Auto-terrain generator

It's very frustrating to always start a zoo in a very flat land. The existing terraforming tool is very tedious as the brush size is too small and shaping to make something look natural like a mountain is not so straightforward. Would be good if we can have an auto-terrain generator that can be generated from something like a bitmap.
 
We are not playing Cities Skylines are we?

I think PZ will crash with an automatic terrain generator, as editing terrain already is quite heavy on performance.
 
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Cities skyline was able to do this though maybe it won't be possible to create caves etc but that's fine as long as the main bulk of the job is handled automatically

Yes, but Cities Skylines has no voxel terrain. The surface is locked to one axis, up and down, thats all the heightmap has to consider. It uses black and white and the gradients in between to read the height information. Planet Zoo`s terrain can form complex 3-Dimensional shapes, and i think it should be impossible for a simple 2D heightmap to contain that information. I fear it might be hard to implement a similar feature afterwards when the game wasn't designed with that in mind.
 
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The lack of a terrain generator is actually the biggest miss in the game for me. For me, it doesn't need to be complex, just some random up and down, perhaps with one or two sliders allowing you to determine the highest/lowest points and the intensity (less = hilly, more = rocky).

I'm totally fine adding my own finishing touches like adding lakes, caves, mountain peeks, rivers, etc., but just the above could save you many hours of work.
 
This would be amazing! There is too many variability at the moment and there is no way to actually see in the zoopedia what the animals preferred coverage is for their habitat. Adding more terrain types (long/short grass, fine/course sand etc... these are just not really customizable to suit actual terrain for each species) would also be great to make things look more realistic the the animal's natural habitat.
Perhaps have different grass types by biome such as:
Savannah grass, rainforest grass, fresh water, salt water etc...

The ability to filter the types by species would also be greatly beneficial and save hours of time
 
This would be amazing! There is too many variability at the moment and there is no way to actually see in the zoopedia what the animals preferred coverage is for their habitat. Adding more terrain types (long/short grass, fine/course sand etc... these are just not really customizable to suit actual terrain for each species) would also be great to make things look more realistic the the animal's natural habitat.
Perhaps have different grass types by biome such as:
Savannah grass, rainforest grass, fresh water, salt water etc...

The ability to filter the types by species would also be greatly beneficial and save hours of time
Well actually realistic would be to use the same map biome natural foliage all over the zoo and in all habitats except few trees there and there. Animals do not generally care from what biome the tree in their habitat is.
 
It's very frustrating to always start a zoo in a very flat land. The existing terraforming tool is very tedious as the brush size is too small and shaping to make something look natural like a mountain is not so straightforward. Would be good if we can have an auto-terrain generator that can be generated from something like a bitmap.

I would REALLY REALLY like a "random terrain" map option. That way you could keep choosing new maps until you get the randomized terrain you like.
 
Is always interesting to me when I see the request for a random terrain generator. I can definitely understand and fully support the request to receive a feature that allows to edit terrain textures, as one might want to have green grass in a desert map as is the case with many RL zoos or the Savannah cracked mud texture in a temperate map, etc.

But wouldn't a random terrain generator even if it was technically possible (others have pointed out it is not in the game) make the experience of that player even more troublesome? Real life zoos bulldoze everything on their path in preparation for a new exhibit. In rare cases we leave significant trees that need to be preserved and would not be cost efficient to relocate, but mostly everything goes.

An ideal scenario for any zoo is to start with a completely flat canvas where they can modify the terrain elevation and foundations to fit their plans. Many zoos that built their property around challenging terrain have no choice, as this is the space that is available. It is extremely difficult and costly to plan a zoo around existing terrain challenges, and the project might have to end up compromising in certain areas. The same scenario can and will apply to the game, you might have great plans for a zoo, but if the terrain presented to you randomly does not fit what you have in mind, you will still end up modifying it, so what would be the point?

The terraforming feature in planet zoo is simply amazing and one the best assets of the game. Does it have room for improvements? sure, but what in life doesn't? As it stands right now, the terraforming tool allows for great precision and detail when building a zoo, and it does have a random feature as well, if I'm not mistaken, I just never use it. So technically the option is already there, even though it might not be exactly what you are requesting, as you probably want the entire map layered out for you.

For me the biggest room for improvement is the backgrounds in the map, as there are very few of them, and if you want somewhat of a realistic immersion in the game, you end up having to built the entire thing around and block the game's default background. That is just not a practical idea, as we end up using a great amount of pieces and space that further affects game performance, but it is a compromise I'm willing to accept and know that such possibilities will never be part of this game. Maybe in a future zoo game.
 
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We do also need a Option to customize the Foliage outside of the Zoo Area. It's annoying if there are African Trees on a Australian Map that can't be deleted because they are outside of the Zoo and it is especially annoying if you build something like a antarctic Research Center and then there are Trees in a Place where they don't even exist
 
Well actually realistic would be to use the same map biome natural foliage all over the zoo and in all habitats except few trees there and there. Animals do not generally care from what biome the tree in their habitat is.

That is actually the complete opposite of what modern zoos aim to accomplish. The majority of zoos and exhibits that you might find using what is already provided to them by the environment where they are building their exhibit, do this, because of lack of funding and available resources for their projects. I do understand that there is a trend with planet zoo players of re imagining their hometown zoos and what some players even call low budget zoos and what not, but that really has absolutely nothing to do with realism.

Modern zoos strive to recreate the natural environments of animals within their habitats not only for the visitors enjoyment, but also the welfare of the animal residents. When we design an animal habitat, we take into consideration all the terrain challenges that the species in question would encounter in their native ecosystem. These are meticulously detail recreations that often create enrichment opportunities for the animals. The foliage is also carefully selected, as some native species that might be already present in the development site might end up being harmful to the animals. Often species that evolved alongside the animals in their native ecosystems add associated benefits to the animal's digestive system, and they provide enrichment sources for them as well.

On a completely different side of the equation, but equally as important, zoos are education centers, and the visitor's learning experience does not end with the animals being displayed, but it overlaps to the environment being recreated and the foliage displayed. A key function of zoos is to engage visitors in becoming conscious of what habitat loss means for all the species displayed, and for this, you need to present the habitat to them.

On the last project I assisted with, we brought the Florida everglades experience to life within the heart of South Florida, and just minutes away from the real life experience. Now you would think that in a project like this, there is no better substitute for what is already there. This is completely wrong, not only it was one of the most complex projects the zoo had ever worked on, but everything, absolutely everything had to be built, planted or transported. A few years later, and this exhibit has become the favorite area of the zoo for many, and a great number of visitors have expressed how they had absolutely no clue as to how rich the Florida everglades were in biodiversity of species, animals, plants and environments.

In short if we were to use the above mentioned theory, zoo planning and design would probably cease existing, and some of the most beautiful and complex zoological exhibits in the world would never have been built.
 
I also want a scenario editor so that we have the chance to create non flat maps to work with. The thing is that not all players play the game with the aim of having the 100% realism that @Danny_zoo explains on his post. Even if real-life zoos bulldoze everything and build and plan everything, some players don't have the time or the patience to terraform a whole map with the tools we currently have. Besides, some of us don't have supercomputers that allow us to create big zoos. That means that we have to start new zoos more often and it can become boring always starting with the same flat layout. Having different non flat maps to start with can bring us new challenges to make every zoo different.
 
Is always interesting to me when I see the request for a random terrain generator. I can definitely understand and fully support the request to receive a feature that allows to edit terrain textures, as one might want to have green grass in a desert map as is the case with many RL zoos or the Savannah cracked mud texture in a temperate map, etc.

But wouldn't a random terrain generator even if it was technically possible (others have pointed out it is not in the game) make the experience of that player even more troublesome? Real life zoos bulldoze everything on their path in preparation for a new exhibit. In rare cases we leave significant trees that need to be preserved and would not be cost efficient to relocate, but mostly everything goes.

An ideal scenario for any zoo is to start with a completely flat canvas where they can modify the terrain elevation and foundations to fit their plans. Many zoos that built their property around challenging terrain have no choice, as this is the space that is available. It is extremely difficult and costly to plan a zoo around existing terrain challenges, and the project might have to end up compromising in certain areas. The same scenario can and will apply to the game, you might have great plans for a zoo, but if the terrain presented to you randomly does not fit what you have in mind, you will still end up modifying it, so what would be the point?

The terraforming feature in planet zoo is simply amazing and one the best assets of the game. Does it have room for improvements? sure, but what in life doesn't? As it stands right now, the terraforming tool allows for great precision and detail when building a zoo, and it does have a random feature as well, if I'm not mistaken, I just never use it. So technically the option is already there, even though it might not be exactly what you are requesting, as you probably want the entire map layered out for you.

For me the biggest room for improvement is the backgrounds in the map, as there are very few of them, and if you want somewhat of a realistic immersion in the game, you end up having to built the entire thing around and block the game's default background. That is just not a practical idea, as we end up using a great amount of pieces and space that further affects game performance, but it is a compromise I'm willing to accept and know that such possibilities will never be part of this game. Maybe in a future zoo game.
Not sure where you live but where I live there are many Zoos that will take advantage out of environment they are build in. There are hills, valleys, rivers, all kept in these Zoos. I've never seen a flat zoo actually.
The same goes for the foliage. If you don't live in a humid area, you just cannot grow tropic trees and especially plants outside (yes, you can have them in buildings with artificial humidity), same as if you live in a rainy area, there won't be a grassland "orange" grass.
I am not saying I am against it, I just say that in sandbox animals should not care for it (actually many species do not, I am not sure why not all of them).
 
I'm only wondering how long it would take to generate, thus how long you'd be stuck in the loading screen.

Especially as editing terrain already can cause the game to lag, even with editing only small patches of terrain.
 
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Not sure where you live but where I live there are many Zoos that will take advantage out of environment they are build in. There are hills, valleys, rivers, all kept in these Zoos. I've never seen a flat zoo actually.
The same goes for the foliage. If you don't live in a humid area, you just cannot grow tropic trees and especially plants outside (yes, you can have them in buildings with artificial humidity), same as if you live in a rainy area, there won't be a grassland "orange" grass.
I am not saying I am against it, I just say that in sandbox animals should not care for it (actually many species do not, I am not sure why not all of them).

As I said in the post taking advantage of something does not mean it is an ideal situation Kolikokoli, it means that is what they have to work with so might as well as use it. You misunderstood my meaning about the zoo terrain, what I meant is that the terrain still has to be modified and worked on in order to see the zoo plans go accordingly. Look at Tiergarten Schönbrunn as an example, a magnificent historical zoo that has a very strange layout because of the terrain they had to work with to create exhibits, a complete area of the zoo is somewhat challenging to get to.

Prague Zoo would be another example, and one that I'm professionally very familiar with, and definitely one that has created a number of challenges for its administration in the past, here the space allocated for new exhibits had to go through a number of alterations and plans adjusted accordingly.

There are cases where challenging terrain does work for your advantage, that is the case of the Taronga Zoo, as part of what makes that zoo incredibly special is the many levels and terrain changes it has set against the dramatic Sydney cityscape backdrop. One of my favorite zoos because of this by the way.

In the U.S we have a perfect example with the San Diego Zoo, a zoo that has used what otherwise would be a deterrence to built anything in a terrain dominated by canyons and mesas, as an advantage and adjust to the situation. Their last completed project, African Rocks, was developed in one of the most challenging areas of the zoo, it was also their most expensive exhibit up to date at a 68 million dollar price tag. Where do you imagine a large portion of that budget went? Terrain modification as it was necessary to create their modern vision of a multi ecosystem African exhibit exactly as planned.

I'm not against dramatic landscape changes in game or real life, I think in most cases if done correctly it looks amazing, in fact I have participated in a number of real life projects that had very significant variations in terrain. I just rather do it myself than have the game provide it for me, when I will have to end up changing everything. I do understand that many players just want to play the game, and the quicker they built a zoo where to play in the better for them, that makes sense.

Again with game performance I just do not see it happening, the game is already taxing as it is unfortunately. I believe that is the same reason why their map backgrounds are so simplistic, many wanted beautiful and complex backdrops, detailed cities etc, definitely something I was interest in, until I was informed that it would hinder performance even more.
 
As I said in the post taking advantage of something does not mean it is an ideal situation Kolikokoli, it means that is what they have to work with so might as well as use it. You misunderstood my meaning about the zoo terrain, what I meant is that the terrain still has to be modified and worked on in order to see the zoo plans go accordingly. Look at Tiergarten Schönbrunn as an example, a magnificent historical zoo that has a very strange layout because of the terrain they had to work with to create exhibits, a complete area of the zoo is somewhat challenging to get to.

Prague Zoo would be another example, and one that I'm professionally very familiar with, and definitely one that has created a number of challenges for its administration in the past, here the space allocated for new exhibits had to go through a number of alterations and plans adjusted accordingly.

There are cases where challenging terrain does work for your advantage, that is the case of the Taronga Zoo, as part of what makes that zoo incredibly special is the many levels and terrain changes it has set against the dramatic Sydney cityscape backdrop. One of my favorite zoos because of this by the way.

In the U.S we have a perfect example with the San Diego Zoo, a zoo that has used what otherwise would be a deterrence to built anything in a terrain dominated by canyons and mesas, as an advantage and adjust to the situation. Their last completed project, African Rocks, was developed in one of the most challenging areas of the zoo, it was also their most expensive exhibit up to date at a 68 million dollar price tag. Where do you imagine a large portion of that budget went? Terrain modification as it was necessary to create their modern vision of a multi ecosystem African exhibit exactly as planned.

I'm not against dramatic landscape changes in game or real life, I think in most cases if done correctly it looks amazing, in fact I have participated in a number of real life projects that had very significant variations in terrain. I just rather do it myself than have the game provide it for me, when I will have to end up changing everything. I do understand that many players just want to play the game, and the quicker they built a zoo where to play in the better for them, that makes sense.

Again with game performance I just do not see it happening, the game is already taxing as it is unfortunately. I believe that is the same reason why their map backgrounds are so simplistic, many wanted beautiful and complex backdrops, detailed cities etc, definitely something I was interest in, until I was informed that it would hinder performance even more.
Haha, yes, I live in Prague so I know Prague zoo and how great (well at least great workout!) is the terrain variability.
I get what you mean. I would be happy with something that was in PlanCo where there was beautiful terrain work around and behind borders of the park, lakes etc. but in the middle of the park it was flat. I just find it strange how we have flat terrain, behind it another (almost) flat terrain and some "background".
Or bigger brush (maybe optional like now when you can (dis)allow collisions in settings).
 
Haha, yes, I live in Prague so I know Prague zoo and how great (well at least great workout!) is the terrain variability.
I get what you mean. I would be happy with something that was in PlanCo where there was beautiful terrain work around and behind borders of the park, lakes etc. but in the middle of the park it was flat. I just find it strange how we have flat terrain, behind it another (almost) flat terrain and some "background".
Or bigger brush (maybe optional like now when you can (dis)allow collisions in settings).
I have great memories of the Czech Republic, have been lucky to visit a few times and find the people and land absolutely amazing. I have visited the Prague Zoo every single time, both in a professional capacity and as a visitor, and it is without question one of the great zoos of Europe. Many rankings have placed it as high as one of the top 10 zoos in the world. For me that is difficult to judge, because in Europe alone, there are so many great zoos, many of them fascinating for very different reasons. Once you look at the picture globally it becomes even more difficult to determine placement, and so many other factors have to be accounted for.

I definitely understand what you mean as well, I myself have complaint many times about the genetic backgrounds in the maps and how everything starts looking the same after a while. Unfortunately creating your own city backdrops and custom terrain comes at a great price in game performance. I myself was attempting to create the immediate surrounding area of a zoo project I was working on, and had to bring it to a sudden stop because I realize that by the time the zoo got started the lag would be unacceptable.

I feel bad for some of the players that spend so much time creating beautiful cities and detailed surroundings for their zoos to eventually only realize that the system can not handle it. I have upgraded my gaming equipment twice to keep up with this game, in hopes that the performance could be significantly superior and always seem to reach a ceiling with it. The only place I have left is to upgrade to an intel i9 128 GB, currently running the 64 GB version of it and it definitely has a ceiling.

As others have said, these are all great ideas, but without switching this game to a better performing engine or finding some kind of ground breaking solution for its poor performance, having more detailed and intricate terrain maps might not work.
 
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