I got a suggestion for "better selection of tall trees", now thats rather vague so does anyone have any favourite tall trees that they want to see?
Someone better say california palm tree
Someone better say california palm tree
California palm tree and taller date palm trees (the ones we have are extremely short, their leaves almost touch the ground)I got a suggestion for "better selection of tall trees", now thats rather vague so does anyone have any favourite tall trees that they want to see?
Someone better say california palm tree
To add on to this, I’d like to see more realistic biomes, for example, Florida should have barley if any snow.One thing I'd like is for them to do away with the globe for zoo selection. Just provide a selection of maps, both flat and featureless and terrain modified and challenging, in the available biomes, and let the player decide where the zoo is located. That way we'll avoid all the issues with the biomes being incorrect in certain places and so on.
Current standing for my wish-list as of todayHere's my living document of a feature wishlist:
- Better pathing system
- Letting us use every terrain texture on every map (not just ones specific to a map based on region/biome)
- Let us acquire animals without a trade center (biggest pet peeve so far)
- Time passing more slowly (let's say 1 hour per in-game year)
- Not re-selling old animals at a premium price. If they can't port everything over to a new engine on day-one, take your time and give it out for free
- Egg-laying for birds, other reptiles, and platypuses
- Toggle for rocks to count towards rock terrain (I think I was the only person who liked this feature when it was first added)
- Rework both iguanas into Habitat Animals, they deserve it so dearly
- News update on how individuals released into the wild are managing (a very underrated feature from ZT3 IMO)
- A proper first-person Zookeeper Mode, where you can walk around into habitats and manually tend to basic needs
- Driveable buggies to navigate your sprawling zoo on foot quickly
- Modular exhibits to make them more dynamic and impressionable
- Add a system for herbivores to graze/browse on plants in their habitat. Incompatible plants make them sick, giving a gameplay incentive for them to be picky about plants in their habitat
- Hybridisation - 2 different species being able to produce a hybrid offspring if both their welfare needs are satisfied (and have yielded hybrids together in real life). The hybrids will yield a lot of popularity, but is also sterile; will be far more prone to illnesses; and cannot be released into the wild (and are instead sold like domesticated species)
If there are any edits to older posts, do mention what they are as I don't look back at older posts. I think the hybridisation is definitely a new suggestion.Current standing for my wish-list as of today
Ideally "Florida" wouldn't even exist, is what I'm saying.To add on to this, I’d like to see more realistic biomes, for example, Florida should have barley if any snow.
+1 to thisIdk if anyone said it yet but scheduling exhibits to be rotational, and animals becoming enriched by whatever was previously in the habitat![]()
This would be so cool. +1.Idk if anyone said it yet but scheduling exhibits to be rotational, and animals becoming enriched by whatever was previously in the habitat![]()
+1Idk if anyone said it yet but scheduling exhibits to be rotational, and animals becoming enriched by whatever was previously in the habitat![]()
+1 to all you said. I have been thinking of some ideas too, for zookeepers:Another random thing I thought of today - can we do away with zookeepers actually needing to enter the habitat?
I think one of the big issues with climbing animals is the fact that most of their enrichment, aside from the climbing equipment itself, and feeders are ground-based, because keepers can't reach anything placed high up unless you add janky ramps to things. IMO this is kind of stupid. I'd like to be able to place hanging feeders in trees or on the tops of platforms to encourage climbing animals to, you know, spend most of their time climbing (in the case of truly arboreal species - koalas, gibbons, binturong and the like). I think that if they weren't coming down for food, then it might help the algorithm keep them in the trees.
Or if that's not the solution, there needs to be one. Like the whole reason I wish the koala was a WTE animal is because they just do not behave correctly in the habitat and to me it's immersion-breaking. We shouldn't see them on the ground at all except under extreme circumstances, so long as they can get from point to point without coming down. Plus, if keepers were able to auto-fill everything from the habitat gate, instead of having to wander around the habitat, it would mitigate the need to account for keeper traversible area and accessibility. You know all the people that want to build stupidly enormous habitats but can't because keepers take too long to reach anything and/or animals clump to where keepers can reach their enrichment? It would stop all that, too.
In general I want animal behaviours to be more realistic, even if it is "boring". I'd be perfectly happy if my lions spend half the in-game time just sleeping, or if my crocodiles spent most of their time floating in one spot or basking under a heat lamp (by the way, can you believe we never got a heat lamp enrichment item? So many animals use them!).
And another thing - hitboxes. Like, we know that the reason hitboxes are so janky is because animals need be able to turn 360degrees in any given space, at least I'm pretty sure that was the stated reason. If it's possible, it would be nice if the game could figure out the next possible spot to do a turn around, and go there if it can't turn where it is. Boom, no more huge doors for tiny animals (also, I don't know how true this is, but it often seems like Frontier doesn't adjust hitboxes after using the 'base' rig, so small animals retain the huge hitbox of whatever animal they were originally).
Seconding this 100%. It just confuses new players and ultimately an avoidable obstacle to actually have their needs fulfilled.can we do away with zookeepers actually needing to enter the habitat?