Please turn off Collision Detection on Scenery.... PLEASE!!

I have never understood why community members volunteer to be moderators if they don't get rewarded any way. It's a lot of work and you risk getting in the firing line and if you break up a flame war between two sides one half of the community is going to see you as part of the problem.
 

Brett C

Frontier
I have never understood why community members volunteer to be moderators if they don't get rewarded any way. It's a lot of work and you risk getting in the firing line and if you break up a flame war between two sides one half of the community is going to see you as part of the problem.

They get to deal with me every day, if that has any merit? :)
 
They get to deal with me every day, if that has any merit? :)

Oh my god, the first actual Frontier response to this in a long time and it's a joke about moderators... :p

Could you comment on the issue at hand? We'd really like to hear Frontier's stance on this.
 

Brett C

Frontier
Collisions should be more sensible, and turning off collisions in entirety should be with cheat code or tick box somewhere. Problem solved, except the manpower needed to redo static and dynamic collision detections. [wacky]

Rather a cheat code, what if it was a checkbox on item placement in the options section? "Ignore other items/objects" could be the name of the box. Not confirming this will be added, but just throwing in some food for thought. :)
 
Rather a cheat code, what if it was a checkbox on item placement in the options section? "Ignore other items/objects" could be the name of the box. Not confirming this will be added, but just throwing in some food for thought. :)

Yes yes yes yes please. But it will have to blanket ignore everything.

<3
 
Rather a cheat code, what if it was a checkbox on item placement in the options section? "Ignore other items/objects" could be the name of the box. Not confirming this will be added, but just throwing in some food for thought. :)

My idea was to simply have a keypress to hold down during placement of each object for which you want collision ignored, because The Sims series always has it either off or on and I get sick of having to turn it off and on specifically since if you just leave it on all the time some items don't work properly in play. Taking that into the Planet Coaster context, if you had collision ignore tickbox unchecked, would benches and bins still see the path edges to snap nicely to them, or would we be dancing up and down to the collision checkbox each time we realised "Argh I should have ticked/unticked this first!". That's why I like the idea of simply having a key to press while the object we are placing is still attached to our pointer rather than having to put it down while we use the mouse on the checkbox.
 
Rather a cheat code, what if it was a checkbox on item placement in the options section? "Ignore other items/objects" could be the name of the box. Not confirming this will be added, but just throwing in some food for thought. :)

Good good, for me there's 3 level of collisions detection.

1: rides doesnt collide with water, scenary, paths
2; all the above+ rides doesn't collide with other rides and itself
3: rides collide with nothing including terrain

So when you say no collisions do you mean all the way?

Hypotheticaly
-

This is my second biggest issue with game (being a sandbox player) so it would be very impactful.
 
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Good good, for me there's 3 level of collisions detection.

1: rides doesnt collide with water, scenary, paths
2; all the above+ rides doesn't collide with other rides and itself
3: rides collide with nothing including terrain

So when you say no collisions do you mean all the way?

Typically, this setting would affect the collision rules for the object you were placing only. So if you had rules like above and you set rides not to collide with scenery without reciprocally setting scenery to not collide with rides you could find when placing a ride it wouldn't place because there was a tree in the way, while if you were placing a tree it would be fine on top of a ride. Actually a ride going through terrain would not stop it working, it would simply (unrealistically) drag its riders through the soil and rock. You'd be constantly reconfiguring the rules. This is why I preferred the keypress to suspend collision for the duration of one placement, because at that moment the player knows exactly why he's doing it and what he wants to achieve for that particular item. Outline goes red and you either think "oh that shouldn't go any closer cos it's warning me riders will go through rocks and soil" or you'll think "stupid red outline what's wrong with putting this here" and override it on the fly by pressing that key.
 
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A checkbox in the build menu is not good enough, unless it is also in the build menu for rides- not just building pieces and scenery.

It's also not good enough if it doesn't STAY CHECKED until I uncheck it, which seems unlikely considering how every other aspect of the game (except, bafflingly enough, path options) changes the second the menu disappears.

If this doesn't come with the holiday patch...ugh. I can't wait any longer. It's so damn restrictive, I don't even want to play until I can use the scenery the way I could in RCT3.
 
My idea was to simply have a keypress to hold down during placement of each object for which you want collision ignored, because The Sims series always has it either off or on and I get sick of having to turn it off and on specifically since if you just leave it on all the time some items don't work properly in play. Taking that into the Planet Coaster context, if you had collision ignore tickbox unchecked, would benches and bins still see the path edges to snap nicely to them, or would we be dancing up and down to the collision checkbox each time we realised "Argh I should have ticked/unticked this first!". That's why I like the idea of simply having a key to press while the object we are placing is still attached to our pointer rather than having to put it down while we use the mouse on the checkbox.

That is not the same thing. The benches and bins have snap points not collision detection in the same vain.

I still don't want to hold a key down considering I need to be using the keys to rotate and move and adjust etc while placing.

A tick box is still the most simple and elegant option. One in the menu for global control and one for ride/stall specific (this would be the override to the global. It means I would likely turn it off global. Then if a ride I feel or a stall needs a specific reason to turn on I can select it and do so (I am yet to think of a reason to need such a thing myself but others might).

Edit: And I would expect the collision detection to be for rides and stalls so that building, scenery, terrain, water & paths are what has collision turned off.

It would mean that rides still require some space between them although tbh this is pretty minimal anyways. I don't see the need for a ride to not detect another ride though in fairness. Thoughts on why we might as a community though. I mean having it off wouldn't really change anything for me but don't see the need to make it work that way either if it causes issues.
 
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Well you say it's different, but in The Sims if you use their collision detection cheat, it also interferes with snapping to things. I know it's a different engine, but they may have some basic principles in common. So bear that in mind as a possibility until a dev tells us different. I mean I think I would *want* the collision-detection-off switch to also disable proximity grabbing. I'd want to regard it as the "free placement" toggle.
 
A checkbox in the build menu is not good enough, unless it is also in the build menu for rides- not just building pieces and scenery.

It's also not good enough if it doesn't STAY CHECKED until I uncheck it, which seems unlikely considering how every other aspect of the game (except, bafflingly enough, path options) changes the second the menu disappears.

If this doesn't come with the holiday patch...ugh. I can't wait any longer. It's so damn restrictive, I don't even want to play until I can use the scenery the way I could in RCT3.

I think all of us want the check box to stay as the option of it being checked or unchecked and not randomly reset. I don't believe that it being in the build menu would ever be a good option which is why it should be in the ride and shop UI.

I also do not expect this in the holiday patch to be hoenst FMX so I would suggest that you are going to be disappointed. I don't actually expect this to turn up till maybe the next large patch after (end of Jan or Feb would be my best guess).

Not every aspect changes either, the game still remembers the building tab selection, just not for themes for some odd reason (this I would hope is resolved for the holiday update though).

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Well you say it's different, but in The Sims if you use their collision detection cheat, it also interferes with snapping to things. I know it's a different engine, but they may have some basic principles in common. So bear that in mind as a possibility until a dev tells us different. I mean I think I would *want* the collision-detection-off switch to also disable proximity grabbing. I'd want to regard it as the "free placement" toggle.

The snap points and the collision box is still different. The Sims would have had to have to be programmed for both.

You are asking for then is;

Collision Detection Check Box for all items & Free Placement/Snap Point Disabled Check Box which is fine but they are different things. The point however would be that as I am only on about rides/stalls having the collision detection it would not affect the paths with benches & bins.

This however would lead to the path scenery items having a check box saying Free Placement or Snap Point Disabled and in the path menu it would have to remember you option. It means you could free place your benches in large plaza areas and make food courts easily also.
 
No I really want collision detection on all the time except for the times when I go to place something and suddenly I want to override it for that particular object at that particular time. Hold "C" key - free placement for currently grabbed object, let go of "C" key, back to normal. Or Shift, or Ctrl or F3 whatever key user chooses to assign. So quick and slick. No messing about with different ticks for different object types. "C" key held applies to whatever object you're handling at the time, whether it be a ride, a scenery item or a path
 
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No I really want collision detection on all the time except for the times when I go to place something and suddenly I want to override it for that particular object at that particular time. Hold "C" key - free placement for currently grabbed object, let go of "C" key, back to normal. Or Shift, or Ctrl or F3 whatever key user chooses to assign. So quick and slick. No messing about with different ticks for different object types. "C" key held applies to whatever object you're handling at the time, whether it be a ride, a scenery item or a path

Yeah so you tick global collision off in the options menu. Literally the only thing this wont affect is snap points on paths or when you build a wall and it snaps to the next height above (because that would be a ball ache).

Now with paths they can have the snap point option or you can have you hold key option for position of bins and benches. They are different things, they are not both collision detection so you are asking for something different as I explained above. The hold down key would be a pain because;

1) you are using advance move so already pressing a load of hotkeys to get placement right so it becomes fiddly
2) Every time you move a ride it makes a sound to say you can't place it, so trying to move it with advance move and it beeping at me 20 times whilst doing so before I hold the correct key just to place it would be a pain
3) with the global option you just move and place it where you want without needing to use another key, why add another button press, QoL is not gained by this

In regards to the benches and bins also. They still will always need to snap to path because guests interact with said option so them trying to path find their way to a bench you placed floating would not be good, however the snap point disabled should allow you to snap to the whole surface of the path and rotate 360 degree so the bench or bin faces any direction whilst interacting with the path.

Having snap points off completely with items will break things, guests will try to get to something they can't and so will become stationary as they can't calculate what to do.

The path placement itself would still include no collision so you can pull it through any ride you like if you so wished or even into the terrain.

This is something I did for get to add to my above comment in fairness. Paths should also have a separate no collision (and be affected by global so again we can adjust terrain so that it intersects with the paths also.

This means global control would turn off collision for rides, stalls & paths so that terrain, building, scenery & water do not collide. Water still needs to interact with terrain as you require a border for it to fill area.

The paths also do not collide with stalls or rides and after some further thought I don't see any reason you can't have collision off between rides or stalls either.
 
Curlyriff, I can see what you're saying but I think you're just offering a choice betweeb one set of limitations with another set of slightly more liberal limitations that suit your own preferences better. With a keyhold per object placement, I can *if I want to* switch off correct locating for a bench and have my guests confused *if I want to* - while most sensible people just won't hold the keyhold for placing benches. I seriously wish it was done this way in The Sims and all other games I play that allow free placement modes
 
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Good good, for me there's 3 level of collisions detection.

1: rides doesnt collide with water, scenary, paths
2; all the above+ rides doesn't collide with other rides and itself
3: rides collide with nothing including terrain

So when you say no collisions do you mean all the way?

Hypotheticaly
-

This is my second biggest issue with game (being a sandbox player) so it would be very impactful.
Hmmm ... I think there is no need for several checkboxes with different level of collisions.
The simplest = The best

A simple checkbox like Brett C suggested is clearly enough.

- Unchecked : collisions that are in the game already
- Checked : no collisions at all (and everything is based on the player's intelligence)

If someone click on the checkbox, put a ride inside the terrain, and the ride is no longer accessible to guests, or he put a "ghost" tree in the middle of something and people pass through, then it's his own fault, not the developpers. So he need to fix his mistake himself. No need for a complicated interface.

When the developpers start thinking they need to put some limitations or adding complexity to "help" the "not very talented players", it leads to bad ideas.
For exemple, what we have right now in the game : the limitation to rotate a wall (for exemple) on three axes just like any attachment object.
I understand why they did this, the intention was certainly good at the beginning, but it removes more possibilities than it adds ease.

If the problem/solution is different here, the concept behind is identical.

Keep it simple, and let the player learn and choose by himself.
 
Curlyriff, I can see what you're saying but I think you're just offering a choice betweeb one set of limitations with another set of slightly more liberal limitations that suit your own preferences better. With a keyhold per object placement, I can *if I want to* switch off correct locating for a bench and have my guests confused *if I want to* - while most sensible people just won't hold the keyhold for placing benches. I seriously wish it was done this way in The Sims and all other games I play that allow free placement modes

Sorry but you want to break the game is what you are saying? The guests confusion means them being static.

The limitations are completely removed to your placement and you are getting full free placement for everything apart from the principle that placing bins & benches off the path would actually break the game. Nothing to do with my preference, but making the game work.

The limitation is the game engine and the pathing system for guests using/interacting with benches and bins. My point that the ability to remove said limitation is not that I want to have or not have it. It is that the game does not work removing it.

I will still not want any keyhold and explained why above. The QoL from that would be awful at least for the collision detection. Snap point to edge of path with a hold button would make sense however, but I still see no reason to not have it lock to the path texture as I have said I think 3-4 times now, your guests would be broken and become static. That doesn't help or add anything.

"If I want too" is often a good reason but I just don't understand the logic at this time. Let's say you place a bench in the middle of the plaza but then raise it 1m off the ground, guests will recognise it's there floating away and want to path to it to sit, they won't be able to get to it and so will just stand trying to path to it or do the funny jig where it is trying to resolve the issue and keep pathing back to it.

What does having free placement of benches or bins gain in the game or with gameplay? That is what the consideration has to be.

- The collision is obvious, we can path, theme and design things to intersect at will and make them look how we envisage.

- The ability to free place benches and bins to snap across any position along the plaza/path texture means you can place them at freewill whilst having the guests still correctly path and use them as expected.

- The ability to raise/lower or drag said objects off the path doesn't add anything or do anything to benefit anyone in game apart from break the path finding system the guests use? I am all for it if there is a valid and useful reason to allow said object be placed otherwise but I cannot think of one accordingly. And because I want too to break the game isn't honestly in my opinion valid.
 
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That was just one example. I think I may not choose to do that particular one - but I might. We don't *know* for sure guests will be confused by the benches being placed at an angle. We are not sure exactly how their animations and routing are juxtaposed. We'd need a dev to tell us if it was *never* valid in game to have a bench skewed at an informal angle, or that we couldn't have a bench as decor in an inaccessible area for fear of guests getting immobilised trying to reach it. Maybe we can put them where we want and guests will simply ignore the ones they can't use. You're trying to suggest limits before we know if they're needed.
 
That was just one example. I think I may not choose to do that particular one - but I might. We don't *know* for sure guests will be confused by the benches being placed at an angle. We are not sure exactly how their animations and routing are juxtaposed. We'd need a dev to tell us if it was *never* valid in game to have a bench skewed at an informal angle, or that we couldn't have a bench as decor in an inaccessible area for fear of guests getting immobilised trying to reach it. Maybe we can put them where we want and guests will simply ignore the ones they can't use. You're trying to suggest limits before we know if they're needed.

I never mentioned the ability to not have benches at angles, that would be fine as long as it conforms to the boundary of the path/plaza area. It is not snapping to the path texture that would be the issue.

The limit is there now, it is there to be seen and we know it. because we know guests can't path find of a path. The benches already work at 45 degree in plazas and guests use them so the ability to have free rotation along the horizontal plain shouldn't be a problem. The limitation is very much the not placing them on a path where guests can interact that would cause the issue.

The ability to add rotation to the bench of course would need to be added as well mind.
 
The ability to add rotation to the bench of course would need to be added as well mind.

Which won't need to be added specifically if we can place them freely when we want to. I worry that some of the "new alternative limits" proposed in this thread will be so complex and potentially argument provoking about exactly what they should be that the devs will decide it's not worth the time and aggravation. Once you add a toggle switch it has to come with a set of inbuilt tools that a hotkey doesn't need since the player would be in fine control on a piece by piece basis but still with the benefit of the red outline cue to let him know explicitly when he's overriding a game default.
 
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