Inspired by a recent post by @Hugo98 in the "What Did You Do Today?" thread, I've realised that a lot of realistic, creative builds are hindered by the fact that keeper access to habitats is so limited. We've been told already that secondary habitat gates can't and won't be implemented, but I'm thinking there must be another way to give keepers access to trickier habitat designs.
In Hugo's build, he has an indoor backstage area connected to an outdoor island via a mesh tunnel which goes across the guest path. Such concepts exist in several real life zoos, to the point that it's almost common, for a variety of species including primates and big cats or other arboreal animals. Of course, as he points out, the keepers can only access the indoor section of the habitat, so all the food must be placed there. This is very restrictive, as it means that the animals gathering for their food isn't witnessed by the guests, which is a real highlight of animal behaviour in-game, and it also means that if his lemurs poop on the island, the poop won't be cleaned up.
I'm not sure how to solve this exactly. The issue with the habitat gate is that the gate itself determines what is and isn't a habitat. In other words, you can't have a habitat without the gate, otherwise it's just a length of barrier. We won't be able to add a second gate because then the habitat would be registered as two overlapping habitats - a real headache for the coding, I presume. However, I don't see why this means they can't design a secondary gate purely for access that doesn't register a habitat.
Such a feature would have more than one use - not only could it provide keeper access to otherwise inaccessible parts of habitats (in Hugo's case, his lemur island), but it could also be used as a staff gate for backstage areas or other areas we don't want guests to access without having to use the garish staff paths. Is such a thing possible? I don't know. But it's an idea.
In Hugo's build, he has an indoor backstage area connected to an outdoor island via a mesh tunnel which goes across the guest path. Such concepts exist in several real life zoos, to the point that it's almost common, for a variety of species including primates and big cats or other arboreal animals. Of course, as he points out, the keepers can only access the indoor section of the habitat, so all the food must be placed there. This is very restrictive, as it means that the animals gathering for their food isn't witnessed by the guests, which is a real highlight of animal behaviour in-game, and it also means that if his lemurs poop on the island, the poop won't be cleaned up.
I'm not sure how to solve this exactly. The issue with the habitat gate is that the gate itself determines what is and isn't a habitat. In other words, you can't have a habitat without the gate, otherwise it's just a length of barrier. We won't be able to add a second gate because then the habitat would be registered as two overlapping habitats - a real headache for the coding, I presume. However, I don't see why this means they can't design a secondary gate purely for access that doesn't register a habitat.
Such a feature would have more than one use - not only could it provide keeper access to otherwise inaccessible parts of habitats (in Hugo's case, his lemur island), but it could also be used as a staff gate for backstage areas or other areas we don't want guests to access without having to use the garish staff paths. Is such a thing possible? I don't know. But it's an idea.