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High Frontier Forums
Multi-Part Paths - Printable Version

+- High Frontier Forums (http://highfrontier.com/forum)
+-- Forum: General (http://highfrontier.com/forum/forumdisplay.php?fid=1)
+--- Forum: Dev Log (http://highfrontier.com/forum/forumdisplay.php?fid=15)
+--- Thread: Multi-Part Paths (/showthread.php?tid=6)



Multi-Part Paths - JoeStrout - 02-28-2015

For version 0.14, we've implemented multi-part paths/roads.  Instead of clicking and dragging to place a road, you now click once to start the road, and then click at each "bend" in the road.  The road of course stretches to where the mouse is, so you can judge where it's going to be.

When done, you terminate the path by clicking the last endpoint again, or by pressing the Commit key (Return/Enter by default).

Here's an example:
[Image: fVMHp.jpg]

We still need to deal with proper intersections, but this is already a big step up from the simple straight paths we've had up to now.  (And, any existing paths in your current colonies will still load just fine!)


RE: Multi-Part Paths - Pye-rate - 10-03-2015

Suggestion, since maximizing greenspace for air purification is desirable why are the footpaths on the ground? Raised above the ground with hanging plants (strawberries, orchids) under them would be desirable.


RE: Multi-Part Paths - JoeStrout - 10-03-2015

Have you tried it in the game? I think you'll find that you don't need to try to maximize your plants... unless you've made a colony without soil, the problem is generally not enough CO2, rather than too much!


RE: Multi-Part Paths - Pye-rate - 10-04-2015

I am rather a fan of hanging gardens, best way to grow strawberries. We have a bad slug problem around here the only way I can grow strawberries and eat them is off the ground. If not enough CO2 is a problem try an "Old West" solution, cattle, cowboys, and horses. Also replaces mechanical lawnmowers.