Hints and tips for most effective transport rides

I’m using transport rides to get people around my park, I decided to use the monorail for my park instead of a train.

I have over 4500 guests in my park at all times so I have set up a transport ride to move people easier. I have one stop at the entrance, one stop far right side and then another at far left side of park.

I’m having this issue with no matter how many carts I’m using it always backs up at one station, all three (maybe the entrance if anything) always has people waiting to get on.

What settings do you recommend for a 3 step monorail or just any rides to stop it constantly backing up at just one stop? I have gone through all settings and reduced wait times til 15/30 min/max wait times. I’m just confused at this point. Can upload photos tomorrow.
 
The biggest problem I found is that the animation to load to get guests on and off the ride is EXTREMELY slow.

Guests exit....walk really slow to the exit. The exit waits until the last guest exits. Then, the game waits a few seconds before letting the other customers on. Even if you place the exit and entrance for maximum efficiency it is still extremely slow.

In fact, it is SO SLOW that you cannot use some of the station options like "don't block the station" because the loading is slow that the vehicle just takes off as it waits for way too long for guests to get off and on the ride.

It's yet another bug in the long list of bugs that are ruining the game for me.
 
It’s not a bug. That’s how all rides in PlanCo work. It hasn’t changed in 3 years, even after many, many, many complaints about it.
“It’s working as intended.”
 
It’s not a bug. That’s how all rides in PlanCo work. It hasn’t changed in 3 years, even after many, many, many complaints about it.
“It’s working as intended.”
Yikes, I didn't know that.

All the more reason for me to keep playing Parkitect then. That's sad to hear. It's really bad.
 
It’s never bothered me.
For coasters, I’ve done the math in comparing in game coasters with real life counterparts length/time vs real life throughput statistics, and PlanCo is really spot on. Throughput is realistic.

So you might get a bottleneck at a popular station. So what? It is what it is. You may never solve it even venturing into unrealistic behavior. It’s a game mechanic you have to live with. Faster boarding may not solve a particular problem anyway, but faster boarding would increase income in two games that are already so easy to make money.
It just comes down to being mad about aesthetics.
 
It’s never bothered me.
For coasters, I’ve done the math in comparing in game coasters with real life counterparts length/time vs real life throughput statistics, and PlanCo is really spot on. Throughput is realistic.

So you might get a bottleneck at a popular station. So what? It is what it is. You may never solve it even venturing into unrealistic behavior. It’s a game mechanic you have to live with. Faster boarding may not solve a particular problem anyway, but faster boarding would increase income in two games that are already so easy to make money.
It just comes down to being mad about aesthetics.


I'm ok with it being realistic. But in current form in Planet Zoo, it's not.

"Don't block the station" setting is very buggy.

A car pulls up and unloads. In real time situation, as soon as those people are exiting the car, the others are entering it. In Planet Zoo, the people exit....they walk slowly to the exit. After the final person goes through the exit there is a delay of a few seconds. Then, the people in line wait for their side to open up. The game takes this time of guests exiting and guests waiting for their gate to open as "wait time". It sees that there is no one loading and it just leaves the station empty. It doesn't account for the game mechanics reading on what to do next. It's extremely sluggish and if it's not a bug, it's just straight up bad design.

There is a major problem with "minimum wait time" and "maximum wait time" as well. If you set maximum wait time to something around 15 seconds then it doesn't work because it takes over 15 seconds for the above stuff to happen because of how sluggish it is.

Like I said, if it's intended, it's really bad and renders options with "Don't block the station" unusable. Build a safari adventure and try using that setting and watch.
 
Don’t block station isn’t a tool for busy stations. It’s a tool for slow stations to get empty trains out to unload full trains.
I always saw min/max wait time as applied to “wait for full load“ (or half load).
As in wait at least 30 seconds for a given load variable, or leave after 60 seconds even if the load variable is not met.

There may be a bug. But it’s not with how long it takes peeps to unload/load.
Though to me, don’t block station is working as intended, even when it sends an empty train out of a station with people waiting. To me, it’s not “don’t block station unless people are waiting.” Do not block station is prioritizing unloading incoming trains, not prioritizing loading. Do not block station negates/disregards all other min/max/load options when a second train enters the station.
 
Last edited:
Back
Top Bottom