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Added: 1971

Changed: 692

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* GoddamnedBats: Whenever at least one of your animals has a low welfare for a while, expect protestors to arrive at your zoo. They're not just visual decorations to tell the players that they treated the animals poorly, their presence contributes to the unhappiness of the guests around them, potentially enough to make them unhappy enough to vandalize your zoo and demand refunds as they leave. And to make them even more of an annoyance, you can't send the security guards there to remove them, [[ArsonMurderAndJaywalking and they won't even pay the ticket admissions for entering the zoo]]. You can, however, "release" animals by deleting their barriers and run the protesters off if they get bad enough.

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* GoddamnedBats: GoddamnedBats:
**
Whenever at least one of your animals has a low welfare for a while, expect protestors to arrive at your zoo. They're not just visual decorations to tell the players that they treated the animals poorly, their presence contributes to the unhappiness of the guests around them, potentially enough to make them unhappy enough to vandalize your zoo and demand refunds as they leave. And to make them even more of an annoyance, you can't send the security guards there to remove them, [[ArsonMurderAndJaywalking and they won't even pay the ticket admissions for entering the zoo]]. You can, however, "release" animals by deleting their barriers and run the protesters off if they get bad enough.enough.
** "Stress" can take a perfectly happy animal content with it's environment and ''tank'' it's welfare rating. All stats contribute to an animal's welfare, including how recently it's been fed, environmental concerns, number of animals in the social group, and if it has enrichment items available. While a decrease in one of these usually is bad, it only takes a small portion out of the total welfare and can be remedied quickly. Stress is different; even if all other stats are high and taken care of, stress will lower the animal's welfare rating into the red if not to 0. And since the most common cause of stress is the animal not having a place to hide, it may take a while before enough guests get to the exhibit and you'll ignore it long enough for the game to sound the alarm that the animal's welfare is poor. Thankfully that is fixed with bushes or building a walled shelter, but there are very few indicators that a species will be shy enough to necessitate watching the stress rating.


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** How subtle is the implementation? You probably have to watch an exhibit for close to an hour to really catch the difference between two animals' personalities. Which, due to time as explained in ScrappyMechanic, means doing almost 4 years in-game of nothing to the park.
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** The 1.7 Update renames the game's African elephant as the African savannah elephant.
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** Many players were unhappy with the DLC packs containing no more than five animals and a large amount of scenery items. The Southeast Asia Animal Pack addressed this, adding eight unique animals and no scenery items.

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** Many players were unhappy with the DLC packs containing no more than five animals and a large amount of scenery items. The Southeast Asia Animal Pack Frontier addressed this, adding this by introducing a new type of DLC known as an "Animal Pack" that adds eight unique animals and no scenery items.items. To date, they've released two of these based on Southeast Asia and North America.
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** After players complained about the American Alligator being restricted to two animals per enclosure (Alligators in zoos and in the wild are actually fairly social, and coexist in groups without much fuss), the very next update expanded the number of Alligators allowed in an enclosure to 6.
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* AwesomeMusic/AwesomeMusic: The soundtrack is beautiful and calm: a perfect backdrop for planning out your exhibits. [[https://www.youtube.com/watch?v=7-AGDF1Blhc Parkie's Pieces]] is just one standout example.
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** The update also reintroduced Muti-select, a very useful feature that was removed temporally because of technical issues.

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** The update also reintroduced Muti-select, a very useful feature that was removed temporally temporarily because of technical issues.
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*** Because they need to be able to interact with the guests, benches cannot be placed without being on or next to a path. This can be minorly frustrating depending on what you're trying to do, like say, if you want a flower garden with a bench or two in the field in the middle of the open grass, something common in real life. You can't do that without adding a path right next to the bench.

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*** Because they need to be able to interact with the guests, benches cannot be placed without being on or next to a path. This can be minorly frustrating depending on what you're trying to do, like say, if you want a flower garden with a bench or two in the field in the middle of the open grass, something common in real life. You can't do that without adding there being a path right next to the bench.bench. They also must be placed on flat ground, which isn't too bad of a problem except it is a little touchy, so you must remove the path and fiddle with the smoother if say, you try to place the bench on a slight slope.

Added: 393

Changed: 58

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** The path system is probably the most criticized mechanic. While it can work ok for just a basic, simple path, it's surprisingly difficult and/or unintuitive to do anything more complex, like making a large, wide square section or a plaza. It's prone to creating what the game calls "malformed path parts," which are ugly gaps created where the paths failed to connect properly. It's often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some recommending just placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts because sometimes it just can't be helped. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]

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** The path system is probably the most criticized mechanic. While it can work ok for just a basic, simple path, it's surprisingly difficult and/or unintuitive to do anything more complex, like making a large, wide square section or a plaza. It's prone to creating what the game calls "malformed path parts," which are ugly gaps created where the paths failed to connect properly. It's often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some recommending that if all else fails, just placing place the paths as best you can, and using use separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts parts, and any other ugly bits, because sometimes it just can't be helped. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]][[/note]]
*** Because they need to be able to interact with the guests, benches cannot be placed without being on or next to a path. This can be minorly frustrating depending on what you're trying to do, like say, if you want a flower garden with a bench or two in the field in the middle of the open grass, something common in real life. You can't do that without adding a path right next to the bench.

Added: 248

Changed: 26

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** Baby habitat animals cannot be removed until they mature to adulthood[[note]]Okay granted, you can put them into storage but there is only so much you can store and they won't even age there[[/note]]. While it doesn't seem problematic for animals that grew up rather quickly, it does prove to be one for animals that took a long time to mature or ExplosiveBreeders such as Giant Tortoises or Peafowls. As an added "bonus", these babies further contributes to the animal food expenses and makes your exhibit dirty rather quickly. [[note]] The option can be overlooked, but you can put animals on contraceptives to prevent this issue. [[/note]]

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** Baby habitat animals cannot be removed until they mature to adulthood[[note]]Okay granted, you can put them into storage but there is only so much you can store and they won't even age there[[/note]]. While it doesn't seem problematic for animals that grew up rather quickly, it does prove to be one for animals that took a long time to mature or ExplosiveBreeders such as Giant Tortoises or Peafowls. As an added "bonus", these babies further contributes to the animal food expenses and makes your exhibit dirty rather quickly. [[note]] The option can be overlooked, but you can easily put animals on contraceptives to prevent this issue. [[/note]]issue.


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* UnderusedGameMechanic: Before release, one of the teased features was that individual animals would have distinct personalities. Some players have questioned if this made it into the final game; if it did, it's so subtle it's difficult to notice.

Added: 164

Changed: 165

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Fixed typo


** There is a glitchy trick to get visibly clearer water, at least in underground viewing galleries. If the player correctly puts a thin layer of terrain covering the top edge of a glass barrier, they can set the water line at the terrain instead of the barrier, causing the water to appear clearer. You can even freely delete the barrier afterwards and the water will glitch and still remain in place there, without disappearing or flooding underground. *** This glitch is still possible to do for fun, but the water always being murky issue has since been fixed, so there isn't as much of a reason to do this anymore.

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** There is a glitchy trick to get visibly clearer water, at least in underground viewing galleries. If the player correctly puts a thin layer of terrain covering the top edge of a glass barrier, they can set the water line at the terrain instead of the barrier, causing the water to appear clearer. You can even freely delete the barrier afterwards and the water will glitch and still remain in place there, without disappearing or flooding underground. underground.
*** This glitch is still possible to do for fun, but the water always being murky issue has since been fixed, so there isn't as much of a reason to do this anymore.

Changed: 165

Removed: 163

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** There is a glitchy trick to get visibly clearer water, at least in underground viewing galleries. If the player correctly puts a thin layer of terrain covering the top edge of a glass barrier, they can set the water line at the terrain instead of the barrier, causing the water to appear clearer. You can even freely delete the barrier afterwards and the water will glitch and still remain in place there, without disappearing or flooding underground.
** This glitch is still possible to do for fun, but the water always being murky issue has since been fixed, so there isn't as much of a reason to do this anymore.

to:

** There is a glitchy trick to get visibly clearer water, at least in underground viewing galleries. If the player correctly puts a thin layer of terrain covering the top edge of a glass barrier, they can set the water line at the terrain instead of the barrier, causing the water to appear clearer. You can even freely delete the barrier afterwards and the water will glitch and still remain in place there, without disappearing or flooding underground.
**
underground. *** This glitch is still possible to do for fun, but the water always being murky issue has since been fixed, so there isn't as much of a reason to do this anymore.

Added: 163

Changed: 234

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** In response to a common player complaint about water always looking too murky, they are releasing a free update with greater water customization so that the player can make clearer water.
** The update will also reintroduce Muti-select, a very useful feature that was removed temporally because of technical issues.
** This update will also allow the player to place multiple zoo entrances, more billboard customization, the ability to save a franchise zoo as a sandbox zoo, a staff traversable area map, and other things. Basically addressing some player complaints and wishes.

to:

** In response to a common player complaint about water always looking too murky, they are releasing released a free update with greater water customization so that the player can make clearer water.
** The update will also reintroduce reintroduced Muti-select, a very useful feature that was removed temporally because of technical issues.
** This update will also allow allows the player to place multiple zoo entrances, more billboard customization, the ability to save a franchise zoo as a sandbox zoo, a staff traversable area map, and other things. Basically addressing some player complaints and wishes.



** This glitch is still possible to do for fun, but the water always being murky issue has since been fixed, so there isn't as much of a reason to do this anymore.



** Water appearing too cloudy behind glass. Most players wish that the effect would be turned down at least a little bit because it makes the animals harder to see.
*** They are releasing a free update to address this issue.

to:

** Water appearing too used to appear very dark and cloudy behind glass. Most players wish that the effect would be turned down at least a little bit because it makes the animals harder to see.
*** They are releasing
glass, which was annoying for most players. In response, they released a free update to address that included more water customization options which resolved this issue.
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None

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** After a near-universally negative reaction to the Binturong's appearance in the southeast Asia DLC, Frontier dramatically improved the creature's model before the DLC was actually released.
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Wait 6 months before they can be added, plus I'm sure they'll fix it in a later patch


* TheScrappy: The binturong from the Southeast Asia DLC pack has quickly became this because of the unusually poor quality of the model. Many people have noticed that they somehow managed to made it look like it has four ears (it's supposed to be ear tuffs), and there are inaccuracies, such as lacking gray scattering throughout it's fur and being so bulky it looks overweight. It's fur also doesn't look shaggy enough, but that last thing may be a issue with the fur shader that they cannot work around.
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None


* TheScrappy: The binturong from the Southeast Asia DLC pack has quickly became this because of the unusually poor quality of the model. Many people have noticed that they somehow managed to made it look like it has four ears (it's supposed to be ear tuffs), and there are other inaccuracies, such as lacking gray shattering throughout it's fur and looking overweight. It's fur also doesn't look shaggy enough, but that may be a issue with the fur shader that they cannot work around.

to:

* TheScrappy: The binturong from the Southeast Asia DLC pack has quickly became this because of the unusually poor quality of the model. Many people have noticed that they somehow managed to made it look like it has four ears (it's supposed to be ear tuffs), and there are other inaccuracies, such as lacking gray shattering scattering throughout it's fur and looking being so bulky it looks overweight. It's fur also doesn't look shaggy enough, but that last thing may be a issue with the fur shader that they cannot work around.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheScrappy: The binturong from the Southeast Asia DLC pack has quickly became this because of the unusually poor quality of the model. Many people have noticed that they somehow managed to made it look like it has four ears (it's supposed to be ear tuffs), and there are other inaccuracies, such as lacking gray shattering throughout it's fur and looking overweight. It's fur also doesn't look shaggy enough, but that may be a issue with the fur shader that they cannot work around.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Many players were unhappy with the DLC packs containing no more than five animals and a large amount of scenery items. The Southeast Asia Animal Pack addressed this, adding eight unique animals and no scenery items.

Added: 639

Changed: 13

Is there an issue? Send a MessageReason:
None


** In response to a common player complaint about water always looking too murky, they are releasing a free update with greater water customization so that the player can make clearer water.
** The update will also reintroduce Muti-select, a very useful feature that was removed temporally because of technical issues.
** This update will also allow the player to place multiple zoo entrances, more billboard customization, the ability to save a franchise zoo as a sandbox zoo, a staff traversable area map, and other things. Basically addressing some player complaints and wishes.



** Water usually appears too cloudy behind glass. Most players wish that the effect would be turned down at least a little bit because it makes the animals harder to see.

to:

** Water usually appears appearing too cloudy behind glass. Most players wish that the effect would be turned down at least a little bit because it makes the animals harder to see.
*** They are releasing a free update to address this issue.
Is there an issue? Send a MessageReason:
None


** There is a glitchy trick to get visibly clearer water, at least in underground viewing galleries. If the player makes sure there is a thin layer of terrain at the top edge of a glass barrier, the game will set the water line at the terrain instead of the barrier, causing the water to appear clearer. You can even freely delete the barrier at this point and the water will glitch and still remain there, without disappearing or flooding underground.

to:

** There is a glitchy trick to get visibly clearer water, at least in underground viewing galleries. If the player makes sure there is correctly puts a thin layer of terrain at covering the top edge of a glass barrier, the game will they can set the water line at the terrain instead of the barrier, causing the water to appear clearer. You can even freely delete the barrier at this point afterwards and the water will glitch and still remain in place there, without disappearing or flooding underground.
Is there an issue? Send a MessageReason:
None


** There is another glitchy trick to get visibly clearer water, at least in underground viewing galleries. If the player makes sure there is a thin layer of terrain at the top edge of a glass barrier, the game will set the water line at the terrain instead of the barrier, causing the water to appear clearer. You can even freely delete the barrier at this point and the water will glitch and still remain there, without disappearing or flooding underground.

to:

** There is another a glitchy trick to get visibly clearer water, at least in underground viewing galleries. If the player makes sure there is a thin layer of terrain at the top edge of a glass barrier, the game will set the water line at the terrain instead of the barrier, causing the water to appear clearer. You can even freely delete the barrier at this point and the water will glitch and still remain there, without disappearing or flooding underground.

Added: 784

Changed: 153

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None


* GoodBadBugs: Building underwater tunnels is glitchy and technically not officially intended, but it's still possible to do this and some people do it to great effect.

to:

* GoodBadBugs: GoodBadBugs:
**
Building underwater tunnels is glitchy and technically not officially intended, but it's still possible to do this and some people do it to great effect.effect.
** There is another glitchy trick to get visibly clearer water, at least in underground viewing galleries. If the player makes sure there is a thin layer of terrain at the top edge of a glass barrier, the game will set the water line at the terrain instead of the barrier, causing the water to appear clearer. You can even freely delete the barrier at this point and the water will glitch and still remain there, without disappearing or flooding underground.


Added DiffLines:

** Water usually appears too cloudy behind glass. Most players wish that the effect would be turned down at least a little bit because it makes the animals harder to see.

Changed: 245

Removed: 196

Is there an issue? Send a MessageReason:
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* MemeticMutation:
** The phrase "piece by piece" used to describe the game's robust construction system has become one amongst the fanbase for just how much the phrase is consistently used in promotional materials.

to:

* MemeticMutation:
**
MemeticMutation: The phrase "piece by piece" used to describe the game's robust construction system has become one amongst the fanbase for just how much the phrase is consistently used in promotional materials.



** The path system is probably the most criticized mechanic. While it can work ok for just a basic, simple path, it's surprisingly difficult and/or unintuitive to do anything a little more complex, like making a large, wide square section or a plaza. It's prone to creating what the game calls "malformed path parts," which are ugly gaps created where the paths failed to connect properly. It's often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some recommending just placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]

to:

** The path system is probably the most criticized mechanic. While it can work ok for just a basic, simple path, it's surprisingly difficult and/or unintuitive to do anything a little more complex, like making a large, wide square section or a plaza. It's prone to creating what the game calls "malformed path parts," which are ugly gaps created where the paths failed to connect properly. It's often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some recommending just placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts.parts because sometimes it just can't be helped. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]
Is there an issue? Send a MessageReason:
None


** The path system is probably the most criticized mechanic. While it can work ok for just a basic, simple path, it's surprisingly difficult and/or unintuitive to do more involved things, like making a large, wide square section or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly gaps created where the paths failed to connect properly. You can't just fix these by placing more path over them, you have to delete the section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some guides recommending just placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]

to:

** The path system is probably the most criticized mechanic. While it can work ok for just a basic, simple path, it's surprisingly difficult and/or unintuitive to do anything a little more involved things, complex, like making a large, wide square section or a plaza. It's prone to creating what the game calls "malformed path parts" when doing various things, parts," which are ugly gaps created where the paths failed to connect properly. You can't just fix these by placing more path over them, you have to delete the section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some guides recommending just placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]
Is there an issue? Send a MessageReason:
None

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* NightmareFuel: Animals that die can ''rot into skeletons'' if left lying around too long. Fittingly, this is an in-universe example too, as animal bones can frighten away guests.

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Changed: 89

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* GoodBadBugs: Building underwater tunnels is glitchy and technically not officially intended, but it's still possible to do this and some people do it to great effect.



* SugarWiki/VisualEffectsOfAwesome: The graphics are nothing short of breathtaking, the cartoon-ish design of the guests notwithstanding. The animals are all incredibly photorealistic and the environments and foliage border on SceneryPorn.

to:

* SugarWiki/VisualEffectsOfAwesome: The graphics are nothing short of breathtaking, the cartoon-ish design of the guests notwithstanding. The animals are all incredibly photorealistic and the environments and foliage border on SceneryPorn. It's possible to build zoos that look just as good or even better than actual real zoos.
Is there an issue? Send a MessageReason:
None


** The path system is probably the most criticized mechanic. While it can work ok for just a basic, simple path, it's surprising difficult and/or unintuitive to do more involved things like make a large, wide square section or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly gaps created where the paths failed to connect properly. You can't just fix these by placing more path over them, you have to delete the section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some guilds recommending placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]

to:

** The path system is probably the most criticized mechanic. While it can work ok for just a basic, simple path, it's surprising surprisingly difficult and/or unintuitive to do more involved things things, like make making a large, wide square section or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly gaps created where the paths failed to connect properly. You can't just fix these by placing more path over them, you have to delete the section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some guilds guides recommending just placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]

Added: 1287

Removed: 1232

Is there an issue? Send a MessageReason:
None


** The path system is probably the most criticized mechanic. While it can work ok for just a basic, simple path, it's surprising difficult and/or unintuitive to do more involved things like make a large, wide square section or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly gaps created where the paths failed to connect properly. You can't just fix these by placing more path over them, you have to delete the section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some guilds recommending placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]



** The path system is one of the most criticized aspects. It's surprising difficult and/or unintuitive to do things like make a large, wide square section or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly gaps created where the paths failed to connect properly. You can't just fix these by placing more path over them, you usually have to delete the whole section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some guilds recommending placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]] Guests are only programed to be able to walk on paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]
Is there an issue? Send a MessageReason:
None


** The path system is one of the most criticized aspects. It's surprising difficult and/or unintuitive to do things like make a large, wide square section or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly gaps created where the paths failed to connect properly. You can't just fix these by placing more path over them, you usually have to delete the whole section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some guilds recommending placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]]: Guests are only programed to be able to walk on paths, they can't technically actually walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path below it, giving a believable illusion of them walking on top of the object. [[/note]]

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** The path system is one of the most criticized aspects. It's surprising difficult and/or unintuitive to do things like make a large, wide square section or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly gaps created where the paths failed to connect properly. You can't just fix these by placing more path over them, you usually have to delete the whole section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are tutorials and guides just for placing paths on Website/YouTube and other websites, with some guilds recommending placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]]: [[note]] Guests are only programed to be able to walk on paths, paths; they can't technically actually truly walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path below under it, giving a believable illusion of them walking on top of the flooring or other object. [[/note]]
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** The path system is one of the most criticized aspects. It is surprising difficult and/or unintuitive to do things like make a large, wide square section, or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly holes created where the paths failed to merge properly. You can't just fix these by placing more path over them, you usually have to delete the whole section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are actually entire tutorials and guides just for placing paths on ''Website/YouTube'' and other websites.

to:

** The path system is one of the most criticized aspects. It is It's surprising difficult and/or unintuitive to do things like make a large, wide square section, section or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly holes gaps created where the paths failed to merge connect properly. You can't just fix these by placing more path over them, you usually have to delete the whole section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoother before it will allow a path there. There are actually entire tutorials and guides just for placing paths on ''Website/YouTube'' Website/YouTube and other websites.websites, with some guilds recommending placing the paths as best you can, and using separate objects on top, like the various flooring decorations in the architecture tab, to cover up the malformed path parts. [[note]]: Guests are only programed to be able to walk on paths, they can't technically actually walk on this flooring or anything else, but if it (or any other object) is placed correctly directly on top of a path, they will walk on the path below it, giving a believable illusion of them walking on top of the object. [[/note]]
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** Polar bears (from the Arctic DLC) initially required an absurdly large exhibit size, more so than an ''herd of elephants'' need, to the point people were speculating that there was a typo or other mistake in the coding. The size requirements, while intentional, were heavily reduced later in a patch to appease annoyed players. [[note]] WordOfGod explained the reason for this was they are intended to be challenging, and also for the game's goal of supporting animal welfare; in real life, there is a controversy about just how much space real polar bears need to have in zoos to be happy; they have large territories in the wild, and spend much of their time roaming over large distances.[[/note]]

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** Polar bears (from the Arctic DLC) initially required an absurdly large exhibit size, more so than an ''herd of elephants'' need, to the point people were speculating that there was a typo or other mistake in the coding. The size requirements, while intentional, were heavily reduced later in a patch to appease annoyed players. [[note]] WordOfGod explained the reason for this was they are intended to be challenging, and also for the game's goal of supporting animal welfare; in real life, there is a controversy about just how much space real polar bears need to have in zoos to be happy; they have very large territories in the wild, and spend much of their time roaming over large distances.distances, so they initially gave them a high size requirement to help support real polar bears. [[/note]]



** The path system is one of the most criticized aspects. It is surprising difficult and unintuitive to do things like make a large, wide square section, or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly holes in the path where they failed to connect properly, you can't just fix these by placing more path over them, you usually have to delete the whole section of path and try again. It's also hard to run a path up or down a slope, often requiring careful fiddling with terrain smoothing before it will allow a path there. There are actually entire tutorials and guides just for placing paths on ''Website/YouTube''.

to:

** The path system is one of the most criticized aspects. It is surprising difficult and and/or unintuitive to do things like make a large, wide square section, or a plaza. It's prone to creating "malformed path parts" when doing various things, which are ugly holes in the path created where they the paths failed to connect properly, you merge properly. You can't just fix these by placing more path over them, you usually have to delete the whole section of path and try again. It's also often hard to run a path up or down a slope, often requiring careful fiddling with the terrain smoothing smoother before it will allow a path there. There are actually entire tutorials and guides just for placing paths on ''Website/YouTube''.''Website/YouTube'' and other websites.

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