4x4 Safari ride weirdness

So, I know the rides are programmed more as transport than as rides, but especially for larger enclosures, I think they're a great way to get guests to see the animals up close, and, well, I just like the aesthetic. I'm willing to accept it being somewhat sub-optimal in terms of efficiency in order to get the aesthetic I want.

Anyways: I'm unsure if this issue is a bug (though there is an open/unconfirmed report on the Tracker that's very, very similar) or if I'm doing something dumb. No screenshots, because I'm not posting from the computer I game on. Yeah, sorry. I'll try to describe as clearly as possible.

The setup was for a bison/pronghorn enclosure created prior to 1.03, and worked...reasonably well, once we figured out how to do the airlock gate placement. The station was front and center at the path, with 1 station, tracks going into the enclosure, around in a big wobbly circle, and back out again. Rinse and repeat. We set it up and the queue immediately filled completely (impressive, since the queue was deliberately made to be very long to accommodate plenty people.) with guests who happily loaded onto the trucks and on they went. That worked pretty well until we eventually realized our happiness in that area was dropping because the queue was too long. We added more trucks, decreased wait time and time between trucks leaving, and required trucks to be 100% loads, which worked fine and sorted the issue...for a few minutes.

Then we had more issues of the line stacking up, and finally parked the camera at the station and watched, and realized that none of these little buttheads would get off the ride! They'd just stay on it and run through over and over and over while people stood waiting in queue! (I mean, we were flattered they liked our habitat so much, but seriously, you don't need to spend like 5 years looking at the baby bison.) So, we thought, maybe we need to add another station and they'll be more likely to get off.

We built a whole new wolf habitat for the 4x4s to go through--so now, the track system had Station 1 --> Airlock --> Airlock --> Bison/Pronghorn --> Airlock --> Airlock --> Wolf --> Airlock --> Airlock --> Station 2 --> Airlock --> Airlock --> Wolf --> Airlock --> Airlock --> Bison/Pronghorn --> Airlock --> Airlock --> Station 1. This was good and fine, except that now nobody would get on the 4x4s at all at Station 1 (despite standing in queue), and Station 2 trucks never, ever left the station, even with all settings turned to no load requirements/do not block/leave every ~2-3 seconds.

So...somehow we have broken our ride?? We can't figure it out, haha. Has anyone seen this before, and maybe (hopefully) know a fix? Or have we somehow been foolish and done something you're not supposed to?

I'd appreciate any input. Thanks!
 
I had issues with my ride as well, but it wasn't a lack of people getting off. It was that people got off EXTREMELY slowly. And it loaded people EXTREMELY slowly.

Check your loading options. If you have "DO NOT BLOCK STATION" as enabled then I would disable that. It's very buggy.
 
There are LOADS of options you can use for ride set up;

  • some people do not get off, they stay on the ride to go to see next part
  • DO NO BLOCK STATIONS - is not 'buggy' at all. It means that if your station is full, then the first carriage will move out without offloading, it is useful for quiet stations where you are getting a backlog of empty carriages waiting for people but at busy stations or on ride where cars might get stopped by animals it can cause issues. I only use this on a few specific stations
  • Setting the min and max wait times makes a big difference, if they are too long then carriage will stack up at stations, too short and guest do not have time to get on. I normally tweak these to 20/30 secs and it works well

Personally I have had no issue with my rides, my last zoo had four, just look at the individual station settings and set them according to demand.
 
DO NO BLOCK STATIONS - is not 'buggy' at all. It means that if your station is full, then the first carriage will move out without offloading, it is useful for quiet stations where you are getting a backlog of empty carriages waiting for people but at busy stations or on ride where cars might get stopped by animals it can cause issues. I only use this on a few specific stations


Wrong. It is buggy. If you select this option and then start playing with the block time minimum wait time you will see that some of the options of seconds don't work because it takes several seconds for the guests to unload and then several seconds for the game to recognize that the previous guests have exited (watch closely) and the ride will end up leaving without loading anyone up even if there is no new carriage. I've done EXTENSIVE testing on this.

If it wasn't buggy then 10-15 seconds of minimum wait time wouldn't be an option. They are options and they don't work nor will they ever work.
 
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I'ven given up trying to make them work since Beta. I am still waiting that all rides are reworked. Not sure why it's that hard and time consuming, being the makers of Planet Coaster (!)
 
Wrong. It is buggy. If you select this option and then start playing with the block time minimum wait time you will see that some of the options of seconds don't work because it takes several seconds for the guests to unload and then several seconds for the game to recognize that the previous guests have exited (watch closely) and the ride will end up leaving without loading anyone up even if there is no new carriage. I've done EXTENSIVE testing on this.

If it wasn't buggy then 10-15 seconds of minimum wait time wouldn't be an option. They are options and they don't work nor will they ever work.
Yes if you set the minimum wait time to be less than the time it take people to offload and load up then yes, obviously it will move out. Just like you asked it to?? It is doing what you said it should do. That is not a bug??? And how does the above show that 'Block Stations' option is bugged? It has nothing to do with your example.

I have also done extensive testing, having set up 8 working rides across two large parks with 20+ stations, all of which worked as intended moving my 7000+ guests around.
 
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