Allow more habitat gates to be added per habitat!

If I have a large habitat, one gate doesn't cut it. This is because the keeper has to walk all the way around to get to the one entrance, which wastes so much time that the animals starve to death. Especially if the keepers leave to make food elsewhere on the map, then they have to walk all the way back to the one entrance at the very start of the map to get inside.

I think this game has too much focus on the building side of the game, so much that it disregards the people who bought the game for the animals. I didn't buy the game to build an awesome zoo, I got it to make habitats for my animals and have fun making them the most accurate biome possible and watching them live their lives out happily.

Please remember that their are those who want better things for the animals!
 
I'd also like to see multiple gates being possible. I'm guessing it's not that easy to implement, though, with the current system, but I really hope they can find a work around.
 
I believe that either Chante or Bo has addressed this in one of DeLady's streams. They were aware of the issue, and they were going to look into it, but it wasn't high priority.
 
Agreed multiple habitat gates are a necessity!

To the Original Poster, if you have keeper huts near your entrance and you have your work zones set up right, the keepers shouldn't be wondering to far away keeper huts.

My problem is with big inter species habitats. All the animals that are enriched by each other, in inter species habitats are still herd animals and tend to stick together in reality, so if I have 4 different animals in a big habitat, I would like their feeders and enrichment items in 4 different areas, but if its a large habitat it takes forever for the keepers to go around to all the feeders, and all in all its just unrealistic to not have multiple habitat gates. If the problem is that what if 2 keepers enter the habitat in similar times and one is already preparing food for them and another one enters and sees the feeders empty now this one goes to make food too, and by the time it returns the feeders are already filled. May be confusing to the code.
Solution: Add a Null barrier which is a staff barrier.. we can split up the big habitats into sections for the staff, but the animals can still cross and be enriched, and we don't get alarms going off that the animals escaped. Based on the first career mode scenario where we had to build a barrier within the highlighted area, you already have code to make sure we can't build a habitat entirely from this staff barrier..
 
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