If you could add 3 new features.

What would they be and why?

  1. I would love a tool that allows me to mark an area then use the terrain tool. Like if I made a big deep square, added lots of trees etc, instead of having to delete everything in the square I would just be allowed to lower or raise the terrain, like you can with buildings.
  2. Ability to move pathing with a building. So if I want to relocate a building the pathing will move with the building.
  3. Ability to save pathing in a blueprint (none Zoo blueprint)

What are yours?
 
Unfortunately, the pathing system exists entirely separately from the building grid system. You can see this in the way guests are intrinsically tied to the paths, but can clip right through solid building pieces. In this case, I don't think the game engine would allow for paths to be included in blueprints or to be moved with buildings (I wish it weren't this way, though, because I often add paths and forget that I didn't want the building there in the first place).

For me, the three things I would want:

- Underwater navigation. Not even necessarily for new semi-aquatic animals (though that would be nice), but for the elephants, bears, crocodilia, and big cats, as well as any other animals that might dive. The key to this would be creating a navigation axis that can exist inside the 'empty space' beneath the water's surface.
- A cleaner UI for plants that allows you to select the species, and then change the size using the + and - keys on the keyboard. This way you could greatly reduce the amount of clutter on the plant tab. It wouldn't need to be a size gradiant, either - the keys would simply cycle the plant through the sizes that already exist.
- A way to reduce the over-all piece count by grouping items together. It would be nice if you could make a building "permanent" so the piece count goes from, say, 500 to 0. The only caveat would be that you wouldn't be able to re-edit the building even in group-mode, but I think that's a worthy sacrifice to help with the game's optimisation.
 
For me, it would be mostly quality of life stuff:

1. Allow changing grids in the same building, so you don't have to awkwardly copy and paste different "buildings" to create anything more complex than rectangular shapes.
2. Add a search box where you can type names to search for animals in various menus (like the Zoopedia), so you don't have to scroll through 90 animals each time you're looking for something.
3. An option to walk through other people's zoos as a visitor (especially your friends') with your avatar, optimally from the world map in the main screen. Right now, the only way to do this would be via downloading the Zoo per Workshop and then using the tegidcam cheat, with which you always move too fast or slow. (Gives me motion sickness if I use it for too long.)
 
Great suggestions so far! Mine are mostly QOL adjustments not major game changes.

1. A way to "tab" through animals within a habitat. So if you select one animal, you hit whatever key it would be, and it would automatically take you to the next animal (based on the list from the habitat popup screen)
2. A way to remove tags, especially from workshop items. Look, I LOVE the workshop and am so grateful it is there. But unfortunately if those items are tagged with every possible tag in the game, all they do is clutter up the UI the 9 times out of 10 you're NOT in the section they would actually be applicable to. I know we can turn blueprints off, but unfortunately that turns all blueprints off.
3. Make all construction items rotatable not just with the "z" key, and allow them to be advanced moves. I know, you can split them from the group and do that, but really, would it be that hard to just give that as an option up front anyways? I guess it likely would be, but it would also be extremely helpful. I'd also like everything flexicolorable, but I recognize that this would be a huge undertaking.
 
- Glass path where guest can actually walk on (to create glass bridges above crocs and other animals)

- Landscape brush (to quickly create forests or flower fields, it could also include some rocks)

- A quick access from an animal screen to its habitat screen and viceversa (Let's say, I click on a lemur, but it's not the one I wanted, so I have to keep searching. If I am using the null barrier, then I have to look for the gate of the habitat (which can be hidden by rocks, trees or buildings) to access the list of animals and find the other animal. When I find it, I have to click again on that new animal to open its windows. That's a lot of clicks, camera movements and time wasting.
 
- Glass path where guest can actually walk on (to create glass bridges above crocs and other animals)

- Landscape brush (to quickly create forests or flower fields, it could also include some rocks)

- A quick access from an animal screen to its habitat screen and viceversa (Let's say, I click on a lemur, but it's not the one I wanted, so I have to keep searching. If I am using the null barrier, then I have to look for the gate of the habitat (which can be hidden by rocks, trees or buildings) to access the list of animals and find the other animal. When I find it, I have to click again on that new animal to open its windows. That's a lot of clicks, camera movements and time wasting.
Glass path +1 or even better: dont know if anyone remembers the CSO from back in RCT3 days. There was an invisible path that guests could use and you could cover up with anything you wanted :D Would be great to have this in planet zoo, would give us a lot of new creative ways for pathways
 
Having played a little of late, a lot has improved and love the colour variations. But Game still lacks no folder system for workers etc. The Pathing System is pretty awful, and Game speed!!. The ability to save a Blueprint with the paths would be good too. Would like to see Ducks who share Water with Flamingos, just to add some extra and Variation.
More concentration on improving construction, being able to resize items to fit your requirements.
Also a Grid for whole area
 
Such a fun thread to read<3 Mine would definitely be;

1- First-Person mode<3 My biggest wish for Planet Zoo. A simple guest mode or advanced zookeeper mode, I'd be happy either way<3 Like tegidcam but slower, and not walking through fences and objects. And just being able to access it through a button.

2- Allowing custom assets<3 Being able to create your own objects and put into your zoo, and share them with the community! Hoping this feature will come later down the line of production :)

3- More customization<3 Love the customization we have so far. Though, more staff variations, custom food items, etc would make me even happier! :)
 
1. Cross-biome terrain paint options to get more realistically looking enclosures.
2. More realisitic zoo features like a zoo keeper talk/ feeding 'show', petting zoo and playgrounds (I wouldn't mind pre-generated looping animations).
3. An option to toggle/untoggle the climbable/ unclimbable attribute of an item; it's now sometimes hard to find non-climbable assets for building an enclosure.
 
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Unfortunately, the pathing system exists entirely separately from the building grid system. You can see this in the way guests are intrinsically tied to the paths, but can clip right through solid building pieces. In this case, I don't think the game engine would allow for paths to be included in blueprints or to be moved with buildings (I wish it weren't this way, though, because I often add paths and forget that I didn't want the building there in the first place).
There is probably a lot of features we can't have due to the engine limitation, but who knows. I mainly created this for people to share what they would like, and hopefully the devs are having a curious look and might even add some or perhaps in the next game.
Great suggestions so far! Mine are mostly QOL adjustments not major game changes.
You'll be surprised at how much smilingly small changes can do to a game.
Such a fun thread to read<3 Mine would definitely be;
It really is, so many great ideas.


I am seeing so many nice ideas in here, I started with 3 features myself but now its more XD
Keep them coming guys, love to read them!
 
  1. Visiting other people's zoos.
  2. More sorting and filtering options on all tables and lists in the menus.
  3. I can't decide on just one for #3... more free animals, more DLC animals, more challenges, hmm... I'll go with: Add binoculars and Tower Viewers for guest education.
 
1. Being able to select an animal's stats in Sandbox Mode (ex. size, variant, fertility).
2. Placing animals in Sandbox mode without needing a Trade Center or staff.
3. The ability to add custom music to speakers like Planet Coaster.
 
Interspecific interaction: say, for example, if you have both lemur species together, them enriching each other would involve not only a numerical bonus, but stuff like a ring tailed grooming a red ruffed. Or even species that don't enrich each other; for example, Asiatic and African elephants will readily interact in real life if exposed to each other.

Subspecies being compatible: Tigers, wolves and brown bears have in-game subspecies, but they would treat each other as if they were completely distinct animals, and, due to being predators, that turns into hostility. Even if crossbreeding isn't added, a tiger meeting another tiger should, in my opinion, run the same way no matter the subspecies involved.

Alphabetical order: This is a tiny detail that I assume involves deeply coded entity names, but, stuff being sorted by adjective rather than by noun is personally irritating; I would look for Western Chimps in "C" for "Chimp", not in "W" for "Western". I assume this is due to them likely being coded in-game as "WesternChimpanzee" rather than as "ChimpanzeeWestern", but, still, it is kinda inconvenient for me; small detail, in any case.
 
  • Multi-selection for selling animals for the recommended price (similar to multiple selection with releasing animals)
  • Scenario creator and the ability to share them on the workshop
  • Ai rival zoos - like a lot of management games have. Yearly rating on several subjects (unique visitors per year/breeding nearly extinct species/profits per year etc. etc.)
 
  • Multi-selection for selling animals for the recommended price (similar to multiple selection with releasing animals)
  • Scenario creator and the ability to share them on the workshop
  • Ai rival zoos - like a lot of management games have. Yearly rating on several subjects (unique visitors per year/breeding nearly extinct species/profits per year etc. etc.)


Oooooh that last one is particular interesting. Something like a "competitive" mode. would we get updates on what's going on with the AI zoos or just find out when the results come in? Full of possibilities there
 
Oooooh that last one is particular interesting. Something like a "competitive" mode. would we get updates on what's going on with the AI zoos or just find out when the results come in? Full of possibilities there

In short something like this but a bit more formal.

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I just throw one idea in, which I mentioned in the past, but would be handy for me more than ever.


group management like in other construction-software.
Yes, PZ is a game, but it's also a design and construction tool.

In Detail:

Group-Hierarchy,-> Groups within Groups (without the blueprint workaround)

A Window which displays the groups in the parks with a tree/hierarchy display, with the option to lock/unlock groups for editing or even selecting....to go further, to even change the visibility of groups

...and finally a bit related to this: saving blueprints with more than 4000 pieces ( maybe with an override-"caution your computer could crash"-option in the settings)
 
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