Meta-Suggestions list 1.8 Edition (5th edition)

Because they’re not continents. In any case, Biologically (though, admittedly, not geographically) tropical Central America belongs with South America.
As your link shows, the Neotropical realm includes Mexico, South Florida and the Caribbean, all of which are regions north of Central America, so that would cause serious problems tag-wise, if tropical NA is left out of the bunch. However I do understand the single South & Central America tag the game had since launch, and have no problem with it as long as it is used consistently. However the DLC's have proven otherwise, had composed a thread just for this issue.

  • Add temperate to the cassowary. I couldn't find a great image, but this article says that they venture into "woodland" areas.
Both 'Temperate' and 'Tropical' biomes in the game include rainforests, forests and woodlands. The type of foliage for these two biomes in the game are categorized based on the bioclimatic zone they are in, not precipitation. For instance, if it is a temperate rainforest tree, it is included in 'Temperate' or 'Taiga' (depending on whether they are deciduous or coniferous) and a tropical monsoon forest tree is included in 'Tropical', despite not being a rainforest tree. If 'Temperate' was an in-between biome for 'Tropical' and 'Grassland', then all animals in the game that have the 'Tropical' and 'Grassland' tags would also have the 'Temperate' tag.

Taking this into consideration, what could be suggested for the cassowary is the 'Grassland' biome, to represent their presence in wooded savanna regions near forests. However, I think it is too marginal to be added, or at least many other animals should take priority for missing biomes.
 
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I actually wrote a list like this when the game first came out, but never released it. Some of the things from my list have been added by now (vending machines, custom terrain etc), so I thought I'd post the rest here so you might add it to your list :)

First off, Null items. You mention null paths in your post, I think it's worth mentioning that to have them work wel, they would need to behave like null barriers do, that means when you have the path menu opened, or when building around them, they show up with the blue glow like null barriers do.
Then, I think there's more Null fun to be had:
  • Null shops (could be added by adding a toggle to the shop menu that removes the box) would allow us to make much more custom shops and restaurants (there's a reason the Boxless Shop is popular).
  • I'd also be a fan of Null habitat gates, there' already a way to hide habitat gates underground, but that leads to some funky behavior from the staff. Official null gates would be super helpful.
  • Null editable signs would allow us to make floating text which would be super cool and helpful.
  • Null stations would allow us to make the whole station yourself without dealing with the boxy station, which would be especially nice for docks. Even more so since , and I hate this so much, even when us have the exit and entrance on one side, the other side still has a platform. So either remove that platform, or give me null stations!
  • Null tracks would allow you to make it look like the boat is just actually floating like a boat would, or make the adventure tour cars appear to be driving on their own.
Next up, I'd like to talk about the Dynamic Moss,
You're all familiar with the Dynamic Mossy Rocks, which always have a layer of moss on top. I think it would be super amazing if we could have this available for all items, through a toggle in the item menu or something. This way we could make mossy planks, roofs and all sorts of things
More dynamic textures could be added as well, like fallen leaves, dust, dirt or sand. This would all help to make our zoos look a bit more wethered and used.

Disabling lights:
The ability to disable lights was super helpful and very much needed, but I would like the system to be expanded to any item that requires power. Right now, there's still no way to disable the glow of signs, windows and those small glowing pieces from the australia pack. The only one you have remote control over is the windows, since setting the light to be black makes them look turned off. For a large number of signs and all the small australia pieces however, there's no way to prevent them from glowing, other than simply not having them be powered (which is such a hassle it's not even worth it). It's a real bummer since these are great pieces but them glowing in the dark makes them essentially worthless.

Flexicoloring Groups:
When you select multiple flexicolor objects that aren’t the same material (different types of wood, plastic etc) you can’t recolor them all at once. I think this is a stupid restriction. Just let me recolor them anyway and see what happens. Better yet, give me a list of all the materials and colors in my selection and let me paint them there. That saves so much time not having to disassemble the group and select exactly the item you want to recolor.

Rock Materials
All the rocks in the game consist of the same set of rocks, recolored to fit each of the biomes in the game. This is perfectly fine, but what irks me about this is there is no easy way to switch between these colors. Why can’t I place a rock and then select what type I want it to be? Right now if I build something out of one rock type and then decide I want it to be a different one, I can’t change it, I would have to replace each rock with the same rock of a different biome. If the rock type was some kind of setting this would be much easier.
Additionally, I would love to see the snow rock be made recolorable. Frontier’s argument against making many items recolorable is that it sacrifices the quality of textures. A lot of objects look their best in their original color, which I totally get. However, the snow rocks are just white, they hardly have a texture to sacrifice, and making these rocks recolorable would let us build some really cool things.

Wall Materials
The same thing goes for walls to be honest. With a few exceptions, all walls have the exact same few shapes. So why is it that when I want to change texture, I have to rebuild the entire building?

Material Selector
Speaking of being able to select the material of items though, wouldn’t it be nice if we could select whatever material on anything we wanted? In the sims 3 this was actually possible. You could basically replace an object’s texture with any other texture in the game. I can imagine something like this being hard to add for all objects but what if we had a designated group of objects that consisted of a few basic shapes in a bunch of sizes that you could use to create anything you wanted. HMmm??? HMMM?
Enough of that bit, I still don’t know if this would be feasible, but imagine being able to change the material of art shapes into any material in game. Need pieces of chain link for your aviary? Click, now you have chain link art shapes.
Making a statue out of art shapes? Click, now it’s actually made out of stone
It would add so much versatility to the art shapes, which already are some of the most versatile pieces in the game.

Selecting Paths and Path settings
I would love the game to have settings for individual path pieces. While it’s great that we can make staff paths, they are ugly and look very out of place when trying to make a realistic zoo. I want to be able to tell guests or staff what paths they can walk on without changing the aesthetics of the path. A tool that lets you select paths and change settings like these would be the way to go I would think. It would work much the same way as how the barrier system works right now.
This would also make it easier to change the current settings paths already have, like enabling or disabling kerbs and fences, without having to destroy and replace the path.

This could possibly open doors for even more possibilities with paths, for example being able to select what railing you want on your selection, allowing to use railing from one path on another.

Another setting could be one way paths that allows players to further control guest flow. The only way to control guest flow now is to make paths wider. Settings like this would give this aspect much more depth.
You could also have a path setting that limits how many guests can enter a certain section of path, to help limit the amount of guests in a walk through habitat.

Natural Elevated path
This is a really small thing but the natural elevated path looks really cool and I don't understand why it's not available as a ground path. The texture's already there, it shouldn't be hard to add.

Billboards that aren't screens
Billboards are an amazing addition but personally I feel a bit let down by them being just screens. Many signs at zoos aren't screens.Of course we can pretend our billboards aren't screens but they look too smooth and clean.
I wish we got a few billboards that are basically wooden planks we can put our images on, that keep their wooden look, so you could see the shadows and highlights of the wood grains.
Similarly a stone billboard would be really cool as well, pieces similar to the plaster wall panels but with the ability to add our own images. This would let us make good looking murals and wall paintings for example.
Lastly, a "null billboard", a 2D plane similar to the decals we've been getting lately, would be super useful. Bonus points if it had transparency from PNG images so you could make your own decals.
I can't even begin to think about the amazing things we'd be able to create with billboards like this.

Sandbox Control over animal appearance.
Sandbox players should have the ability to control the appearance of their animals. I should be able to place down albinos, babies anything really. Personally in my main planet zoo project I am making a lot of implied habitats. I use a variety of animals to act as other animals. If I were to have control over whether animals are albino or juvenile or both, I would be able to do a lot more. Baby pronghorns could act as dik diks, juvenile or albino peafowl, flamingo and ostriches could act as a number of other birds I can fill aviaries with. It would give us a lot more options to create the zoo of our dreams, no limitations, just like sandbox mode is supposed to be.
Right now it’s super difficult to obtain albino animals, and near impossible to keep juvenile animals, since disabling aging also disables birth, so you can’t get any new baby animals without the others growing up.
Animals color variations made were an amazing addition, but made us be at the mercy of the randomness of the animal market even more. I really wish I could control what animal I get.

I see a few ways of giving players this control.
  1. They could add some cheats that change animal’s appearance, similar to how MeggieB makes animals conky, we could add cheats to make animals albino or juvenile or both, the only difference being that unlike the MeggieB cheat, these effects should last forever. The downside to this is that you will need a lot of cheats to cover animal variants and you have to name these animals according to the cheat. All in all, it’s still quite limiting.
  2. They could make a tab on the animal information panel, exclusive to sandbox, where you can edit the genes of the animal. I like this option the most because it gives the most freedom. On this tab you could enable options like albino, select what pattern you want the animal to have, and soon, what color variant you want it to have. Another tab in the animal information panel I would like to see is a tab that will allow you to enable certain animal settings on an animal. Currently, enabling animal settings, like disabling aging, enables them for all animals in the zoo. To make matters worse, disabling aging also disables breeding. So there’s no way to keep animals juvenile while continuing to breed new ones. I would much prefer it if these settings could be enabled per animal. If there’s a certain animal you don’t want to age you can enable the setting for just them, while keeping the rest of the animals in your zoo unaffected
  3. Another thing they could do to give sandbox players more control over their animals is to revise the animal market for sandbox players. In sandbox, I don’t see the point in having 4 of each animal listen in the market. Just list one of each animal and allow players to select the animal and then choose what appearance they want it to have. You could select the genes, gender, whether it's albino or not, juvenile or not. All selected upon purchasing the animal and then sent straight to your zoo. This would make the market less cluttered and make it much easier for you to get the animal you want.
Small fixes/bugs
  • When editing a group and holding down ctrl, disable opening other groups!!! I'm obviously multi selecting stuff within my group, and therefore do not want to open another group as that will deselect everything I have carefully selected up to that point. This happens so often it's infuriating.
  • Make items more distinct in the menus. Shops are indistinguishable from one another, as are particle emitters. These should have some icon displaying what they are (shop logo, picture of the particle).
  • If you select multiple speakers you can’t set all their songs at once, this should work the same as flexicolor items.
  • Sorting blueprints on recently added does nothing. It would be nice if this would show them in order of subscribing to them.
  • When starting to edit a group, and switching to another group without exiting the construction mode, the silhouette of the group you initially started editing still shows, rather than the one of the group you are currently editing. This has been in the game since the start and I've tried to bring it to people's attention multiple times to no avail.
There we go I think that's all. If I ever think of anything else I'll add it but I think this covers the most important stuff.
 
If there were categories for each ecologically district area on earth, drpending what scale you wanted to use. At the minimum scale to include central America separately to either NA or SA, we’d have far too many categories - just Oceania would have at least 6 (south-east Australia, South-West Australia, Northern tropical Australia, arid inland Australia, Tasmania, New Zealand), South America would have (off the top of my head, at least 4-5), Africa would have at least 5, Europe would have 4-5, Asia and NA would have even more. It would be unwieldy and not very useful.
I understand your point. I removed it.
 
Both 'Temperate' and 'Tropical' biomes in the game include rainforests, forests and woodlands. The type of foliage for these two biomes in the game are categorized based on the bioclimatic zone they are in, not precipitation. For instance, if it is a temperate rainforest tree, it is included in 'Temperate' or 'Taiga' (depending on whether they are deciduous or coniferous) and a tropical monsoon forest tree is included in 'Tropical', despite not being a rainforest tree. If 'Temperate' was an in-between biome for 'Tropical' and 'Grassland', then all animals in the game that have the 'Tropical' and 'Grassland' tags would also have the 'Temperate' tag.

Taking this into consideration, what could be suggested for the cassowary is the 'Grassland' biome, to represent their presence in wooded savanna regions near forests. However, I think it is too marginal to be added, or at least many other animals should take priority for missing biomes.
While "tropical" does refer to any tropical area in real life, just as you said, in Planet Zoo it tends to be treated as more or less synonymous with "rainforest." Still, your argument is solid, so I'll just remove it entirely for now.
 
As your link shows, the Neotropical realm includes Mexico, South Florida and the Caribbean, all of which are regions north of Central America, so that would cause serious problems tag-wise, if tropical NA is left out of the bunch. However I do understand the single South & Central America tag the game had since launch, and have no problem with it as long as it is used constantly. However the DLC's have proven otherwise, had composed a thread just for this issue.
I agree - there are lots of inconsistencies in the game, especially for regions and climate. My personal bugbear is the assignation of the temperate biome to ~ 1/2 of Australian animals and plants despite temperate biome not being present in Oceania (according to Frontier’s, somewhat odd, climatic definitions. Mostly though I can see that they’re trying to get a balance between accuracy, gameplay and general understanding…. Using continents as designators, rather than zoological realms, for instance, makes sense since most oeople know what ‘Central America’ means (broadly) but not many know what ‘Neotropical Realm’ means.
 
Would definitely love the ability to edit animals to be 100% in sandbox, and able to buy albinos regularly. I would be happy with a setting that forces all animals to be 100% at this rate.
 
As your link shows, the Neotropical realm includes Mexico, South Florida and the Caribbean, all of which are regions north of Central America, so that would cause serious problems tag-wise, if tropical NA is left out of the bunch. However I do understand the single South & Central America tag the game had since launch, and have no problem with it as long as it is used constantly. However the DLC's have proven otherwise, had composed a thread just for this issue.

Maybe the solution for this recurrent topic of animals (giant millipede, puff adder, moose) lacking or not belonging to some continents would be to get completely rid of the continent classification, and replace it with biogeographical realms.
That way, all those South American animals with some range in Central America would be just Neotropical, puff adder would be Afrotropical (which includes southern Arabia), and so on. I mean, that's the reason biogeographical realms were made, because continents are not the best way to represent animal ranges.
 
I'll be posting a video about this whole wishlist sometime this week, hopefully that will garner a lot more attention for us! In the meantime, I really want to emphasize the renaming of animals to be more specific species going forward. I feel like it does a lot to educate the public about what exact animals are, specifically the Giant Galapagos Tortoise, Cape Buffalo, and Timber Wolf. Wolves and the Giant Tortoises are incredibly diverse animals, and having these overlap names really does nothing for education other than a surface-level, "hey, these animals exist". I would love to see these populations specifically be identified as accurately as possible <3 Not to mention it'll help us in modding as we can go forward and make the rest of the species without having to worry about any overlap!
 
Hello everyone, and welcome! This is the 1.8 Meta-Suggestions list. You may know this list as it's old name (small and easy suggestions), but we've rebranded! After well over a year of continuing this list and adding new things when the dev team implements our ideas, I have decided to finally open this list up to bigger ticket items. This includes model errors, overhauls and new scenery items (foliage too)! This list is quite a bit longer than you're used to seeing, but I think everything here has it's place and is warranted to some degree. It is the culmination of roughly 40+ hours of work/research since 1.7 has released. I would like to thank all of the community managers and the dev team, we had 13(!) items addressed between 1.6 and 1.7. That's easily the most yet! Those will be reflected in color at the bottom, so you can see what's new. Without further delay, the list:

Zoopedia, Biome and Geography Issues
  1. Make the following appropriate biomes changes for the following animals/biomes
  2. Taxonomy errors:
    • "Timber wolf " refers to specifically to three North American exclusive subspecies of gray wolf. Using the Zoopedia's distribution map, along with the overall model design and the different translation names, we can logically come to the conclusion that this is in fact supposed to specifically be the Rocky Mountain Wolf, aka the Mackenzie Valley Wolf. This means it's named should be changed, and all references to Europe be stripped away from it's Zoopedia entry and distribution map.
      • As a further expansion on this point, the translated names pointed out here by @Aramar are very inconsistent.
    • Rename the “African buffalo” to be the Cape Buffalo. The full Latin name in the Zoopedia along with the distribution map indicate this is meant to be this specific subspecies only, and not a catch-all for the entire species. Thus, the name is incorrect and should be changed. As such, the Tropical Rainforest biome no longer applies. It should have Aquatic regardless, as the Cape buffalo frequents wetland regions. The rest of the bio will need to be edited.
    • Rename the “Galapagos giant tortoise” to either Chatham island tortoise or San Cristobal island tortoise (this refers to the same animal). There is no such creature as a “Galapagos giant tortoise”, as many different species that look drastically different from each other make up that group of animals. Also, the scientific name chosen for the Zoopedia, Chelonoidis niger, refers to an extinct species. The name should actually be Chelonoidis chathamensis. The rest of the bio will need to be edited.
    • The “Pronghorn antelope” is not an antelope at all. The word needs to be removed from the name, so it reads only as “Pronghorn”. The rest of the bio will need to be edited.
  3. For the "Nature" tab, Central American should be added to North America and removed from South America, in order to be accurate to geography and geopolitical issues.
    • Any animal that lives in Central America but only has the current South/Central tag will need to have the new North/Central America tag added.
  4. General Zoopedia Errors:
    1. Add Baird's tapir and giant anteater to North American Zoopedia filter (the rest of Central American animals are correctly there)
    2. American alligator bio references saltwater crocodile (Link to image)
    3. The info sign for the moose references Alces alces gigantes which is the specific Alaskan subspecies, however this change is not reflected in the actual animal. The info sign should instead just be Alces alces , the Zoopedia should have North America, Europe and Asia as continents, and have taiga, temperate, tundra and aquatic biomes.
    4. Binturongs do not live in Singapore, as such this should be removed from it's range in the distribution map and Zoopedia description.
Exhibit System
  1. Biome changes
    • Add Aquatic biome to Goliath frog and make it the biome shown in the exhibit box.
  2. New Features
    • Allow glass, roof and bottom on exhibit boxes to be set to null individually. There is a mod that allows this, but being an official part of the game would be preferred. This will allow us to create custom displays and would go a long way for creativity options, which is easily the biggest complaint for exhibits currently. Can be implemented into the drop down menus that already exist for choose between window, opaque and background art.
    • Allow a toggle option either in the game settings or in the exhibit's settings that automatically sends newly matured animals directly to the trade center, to make balancing populations less tedious, especially when playing on triple speed.
  3. Consistency issues
    • Add the ability to change water color and transparency to the Aquatic biome vivarium. Should be easy to implement given the system already exists for standing water and some scenery items.
    • Add 3D façade for the Aquatic biome vivarium. I was greatly disappointed that no effort was made to give it one since the base game biomes (Desert and Tropical Rainforest) both have one.
    • Since the Puff adder and Sacred scarab beetle are now in the Grassland biome rather than Desert, they deserve a new vivarium ground texture, foliage and two new custom 2D and 3D backgrounds for the Grassland biome. (Edit: It seems the beetle was moved into the desert biome, but the puff adder remains. Rather than moving the adder back to desert, please move the beetle back to grasslands, and give them their own terrain).
Animals Behaviors and Animal Models
  1. Edits for/to major behaviors (Diving, burrowing, climbing)
    • The following animals need to spend more of their time climbing, especially climbing trees; binturongs, koalas, capuchin monkeys, Chinese pangolin and red pandas. These animals in particular should not be spending so much time on the ground.
      • Specifically, red pandas and binturongs should be spending at least 80% of the time climbing on trees and climbing frames. Koalas should literally only be on the ground to poop and when moving to a tree feeder, so 95% of the time at least.
    • Add Chinese pangolin to the climbing system, and give it the binturong's "hanging" animations. This species of pangolin is actually notably arboreal and also has a prehensile tail like the binturong. Credit to @macronecu for pointing this out.
    • Finish adding diving to relevant species: Baird's and Malayan tapir, Nile monitor, Moose
      • Not diving, but re-add the swimming animations for the Chatham island/San Cristobal island tortoise that existed in beta
      • Add some more unique animations while diving such as tigers and bears play fighting
  2. Expanding enrichment usage:
    • Give all canids that do not already (except fennec fox, due to size constraint) access to rope toy, swimming pool and tennis ball enrichment items (fennec fox has this latter one anyways).
    • Add natural termite mound use and animations to chimpanzee, bonobo, pangolin, aardvark and meerkat. Currently, these can only use the non-natural one.
      • In congruence with this, give the giant anteater access to the artificial termite mound
    • Give forage wall access to all remaining bear species
    • Give hammock access to jaguar, giant panda, Formosan black bear and snow leopard
    • Replace herb scent marker with blood scent marker for polar bears
    • Give disco ball access to the bonobo and King penguin, since the chimpanzee and Cape penguin can use it, they may as well also
    • Give the moose the underwater herbivore feeder
  3. New enrichment item ideas
    • Add a "sentry post" style enrichment item for meerkats, modeled after a tree stump (preferably some generic enough to fit in any setting). New animations only need to be created for getting onto the object, when on the object, the current "sentry" animations can be reused with no issue.
    • Add two new enrichments items: smaller versions of the forage box and mud wallow. This would be intended to be used only by smaller animals/smaller groups of animals. The current items are quite large, and can thus limit habitat design. Idea provided by @NZFanatic
    • A smaller version of the waterfall enrichment, for similar reasons to the above point. It looks a bit odd when using the giant one for a small flamingo habitat for instance.
    • Sleeping log/tree limb! One or two variations, perhaps a natural branch and one that's more of a generic log (flexicolor please). This would hang off of the edge of a hill or climbing platform and would provide unique sleeping/resting animations for the relevant animals, being binturongs, red pandas, clouded leopards, sun and moon (Formosan) bears, jaguars, lions. Super easy way to get animals climbing more often, and for longer.
    • Leafless, broken trees, but as enrichment items, with specific sets of climbing animations for different animals.
    • Water slide object that must end in a connection to a body of water, being used by otters. Could be made big enough in case, oh I don't know, a California sea lion is ever added.
    • Each biome should have a tree for a natural scratching post, except the aquatic biome. Currently the tropical rainforest and taiga biomes are the only two with trees that fit.
    • Temperate fall leaves sleeping pile
  4. Give ambiance speakers a small privacy bonus for shy animals
  5. Increase cold and snow tolerance for Formosan black bear to be more realistic.
  6. Remove giant anteaters as a walkthrough habitat, they are incredibly dangerous and would absolutely never, ever be allowed as one in a real zoo.
  7. Make the Bactrian camel a walkthrough habitat. Since this is supposed to be the domesticated animal, not the wild one, it makes sense to allow this as a walkthrough animal.
  8. Make it so that water based plants, in particular the lilly pad and water lotus, are not able to be walked on. It completely ruins immersion to see a hippo or elephant walking on a patch of water lilies.
  9. Slightly boost the number of spotted hyena able to be kept together without infighting. Generally, hyenas can be kept in larger family groups than the game currently limits.
  10. Change any food texture items with polar bear food enrichment to be meat exclusive. Some still use a mixed fruits and veggies texture, which is fine for any bear species except polar bears, which are hyper-carnivores and would never eat fruits or vegetables, except very, very rarely in captivity only. Not common enough to justify the texture remaining the same.
  11. Allow Southern white rhino and hippo to share habitats without fighting. Doesn't necessarily need enrichment bonus, just the no fighting caveat.
  12. Increase size groups for American alligator, both mixed and same sex. They are social animals unlike other crocodilians and can be kept in larger groups without incident.
  13. Every known animal model issue/error
    • California sea lion: The male model is much too small in comparison to the female model. Sea lion males are always far larger than the females, regardless of captivity vs wild. The male model needs to be made larger.
    • Southern white rhino: The rhino calf is the model of a juvenile animal, but is the size of a newborn infant. If the animal is to remain the infant size, the model needs to be reworked so that the horn is removed, as baby rhinos do not yet have horns. If the animal is intended to be a juvenile, then the model need to be made bigger, and the size of the head and feet need to be increased a bit.
    • Malayan tapir: Purple coloration, Baird's tapir mark on head is leftover, nose is too short, hump not pronounced enough etc. There. Are. Plenty. Of. Threads....that discuss this issue. I think of all the model errors, this is the most egregious, partially because the art team was able to make a sign that looks exactly like a proper Malayan tapir while the actual animal model is a 1 to 1 reskin, and partially because we know that Frontier is aware of this issue, and has patched other animals (binturong, dhole) but seemingly doesn't care enough to fix this one.
    • Llama: Not a bad issue per say, but for some reason, when color variations were added, the all white skin that was the default before color variations was removed. I am asking for it to be re-added.
    • Gharial: Skin texture should be slightly darkened, scutes missing from the back/spine, body is a bit too bulky/pudgy, head shape needs to be narrower. This 3D rendering shows how the changes to the model should be made.
    • Chatham Island tortoise: Model is too small for a full grown adult. These can usually get quite bigger than the ones in PZ are capable, as this picture will show.
    • Aldabra tortoise: Has the same issue as the above, the model is too small for a full grown adult. These can also get quite big, as this picture will show.
    • Jaguar: Fur is too fluffy and a bit too darkly colored (brown). The body is too lithe like a leopard, and should be stockier and more muscled. The head should be slightly enlarged and made more muscular, there should not be black on the front of the ears, and the spot patterns should be darkened.
    • West African lion: Probably the single most complained about animal until the binturong and Malayan tapir issues came. The lioness is good, but the cubs need these spots or mottling on them. If they were juvenile animals it wouldn't be an issue, but they are clearly designed as cubs. The male lion needs it's mane entirely redone with the updated fur shader/texture, the original one looks like plastic. Both male and female adults need the snout elongated. Male needs mane variations (both coloration and maneless variants).
    • Grizzly bear: Needs a rework because it's the wrong kind of thick. It looks way overly fat, instead of stocky with a good mix of muscle and stored fat. It literally has the body shape of a potato. This is what an actual Grizzly looks like.
    • Himalayan brown bear: Let's all be frank. This was an animal added to the base game to help pad out the roster. It's nearly an exact carbon copy of the Grizzly bear. Look at this picture and you tell me if you think Planet Zoo's bear is close to accurate. It's way too fat, the coloration is too dark, the ears are wrong. Just not great all around.
    • American bison: Slightly too small, the head needs to be a bit larger and in general should be a bit taller. Here is a diagram that compares what the average size of an America plains bison looks like when compared to an average size adult human. In Planet Zoo, the keepers are usually as tall as the bison's hump (which itself needs to be made a bit taller).
    • Bactrian camel: This is also undersized. Here is a similar diagram for you to compare sizes with. In addition, the Planet Zoo camel has the face of a dromedary camel, not of a Bactrian camel. It also needs color variations including white, dark brown, cream and gold/ginger. Seeing as this is intended to be the domesticated Bactrian camel and these variations are common in captivity.
    • Cheetah: The adults are good, but the baby cheetahs are carbon copies of the adults, when they are clearly supposed to be infant/cubs. Here is what PZ made. Now compare it to a real cub. Unfortunately, not even close.
    • Snow leopard: The face and body are too fat, overall should be more lithe. The face should be a little elongated and the eyes slightly enlarged.
    • Spotted hyena: Neck arch and hind legs need to be a bit more exaggerated than the PZ version. Also, the "mane" needs to be more pronounced.
    • Nile monitor: Skin patterning on the adult is somewhat inaccurate, but not game breaking. What is however, is that the babies are carbon copies of the adult, just smaller. This is totally inaccurate compared to how they should actually look.
    • Koala: Too cute and stylized, looks like a plush toy. The lines around the mouth should be more defined, the nose should be more defined. The ears should be whiter, and for once you have here a PZ animal that actually should have more fur but it doesn't. The ears need to be more scraggily, seen here.
    • Rocky Mountain wolf: Animal is overall too fluffy and way too fat, especially the face. It has jowls for crying out loud, it's so fat. Here are some pictures of what an actual North American gray wolf looks like.
    • Chimpanzee: Make adult face darker, not pink. Usually only infants have pink faces.
Foliage, Rocks and Landscapes
  1. General foliage ideas:
    • Less bushy bamboo options. Sometimes we just want to be able to use the taller stalks and not have gigantic leaves and branches obscuring vision. This happens even with the smallest Bengal bamboo size.
    • Taller, skinnier trees. This follows the same logic as above, we want to use trees that aren't so short and fat they obstruct vision. Around 3-4m up for the foliage to start appearing would be good for line of sight. Think of how the yellow fever trees are, tall, skinny and spread out. That's what I mean here.
    • More grasses. The drinn grass was a fantastic addition, but we could use at least 2-3 more species.
    • More Western palms (and palmettos). I've changed this to specify "New World" palms as the Africa pack and 1.6 update did a good job adding some fantastic African palms.
    • More aquatic plants. Specifically, some more sea grass and giant kelp would be fantastic choices.
    • More natural looking climbable branches and logs. We're super limited still and usually have to resort to non natural looking options, which yes, I would include the log/wood climbing set. I want some really natural looking dead trees and branches.
    • Wood chip piles and flat wood chip surface covering items (just like the mulch items). These are heavily recommended by the AZA and EAZA for many habitats such as elephant and rhinos. In Goron’s video interview with a habitat designer, this was talked about and he specifically noted how PZ does not have any wood chip items.
    • Individual cattails and reeds
  2. General rock ideas:
    • Add in 5-10 new medium and large models for the fake rocks, with some updated texturing, still make them flexicolor.
    • Add new faux rock items in the shape of the flat “rock cladding” items the “real” biome rocks have. Make flexicolor, same as the current faux rocks.
    • Kopje texture and shaped style rocks
    • Faux rock baobab tree (the tall, skinny, dead kind that zoos tend to use)
    • Dynamic snow rocks, using the taiga or tundra rocks as the base. Functions that same as the dynamic moss rocks.
  3. Foliage options for regions that are underrepresented in general:
  4. Fix tag issues for existing items:
    • Give umbrella thorn acacia the Asia tag (Exists in Middle East and India)
    • Give papyrus sedge, blackthorn bush, common water lily, Italian cypress tree, elm tree, hawthorn bush, ivy and oak tree Europe tag, and add Grassland biome as well (All of these exist across the Mediterranean)
      • Rename cypress to Italian or Mediterranean cypress
  5. Add a drop down menu when creating a new zoo that allows you to choose a background that corresponds with that biome. For instance, creating a new taiga map allows you to choose between the vanilla map background, or any of the custom made scenario/campaign ones. The full list of map backgrounds that we would be able to choose to use is:
    • Vanilla (Tropical rainforest, temperate, grasslands, desert, tundra, taiga)
    • Special location based
      • Desert: Australia outback
      • Tropical rainforest: South America Andes
    • Scenarios with unique maps
      • Temperate: (Goodwin house, Panda Park, Yamaguchi Prefecture, Red Barn River, Bernie Goodwin Memorial)
      • Tropical rainforest: None
      • Grasslands: (Great Caldera Safari Park, Myers Lake Island, Myers Entertainment Park)
      • Desert: (Mexico Conservation Park, Tanami Roadside Zoo, El Darar Bazaar)
      • Tundra: (Goodwin Arctic research, Karst Mire)
      • Taiga: None
  6. Add at least one new map background for each continent. With the restrictions of how PZ biomes work, there are many locations that do not look accurate when trying to build a zoo in that location. For instance, trying to build a temperate deciduous forest zoo in the Eastern U.S, but the only map background is for the English countryside. Here are some of my favorite options:
    • Europe: Gieranger Fjord to represent Scandinavia. Almeria, or some similar place in Italy, Greece or Croatia, to better represent the Mediterranean, with which there is currently no accurate map type or background.
    • Oceania: New Zealand beaches to represent, well, New Zealand! None of the current maps or biomes truly represent NZ.
    • North America: The Great Smoky Mountains, to fix the example issue I highlighted. Also, North American Prairie, for similar reasons as the temperate biome. The current grasslands background and plants look too African savannah to convincingly look like the Great Plains.
    • Asia: Himalayan Valleys for Nepal, China, India and Tibet.
    • Africa: Mount Kilimanjaro. Africa is actually quite well off, but this is so iconic that it would be an incredible background.
    • South America: Torres del Paine, to give some better representation to the cooler temperature areas of South America, like Chile and Argentina.
New Scenery Ideas
  1. Topographic map items of each continent, with different depths to show either biome regions or elevation, similar to the style of the globe on the main screen. Different elevation, or biomes (whichever you decide) are flexicolor to each other (Level 1, 2, 3 etc.)
  2. Additionally, one large world map item in this style
  3. Focus on more cohesive theming for any statues added into a free update. What I mean by this is, instead of giving the hippo or Nile monitor for instance, a random theme for a statue, give them some statues in the theme of the new Africa pack, that way they can all be used together. Another example, give the Baird's tapir a statue that fits the SA pack theme.
    • I previously asked for artwork and statues to be added for animals that had no items in game, which was somewhat remedied, however it is still an issue. Here is the list of animals that have no representation at all
    • Aardvark, Cape Buffalo, African Wild Dog, Aldabra Giant Tortoise, Bactrian Camel, Bongo, Bonobo, Common Warthog, Formosan Black Bear, Chatham island tortoise, Gemsbok, Himalayan brown bear, Komodo dragon, Mandrill, Nile nonitor, Nyala, Okapi, Pygmy Hippo, Snow Leopard, Springbok, Thomson's Gazelle, Lehmann's dart frog, Golden dart frog, Gila monster, Yellow anaconda, Boa constrictor, Giant leaf insect, Eastern brown snake, Death adder, Giant cockroach, Goliath frog, Goliath beetle, Titan beetle, African giant snail, Lesser Antillean iguana
  4. 1-2 placeable “pond” items so we can have small water objects without actually using the terrain tools, which can be a bit hard to use for small areas. Faux rock borders that are flexicolor, as well as flexicolor water
  5. Add fake eggs props for various in-game species (ex: Cassowary, caiman, Komodo dragon, Ostrich). Idea originally discussed with Chante in "Eggs" thread last December.
  6. Concrete wall panels, similar to the plaster or mud ones.
  7. A few backstage props (rakes, hoses, brushes etc)
New Game Mechanics
  1. The ability to make 2m and 3m wide paths without using exploits involving placing queues. This should at the very least be implemented for staff paths.
    • Add same color variations of staff paths without the logo imposed. Also, a new or color or two, such as a sandy brown, would be great.
  2. Ability to place trash cans on sloped paths
  3. Add a null path option
    • Add null kerbs to the terrain paths
  4. Add an option to the null barrier that allows a toggle for visibility through it.
  5. Tone down severity of light/godrays indoors
  6. Space apart the barriers addition and extension buttons when building barriers as they often overlap, forcing you to change angles while building, which is restrictive.
  7. Smaller version of the walkthrough habitat gate
    • Null Version of both would be good as well. Option made of metal or glass would be nice but not as needed, especially if a null option is made.
  8. Allow zookeepers to walk through flat bottomed water that is 1.5m or shallower. This will allow just a little more flexibility when creating habitats such as monkey islands.
  9. Ability to set genetic size and stats etc. in sandbox mode
General Quality Of Life Stuff
  1. Add animal tags to climbable trees if the animal can actually climb said object. I have noticed that not every climbing animal can climb every tree with the climbable label, which means it’s very annoying to try and have to figure this out for yourself.
  2. Habitat land size reductions for these animals:
    • Australia mandates that koala habitat space is 20m^2 for a koala, with an additional 10m^2 per each new animal. The largest habitat size was around 100m^2…..PZ mandates minimum size for a Koala be 180m^2. Visual representation found here. I recommend the new minimum be 100m^2.
    • The AZA specifies the minimum land requirement for a pair of red pandas be at least 40m^2, with more being preferred if possible. I would recommend shrinking the land requirements to something more realistic, from 220m^2 for one animal to a new minimum of 150m^2. Keep climbing area the same.
    • The AZA specifies the minimum land requirements for a pair of binturongs be around 42m^2. Taking into the recommended 8-10 feet^2 (2-3m) verticality that is required, I would recommend reducing from PZ’s requirements of 182m^2 per animal, to a new minimum of 150m^2 per animal. Keep climbing area the same.
  3. Add large and small circular billboards.
  4. Ability to specifically turn off "About to mature" notifications
  5. There is a game decoration that is clearly an Asian elephant that displays the name of "African elephant sign". This hasn't been fixed in over a year and a half.
  6. Take a break from the timed challenges and just make them regular campaign maps, even if they're a simple one-off without voice acting. This is highly requested by both people on the forums, and on the PZ Reddit.
  7. Add in TikiChicki food stores and vending machines. This was the only base game PC store that was left out of PZ base game
    • Consider adding the PC world’s fair stores in a free update (since they are paid dlc for PC this may be a big ask, but I don’t think people would buy a store dlc for PZ)
    • Food stands/carts (ala ZT2) for existing brands would also be a nice touch
  8. Add the ability to make longer zoo names. Suggested by @macronecu originally
  9. Add flexicolor water and flexicolor rock to the forage pool enrichment item
  10. Add option to disable animal scarring, if not in all game modes, then at least sandbox mode
  11. Revamped tegicam system (made into an actual feature, rather than a hidden cheat)
  12. Add a “still water” or “slow flowing water” effect (or 2) to the game. We have plenty of options for fast moving water, such as water falls and rapids, but none for slow or still water.
  13. Increase giant panda star appeal to be the max amount in the game. As pandas are so rare in captivity to begin with, and generally seen as "cute", their rarity and real life popularity status should be reflected as such in the game.
  14. Decrease size of California sea lion and faux rocks hitboxes.
Notable Bugs
  • Slow motion jumping for clouded leopards when climbing
  • Capuchin monkey facial glitch
  • Grid flickering with pathing and terrain during construction.
  • Spotted hyena black hole throat
  • Koala in passive climbing on a tree while being at the bottom of the trunk, so it clips into the ground.
  • New birch branch items have very low resolution/texture, even on ultra settings (This might just be a problem specific to me but I'm not sure why. I play on all ultra settings)
  • Animals swimming through barriers and walls
  • Added desert biome tags to cheetah, common ostrich, African wild dogs and pronghorn
  • Added taiga biome tags to Formosan black bear, giant panda and American bison
  • Upgraded capuchin conservation status from LC to V
  • Added more statues for existing animals
  • Added more art for animals by adding custom billboards
  • Added different sized education boards by way of custom billboards
  • Added more ambiance sounds by adding custom sound speakers
  • Added staff heatmap to show where keepers can and cannot walk in habitats
  • Added continent tags to all rocks, allowing them to still be used when filtering strictly by continent
  • Fixed visibility issue with water/tanks by allowing custom colors and visibility
  • Updated animal icon for the binturong to show the new model
  • Updated African bush elephant conservation status from V to E
  • Added a search bar to animal trade centers
  • Added diving to polar, grizzly, sun and Formosan black bear.
  • Added train all staff button
  • Made mesh fences see-through
  • North Sulawesi Babirusa name was changed to be the appropriate species, and the distribution map is fixed to reflect this as well.
  • African elephant name changed to specify African Bush/Savannah Elephant
  • Red kangaroos are now walkthrough
  • Significantly changed diving depth restrictions for all animals
  • Added diving for jaguar and the two tiger species
  • Rainbow eucalyptus now has Oceania tag
  • Bramble bush now have North America and Asia tags
  • Added natural birch branches
  • Added path kerbs and barriers
  • Increased cold and snow tolerance for Bactrian camel and American bison

And there you have it, the 1.8 meta-suggestions list! As a reminder, suggestions will be open for right around 2 weeks and then I will close the list, in order to give them team ample time to start thinking about what they might want to tackle next. I really appreciate all of the hard work the CM team and the dev team do respectively. It truly is incredible to me that we have gotten so much added into this game just from the continuation of this list.

As always, @Jens Erik @Eltanin Casciani @Francesca Falcini @Tim Smith , if you discuss any of these points with the dev team and they tell you something is impossible, for one reason or another, feel free to post that here and I will happily remove it! Thanks again for all the hard work you've done for us as a community.
They should also rename the African wild dog to the African painted hound due to recent conservation efforts to change the name.
 
While "tropical" does refer to any tropical area in real life, just as you said, in Planet Zoo it tends to be treated as more or less synonymous with "rainforest." Still, your argument is solid, so I'll just remove it entirely for now.
This is mainly due to the in-game Tropical map setting/textures, with its deep green colored grass and dark mud, making it look like it receives precipitation year-round and a lot of it, which is fair to be honest, as there can only be a single set of textures for the 'Tropical' biome in the game. Another solid example to this is the 'Grassland' biome map that resembles an African savanna. In other words, the abstraction is fine, this is a game and we have to live with it. However, the rules created within the abstraction of the game itself should be consistent and there's been issues with DLC's not using the base game's methodology.

Here's a good example showing how 'Temperate' biome tags were removed from a ton of tropical animals that are restricted to the tropics/subtropics before launch (see my messages on the thread), showing the intention in perfecting the biome system the game had before its release. At the time the 'Temperate' tag seemed to have included woodland areas in the tropics, but they removed almost two dozen examples (which was all, except for the cockroach) from base game animals, showing the intent that they didn't want to use this method of classification anymore (ZT3 by Frontier had this method too). They probably made this decision after seeing that 1) assignation of 'Temperate' to strictly tropical animals messes up with temperature suitabilities and 2) the fact that there are no trees from the tropics/subtropics in the 'Temperate' filter (plants that also don't have 'Tropical'), as all the foliage in that category are temperate deciduous forest trees/plants. However, sadly, DLC animals apparently missed this quality review, and they kept using the pre-quality review methodology. This thread was a good one to highlight the inconsistency issues within the game's own system, but was either missed or ignored for the sake of existing habitats players made, despite the mere 1-2% effect foliage type and coverage has on animal welfare.

Speaking of the method the game uses in its biome filters, tags and the front-end globe, it classifies tropical rainforests, moist forests and monsoon forests within its definition of 'Tropical'. On the other hand, tropical dry forests, seem to be classified under 'Grassland', based on the game's front-end globe (in comparison to the source map - e.g. see India and Africa) and according to most biome tags animals have, but again some dry forest species seem to have the 'Tropical' tag, so there is a question mark there. Tropical tree savannas, tropical grass savannas and tropical deserts are definitely not categorized as 'Tropical' in the game, so to summarize, it has to be a type of moist or seasonal forest in tropical/subtropical regions of the world to count as 'Tropical' in the game, so what I was trying to say wasn't about "any tropical area in real life" - just wanted to clarify that.

I agree - there are lots of inconsistencies in the game, especially for regions and climate. My personal bugbear is the assignation of the temperate biome to ~ 1/2 of Australian animals and plants despite temperate biome not being present in Oceania (according to Frontier’s, somewhat odd, climatic definitions. Mostly though I can see that they’re trying to get a balance between accuracy, gameplay and general understanding…. Using continents as designators, rather than zoological realms, for instance, makes sense since most oeople know what ‘Central America’ means (broadly) but not many know what ‘Neotropical Realm’ means.
Front-end globe inconsistencies are a thing on their own, doesn't really tie to balancing or gameplay - it was just a side effect of an inaccurate source map that was used during early development. Said map is now fixed (see editing history for corrections), so I hope it gets reflected on the game's front-end globe. Here's the thread I made on this issue.

Maybe the solution for this recurrent topic of animals (giant millipede, puff adder, moose) lacking or not belonging to some continents would be to get completely rid of the continent classification, and replace it with biogeographical realms.
That way, all those South American animals with some range in Central America would be just Neotropical, puff adder would be Afrotropical (which includes southern Arabia), and so on. I mean, that's the reason biogeographical realms were made, because continents are not the best way to represent animal ranges.
My sentiments exactly. I had the same idea for a very long time. If I had made a game myself, or modded an existing one, the tags I would have used would be based on geographical realms instead of continents - for instance this would fix issues like tropical trees like coconut trees that have the 'Desert' tag to represent coastal dunes showing up as suitable for cold desert animals. However, I do understand Frontier's decision, as continents are better known by a lot of people, so for gameplay reasons it makes a lot of sense to use an "easier" system. Although, the system has to be consistent, which is lacking right now. Created this thread in hopes of fixing all the inconsistency issues.
 
I'd like to see Frontier implement a way to have different biomes in the exhibits for animals that have multiple biomes in their zoopedia. And maybe even a "generic" one that's not as themed and just looks like a tank with dirt or something.

Also it would be cool to have signs for the other North American animals is the same theme as the signs from the new pack and vice versa!
 
...

I like the first QoL idea. As far as the movie theaters go, with the new guest stands and custom billboards you can just build your own, I don't think it's worth having that as a new type of attraction or feature, especially if it's just a shell building and you can't see what's going on inside.

For the bug you talked about, is that just when using null barriers, or is it when you use physical barriers?

...
The exhibit that triggers it the most is one with mostly null barriers and a little bit of 1-way glass. Koalas are the main offender but they dont make guests flee in terror. The orangutans have done it too and since they are the most popular animal in the zoo they will really clear the house lol.

I mentioned theaters as its something that would be "easy" and retain the educational/nature focus of the game but I just want more stuff that guests can "do". Guest activities like playgrounds, theaters, carousals, etc really gave a varied approach for setting different parks apart from one another and gave that mental stimulation of trying to figure out where best to place them for guest engagement. Making my own with billboards rings a little hollow when it isnt functional, at least to me
 
Something that me and @justGoron talked about in the recent Thar episode was the ability to link up benches/tables to a food/drink stand. It's one of the things that kinda bugs me when it comes to Planet Zoo and which was a big thing in ZT2, if there were tables close to the stands then the guests would prefer sitting at those tables over eating it on the go.

It would be cool to be able to link those tables in the same fashion you can link seating blocks for animal talks, so that you can have a dedicated food court rather than having people occasionally using the tables :p
 
Something that me and @justGoron talked about in the recent Thar episode was the ability to link up benches/tables to a food/drink stand. It's one of the things that kinda bugs me when it comes to Planet Zoo and which was a big thing in ZT2, if there were tables close to the stands then the guests would prefer sitting at those tables over eating it on the go.

It would be cool to be able to link those tables in the same fashion you can link seating blocks for animal talks, so that you can have a dedicated food court rather than having people occasionally using the tables :p
100% Also being able to link education talks to regular benches and not just the new seating areas. Also, imagine linking up a bench/seating area to a billboard so you can make movie theatres!
 
Congratulations on passing 50 likes, Bearcat and the gang! Thank you so much for being the caretaker of this wonderful project :) Let’s hope a lot more things get addressed soon enough!

Another thing I would love to see are more expansions to ingame sets of wall sets. Be it panels of the Dry Stone or Brick sets, or even flexi color expansions of the Dry Stone, East Asia stone, or the India wall sets! They just did it with the Limestone and I’d love to see that expand!

Not to mention flexicolor limestone statues, including the reward statues!
 
Something that me and @justGoron talked about in the recent Thar episode was the ability to link up benches/tables to a food/drink stand. It's one of the things that kinda bugs me when it comes to Planet Zoo and which was a big thing in ZT2, if there were tables close to the stands then the guests would prefer sitting at those tables over eating it on the go.

It would be cool to be able to link those tables in the same fashion you can link seating blocks for animal talks, so that you can have a dedicated food court rather than having people occasionally using the tables :p
100% Also being able to link education talks to regular benches and not just the new seating areas. Also, imagine linking up a bench/seating area to a billboard so you can make movie theatres!
Congratulations on passing 50 likes, Bearcat and the gang! Thank you so much for being the caretaker of this wonderful project :) Let’s hope a lot more things get addressed soon enough!

Another thing I would love to see are more expansions to ingame sets of wall sets. Be it panels of the Dry Stone or Brick sets, or even flexi color expansions of the Dry Stone, East Asia stone, or the India wall sets! They just did it with the Limestone and I’d love to see that expand!

Not to mention flexicolor limestone statues, including the reward statues!
I'm about to do some more traveling but I will add these later today!
Two more things to add

1) Temperate Biome isn't appropriate for the Malayan Tapir, considering their range.

2) We should be allowed to customise the colour of multiple Aquatic faux rocks, when we multi select.
I am so-so on removing temperate biomes for the SEA animals and caiman, this debate has come up multiple times now, it's just a byproduct of how biome works in PZ. If temperate is a stand-in for temperate grassland, or dry forest etc, than it's not as big a deal to me. Also, I added something about coloring a whole selection group already, so that would apply to your second idea :)
 
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