If railroad crossings are possible in PC2?

I know railroad crossings were not possible in Planet Coaster 1 where walking paths cross train tracks and gates go up and down and bells ring and lights flash. And the guest actually wait to cross and maybe wave at the train.

But it would make my day if they figured out a way to do it in Planet Coaster 2!
 
I know railroad crossings were not possible in Planet Coaster 1 where walking paths cross train tracks and gates go up and down and bells ring and lights flash. And the guest actually wait to cross and maybe wave at the train.

But it would make my day if they figured out a way to do it in Planet Coaster 2!
Even if i would prefer to have it without Barriers, i would love to have working train crossings :D And it would be nice to have the option of having Barriers or no Barriers. :D
 
Maybe they found a way to do it...

In PC1 there are peep barriers and there are triggers to set.
A workaround could be like if a train reaches the trigger the signals will get activated and then invisible barriers will prevent peeps from crossing the rails until the train reaches a second trigger... If it's done well the peeps could get trapped in a zone next to the rails and will move on afterwards.
 
Maybe they found a way to do it...

In PC1 there are peep barriers and there are triggers to set.
A workaround could be like if a train reaches the trigger the signals will get activated and then invisible barriers will prevent peeps from crossing the rails until the train reaches a second trigger... If it's done well the peeps could get trapped in a zone next to the rails and will move on afterwards.
yes, but the problem with that solution is that the guests don't simply stop. They will try to get around the Barrier and a congestion will start to form. I rather have them not use a Hack Job to do this.
 
Of course... I would prefer a real feature, too.
Maybe they could use that feature for rail crossings and the wanted parades (e.g. small parades with mascots on marked tracks)
 

HeatherG

Volunteer Moderator
I know railroad crossings were not possible in Planet Coaster 1 where walking paths cross train tracks and gates go up and down and bells ring and lights flash. And the guest actually wait to cross and maybe wave at the train.

But it would make my day if they figured out a way to do it in Planet Coaster 2!
That would be so great if that were possible in PC2.
I can't wait to learn more about what we're going to get. :)
 
We might have to have a look at Planet Zoo and how those features there could be used for PC2... If there's a similar way how something from PZ could work in PC2 there is a big chance to get that feature!
 
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Vampiro

Volunteer Moderator
Railroad crossings would definatly be nice!!
In PlanCo 1 I love the train ride but its difficult to use as all path's crossing need to go either below or above the rail which is quite annoying.

As @Crowdpleaser mentions, it's preffered to have 2 options, with and without the barreirs. I would for sure use the trains a lot more if we had these :)
 
The crossing itself I feel like would be easy to make, create another track piece that can be selected that already has a path built across it and can have paths connect to it on each side. The barriers, lights, vehicle horn/whistle, etc could all be set on a trigger point on the track. The issue is the inherent nature of the peeps to always be moving until they get to their final destination while on paths. If a way could be figured out that would have them pause and not just turn around while the transport vehicle crosses, that would be awesome. Maybe if there was a way to have an internal timer for certain paths that peeps would stop from reacting to, keep them paused for so long before moving again. I would love this same timer to be implemented in queue line paths so that peeps wouldn't immediately leave should a ride have a breakdown, but wait and see if it is restored back to operational fairly soon.
 
The crossing itself I feel like would be easy to make, create another track piece that can be selected that already has a path built across it and can have paths connect to it on each side. The barriers, lights, vehicle horn/whistle, etc could all be set on a trigger point on the track. The issue is the inherent nature of the peeps to always be moving until they get to their final destination while on paths. If a way could be figured out that would have them pause and not just turn around while the transport vehicle crosses, that would be awesome. Maybe if there was a way to have an internal timer for certain paths that peeps would stop from reacting to, keep them paused for so long before moving again. I would love this same timer to be implemented in queue line paths so that peeps wouldn't immediately leave should a ride have a breakdown, but wait and see if it is restored back to operational fairly soon.
Or better yet have the Game automate it for you, maybe via trigger points in the Train Track, so the Game knows when the Train enters and exits a certain Point, so it can do the barrier, lights whathaveyou thing while it is telling the Peeps to stop. When the Train passed a certain point, everything should be on "go" again.
 
After I’ve seen the PC2 deep dive I’m very optimistic that this might have been fixed to be in the game!
 
Well train tracks can lay directly on paths and the train crosses it. But the guest don’t stop they walk through the train.
 
Off the top of my head....
Its possible. As long as the Ribbon barriers can be attached to the Rotator object.
Using the Rotator you can make an animatable Arm that will raise and lower. Link it to the Sequencer, and set that to a trigger on the train track.
Using that method, you should be able to add lights, bells, and everything else needed. Except, as far as I can tell, none of the lights seem to be Triggerable?? So making them flash seems to be a no-go at the moment. ( i havent dug too deep on that though )

** Okay. Lights are working. Some of them (not all) can be triggered now.
 
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Off the top of my head....
Its possible. As long as the Ribbon barriers can be attached to the Rotator object.
Using the Rotator you can make an animatable Arm that will raise and lower. Link it to the Sequencer, and set that to a trigger on the train track.
Using that method, you should be able to add lights, bells, and everything else needed. Except, as far as I can tell, none of the lights seem to be Triggerable?? So making them flash seems to be a no-go at the moment. ( i havent dug too deep on that though )
Wow - this is a great idea.
 
Off the top of my head....
Its possible. As long as the Ribbon barriers can be attached to the Rotator object.
Using the Rotator you can make an animatable Arm that will raise and lower. Link it to the Sequencer, and set that to a trigger on the train track.
Using that method, you should be able to add lights, bells, and everything else needed. Except, as far as I can tell, none of the lights seem to be Triggerable?? So making them flash seems to be a no-go at the moment. ( i havent dug too deep on that though )

** Okay. Lights are working. Some of them (not all) can be triggered now.

I thought the same thing when those animatronics were introduced. I tried to do this several different ways, and I found that everything can be done EXCEPT the barrier won't actually work. Barriers have to be "placed" in a fixed position before they'll function as a barricade. Attaching it to one of the animatronic rotating pieces, means it isn't "fixed" to the grid, and therefore doesn't function.

I hope Frontier just creates a simple (triggerable) train-track piece that functions as a path-crossing section. NPC actions would need modification to "wait" for a train to pass (perhaps they could take photos, smile, and wave to the passengers on the trains?) Different styles of lights or customizable lights and barriers would be great too.
 
I thought the same thing when those animatronics were introduced. I tried to do this several different ways, and I found that everything can be done EXCEPT the barrier won't actually work. Barriers have to be "placed" in a fixed position before they'll function as a barricade. Attaching it to one of the animatronic rotating pieces, means it isn't "fixed" to the grid, and therefore doesn't function.

I hope Frontier just creates a simple (triggerable) train-track piece that functions as a path-crossing section. NPC actions would need modification to "wait" for a train to pass (perhaps they could take photos, smile, and wave to the passengers on the trains?) Different styles of lights or customizable lights and barriers would be great too.
This was one of the very first things i tried in game once we got the barriers.

Its such a shame the collision doesnt work when attached to an animated part.

The collision should be dissabled while they are in motion but be enabled once they have come to a stop.

There is a million things you could do if this worked.

I have sections of my park that are designed to be closed at the end of the day or on low traffic days and was going to use hidden barriers attached to motors, with a set of visible gates that i could set one position for open and another for closed.

So i could very easy and quickly activate them and close the gates to block guests.

Would be really good if we could make working gates and doors that once closed, actually block guests.

Edit: As for guests getting trapped. There is already a system in game to teleport guests to the park entrance blocks.

If you place a barrier close enough to guests, they will despawn and teleport to a park entrance block.

Even tho its not very realistic, guests that are cut off and cant path find to the entrance blocks for longer than 5 minutes could just despawn and teleport to the entrance blocks so they can meet up with their groups etc.

20250313062021_1.jpg
 
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I tried this on one of my moving cars to get peeps to stop when the car came to a stop at a crossing. But didnt work of course. Would be AMAZING if it did.
 
The crossing itself I feel like would be easy to make, create another track piece that can be selected that already has a path built across it and can have paths connect to it on each side. The barriers, lights, vehicle horn/whistle, etc could all be set on a trigger point on the track. The issue is the inherent nature of the peeps to always be moving until they get to their final destination while on paths. If a way could be figured out that would have them pause and not just turn around while the transport vehicle crosses, that would be awesome. Maybe if there was a way to have an internal timer for certain paths that peeps would stop from reacting to, keep them paused for so long before moving again. I would love this same timer to be implemented in queue line paths so that peeps wouldn't immediately leave should a ride have a breakdown, but wait and see if it is restored back to operational fairly soon.
A way to bring down a break in the pathing with the arm like we do for flower beds and such.
 
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