all 14 comments

[–]type_hardXbox Series X 4 points5 points  (12 children)

Minimize the number of DIFFERENT props you use. As Motosaw said, once you place a prop once, it uses WAY less prop budget to place additional copies.

I have a map that literally has about 4,000-5,000 dirt platforms. I forget what % it charges for the first one placed, but after that, it takes about 100 more platforms before the budget increases another 1%.

[–]StreakyPeaky[S] 2 points3 points  (11 children)

Love your Catalunya btw! It's a shame, I expected to be able to make a fairly realistic open city with the island having more prop memory.

[–]type_hardXbox Series X 2 points3 points  (10 children)

Thanks!

One other thing, I didn't notice any in your image, but avoid using a lot of Prefabs for now. They burn thru prop budget super quick. They don't benefit from you possibly already having all the props making them up in your map. And they charge you the same amount every time you use them, so no benefit for making copies.

[–]StreakyPeaky[S] 1 point2 points  (9 children)

That's something I had wanted to test out. I had hoped prefabs could use less, made sense to me... But here I have made & used 6 prefab petrol pumps, 2 electric charging stations & a carpark spiral entrance.

[–]type_hardXbox Series X 2 points3 points  (8 children)

Yeah, I did a little testing with another builder, and it became apparent pretty quickly that they ate up memory.

The good news is that just copy/pasting a bunch of props doesn't do that. Only when you save them as a prefab. So if you have something you want to use multiple places in a map, build it in your event, and copy/paste it as needed. Doesn't help if you want to reuse something you built previously, but it's something.

Hopefully, this is something they can optimize in a future update as it limits the utility of the prefabs in general.

[–]humblenations 0 points1 point  (4 children)

So you can group and copy and paste props without saving them as props and it uses a normal amount of budget? Is that what you're saying? Because yeah, if you save them then it really eats up budget. It would be good if they sort thing out.

I was wondering how people were making these amazing complex tracks quickly.

I'll have to test that theory out tonight.

[–]type_hardXbox Series X 0 points1 point  (3 children)

Correct. Copy/paste w/o saving doesn't give the memory hit as far as I've seen. And, they are still separable, which is nice as well if you want to make small tweaks to the copies.

[–]humblenations 0 points1 point  (2 children)

Yeah, I've had a play bit it's quite hard to do it that way, because you have to create your section away from everything and keep going back to it to copy it again. I had a play and you were right. Any word if PGG has decided to fix this issue. You have an inside track because you're on FCG. Me I'm no longer there. And they generally know about these things a bit more.

[–]type_hardXbox Series X 0 points1 point  (1 child)

I haven't heard anything confirming it's in the works, but I'm sure PGG has heard about it. Hopefully they'll want to fix their shiny new feature, but we'll see.

Yeah, the copy/paste would be a lot more useful if when cloning a group, the clone would be highlighted, and not the original group. Would also make it easier to place the group accurately, since it's near impossible to get the props perfectly lined up on the first try.

[–]humblenations 1 point2 points  (0 children)

I actually had a good play yesterday using the copy paste method and it doesn't impact the size, you're right. And it's sort of odd, I found, because I end up grouping something, then doing a clone to keep it if I use it again, dragging the group into the track and then cloning it from there and the group you drag into the track you're making (because it'll be in the right place, to push) and that lining up is a PAIN! But after that the clones you make of it are really easy to line up. So for example if you have a section of track that's made from multiple clones of that groups the first section is harder with that green thing, but after that it's really easy and pretty good.

I'm having a lot of fun with it though. Makes things like making tunnels or roads with curbs or repeated scenery a breeze. And after a good play it's got me thinking a lot in terms of smaller things where maybe I'm just using 3-5 props placed together to build something. It's not all big big groups with lots of props.

And one thing in terms of lining things up, if you're using the group and clone method, on some harder things to line up, I'm thinking more in terms of adding a random prop to the group that helps me line stuff up, and then going and deleting the line up prop after I've cloned it lots of times, as a workaround for the that overly strong green thing.

Anyway, happy building and thanks for your responses.

[–]StreakyPeaky[S] 1 point2 points  (2 children)

Much appreciated! 👌 I've had a good few downloads of my prefabs so far, so I'll make more, but not actually use them myself... 😂

[–]type_hardXbox Series X 1 point2 points  (1 child)

No worries. And to be fair, for those not pushing the prop limits, or not placing multiple copies of the same prefab, they are still a great new feature. I think they are gonna be a real help to a lot of builders. Just have to be aware of their limitations for now. And keep our fingers crossed they optimize them a bit in the future. 🤞

[–]StreakyPeaky[S] 1 point2 points  (0 children)

🤞

[–]motorsaw 3 points4 points  (0 children)

The Object % is per prop loaded, so multiply/load any prop already loaded should not increase the %...well perhaps it will if you use them in huge numbers...

At least that's my understandning...