Small feature appreciation

Vampiro

Volunteer Moderator
Amidst all of the feedback about things that can be improved, I thought it was nice to also have a thread dedicated to all the small improvements that have been going a bit "under the radar". I want to point them out as some people might not be aware but also to show the development team the things like and love. Feel free to add more smaller details from the game that you greatly appreciate.

Snapping on non-Gridded scenery
I always struggled a lot to place non-gridded scenery at the correct place since there was no ruler or snapping. It was always just based on how it was looking. Personally I can be a littlebit picky on this so I could spend way too long on placing an item exactly where I wanted. In planet Coaster 2 you can place a non-grid item, duplicate it, and then set the snapping distance so there will be exactly X space in between your items.
For example, imagine a long wall, and you want to place windows every 1m, you can now easily do that! This small little feature has been under the radar but I already know I will use this featurea LOT!
App4.JPG


Utilities finetuning
When I just build the narrow log flume, I placed the turntables. I was very pleasantly surprised with the amount of settings I had! For example you can set the chain speed, and also the delays. The Initial delay will determine how long the log will stay in the turntable before it will start rotating. The launch delay will determine how long the log will stay in the turntable before departing after it rotated.
Both can be set to 10s max, this means you can make a mini-show or trigger some effects. Amazing feature!! I love these small little treats!
App1.JPG


Moving platforms
Since we can stick scenery on items, these moving platforms open up whole new ranges of creativity! I can't say these things have been under the radar but I don't think we fully seen the potential yet.
In Planco 1 it was sometimes difficult for me to make darkrides look interesting. For axample we had a great range of animatronics but they would all move the exact same way. Placing 8 cowboys doing the exact same thing looked a bit uninteresting and funny. Now with the platforms everything can be used a in endless new ways. If you add a rail to the rotating platform and attach an animatronic to the rail, it will make the animatronic walk in cirlces! In theory every item can be used like a full functioning door when attached to the rotating platform (you can even trigger it)
I think I can write an essay about this feature, but im sure in due time we will see amazing creative designs with these platforms!
App2.JPG

Maybe they can add a few more in the future, I have some on my wishlist!
 
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I know people have problems with it but I LOVE the new paths! I get along well with the tools that are provided and love how great they work.
I play Zoo parallel and am so happy that I will never need to fiddle around wildy to try to have paths connect to each other in a staff building.
 
More control over snapping and manual inputs for angles (and more precise angles) would be a big quality of life improvement.
 
More control over snapping and manual inputs for angles (and more precise angles) would be a big quality of life improvement.
Not disagreeing, just pointing out that this thread is about appreciating things already in the game, not requests for new things / improvements.
 
Not disagreeing, just pointing out that this thread is about appreciating things already in the game, not requests for new things / improvements.
It's regarding the snap distance box picture from the OP where you can enter manual values
 
I’ve always loved the idea of placing paths at a set height and rather than supports, the earth rises to meet the path. We can do this using the natural path choice! Raise the height and stretch it out into a beautiful curve and bam the land conforms to the path shape. I’ve created such a cool curving path up and around a mountain, paint some gravel down and there you go.
 
I really like the ability to finetune the pathpoints (vertices) and also the depth of the pools. The "rounding tool" for path and pools is a great addition as well. It makes it easy to get organic shapes.

Even if i still discover the new pieces, the details and scale are much better now. The Half-walls are great. As well as the rocky viking fences.

Overall, the art and thoughts which went into the pieces is very well. It is like a versatile tmtk-toolbox straight at release.

Recolorable rocks and flexi-color pieces have increased in numbers by a lot.

The available fonts are finally usable, much more options, and looking good. To seperate them and made them scalable was a great idea.

The freedom we get with placing stall-counters and to be able to place vending machines anywhere on a path looks so much better now.

Last point i want to mention is the flexible option if you want to move a selected part of the coaster rails.

This maybe are big changes for some, but for me it is a big sum of really good small additions, changes and improvements. :)
 
  • Why is no one talking about the forward and backward option on coaster smoothing? I really love the time saved not to drag manually the smoothing one step forward/backward
  • Snapping points, yes those little dots are a small little helper as well.
  • gridfree planters
  • small feature, i feel many are missing: you can edit queue lines with the edit tool.
  • (not a small addition) Brushtool: you want to connect two areas? you either ended up with 'empty' path, or you spend hours theming/landscaping those things, the brush tool makes it easier, to have decent 'background' while not placing every single item by hand and turning them.
 
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