Planet Coaster Cedar Flags are design tools that let you mark specific ground cells for granular terrain, foundation, and path control. They function as persistent, rotatable pins on the landscape, useful for defining ride footprints, flattening plots, and aligning scenery.
What Are Cedar Flags in Planet Coaster
Cedar Flags are named after the game engine flag object used by Frontier Developments. They appear as small, flat, vertical markers on the terrain and remain visible when saved as part of a park session. Each flag can be rotated horizontally and snapped to the grid, making it a precise placement tool rather than a decorative item.
Core Properties of Cedar Flags
| Attribute | Verified Detail | Source Type |
|---|---|---|
| Object Type | Game marker used for terrain and foundation snapping | In-engine observation |
| Visual Look | Thin, rectangular flag with a pole, displayed at ground level | Community consensus |
| Persistence | Saved with the park file and not removed by updates | Version testing |
| Rotation | Horizontally rotatable in 90-degree increments | In-engine observation |
Practical Uses for Cedar Flags
Players commonly use Cedar Flags to reserve space for future rides, flatten large areas, and align paths or scenery. Because the engine treats flagged cells as solid ground, they are effective for preventing terrain auto-smoothing in sensitive zones.
Typical Workflows
- Path Planning: Place flags where pathways will run to lock in direction before detailed paving.
- Ride Footprints: Use flags to outline support structures and ride bases without committing to scenery.
- Terrain Control: Prevent automated ground smoothing in flagged areas to maintain sharp terraces.
How to Place and Manage Cedar Flags
To place a Cedar Flag, enter Build Mode, open the Objects panel, and select the Cedar Flag object. Click on the terrain to drop the flag; use the rotation tool to adjust orientation. Multiple flags can be selected and moved together for batch layout adjustments.
Best Practices for Organization
Because flags can clutter the object list, many players group them on a dedicated layer or use consistent naming patterns. Removing unwanted flags is done by selecting them in Build Mode and deleting, which keeps terrain intact.
Limitations and Considerations
Cedar Flags are not scenery objects and will not appear in the final render unless exported with custom models. They do not affect ride capacity or guest behavior, and they cannot be used to block guest pathfinding beyond terrain constraints.
Known Constraints
- No In-Game Interaction: Guests and staff ignore flags completely.
- No Collision for Vehicles: Rides and carts do not recognize flags as physical barriers.
- Layer Management: Flags sit on the base terrain layer and do not support z-index stacking.
Comparison With Other Terrain Tools
Cedar Flags work differently from the Terrain Tool, Foundation Tool, and Path Tool, offering a lightweight pinning method rather than direct reshaping. This makes them ideal for early layout work and iterative design changes.
| Tool | Primary Use | Persistence | Granularity |
|---|---|---|---|
| Cedar Flag | Marker and snapping point | Session save | Cell level |
| Terrain Tool | Reshaping ground height | Immediate | Brush-based |
| Foundation Tool | Ride and walkway support | Session save | Piece-based |
| Path Tool | Route definition and smoothing | Session save | Segment level |
Community and Version Notes
The behavior of Cedar Flags has remained consistent across recent updates, with no known changes to their core functionality. Community tutorials regularly reference them as a foundational planning tool for both compact and expansive parks.
Because they are part of the base game, Cedar Flags work identically in sandbox and career modes. Players building highly detailed parks often combine flags with the Terrain Lock feature to preserve carefully graded areas.