Keeper traversable area changing without changing anything

In franchise mode I did some custom on my animals shelters. There is a little zone only for keepers in each with custom barriers to block animals but to let keepers pass and clean/refill food etc. When I did those barriers keepers where able to go through it but I realised later on that enrichment feeders where unreachable. I managed yesterday to make all enrichments reachable in my 2 habitats. Keepers and animals used them.
When I went back on my saved zoo, both habitats had their enrichment feeders unreachable again. First problem.
Then I tried some tricks, suppressing my custom barriers and place it again to refresh the traversable area to my yesterday's success. Didn't work. I tried to enlarge the space for my keepers but it only work if animals can pass too so it's not my goal. And here is my second problem : After a while, in one of my habitats (the one where the space for my keepers is the smaller) it worked again by its own. I used CTRL+W to cancel all changes I made after loading the zoo today so there is no reason I see for this change.
Lastly my thoughts about it :
  • Keepers with food buckets in hand seems to not have the same hitbox than keepers with nothing in hand (quite weird for gameplay but also a bit logic except that we can't visualize it with heatmaps).
  • Keepers with food buckets for herbivores don't have the same hitbox than keepers with carnivores bucket. If true it's really weird.

While I'm on keepers traversable area, it would be great if they were not afraid of water anymore... Even if the level is below the knee they just won't wet their shoes. I suppose it's linked to the technology of water volume used in this game but still a shame for some species.
 

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  • 04 - Carnivores Shelter.jpg
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  • 05 - Carnivores Shelter Keeper Traversable Area.jpg
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Traversable area for keepers is annoying and unrealistic as hell (4m high doors?!). Really wish they wouldn't forget how to walk through everything as soon as they leave a path and enter a habitat. It would make building realistic habitats so much easier.
 
Traversable area for keepers is annoying and unrealistic as hell (4m high doors?!). Really wish they wouldn't forget how to walk through everything as soon as they leave a path and enter a habitat. It would make building realistic habitats so much easier.
They switch from 'guest' pathing to 'animal' pathing when they enter a habitat - that's why they forget - Frontier didn't want/didn't make a new pathing system just for staff. I do wish they'd implemented the 'wading' function for keepers though, and would vastly reduce their hitbox size.
 
They switch from 'guest' pathing to 'animal' pathing when they enter a habitat - that's why they forget - Frontier didn't want/didn't make a new pathing system just for staff. I do wish they'd implemented the 'wading' function for keepers though, and would vastly reduce their hitbox size.
Yeah, I know. But they could've at least given them the tiniest hitbox possible (and coding them to ignore scenery would probably be possible as well) and let them traverse water like you said. Then again looking at the animals can't say I'm surprised they're such a mess where the nav mesh is concerned >.>
 
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