It’s quite shocking how an “improved sequel” of a theme park game makes it this difficult to create the most widely-used queue line system across the globe. Bring back the grid!
@@CoasterTime704and the B&M otsr’s on the wing, hydraulic launch and energy, pneumatic coaster and vekoma tilt coaster (ik there’s more but can’t think of them rn)
@@CoasterTime704there’s a lot of decisions like that which makes me scratch my head. I was excited to plop down the grand carousel to find it has shells on it. Why? I thought the whole idea was to add your own scenery. So now I have to spend 10 min placing something to cover it up. Just make the damn shells a scenery piece and let people add it themselves.
@ exactly, all the rides should have just had plane templates (it a bit more nit picky but I hate how the logo flumes are logs, I have been on a few log flumes in my time that don’t look anything like logs
Thank you for this, Chacho! I hope Frontier adds an option to make this easier to achieve-especially how they were like a broken record in every single stream about how FAST building things is in PlanCo2, and yet doing this takes literally like 20 min of fiddling when you could do it in PlanCo1 in just seconds!
Kind of figured this out myself but that extra step of using the round edges tool makes things quite alot less fiddly. Thanks! Why we don't just have a stamp tool for queues is beyond me but atleast we can do a bodge job that's close enough.
Thanks for this! i was hoping the new pathing tool was going to make everything a breeze but trying it for few days now every tool just has a new learning curve. Keep these videos coming please xd
Great demo ! Very clear ! For a next demo/tutorial might I suggest "How to prevent peeps from walking through scenery that is placed on paths/plazas" ?
I'm not kidding I was JUST looking for a video last night to help me with queues with square edges. You are constantly doing amazing things! THANK YOUU!
Thank you for providing this, I am gonna make a Submarine Coaster that will later be on the frontier workshop when finished and this will be helpful for the queue
The amount of backwards changes they made. It's like they never even played the first game or even participated in the community to see what players actually do or want.
I was doing this for a bit till I found an easier way to do this, basically you snap the nodes that are at the end of the path to the ones he moved then move it up all together.
omg, the gamerchanger wasn't the corners, it was that you can use rounding and edit on queues. As for tutorials, some proper pathing also with drawing and so on, i feel you have some tricks up your sleeve the average joe like me wasn't even aware off. Thank you so much
I accidentally stumbled on that last night because I was annoyed with having 4 nodes to choose from.. I went to smooth the corners of the path connecting to it and found that trick..
In fact it is the same procedure but just instead off making them longer of squared, just widen the path by selecting the lines and not the nodes. But note that this will not cause more people on the queue line. Just 2 next to each other like the default behaviour. Grts T.
I noticed sometimes when I try to create the cattlepen, I get an error saying that the path can't overlap. My guess it that it is overlapping ever so slightly, causing the game to freak out. Even with angle snap on it doesn't like it sometimes. Has anyone else had this too?
thanks for the great tip with the queues! I just have the problem with the flexicolor paths: if I give a path a different color, then all other paths also have the other color, which can be adjusted and everywhere the original color is gone and there is no reset button to get the old color back. So I change asphalt to black, then the blue and red paths are also black :-( Can you test if it's the same for you? That would be great🤩 Or do you have the original color number the flexicolor paths?
Hello! I'm Korean. I enjoyed your tutorial video. In Planet Coaster 1, all the customers were waiting in line for rides, but in Planet Coaster 2, they all have a waiting limit. Do you know about this? I wish there were as many people in the waiting line as there used to be, but now I'm so sad that I can't do that.. 🤒
What a bloody faff... I'm sure in PC 1 there was just a simple toggle to turn it on / off for those, though I could be misremembering as it's been a few years since I played.
Me too. It isn't TOO bad when you get used to how the game works with nodes. It could be way easier, yes, but it isn't the worst overlooked thing in the game
It’s quite shocking how an “improved sequel” of a theme park game makes it this difficult to create the most widely-used queue line system across the globe. Bring back the grid!
What’s worse is the giant bird on the winged coaster cars
@@CoasterTime704and the B&M otsr’s on the wing, hydraulic launch and energy, pneumatic coaster and vekoma tilt coaster (ik there’s more but can’t think of them rn)
@@thrillseekers_united Indeed, and although I’ve never seen one in person, the surf coaster seems to struggle to generate supports
@@CoasterTime704there’s a lot of decisions like that which makes me scratch my head. I was excited to plop down the grand carousel to find it has shells on it. Why? I thought the whole idea was to add your own scenery. So now I have to spend 10 min placing something to cover it up. Just make the damn shells a scenery piece and let people add it themselves.
@ exactly, all the rides should have just had plane templates (it a bit more nit picky but I hate how the logo flumes are logs, I have been on a few log flumes in my time that don’t look anything like logs
Thank you for this, Chacho! I hope Frontier adds an option to make this easier to achieve-especially how they were like a broken record in every single stream about how FAST building things is in PlanCo2, and yet doing this takes literally like 20 min of fiddling when you could do it in PlanCo1 in just seconds!
Kind of figured this out myself but that extra step of using the round edges tool makes things quite alot less fiddly. Thanks! Why we don't just have a stamp tool for queues is beyond me but atleast we can do a bodge job that's close enough.
Thanks for this! i was hoping the new pathing tool was going to make everything a breeze but trying it for few days now every tool just has a new learning curve. Keep these videos coming please xd
Great demo ! Very clear ! For a next demo/tutorial might I suggest "How to prevent peeps from walking through scenery that is placed on paths/plazas" ?
ua-cam.com/video/X8ndHs9nLno/v-deo.html
Was just messing with this last night. Thanks so much for the demo!!!
I'm not kidding I was JUST looking for a video last night to help me with queues with square edges. You are constantly doing amazing things! THANK YOUU!
Crazy that the work needs to be done...but also crazy how extensive this path system is to be able to pull specific sections
Thank you for providing this, I am gonna make a Submarine Coaster that will later be on the frontier workshop when finished and this will be helpful for the queue
I needed this, thank you!
Thank you for figuring this out!!
Thanks!
Merci pour ce tuto qui me permet enfin d'avancer dans le jeu o)
The amount of backwards changes they made. It's like they never even played the first game or even participated in the community to see what players actually do or want.
Thanks! I've not been able to get into the game yet, but I'm learning so much from ya. Always enjoy your content!
I was doing this for a bit till I found an easier way to do this, basically you snap the nodes that are at the end of the path to the ones he moved then move it up all together.
Kinda hard to describe over text
How to put railings between paths and pool paths?
omg, the gamerchanger wasn't the corners, it was that you can use rounding and edit on queues. As for tutorials, some proper pathing also with drawing and so on, i feel you have some tricks up your sleeve the average joe like me wasn't even aware off. Thank you so much
I accidentally stumbled on that last night because I was annoyed with having 4 nodes to choose from.. I went to smooth the corners of the path connecting to it and found that trick..
Another queue request. I tried to do a queue around a flatride with a circle foot print. How do I get it flush with the edge of the ride?
They need to bring back the grid for every path type. Period.
Is there any way to make the queue paths wider?
In fact it is the same procedure but just instead off making them longer of squared, just widen the path by selecting the lines and not the nodes.
But note that this will not cause more people on the queue line. Just 2 next to each other like the default behaviour.
Grts T.
I love all of the new pathing tools but why isn’t there just a simple grid base pathing ala rct3
I noticed sometimes when I try to create the cattlepen, I get an error saying that the path can't overlap. My guess it that it is overlapping ever so slightly, causing the game to freak out. Even with angle snap on it doesn't like it sometimes. Has anyone else had this too?
Aye, this is why the recommendation to have angle snap on is there.. it prevents that error you get with a slight overlap in pixels..
I really hope they fix it so that you can just stamp squared queue paths like the original game
thanks for the great tip with the queues! I just have the problem with the flexicolor paths: if I give a path a different color, then all other paths also have the other color, which can be adjusted and everywhere the original color is gone and there is no reset button to get the old color back. So I change asphalt to black, then the blue and red paths are also black :-( Can you test if it's the same for you? That would be great🤩 Or do you have the original color number the flexicolor paths?
Cant they just also add the grid tool?
No
Thanks, I tried for hours and didn't get even close xd
That's why I wait a few weeks before buying the game.
Yeah enjoying the to game but really don't like the new path system
It definitely has a learning curve that I'm still getting used to. But definitely more freedom and possibilities than the old one
A tutorial on how to get stairs.
You just hold shift while you’re placing a piece of path and it will let you change the elevation.
Or just use square stamp tool in the non queue section of paths because they’ll still line up. There doesn’t even seem to be a need for queues. 🤷♂️
Or no.
The square stamp tool doesn't deal with the curved kerbs (curbs).
Hello! I'm Korean. I enjoyed your tutorial video. In Planet Coaster 1, all the customers were waiting in line for rides, but in Planet Coaster 2, they all have a waiting limit. Do you know about this? I wish there were as many people in the waiting line as there used to be, but now I'm so sad that I can't do that.. 🤒
What a bloody faff... I'm sure in PC 1 there was just a simple toggle to turn it on / off for those, though I could be misremembering as it's been a few years since I played.
Yeah there was
Yep. It was a grip option within the path tool.. which doesn't exist in PC2. The equiv would be a stamp tool for queues that isn't in the game (yet)
@@kimbrolyy I thought they was when I saw the title of the video, still watched it wondering why it was so difficult it needed a video...
I hope they come up with a simpler way to make square que lines😂😂 its so annoying to move Points 20 Times just for a simple square 🎉😂😂😂.
Good to know this Clue, but i hope for a fix that bring the "old Style" square Path back in the Game
I'm surprised this isn't still in there, it seems much worse the way in the video shows.
Just give us grid que paths
Oh man that is hassle. I miss the grids already
Me too. It isn't TOO bad when you get used to how the game works with nodes. It could be way easier, yes, but it isn't the worst overlooked thing in the game
@@Nerdchacho I look forward to getting used to it! Thanks for the video too, its helped massively!
Omg ffs this game is so jank. thank god I got a refund 😂
Maybe ready in a year