Meta-Suggestions list 1.8 Edition (5th edition)

I am so-so on removing temperate biomes for the SEA animals and caiman, this debate has come up multiple times now, it's just a byproduct of how biome works in PZ. If temperate is a stand-in for temperate grassland, or dry forest etc, than it's not as big a deal to me. Also, I added something about coloring a whole selection group already, so that would apply to your second idea :)
Just want to point out that 'Temperate' for the dhole, clouded leopard, sun bear and binturong, which are also part of the SEA pack were never included in those discussions, as said biome for these four make sense due to their range, similar to how it makes sense for the jaguar, Baird's tapir, Bengal tiger or Indian elephant. It was the Malayan tapir, dwarf caiman, capuchin and burrowing cockroach that were the subject of these discussions.

As for the possibility of it being a byproduct of how biomes work in PZ, I had ruled that out (personally) a long time ago, after seeing (at least) the following animals having had their 'Temperate' biome tags removed at some point during development, based on beta biome tags, education board inconsistencies and the online Zoopedia:
  • Aldabra Giant Tortoise
  • Galapagos Giant Tortoise
  • Hippopotamus
  • Green Iguana
  • Lesser Antillean Iguana
  • Amazonian Giant Centipede
  • Giant Tiger Land Snail
  • Aardvark
  • Yellow Anaconda
  • Saltwater Crocodile
  • Bongo
You can find more information on this, including screenshots, on the main thread that talks about 'Temperate' biome inconsistencies.

I believe they made the decision to remove 'Temperate' biome tags from these animals that are found in tropical dry forests and woodlands, after seeing that way too many biomes represent this biome in the game.

Based on the biome selections for some animal and plant assets, as well as the front-end globe source map, it is evident that 'Grassland' is one of the biomes that represent dry forests and woodlands. 'Tropical' is a second possible biome tag to represent tropical dry forests and woodlands, based on several animal and plant assets (e.g. Nyala, reticulated giraffe and Cape buffalo, as well as ZT3's Asiatic lion - the Gir Forest population). Since there are already two (conflicting) biomes representing the same type of habitat in the game, my guess is they decided to take 'Temperate' out of the equation entirely, to avoid a third one. There was one exception from the base game, the giant burrowing cockroach, which I assume was forgotten, based on the fact that their range as shown in the Zoopedia is endemic to the only true tropical rainforest in Australia and the fact that the southern cassowary has a range extending much further south, into the subtropics, yet doesn't have the 'Temperate' tag. However, for some reason, the old dry forest classification made its way back into the game in later DLC's, creating consistency issues. Guessing this was due to a communication error between different teams.

Another issue with having 'Temperate' represent tropical dry forests and woodlands is, non of the plants in said filter are tropical species. They are all Holarctic species, that are completely irrelevant to the tropics or subtropics. The only exception to the dozens of 'Temperate' filter plants could be the holly tree, which honestly should additionally have the 'Tropical' tag, as it is a genus that is found in both temperate and subtropical/tropical regions.
 
Allow me to be in favor of the temperate tag in here for a little bit, I think it's a neat inclusion for franchise players who play the game kosher, and especially for aquatic animals whose foliage selection is quite limited, it helps a lot to spruce up the beautification of the habitats. But of course, that's just me! I always like seeing things added moreso than being taken away.
 
Allow me to be in favor of the temperate tag in here for a little bit, I think it's a neat inclusion for franchise players who play the game kosher, and especially for aquatic animals whose foliage selection is quite limited, it helps a lot to spruce up the beautification of the habitats. But of course, that's just me! I always like seeing things added moreso than being taken away.
Don't get me wrong, I'm all for adding stuff over taking things away too, but in this case the choices appear to be inconsistent due to some miscommunication between different teams - I was trying to underline how it was inconsistent.

To me consistency in gameplay choices is above all. If they hadn't already shown their intent with the 'Temperate' biome by taking it away from so many tropical animals with ranges confined to the tropics, that are also present in woodlands and dry forests, then I would be recommending them to add the 'Temperate' biome to the bunch that is missing according to that method of classification, to make it consistent in that direction. In that case the tag needs to be added to foliage from the tropics as well.

I am also a franchise player, who uses sandbox only to test things for the most part, and don't find any problem using cross-biome foliage in my habitats. The effect is usually 1% (and at most 2%), therefore decorate my habitats according to the setting and theme of my zoos.
 
Two vehicle tour related things that are starting to irritate me in design that would be great for it would be Aquatic Gates (While there's blanket issues with aquatic animals now, it's still irritating that there aren't boat gates) and crossings (Because vehicle trails ought to be able to cross normal paths).

Railway crossings and vehicle crossings would be great, even adding working pieces to allow other crossings (A few zoos have areas where they close up an area where animals can cross as well).
 
Two vehicle tour related things that are starting to irritate me in design that would be great for it would be Aquatic Gates (While there's blanket issues with aquatic animals now, it's still irritating that there aren't boat gates) and crossings (Because vehicle trails ought to be able to cross normal paths).

Railway crossings and vehicle crossings would be great, even adding working pieces to allow other crossings (A few zoos have areas where they close up an area where animals can cross as well).
I like both of these ideas. A lot of the time of PZ Reddit you see funny visual bugs of animals getting smashed by vehicles and standing upright or in other weird positions. Perhaps some kind of crossing system could help stop that 🤔

I don't know anything about the boats, I've never used them, but that's an interesting idea as well.
 
I like both of these ideas. A lot of the time of PZ Reddit you see funny visual bugs of animals getting smashed by vehicles and standing upright or in other weird positions. Perhaps some kind of crossing system could help stop that 🤔

I don't know anything about the boats, I've never used them, but that's an interesting idea as well.
With boats, the issue is that you need to either build the entire ride inside a single habitat/moving along the outside of them, or mess around with plants to create barriers that animals can't cross there. Something that is pretty much entirely fixable via copying the vehicle gates used with other tours.
 
Thank you @Bearcat9948 for your effort. This is an amazing idea, and I really hope that Frontier is keeping an eye on this list.

I am not sure if my points were mentioned here before or not, but I would like to add the following points to your list:

Habitats:
1- Building habitats with multiple gates, its more realistic, and would be very beneficial in some designs of the habitats.
2- The ability to specify the number of guests in the walkthrough habitats: All of us are struggling with shy animals especially if they are in a walkthrough habitat, and no matter how many signs you put or foliage you add or even hide places and hidden shelters you build, you will still face an issue of stressed animals, and its really annoying, so maybe its possible for frontier to add a small feature to specify the number of guests that can enter inside the habitat at the same time.

Exhibits:
1- To have more sizes for the exhibits, currently the size of the exhibit in the game is 4x4x4 which is not suitable for some species, we need a bigger size to contain large snakes and big lizards, and also we need a smaller one for the insects, it doesn't make sense to keep couple of spiders or small insects in a 4 meter size exhibit.
2- To have other shapes of exhibits such as cylinder or a square with round angles instead of the current sharp angles, etc.

Animals:
1- Since the introduction of the color variations, the white llamas were removed so please can we have them back?
2- Adding more color variations to the Timber Wolf, or at least just add the black color to the current collection, because its the most obvious missing one.
3- More herding or grouping for some animals within the habitat, if you look in the game at the animals that form a herd or big groups, you will see them scattered all over the habitat, while in real life you will see them forming closer groups, this applies on so many animals such as the buffalos, gazelles, reindeers, antelopes and even the flamingos.
4- Keeping juveniles closer to their mothers, juveniles should stay more than 80% of their time next to their mothers, while in the game you rarely see this kind of bond between them.
5- Reduce the running and walking for most animals, if you look closely at the animals you will see them running and walking a lot within the habitats, while in real life you will find that most of their time they are either sitting, sleeping or eating especially for cats, they are well known lazy animals.

Enrichments:
1- The animation is broken for the "Tree Scatter Feeder" when its used by the elephants (both Asian and African), either they don't use it at all, or they use it with weird animations, so please Frontier we need a fix for this bug that still exists from a very long time.
2- The "Suspended High Grazer Feeder" doesn't show that its filled with food anymore, while I remember when the game first launched, I used to see green leaves coming out of it when the keeper fills it with food.
3- Some animals that came later in the game can't use some enrichment items, and some new enrichment items can't be used by the animals that were introduced earlier in the game, that's why frontier should make a full review on the enrichment items, and add the proper enrichments for each animal.

Items:
1- Add the missing wall pieces for all the walls - Every wall shape for every set (round window, half arch, etc.)
2- Add non grid pieces for every wall set (We have them now for some sets only).

Paths:
1- Enable to build a 2m or 3m width paths for both the normal and staff paths, the same as the existing queue path.
2- The option to remove the kerb from elevated paths.
3- Have a fix or a proper underwater path.
4- Each path type has its own fence, why can't we select the fence that we need to combine it with the path, so it would be awesome if we can mix and match the paths and fences.

Rides:
1- Adding a feature to make the tracks invisible for the safari jeep ride and the boat ride.
2- Ability to build a one side station only, instead of having 2 sides, especially for the boat ride.

Blueprints:
I have downloaded lots and lots of blueprints from the workshop, but after some time it becomes very confusing and hard to find an item that you are searching for in the menus, when every single menu is filled with blueprints, I know that there is a filter to switch them off, but still its annoying to click it every time you open a menu, so I want to suggest the following:
1- Add an option in the game settings for the blueprints to decide whether they are visible or hidden.
2- Add an option in the game settings to decide if the blueprints will appear in all the menus or just the blueprints menu only.
3- Add an option to the filter to distinguish the prefabs from the workshop blueprints, now you can just switch all the blueprints on or off.

UI:
1- Sort the dropdown list of the work zones alphabetically when you need to assign a staff to work zone, its really time consuming to find a work zone when the list is very long.
2- The animals timeline doesn't match in the game, in some animals if you go to the timeline tab you will see that the animal became elderly, but on the animal overview tab or in the zoo animals list it will show it as adult, so there is something that does not match, can you please look into this bug, its really confusing and annoying.
3- In the habitat Info panel, the bedding is not calculated properly for some animals such as the flamingos, and most crocodiles and reptiles, no matter how much bedding you add, it won't be displayed properly in the bedding section.

Notifications:
It would be very helpful to make the notifications color coded and add more filters to the notifications timelines and select what type of notifications you would like to see, especially when you have a large zoo with hundreds of animals, currently you can only select the birth and death notifications for each animal, but what about the other notifications types?!

Sandbox Mode:
1- Research is always completed in sandbox, but it would be cool also to have the option to do the research in sandbox mode, I personally enjoy doing the research.
2- Each biome has its own terrain paints, we need in sandbox mode to have all the terrain paints from all biomes no matter in which biome your zoo is located.
3- Add the Orange\Red sand to the terrain paints.
4- In sandbox mode you can decide if you want to disable all the animals welfare, but it would be amazing if there is a way to select for which animal species you want to keep it off, and also if possible to select even which category of the animal welfare (for example you want to switch off the animal temperature for a polar bear that you want to place in a hot biome, or maybe switch off the cleanliness of the peafowl since they produce a lot). I know its maybe a bit complicated but it will open a lot of freedom in playing the game.

Zoopedia:
The African Lion distribution map displays the locations of all lion species - african and asiatic - while it should display only the location of the "West African Lion", so this should be corrected to have only the countries of west africa, which are mentioned correctly in the page.
 
Animals Behaviors and Animal Models
Lack of animals that can dig. I don't know if it's useful or if it's already said. But now, since meerkats can dig, I told myself why not also Fennecs and Lycaons and Spotted hyenas and Also aardvarks and Chinese pangolins.but especially fennecs since these animals can make a burrow and dig. It could be an interesting addition

Allow bongo and pygmy hippopotamus to share habitats without fighting. Doesn't necessarily need enrichment bonus, just the

I have an enrichment idea for the California sea lion un Toboggan
 
Animals Behaviors and Animal Models
Lack of animals that can dig. I don't know if it's useful or if it's already said. But now, since meerkats can dig, I told myself why not also Fennecs and Lycaons and Spotted hyenas and Also aardvarks and Chinese pangolins.but especially fennecs since these animals can make a burrow and dig. It could be an interesting addition

Allow bongo and pygmy hippopotamus to share habitats without fighting. Doesn't necessarily need enrichment bonus, just the

I have an enrichment idea for the California sea lion un Toboggan
Eh... meerkat and prairie dogs have tiny underground tunnel systems, which the game treats as nonexistant, with the tunnel rntrances being practical teleportation items from a coding perspective.

Aardvarks, wolves and hyenas are not tunnelling, but burrowing. For them to realistically burrow they would need to be able to change the actual terrain scape, not just dig an entrance object like the meerkat.
 
  • Add the ability to group multiple separated building groups into one larger group. This works well for free form construction items but does not exist when using grid-base building pieces and can bee very inconvenient.
  • Rename "Underwater box feeder" to "Underwater fish feeder". Now that there is an underwater herbivore feeder, it makes more sense to specify the difference.
  • Give the prairie dog access to the small and large food bowls. They currently only can use the "arboreal" feeding platforms, which are gigantic compared to their size.
I jotted down these points a few days ago and just added them in. Just some things I've noticed over the past few days of playing that I think should be addressed. I will go back and read through everyone's comments tonight and possibly add some more stuff. Just very pressed for time this week, sorry!
 
Can a quality of life change include:
+Adjusting the center of rotation of multi-selected objects, so the center of the rotation don't just go far away from actual objects.
20210309203456_1.jpg

This
20210309203502_1.jpg

and this multi-selected
20210309203524_1.jpg
make THIS happen.
I know it's not the recent version's screenshot. But trust me, it still happens and it's painful.
 
I would like also to add the following to my previous list:

Enrichments:
1- We need some hanging tires and hanging balls for monkeys and apes, they are very common in most zoos.
2- Maybe we can add like a punching bag for kangaroos, it would be cool to see something like this.
Hell enrichment in general needs to be overhauled. We have a ton of awesome new enrichment items with each passing update, but only the DLC animals and probably one or two animals can use them. Heck, more enrichment in Animal Packs would be an incredible thing to have! Even if they're simple reskins or remodels of current items, just having that variety for animal interaction would be amazing to have.
 
we need a bigger size to contain large snakes and big lizards
No we don't. The exhibit size is perfectly fine for pretty much all suggested "large snakes and big lizards". It's 16m2, bigger than most rooms in your house. A lot of people think it's too small for something like the green anaconda or even the iguanas we already have, but it actually exceeds the recommended requirements put forward by the AZA.

Unless you want the Nile monitor or dwarf caiman made into exhibit animals a bigger size is really unnecessary. Definitely need smaller sizes, though.
 
No we don't. The exhibit size is perfectly fine for pretty much all suggested "large snakes and big lizards". It's 16m2, bigger than most rooms in your house. A lot of people think it's too small for something like the green anaconda or even the iguanas we already have, but it actually exceeds the recommended requirements put forward by the AZA.

Unless you want the Nile monitor or dwarf caiman made into exhibit animals a bigger size is really unnecessary. Definitely need smaller sizes, though.
Is it really bigger than most rooms? Seems small in PZ. I agree I want more sizes but smaller are needed before the larger. Unless we get aquariums then definitely get larger ones for smaller schooling fish
 
No we don't. The exhibit size is perfectly fine for pretty much all suggested "large snakes and big lizards". It's 16m2, bigger than most rooms in your house. A lot of people think it's too small for something like the green anaconda or even the iguanas we already have, but it actually exceeds the recommended requirements put forward by the AZA.

Unless you want the Nile monitor or dwarf caiman made into exhibit animals a bigger size is really unnecessary. Definitely need smaller sizes, though.

Maybe the current size is fine for couple of big snakes, but if you want to add more you might need a bigger space.
Its just for having more options for different kind of exhibits, or maybe you need a large exhibit to make it as a big aquarium for different kind of fish for a future DLC or expansion.
 
Back
Top Bottom