep down in the menus, that allows you a global height-snap, which is kind of a "Grid Height" toggle for scenery - and as well coaster stations.

You do although have to toggle that one on and off each time you build a station, but still it is way less hard and easier to do than doing it without help.

I do agree thou on the part with the entrance width. It annoys the s*** out of me, too :D
 
any chance to see the entrance path widht matching the exit in the near future? it really destroys the logic behind the grid system.

Yesterday i tried the Spooky DLC and was building a darkride (or more i tried to) and had this "i have to hide some of the path or use nonexisting quarter pieces" moment and got so frustrated that i quit PC.
I am more like a technical builder and are more pleased with the grid system.

The problem is even if you use the quarter grid you have to decrease the entrance path widht. If you use the default grid size you have to increase the entrance path width wich makes both of these building styles using the grid not that much pleasing. Or even so unpleasing i constantly throw many of my station attempts straight to the trash and do something else.

So please rethink this design decision since it is just so unintuitive to constantly de- or increase the path so it matches the building grid.

It would make me and i bet many others really happy.


How it is right now:

7qvF2e6.jpg


bbdEICx.jpg


FbSHcqy.jpg


7GsA09m.jpg



How it should be:

XRtjUbq.jpg


4GNyUHJ.jpg
 
Last edited:
+1 on all this. The queue path off the station bugs me. And if they don't want to change that please implement a 3m grid with 3m wide walls.

I love the idea of height indicator increments on raising the station. I've got a bit of OCD when playing the game and the transition of paths on to terrain can be wonky angles based off how high you make the station and it can be super annoying.
 
I agree to all the above, but one thing you guys can do in the mean time is remove railing and curbs and hide the functional path below a square scenery tile to make it look like a perfect grid even tho it isn't.
 
Due to the fact that this probleme isn't still solved, I'd like to re-fresh this very important thread about the problem with the queue line/path and the station entrance/exit as described above.

Pls cgive us the possibility to switch the queue line width from 4m to 3m and/or the station exit width from 4m to 3m. And why isn't it possible to start the queue line directly with a grit square? I hope it is possible to change it.

Thx! ;)

- spoonetti -
 
It would also be nice if the priority pass entrance could be attached directly to pathways instead of guests having to go through the main queue to get to it.
 
Couldn't agree more.

My OCD goes nuts when laying paths, some with square edges and some rounded (yuck) and you can't select the 'select grid' option if the path is off the ground.

We could do with some more very thin floors (such as the planks and marble floor in the Spooky set), so that we can place these over the path. This solves the rounded corners but the ramp (rather than steps) still bugs me.
 
. . . and you can't select the 'select grid' option if the path is off the ground . . .

Although I agree with you on the rest, you can use the path-gridding option off the ground if you use a building piece to define the grid -- a wall piece with its base on the level you want your path on will work well, if the building's built on a station grid it'll match perfectly with the station (I've used this to lay the exit and queue paths in my Corny Island PsychMoan station building, it's frustrating that they'll still auto-round when they connect to the station but otherwise they'll usually stay square).
 
Last edited:
Although I agree with you on the rest, you can use the path-gridding option off the ground if you use a building piece to define the grid -- a wall piece with its base on the level you want your path on will work well, if the building's built on a station grid it'll match perfectly with the station (I've used this to lay the exit and queue paths in my Corny Island PsychMoan station building, it's frustrating that they'll still auto-round when they connect to the station but otherwise they'll usually stay square).

Did not know - will have to try.

Thank you!
 
Back
Top Bottom