Proposals

Vladovlak · 3 days ago

Hedges would be nice.

Couldn't the surface you added be modified so that cars couldn't drive over it? Those two-legged ones from you and Keyser would prefer them over other roads.
Then add some when it works: asphalt, interlocking paving stones, classic concrete quadrics.

Well, if that doesn't break you, then some ornamental shrubs, or maybe expand the assortment of trees.

Okay, okay, I'm quiet now... ๐Ÿ˜Ž

X-Mag-X X-Mag-X · 2 days ago

Hedges, shrubs and trees, Flower pots & ornamentsโœ…

I agree, there needs to be some sort of way to filter vehicles/human passage/pathfinding! Small gaps for humans is okay, but there's no way to block humans and allow trucks, for example.

i was talking to kayser about this too. like placeable Invisible blocks with truck passage filter is one way; but i like your idea of the surface being the filter, this would make it easy to work with and build.

Can surfaces apply an actual vehicle filter and how would that be on performance? Only one way to find out = )

Edited 2 days ago
👍 1
X-Mag-X X-Mag-X · 2 days ago

Vladovlak wrote:

Hedges would be nice.

Couldn't the surface you added be modified so that cars couldn't drive over it? Those two-legged ones from you and Keyser would prefer them over other roads.
Then add some when it works: asphalt, interlocking paving stones, classic concrete quadrics.

Well, if that doesn't break you, then some ornamental shrubs, or maybe expand the assortment of trees.

Okay, okay, I'm quiet now... ๐Ÿ˜Ž

Hrmm one problem im thinking of: if a surface blocks a vehicle entirely, they may then complain and notify "cant pathfind to storage" on the other side... alot (like bridges do if you don't use logistic zones)

Would need cross walks at 4 way intersections, and lot entrances where the surface allows both vehicles to pass!

That... or, truely edit human pathfinding to "prefer a surface" while still choosing other ways if there's no other choice. What if a prefered surface is further away...how far away until they decides to just take the other non-preferred-surface way.

These are the questions.

I think ill make a little test mod to see it's effects on pathfinding. A menu where you can set truck filters on every surface type and see if it breaks everything or if "preffered" vs "restricted" passage is possible

Edited 2 days ago
Vladovlak · 2 days ago

X-Mag-X wrote:

Vladovlak wrote:

Hedges would be nice.

Couldn't the surface you added be modified so that cars couldn't drive over it? Those two-legged ones from you and Keyser would prefer them over other roads.
Then add some when it works: asphalt, interlocking paving stones, classic concrete quadrics.

Well, if that doesn't break you, then some ornamental shrubs, or maybe expand the assortment of trees.

Okay, okay, I'm quiet now... ๐Ÿ˜Ž

Hrmm one problem im thinking of: if a surface blocks a vehicle entirely, they may then complain and notify "cant pathfind to storage" on the other side... alot (like bridges do if you don't use logistic zones)

Would need cross walks at 4 way intersections, and lot entrances where the surface allows both vehicles to pass!

That... or, truely edit human pathfinding to "prefer a surface" while still choosing other ways if there's no other choice. What if a prefered surface is further away...how far away until they decides to just take the other non-preferred-surface way.

These are the questions.

I think ill make a little test mod to see it's effects on pathfinding. A menu where you can set truck filters on every surface type and see if it breaks everything or if "preffered" vs "restricted" passage is possible

OK, let me know then. I will test.

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