Road signposts and LOS

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Road signposts and LOS

Postby Sevenless » Sun Sep 27, 2015 4:37 am

Is there a particular design goal in requiring roads to have LOS with the previous post when placing the next post? I'm finding this is making road creation in prospect tunnels an absolute nightmare.

It seems to me like it'd make more sense to LOS the previous "walk destination" for checking path clearance, unless as I mentioned there's reasoning behind this I'm unaware of.
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Re: Road signposts and LOS

Postby Lunarius_Haberdash » Sun Sep 27, 2015 6:09 am

Sevenless wrote:Is there a particular design goal in requiring roads to have LOS with the previous post when placing the next post? I'm finding this is making road creation in prospect tunnels an absolute nightmare.

It seems to me like it'd make more sense to LOS the previous "walk destination" for checking path clearance, unless as I mentioned there's reasoning behind this I'm unaware of.


I'm not entirely certain what you mean by this. Are you asking about their proximity or some other factor?

If you're literally talking about LOS - It's the simplest way to check for blockages in the road between origin and destination.

Also - This is not an application for which roads should be suitable, fucking walk.
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Re: Road signposts and LOS

Postby jorb » Sun Sep 27, 2015 6:16 am

Not really, apart from the UI of indicating where the range is, I guess.
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Re: Road signposts and LOS

Postby Sevenless » Sun Sep 27, 2015 4:19 pm

Mostly @ lunar

When you make a road sign extension, your character must have an unblocked LOS to the post it's extending from. If you don't, the character walks towards the old sign and just stops when he hits whatever's blocking the way. If he has proper LOS, he'll walk to the next trail spot like he should and drop the sign.

This makes creating trails in any area with a lot of clutter (forests) or cramped spaces (mining tunnels) an unholy nuisance. Because you're checking the signpost, not the actual road walk location you can't possibly make a road down a straight 1x1 tunnel. Digging off parts to the side to drop road signs leads to your char not having LOS on the previous sign. And no, you need Quick TP in mining tunnels. They are rarely straight in the slightest, they are hideously long, and they are massive transport of bulk materials. They will get roaded, whether or not this particular mechanic gets changed.

This wouldn't be an issue if the char needed LOS to the walk location. You could stand at the next intended walk location, and you'd have LOS to the last location and your next post so no issues at all.
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Re: Road signposts and LOS

Postby Undefined » Mon Sep 28, 2015 3:29 pm

I find this a complete nuisance too. I've had to create some really ugly looking sections of road.
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Re: Road signposts and LOS

Postby sabinati » Mon Sep 28, 2015 4:24 pm

I don't understand. Are you guys not actually clearing the paths when you make roads?
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Re: Road signposts and LOS

Postby Sevenless » Mon Sep 28, 2015 4:37 pm

sabinati wrote:I don't understand. Are you guys not actually clearing the paths when you make roads?


One way of wording this: Clearing the walking path is not sufficient. And it's not sufficient due to this LOS issue, not because you can't use the road.

If the game demands 3 tile wide roads, it should do it in a better way. As is you can still make narrower/twisting roads but they are horribly twisted and the entire placement system feels wonky.
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Re: Road signposts and LOS

Postby Kaios » Mon Sep 28, 2015 4:46 pm

Sevenless wrote:
One way of wording this: Clearing the walking path is not sufficient. And it's not sufficient due to this LOS issue, not because you can't use the road.

If the game demands 3 tile wide roads, it should do it in a better way. As is you can still make narrower/twisting roads but they are horribly twisted and the entire placement system feels wonky.


I'm with sabinati here, I still don't understand where the issue is with the line of sight and walking to the post? The way I setup my roads is by looking at the arrow, not at the post. If I have to clear shit to make it so the arrows aren't getting blocked by anything then I do.
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Re: Road signposts and LOS

Postby CloudJhi » Tue Sep 29, 2015 5:57 am

Let me present to you(because I can't be assed to spend stone and stamina to make and break milestones in game) a crappy diagram:

Image

Wherein Diamonds are the milestones, and the arrows are where the road is.
If the hearthling was standing on the red circle, his line of sight to the previous milestone is blocked, and as such would be forced to walk towards it, even if the path itself is not blocked. If the hearthling was standing on the green circle, the next milestone could be built with no hitches.

What seven is complaining about is how line of sight to the previous milestone is required to build the next milestone, even if the path between milestones is already cleared. Presence of various clutter and/or making tight turns with roads in this manner can make roadmaking frustrating.

I'd also complain about it but when I mine I pretty much carve out the entire cave, and I tend to walk to gather shrooms, cavebulbs, kill bats, and get glimmers and whatnot anyway, so I'm not really too assed about making roads in caves.

Was a pain in the butt to make a road in the forest though.

EDIT: Tl;dr, the arrows aren't getting blocked. Its the hearthling and the previous signpost that are.
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Re: Road signposts and LOS

Postby bmjclark » Tue Sep 29, 2015 6:05 am

I had issues building roadsigns through caves because of this issue. I still think it would be really nice if the roadsigns just didn't have a hitbox and you ported directly to the roadsigns instead of to this arrow.
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