People walking/ swimming through scenery fix.

It would be so great if we could have pieces that we can put down that tells the people not to walk/ swim there, so that people don’t walk/ swin through a certain area.

It can be disheartening to put a lot of effort into making pools/ paths look amazing, but then it kinda ruins it when guests/ staff just walk/ swim through it. Can we please have those kerbs back from planco 1 and planet zoo.
 
Isn't there a fence like thing that acts as a kerb? You could sink it underground. They should though bring the kerbs back that actually block people from walking a certain way. They cheaped out with PC2 and they need to update and fix it further.
 
I don't see why they can't just make all walls act like the barriers? I can't think of a single instance where I'd want guests to walk through a wall?? There could EVEN be a toggle for it, like how scenery pieces have a 'climbable' toggle in Planet Zoo.
 
And it would be nice also to have a fixing for the issue of peeps merging or going throw each other ( see attached file ). I also noticed that sometime they are
sliding ont path way instead of walking ( issue that was very common on other game Park Beyond I stopped to play rapidly because far too much graphic bugs)
 
I don't see why they can't just make all walls act like the barriers? I can't think of a single instance where I'd want guests to walk through a wall?? There could EVEN be a toggle for it, like how scenery pieces have a 'climbable' toggle in Planet Zoo.

My staffbuildings are all nicely tucked away inside a builing, so my Staff needs to clip through the doors.Just an instance.

And I need to say, i am having no issues with people clipping through walls, as it is more or less possible not to have Walls on path. Yes, there are some edges where people cut through the walls, but this is more on kerb toggle and me, then the game.

I have more issues with small clutter like signs, lamppost, support pillars etc. and for those spots i mostly use our good ol barrier fence as a workaround.

I don't know what the issue is exactly, but I am very sure that the clipping isn't an easy thing to fix, since it is in all planet games, even the polished PZ don't have unclipable Walls. (correct me if i am wrong). I feel the game has issues with the clipping on the Z Axis, this is why you can place barries underground. If that's the case this would mean that you peeps can't ever go to shop, walk through entries, etc.

Yes the toggle would be nice, but I am kinda fine with the few barriers i place as one part item than to check every single piece of scenery on even low scenery 300 part building.
 
My staffbuildings are all nicely tucked away inside a builing, so my Staff needs to clip through the doors.Just an instance.

And I need to say, i am having no issues with people clipping through walls, as it is more or less possible not to have Walls on path. Yes, there are some edges where people cut through the walls, but this is more on kerb toggle and me, then the game.

I have more issues with small clutter like signs, lamppost, support pillars etc. and for those spots i mostly use our good ol barrier fence as a workaround.

I don't know what the issue is exactly, but I am very sure that the clipping isn't an easy thing to fix, since it is in all planet games, even the polished PZ don't have unclipable Walls. (correct me if i am wrong). I feel the game has issues with the clipping on the Z Axis, this is why you can place barries underground. If that's the case this would mean that you peeps can't ever go to shop, walk through entries, etc.

Yes the toggle would be nice, but I am kinda fine with the few barriers i place as one part item than to check every single piece of scenery on even low scenery 300 part building.
I dont agrre with this at all. What you are saying when you say "as it is more or less possible not to have Walls on path" is "Play in a limited manner". I mean that politely.

I build a lot on plazas and here is just one example. I shouldnt need barriers to do this!
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But here is a different example where barriers would probably be better than toggling collision for each item/group.
So i think a mix would be a great all round fix i think. Or maybe even a set of invisible items with collision, that can only be seen on a heat map.
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I have a blueprint which allows you to remove teeny tiny sections of pathing, obviously you can also use these side by side to create larger gaps. It's a good technique especially for console players because, instead of adding barriers to prevent people walking and adding to the total piece count, you're taking pieces off the map instead and making the piece count better.

Currently working out a blueprint like this for pools.

Size 1 path stamp shown.

32QTGMJ0N

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I have a blueprint which allows you to remove teeny tiny sections of pathing, obviously you can also use these side by side to create larger gaps. It's a good technique especially for console players because, instead of adding barriers to prevent people walking and adding to the total piece count, you're taking pieces off the map instead and making the piece count better.

Currently working out a blueprint like this for pools.

Size 1 path stamp shown.

32QTGMJ0N

View attachment 414919
This can also be a great solution when barriers just wont work. The collision mesh on barriers is much bigger than the barrier itself and i dont think scaling has an affect on the collision mesh.
But i do think Frontier need to give as a proper solution. Being able to build on plazas was one of their big advertising points.
 
It probably is now one of the biggest points of realism isn't it. I say that knowing that game is meant to be more of a cartoon and a fantasy rather than strictly realistic. Following a couple of moths to practice, the pathing system will generally allow us to make all the gaps we need. It can sometimes be quick and easy as well, You have to scratch your brain a bit sometimes to think of a good pathing sequence that will leave a correct gap but for a really basic example...

When using the path stamp, we can stick 6 pieces together like this......

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Or put the middle 2 together, then use advance move to create a small gap in the path for the outside ones.

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Using Edit mode will level the top section by adjusting a couple of nodes. This will snap nicely into a straight position.

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Add the scenery which no guests will walk through.

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And then you could go back to the node edits to adjust those middle kerb corners out of sight. Happening because it's uneven rocks of course. They wouldn't need an adjust if it was a wall placed there.
 
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Got around to a tiny pool stamp which does the same as the pathing thing above. Just copy it to your pool then delete it to leave a tiny gap for scenery (y)

6GBF4R836


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I dont agrre with this at all. What you are saying when you say "as it is more or less possible not to have Walls on path" is "Play in a limited manner". I mean that politely.

I build a lot on plazas and here is just one example. I shouldnt need barriers to do this!

Mr. Happy said it actually what i meant: At walls you can have your cut, it can sometime be tricky to cover up the kerbs, but it is possible and not that hard to cut your pathlines, once you have done the first and made your blueprint/C&P stuff. With clutter theoretically the same, though i still use barriers as it is quicker :p

And i stand with my issue here: This issue is 9 years old, Frontier are probably very aware of that issue, but there seem to be some limitation to it, that they can't do it. One of the reasons they provided barriers in the first place as workaround. If it was easy to fix, they would have done it and not come up with a workaround.
 
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