How does keeper traversable area work

I am building a panda habitat but I cannot make my stuff to walk to the feeder. Somehow, they can travel on steep uneven hills but not on straight path/stairs from the gate?
There is nothing blocking the gate.
The keeper will walk into the habitat, sometimes they go to the enrichment feeder but then they'll turn around and never go futher.
Are there any tricks why this habitat doesn't work? Why they can walk on steep paths but not on straight ones?
 

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Yeah, Keepers (and certain animals) should be a little less difficult with the traversable area and scenery objects.

Apparantly, the keeper isn't able to cross the 10 cm gaps/height difference between the stone slabs you placed. (hitboxes are usually the culprit)
When you remove all scenery, I guess every part of the habitat suddenly becomes traversable.
 
Sometimes the Hitboxes are really weird. Reminds me of my Japanese Macaque Enclosure. They can go everywhere on the Rocks around a dead Tree but can't climb on that Tree even though they should be able to do it. I hope someday they can fix both the Problems with Animal and Staff traversable Area.

Did you try if it helps to place something under that Wood Ramp in the Area they can't traverse?
Ok, nevermind. Just saw that they can't even go on it
 
Weirdest thing is that i can add like rock or plant or anything on the other side of the habitat and staff traversable area will change (still can't go as you'd expect but it changes even if it's other side of the habitat). Sometimes it changes without touching anything.
Once they could go inside the den which is extra steep. After few mins they couldn't.
 
Bizarre. I once built a macaque habitat and my keepers were using a tree I'd placed on an angle as a ramp between the upper and lower parts of the enclosure, yet at other times they seem to struggle with even the simplest areas.
 
This thread has been up for a while, but I have a similarly weird thing where in my zoos some habitats are showing up as non traversable, yet the keepers do seem to be able to get in and out, feed, clean etc. It's as if certain habitats in a zoo are "dead" to the feature. It can be annoying if I need to check and make sure the keepers can get to a particular area in one of the non acknowledged habitats, such as whether or not the bridge I put in lets them access and island when they need to or something. What's odd is that the non acknowledged habitats aren't in all in particular workzones or anything. They seem to be spread out around the zoo. Some are larger, some are smaller, but from what I can tell the animals are being fed and the habitats cleaned.
 

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In the first example: I think the keepers don't like those little artificial stone steps. It shouldn't be an issue but ... shrug. Like every one else I get minor bugs where it doesn't show the navigable area but the keepers are getting in and out.
 
I sometimes wonder if it has something to do with the zoo size. Like I feel it works for few habitats near the entrance but with more and more habitats it stops working. I would prefere if we could see the traversible path by habitat (like now we do with animal paths by animal).
 
This thread has been up for a while, but I have a similarly weird thing where in my zoos some habitats are showing up as non traversable, yet the keepers do seem to be able to get in and out, feed, clean etc. It's as if certain habitats in a zoo are "dead" to the feature. It can be annoying if I need to check and make sure the keepers can get to a particular area in one of the non acknowledged habitats, such as whether or not the bridge I put in lets them access and island when they need to or something. What's odd is that the non acknowledged habitats aren't in all in particular workzones or anything. They seem to be spread out around the zoo. Some are larger, some are smaller, but from what I can tell the animals are being fed and the habitats cleaned.
I have exactly the same issue with Staff Traversible Area. Some habitats show the blue, while other habitats are completely white yet the staff walk all over it with no problems. I added it to the issue tracker but nothing ever came of it. 😕
 
I sometimes wonder if it has something to do with the zoo size. Like I feel it works for few habitats near the entrance but with more and more habitats it stops working. I would prefere if we could see the traversible path by habitat (like now we do with animal paths by animal).
I've started to work on a Island once where Animals roam around completely free. The Island is extremely big (all of it in one Enclosure) and when I've looked at the traversable Area of a Warthog, it also didn't show the whole traversable Area, so I assume it might be the same with Keepers
 
I've started to work on a Island once where Animals roam around completely free. The Island is extremely big (all of it in one Enclosure) and when I've looked at the traversable Area of a Warthog, it also didn't show the whole traversable Area, so I assume it might be the same with Keepers
Yeah, it seems that devs didn't think players will be making huge habitats.
 
Some thoughts.
At the staff entrance there needs to be a 6-meter arc of clear space free of rocks and other scenery for the keeper to access the habitat.
For a staff path through the habitat, they need the area to be 1.5 meters wide (approximately) and the surface fairly smooth with the slope being 15 degrees or less.
 
Yeah, it seems that devs didn't think players will be making huge habitats.
Which is strange, because some of the plants and props they give us don't really work except in large habitats, and even if you make an elephant enclosure a fair bit above the minimum size indicated for the animals, a shelter structure that is sufficient to grant them all hard shelter never really fits. I have to make huge elephant enclosures to give them enough hard shelter.

Also, the monorail and safari adventure rides are designed for larger, more natural habitats. At least that's how I've seen them used in real zoo "safari parks

Hit box issues, I guess.

But some of the habitats that show up as non traversable by staff in my zoos are not any larger than ones that show up as traversable. Sometimes they are in workzones that are further away from the entrance in a given zoo, which Kolihokoli also mentioned. I don't know if placing a second entrance in a zoo affects this or not. Will have to experiment.

One that showed up as non traversable was in a habitat that was built on a hillside, so maybe elevation affects this. I was worried the keepers wouldn't be able to get up the hills to fill feeders and clean, but they actually were able to just fine. The entire enclosure showed as non traversable, though, not just the elevated parts.

It's not an issue that makes the game unplayable or anything, but it's handy to know whether or not there is a part of a habitat keepers can't access for real.

Grampers is correct about the design of habitats for access, but this issue refers specifically to habitats that actually are accessable to staff but show up as completely non accessable.
 
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Yeah, those elephant habitats get stupid big if you want more than two in the habitat. Almost as bad as the polar bears...
I have wondered if there is a data cap for calculating staff traversable area. Perhaps some issues with it are that the game just can't calculate it all in larger zoos. Maybe it needs to be made to a per habitat check?
 
Yeah, those elephant habitats get stupid big if you want more than two in the habitat. Almost as bad as the polar bears...
I have wondered if there is a data cap for calculating staff traversable area. Perhaps some issues with it are that the game just can't calculate it all in larger zoos. Maybe it needs to be made to a per habitat check?
You might be right. This makes sense. It's not game breaking, but it would be nice to be able to see if there's a little inaccessible corner or something.
 
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