Grouping Paths on Grid with Objects/Buildings

I wasn't sure where to put this, so I'll just put it in Feeback, though there might be a suggestion for a change here.

I know that paths are very much a core mechanic or system of a park, but is there no way to make them part of a building? In that, they become part of a group and even save with blueprints.
Because this would be very handy to snap paths and construction-pieces to each other and keep them grouped together, plus, as said, you could save them together in a blueprint.

The thing is that you can have a grid based on construction-objects, as well as derive a grid from paths, but they seem to be considered separate types of grids that will never be used at the same time or in conjunction with each other. - Unless I'm not seeing how to do it, I think it would be handy to let paths be part of construction-grids and/or vice versa.

Now, if that means the entire game/engine or whatever would need an overhaul, I guess it's not gonna happen, but I feel like the properties of items can be changed to make it an option that paths become part of a construction-grid so that they can also be part of building-groups.

The reason I'm bringing this up is that I was trying to create a kind of elevated platform involving floors and paths, as you can see here:

Planet Zoo_20220518-1032 [crop scaled].png


While I thought it was going to be a quick mock-up, I seriously spent way too many hours on trying to get this together.
It went difficult from the start, as I found out that I couldn't combine paths and objects into one and the same grid. Those two sloped "entrance"-paths you see are different because the left one is derived from a grid based on the path in front, while the one on the right comes down from a grid based on something else, so I couldn't even get those to be shaped the same. And if I were to create another path up from the path below (like the left one), it wouldn't be in the right spot as also the grid is of a different size. That's another reason why it would be good to be able to work paths and other objects on the same grid.

As for another reason as to why you'd want to be able to do that, is also that all people need to be on paths. So you need to use paths to create "squares" and "terraces" and the like, unlike using things like floors, which characters won't walk on (as far as I know). - And yes, you can just do everything more "freehand", but that tends to get messy and ugly and... again, why not just be able to turn on one grid for everything?...
If not that, I just had the idea that perhaps there could be something like an invisible "pathing tool" to indicate where guests may roam, kind of like a "null path" or something, one that you don't see but still acts as marking places where they may walk so that you could use things like floors or something. - I don't know, there could be something there.

Again, inform me if I've just been overlooking methods or anything, but as far as I could figure there's just no way to combine them and you have to just tweak each separately and hope you get things lined up, which is very inefficient. - Though, I'm afraid such just is the pathing-mechanic in this game.




Just as an example of an issue one could run into, here's a video:


Perhaps I'm being stupid and doing stuff wrong, and I suppose I might be doing something unusual that you're "not supposed to do", but I'm not sure.
This was pretty easy to run into, however, simply because I expected no conflict here, yet now I'm not sure how to fix that very specific problem.
I'm guessing I should lower everything to the ground and then maybe I can place paths or whatever. But why so particular and limited?...
For now, those vendors seem to be "Sims swimming pooled" in there.
😆 Unless they'll just teleport or something...
 
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I wasn't sure where to put this, so I'll just put it in Feeback, though there might be a suggestion for a change here.

I know that paths are very much a core mechanic or system of a park, but is there no way to make them part of a building? In that, they become part of a group and even save with blueprints.
Because this would be very handy to snap paths and construction-pieces to each other and keep them grouped together, plus, as said, you could save them together in a blueprint.

The thing is that you can have a grid based on construction-objects, as well as derive a grid from paths, but they seem to be considered separate types of grids that will never be used at the same time or in conjunction with each other. - Unless I'm not seeing how to do it, I think it would be handy to let paths be part of construction-grids and/or vice versa.

Now, if that means the entire game/engine or whatever would need an overhaul, I guess it's not gonna happen, but I feel like the properties of items can be changed to make it an option that paths become part of a construction-grid so that they can also be part of building-groups.

The reason I'm bringing this up is that I was trying to create a kind of elevated platform involving floors and paths, as you can see here:

View attachment 306914

While I thought it was going to be a quick mock-up, I seriously spent way too many hours on trying to get this together.
It went difficult from the start, as I found out that I couldn't combine paths and objects into one and the same grid. Those two sloped "entrance"-paths you see are different because the left one is derived from a grid based on the path in front, while the one on the right comes down from a grid based on something else, so I couldn't even get those to be shaped the same. And if I were to create another path up from the path below (like the left one), it wouldn't be in the right spot as also the grid is of a different size. That's another reason why it would be good to be able to work paths and other objects on the same grid.

As for another reason as to why you'd want to be able to do that, is also that all people need to be on paths. So you need to use paths to create "squares" and "terraces" and the like, unlike using things like floors, which characters won't walk on (as far as I know). - And yes, you can just do everything more "freehand", but that tends to get messy and ugly and... again, why not just be able to turn on one grid for everything?...
If not that, I just had the idea that perhaps there could be something like an invisible "pathing tool" to indicate where guests may roam, kind of like a "null path" or something, one that you don't see but still acts as marking places where they may walk so that you could use things like floors or something. - I don't know, there could be something there.

Again, inform me if I've just been overlooking methods or anything, but as far as I could figure there's just no way to combine them and you have to just tweak each separately and hope you get things lined up, which is very inefficient. - Though, I'm afraid such just is the pathing-mechanic in this game.




Just as an example of an issue one could run into, here's a video:


Perhaps I'm being stupid and doing stuff wrong, and I suppose I might be doing something unusual that you're "not supposed to do", but I'm not sure.
This was pretty easy to run into, however, simply because I expected no conflict here, yet now I'm not sure how to fix that very specific problem.
I'm guessing I should lower everything to the ground and then maybe I can place paths or whatever. But why so particular and limited?...
For now, those vendors seem to be "Sims swimming pooled" in there.
😆 Unless they'll just teleport or something...
I wonder if you put the grid path piece down in front of the entrance to the employee section and then tried to connect to the door if that would solve this one problem in particular. I’m currently having difficulties with exhibits on the same grid as paths not connecting properly for seemingly no reason, so I feel your pain.
 
I wonder if you put the grid path piece down in front of the entrance to the employee section and then tried to connect to the door if that would solve this one problem in particular. I’m currently having difficulties with exhibits on the same grid as paths not connecting properly for seemingly no reason, so I feel your pain.
Attach paths to the building grid, not the exhibit (or facility) directly. - for some (unknown) reason they’re not the same.
 
Attach paths to the building grid, not the exhibit (or facility) directly. - for some (unknown) reason they’re not the same.
Yeah, I did. I had another thread about this but still some of the exhibits wouldn’t connect directly to the path. Anyways it turns out it doesn’t matter and don’t need to directly connect anyways.
 
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