Jorb, why can we modify our road systems?

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Jorb, why can we modify our road systems?

Postby user20158301 » Sat Sep 12, 2015 3:16 pm

I think right now, the connect function of the road sign only allows us to connect to terminal signs, so if someone made a blockage in my road, I have to remake alll those road again from where it is blocked to the other end. I have no problem with the blocking, but theoretically, if someone block or break my signs in the middle of the road, I should be able to build a new road sign and link it to the existing road signs to fix my road, no?
Unless I am not getting something here.
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Re: Jorb, why can we modify our road systems?

Postby Sevenless » Sat Sep 12, 2015 3:18 pm

I thought you could do that? Connect works on trail signs as well as terminals.

Or am I crazy...? o.o
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Re: Jorb, why can we modify our road systems?

Postby jorb » Sat Sep 12, 2015 3:50 pm

You should be perfectly able to reconnect roads that have holes in them, or whatever. I suspect that you are doing something wrong. Feel free to describe your process.
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Re: Jorb, why can we modify our road systems?

Postby user20158301 » Sat Sep 12, 2015 4:37 pm

jorb wrote:You should be perfectly able to reconnect roads that have holes in them, or whatever. I suspect that you are doing something wrong. Feel free to describe your process.


Ok thx Jorb, so I usually break the next sign because that way I can have the "extend" option from the previous sign, then I "extend it by making a new sign", now I click the "connect" on the new sign, and the cursor become a scroll, so I scroll click the next sign, but nothing happens?
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Re: Jorb, why can we modify our road systems?

Postby jorb » Sat Sep 12, 2015 4:46 pm

But, wait... are you doing all of this to clear a block, or what? I don't quite get it?

Why don't you just remove the blockage?
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Re: Jorb, why can we modify our road systems?

Postby user20158301 » Sat Sep 12, 2015 4:57 pm

jorb wrote:But, wait... are you doing all of this to clear a block, or what? I don't quite get it?

Why don't you just remove the blockage?


Someone build a claim close to my road, his palisade's corner interfered my road system, I cannot destroy his palisade.
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Re: Jorb, why can we modify our road systems?

Postby jorb » Sat Sep 12, 2015 5:39 pm

Ok, so I haven't derped much with roads since we implemented them, but I played around a bit on the dev server just now. Here's what I've got.

Build primary roadsign A
Extend Roadsign B
Extend Roadsign C
Extend Roadsign D
Destroy Roadsign C

If roadsign B is within range of roadsign D, I can now take "Connect" on roadsign B, get scroll, click roadsign D, and they are now connected.

If roadsign B is not within range of Roadsign D, I instead extend from Roadsign B to create a new Roadsign C, take "Connect" on the new Roadsign C, get scroll, and click Roadsign D, and they are now connected. As verification of this, the option to extend from Roadsign C is no longer available, and Roadsign D now has travel and further extend options, where before it was mute and unconnected.

Working as intended. How does this differ from what you are experiencing?
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Re: Jorb, why can we modify our road systems?

Postby painhertz » Sat Sep 12, 2015 5:51 pm

Even better question, how can it be a "road sign" when there is no fucking road? Dumbest. mechanic. EVAR.
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Re: Jorb, why can we modify our road systems?

Postby jorb » Sat Sep 12, 2015 5:58 pm

Teleportation along roads take the quality of the underlying tiles into consideration when determining (the as of yet unimplemented) travel weariness. The intention is that the makeup of the road will matter.

How did you expect a road to be defined if not as a sequence of points?

Dumbest. Painhertz. Ever.
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Re: Jorb, why can we modify our road systems?

Postby painhertz » Sat Sep 12, 2015 6:00 pm

jorb wrote:Teleportation along roads take the quality of the underlying tiles into consideration when determining (the as of yet unimplemented) travel weariness. The intention is that the makeup of the road will matter.

How did you expect a road to be defined if not as a sequence of points?

Dumbest. Painhertz. Ever.


So I'm dumb because you haven't coded the part that requires an actual "road" to be built? I think not. I can't speak for anyone else but I'd prefer fully implemented systems rather than half ass placeholders that give the wrong impression.... Derp.
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