Sorry for the late reply. Working with Dr. Google translate is a pain for me. Ranran's health is almost 0.
But rest assured. Many Japanese wear zombie-like traits to stay alive with HP1. They always seem dead, but they are alive. It's not walking dead.
I'm afraid, but I don't think I got a valid answer. First of all, I think you gave such an answer because you are not aware of the PROBLEM this feature is causing.
You had to see at these bug reports:
https://forum.simutrans.com/index.php/topic,19732.0.htmlhttps://forum.simutrans.com/index.php/topic,20063.0.htmlDefects in this design can cause great disaster. You can use this function to easily carry out harancement. Most people don't notice the fact that someone changes all the roads to "overtaking prohibited". Moreover, it is difficult to identify the criminal.
As the administrator may find by looking at the history from the log, but as I explained at the beginning, it can happen
not because of the bad faith of the player, but
because of the unkindness of the design.And finding and fixing it is also a laborious task. Because it is not easy to recognize where the trap is set.
This is a design choice.
The work of discovering that trap is a meaningless work created by an unfriendly design.
For example, if you are building a highway on the ground, you want to build a road with "oneway" mode and "avoid becoming cityroad" option. You sometimes need to construct piers and fences while the road construction. If these options are reset every time you select the road construction tool, you will always need to re-select the road construction options and that will sure be bothersome.
I can't understand why you are assuming to switch and limit at the same time.
Isn't it easiest to overwrite and limit all of them once they are completed and connected?
It looks like you're making bothersome yourself. And is this bothersome a trade-off with the above problem?
Station stop mode is convenient, but I don't think this mode should be set ignoring both roads and stations.
It forces status with no relation to economy or appearance. That is why I think that color coding of arrows is the minimum necessary.
Also if we don't pay the cost, there is no reason not to set "only loading convoy" for all bus stops on roads that aren't one-way or not on the terminal end. Players who don't set this are so stupid. It only appears to be intentionally blocking traffic.
But setting it up on every bus stop is a tedious task. It's like a Japanese social game.
avoid becoming cityroad
What are you talking about? Is this a feature for standard? I don't know if that matters here. Can you elaborate?
I think a design change is necessary to solve above problems.
Because even if you prohibit the rewriting of the road restrict of other players, all the streets are public roads in the city, so you can either rewrite it except admin or you can rewrite it.
You may also enter the roads of other players. Visualization of which restriction set on the road is needed. It's rediculous not to know the information unless you click and check all the tiles that pass by.
I mean, currently, only one-way traffic can be identified. But how can you see "overtaking prohivite"?
However, frankly, in most cases, the restricted display is cut off due to excessive display, so even that may not be useful.
I didn't notice until I saw my horse take a weird route that one-way restrictions were imposed in the big city of server games.
This is inconsistent with the traditional simutrans method because it eliminates the one-way road sign and imposes such restrictions. And replaced with sometimes useless arrows.
I enumerate some measures and improvement ideas. It's like brainstorming. In the future I may try to change some if I have the time, but when I do that I will probably start by breaking down and reorganizing features. There is no doubt that a huge amount of time will be required.
However, there are many problems in the current situation, so I hope for early improvement.
Measures against incorrect limitsAlthough from what I saw that this endevour had become maybe a little too complex (like five overtaking modi and hidden flags by special tools) for the normal casual player.
As prissi pointed out, this is very hard for new players to understand. In addition, I believe the UI is unfriendly and not a universal design.
The one letter abbreviation of the alphabet is the worst for Japanese. Alphabets other than H have no meaning.
People in the Kanji culture will understand how stupid it is to get things understood with one letter of the alphabet.
The alphabets set in these are extremely difficult for Japanese people to understand. And this is not translatable. Is this made only for English?
I think many Japanese who are not good at English think this way. Why is it "L"? Why is it "I"? Why "H"?
Especially normal Japanese people are not familiar with "halt". Ranran thought it is German too(´・ω・`)
So you should know that this is happening in English as well. English is translated as "parallel stop mode". But the alphabet is "H". This is truly Jarapagos LOL
Also, no tooltip is placed.
If at least this color matches the color of the arrow, there is still salvation.
You know what it does because you made it. However, the UI needs to be easy to understand for those who do not know its function.
There are more things you can do to improve the design than just coloring the arrows.
- Change cursor according to mode
- Show an arrow when laying. In other words, when a mode other than the default mode is selected at the time of construction, for example, in the case of one way, the arrow from the start point to the end point is displayed regardless of the display mode.
Rather, I'm wondering if it's showing the arrow now, but not. However, this is only useful for indicating whether it is one way because there is only one type of arrow.
I also thought about writing it in a tooltip that displays the estimated cost, but that will not be very effective.
Separating the color according to the overtaking mode may be useful, but it needs a remaking of the ribi-arrow addon.
I don't understand why the default mode requires an "arrow". In other words, it is not necessary to use it, and a light blue "straight line" is sufficient. It's in both directions. The exit and entrance are sufficient for the arrow.
And "overtake stationary only", "overtaking prohibited" and "opposite lane driving" do not need arrows in the first place. This is just an area. I wonder if the station stop mode should be combined with road direction restrictions. As mentioned before, I prefer bus stop to have such a setting. Depending on the type of bus stop you decide whether you can overtake or stop in parallel, some modes are no longer needed in the first place.
The direction does not matter. At least you don't have to draw a new arrow to indicate the "area".

Anyway, it is necessary to make it easy to understand where the restrictions are imposed, as the problem is pointed out. Putting strange and colorful arrows everywhere is just confusing.
At least in many cases, I have to say that this display is excessive. I've used block reservations a number of times to compare this, but it's like coloring non-reserved blocks as "here is not reserved". Since it is excessive, it feels very annoying that it is displayed with priority over the vehicle.
I think color distinction is needed, but I think the option to show arrows only in non-default places is needed even if you don't implement it.
Otherwise, players may have restrictions that can only be found by clicking on each tile to see it.
ribi-arrow is made to check the connected direction of roads and not to show the overtaking mode.
ribi-arrow is made to check the connected direction of roads in an instant.
With the current specifications, it is impossible to know if it is in both directions without the cooperation of the tile next to it. This is a design error. So your goal does not appear to be achieved.
First, the arrow does not have to be on the center line of the road. There should be two lanes on the road. For some reason, I'm going to write the arrow on the centerline, not on the lane. If it's a one-way street, it could be right.
I have left-hand and right-hand traffic problems, but I just shift the offset from the center depending on the settings. This may support "Invert".
I like the combination of appearance, economy and function. That is, cost, appearance, and function are linked. It should be easier for players to understand. But I can understand that implementing it can be tedious.
For example, an overtaking bus stop on one way would look like this.

If it can overtake in both directions, the bus stop will be on the back side.
In case of pararell stop, there should be a bus stop in the same direction. Because the bus has a door on only one side. It's strange that it has a parallel stop at an ordinary bus stop. Passengers who get off the road will be killed by cars in the next lane.
Another thread doesn't point out that it's unnatural for someone to be able to pass on a narrow trail. However, this feature allows overtaking on any road. No additional cost required.