Airports

Not likely to happen, because vanilla relies on this (sorta kinda) for driveway parts, for example. Driveways were the inspiration for this because I realized, "hey, what happens if you make a really big driveway part? I mean REEEEALLY big?" Parts always override tiles, otherwise parts just wouldn't work correctly.

But the driveway Parts have a planned amount of content to overwrite, usually 1-3 blocks on the Tile on which a POI is placed. They don't extend beyond the Tile on which the POI is placed. The Checkpoint POIs have a larger Part similar to a driveway that also remains on the Tile that the POI is placed. The unusual behavior is extending a POI's Part beyond the bounds of the POI's Tile.

Admittedly, I say "unusual" because TFP hasn't done it, other than RoadExits. If it works, great. But if TFP does it then I think it is safer to assume the feature will stick around.
If it is possible the air port could be built in the lower left of the large picture.

@EvilPolygons has a better take on this than I do.

Do I correctly understand your goal as having a 10-tile long runway in the middle of a settlement?

The only somewhat predictable arrangement of Tiles I can think of that long is Rural Tiles when set to wrap a settlement, and even then you can't be certain that line will be perfectly straight, but you can be largely certain the roads will be mostly T's and Straights (but some intersections and corners) where the T's are oriented to face towards the settlement unless it decides a gateway is needed on that side of town. I suspect you're likely to get segments of your runway scattered all around the outside of your settlement.

Something I don't think anyone has tried ... since a very large Part can extend beyond a Tile ... is what if you made 10 Parts each extending further and further from the POI. I mean, can you stack 10 Parts end to end that way and what kind of chaos would that cause if you could?
 
Something I don't think anyone has tried ... since a very large Part can extend beyond a Tile ... is what if you made 10 Parts each extending further and further from the POI. I mean, can you stack 10 Parts end to end that way and what kind of chaos would that cause if you could?

Haha, yeah, I've thought about it. Just to see what would happen. But I've been neck deep in my procgen stamp project and it's been taking up all of my free time.

I think the major limitation with using (abusing?) parts in this way is that, in cities, you never really know what tiles are going to get placed around your custom "megaPart" tile. So sure, you could build a skybridge or something as a part and have it extend over into a neighboring tile...but you have no idea what that neighboring tile is going to have on it. Odds are that your skybridge won't connect to anything at all. There's a good chance it'll spawn into the middle of soemthing and just make a huge mess.

Same goes for underground parts, which I've also considered. You could potentially create an elaborate sewer or subway tunnel part that could extend in all directions beneath a tile, but if a random neighboring tile spawns a random POI with its own underground sections, then again you've got a big mess of overwritten blocks.

So there are practical limitations. But I believe there must be more uses for this method other than just building airport runways.
 
Do I correctly understand your goal as having a 10-tile long runway in the middle of a settlement?
Sort of, I am thinking of a hub. with an airport. Something in my mind is like the sliding tile
puzzles I played with as a kid. I know that I would have to create custom, tiles and adjust
my RWG file. The information I am getting here is helping me to understand.



It was just an odd thought, regarding SLaanhattan. The way he built it was multiple
prefabs, that were sectional, and built to the border of each of the segments, so
when placed they ended up flush with each other.

So if scaled to the chunks or governing divisons that are used today, each section
though touching would still be data regulated by the chunk you were on.

I thought about it while also remembering why, vehicles have reduced speed, and why
ziplines were not able to be added.

He basically created a tiled prefab, but back then the data regulation plus the fact that
he had a lot of zombies running around tanked, FPS. But when I looked at it I reduced spawns,
and at the time I thought this is before it's time.

One thing I would like to know is,,Are the generation tiles the same width and height of chunks
or smaller?
 
So a tile would need to be 144 x144 or 160 x 160 to match, as a 1 to 1 ratio.

Can tiles be resized by a player?

I don't think RWG cares about chunks. It's arranging blocks. I'd bet chunks are a runtime only thing and probably when a chunk gets loaded for the first time is when the Decorations get determined.

I'm not aware of an XML setting for the Tile Size.
 
I was asking about the 1 to 1, because of data control.
So if Rwg layed out a 144 x 144 tile it would neatly place them within boarders with no overlap,
possibly allowing multisectional prefabs laid end to end.
 
I was asking about the 1 to 1, because of data control.
So if Rwg layed out a 144 x 144 tile it would neatly place them within boarders with no overlap,
possibly allowing multisectional prefabs laid end to end.

You can make a tile any size you want, but the townplanner is hardcoded to treat them as 150x150. So if you make them any other size, the game won't know how to use them properly.
 
You can make a tile any size you want, but the townplanner is hardcoded to treat them as 150x150. So if you make them any other size, the game won't know how to use them properly.
Just to clarify the last sentence for anyone else since i know you know this from the first part of what you said... The game itself can handle tiles other sizes. Only RWG cannot. If you wanted to make a bunch of smaller tiles and either hand place them with World Editor or use Teragon to build the towns with tiles set to the smaller size, the game itself would handle them just fine.

----

As far as making tile size be a multiple of chunk size, I'm not sure there is any value to it. Chunks don't really have any effect on tiles other than what happens to be visible if loading is slow (i.e. pop-in). Unless I'm missing some reason why that matters in this discussion?
 
Just to clarify the last sentence for anyone else since i know you know this from the first part of what you said... The game itself can handle tiles other sizes. Only RWG cannot. If you wanted to make a bunch of smaller tiles and either hand place them with World Editor or use Teragon to build the towns with tiles set to the smaller size, the game itself would handle them just fine.

Yes, exactly.
 
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