how to hide staff facilities?

So, A lot of people in my zoo Complain about the staff facilities.
I really did my best to hide them. But somehow they still can see them. (see photo's below)
Like, maybe they have x-ray eyes and they can look through the walls? I dont know.
I hope I do something wrong and someone can tell me what it is? 🙈

2.jpg
3.jpg
 
Last edited:
PZ guests are clairvoyant and can tell when they're near a staff building even if it's completely hidden, or even underground. ;)
It's just radius based unfortunately. There's nothing you can do but put it further away from the path.
 
As far as i know you can't prevent the negative influence but place them further away.
Its not only the visual, it is the noise and maybe the smell.

For an example generators are noisy and annoying with a huge area of dislike from the visitors.
The wind turbine (no smell, much more silent) has a smaller area of dislike.
The solar panel has zero.

The water pump (noisy again) has a bigger area of dislike than the wind turbine.

Considering the amount of annoyance those facilities cause in real life, those numbers are quite well done i would say.
 
Are you using the heatmap? The game mechanic isn't actually about line-of-sight visibility, but an AOE footprint of the building. 😊 Check the heatmap to see how far away your building needs to be from your guests.
 
aaah, that make sense!
haha, I totally looked at it the wrong way. I thought, If they cant see them, then there is no problem. Stupid me, haha.
Thank you everybody for the fast reply. I will give the facilities a better place.further away from the people.
And I will use the heatmap! :)
 
The decision of the game developers that staff facilities affect the guests through radius made the requirement to dress these buildings unnecessarily. What is the purpose of covering them in scenery if the only requirement is to pull them away from guests' paths? Make your staff happy? Dressed or undressed facilities affect the staff mood not so much that we need to invest resources and time on it. Staff is constantly happy, so what is the real purpose of putting scenery around staff buildings? Still did not get it.
I'm a manager-type player, so do not tell me about eye-candies. Every single piece in the game should one way or another make an impact on the simulation.

In my opinion, 100% of scenery should reduce the negative radius to 75-50%, 200% of scenery or more should reduce the radius to 25-0%.
 
Last edited:
In my opinion, 100% of scenery should reduce the radius by 75-50%, 200% of scenery should reduce the radius by 25-0%.
Agreed. The whole radius negative effect doesnt make much since to me either. I made a similar suggestion during beta. Have the red radius turn green by way of scenery, including building pieces. It would open up a lot more zoo design options, if you want to keep all your guests as happy as possible.
Plus, a similar game mechanic already exists in the game engine. In PC you had to build up to a 100% scenery rating for your rides. They could use that same thing, for these buildings.
 
It's because generators are noisy while the staff room smells of microwaved Rustler's burgers, and is playing re-runs of "It's a knockout" on the TV at full volume, so there is a noise/smell element to bear in mind.
 
It's because generators are noisy and the staff room is playing re-runs of "It's a knockout" on the TV at full volume, so there is a noise element to bear in mind.
Bushes and shrubs, not including the wall pieces should all help reduce and noise.
Edit: And, the speakers playing the sounds of the Amazon, or just music, should help turn the red to green..lol
 
Back
Top Bottom