Planet Zoo - 1.0.2 Update Notes

Thank you so much for this update, Trade Market is now finally loading for me again! And this update is a good sign of what's to come in the future.
 
It isn't that it's not a top priority, the team are working on it!

Tell them to stop working on it because it's fixed. ;)
I have 3 enclosures that had this error regularly (peacocks & both tortoises). All 3 enclosures use the same shelter and poop was getting stuck under there. I played for several hours today after the update and didn't see this problem anymore. Maybe a happy accident?
 
This is very very frustrating. So I made a large habitat . Make a work zone just for the one habitat. It has 7 caretaker 4 were setup just to Clean habitat and 3 to Feed Habitat/.
all the animal on the habitat are about to die of hunger a have a large group protesters.
Click on one of the food containers to call a staff (caretaker) and the game selects caretaker that I assign to clean and can not cancel the call. the caretaker keeps on cleaning and the other caretaker that I assign are just idle or wondering around. The animal go hungry.
 
Tell them to stop working on it because it's fixed. ;)
I have 3 enclosures that had this error regularly (peacocks & both tortoises). All 3 enclosures use the same shelter and poop was getting stuck under there. I played for several hours today after the update and didn't see this problem anymore. Maybe a happy accident?

I think a radar option for cleanliness would've fixed that.. That's the only option i'm currently missing. For some path-patterns the garbage is not that visible and you are able to check your exhibit for not visible (stuck under shelter) poo.
 
Nice patch, a lot of fixes, but i am pretty sure that this patch is the reason for my sudden FPS drop. Before this patch it was at max, now it has dropped to 30. Small park, 7 habitats, nothing special.
 
Having large packs of wild dogs is great, but I have an almost permanent notification re: fighting for alpha status now. Even when they aren't fighting I get the notification. An option to have it pop up only if it causes serious injury maybe? Low priority i know.

Lemurs still randomly end up boxed up, although it does seem less frequent.

Market seems much more responsive.
 
Nice fixes, but really dissapointed that there is done nothing about the caretakers not filling every feeding tray.
In my opinion an issue that should have been fixed before the game released...
 
This is very very frustrating. So I made a large habitat . Make a work zone just for the one habitat. It has 7 caretaker 4 were setup just to Clean habitat and 3 to Feed Habitat/.
all the animal on the habitat are about to die of hunger a have a large group protesters.
Click on one of the food containers to call a staff (caretaker) and the game selects caretaker that I assign to clean and can not cancel the call. the caretaker keeps on cleaning and the other caretaker that I assign are just idle or wondering around. The animal go hungry.

That workzone includes an accessible and nearby Keeper Hut and a Staff Room with spare capacity and what is the energy level of the staff who are "idle"? Food preparing Keepers need a Keeper hut to do their work,
 
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As somebody with 50+ hours on live and a 6K/day person main Franchise zoo I figured it wass worth creating an account to chime in on the feeding issue.

For starters, there is no issue with feeding smaller enclosures IF you have it setup properly (minus some babys not eating out of enrichment feeders).

There remains an issue with feeding larger enclosures, like for example if you make the African Herbivore enclosure with the Sprigbok, Buffalo, Zebra.....etc. The issue seems to stem from two things, TIME and Control (lack there of).

The only way I have found to semi counter both of these things is to put ALL of the feeders basically as close to the keeper entrance as possible, making for a poor looking but functional enclosure. You also can NOT have more then 1 food enrichment toy per species or you're going to get screwed.

The idea of having keepers be able to be separated as "cleaning" vs "feeding" was great, the problem is we can NOT control which one we call. I'm also unsure how the game decides which one to send every month. The problem in bigger enclosures though is that cleaning keepers (or spread out feeders) can cause keepers to be inside the enclosure for extended amounts of time (multiple months).

This seems to be the crux of the problem. So to recap, I do not feel there is a major problem with small enclosures, some minor ones, but not major. There remains a problem with larger enclosures. Frontier has multiple ways to fix it that I can see available. Which ever one you guys choose is fine, just please address the actual problem and don't just bandaid it with over feeding.

You guys have my email and forum information, feel free to search franchise for "Mooland" to see how I'm currently "dealing" with it and why it's not really working efficiently.
 
That workzone includes an accessible Keeper Hut and a Staff Room with spare capacity and what is the energy level of the staff who are "idle"?
Yes I have the workzone with the caretaker hut and the staff room next to entrance to the habitat . I notice many time the idle staff has energy on green and the staff on cleaning energy is red with no energy.
 

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"Locked the entrance gates so they can't accidentally be deleted. "

What happens to the people and their saves who have already deleted the entrance though? I have done so before this patch, thinking that I can buy entrance gates in franchise mode like it is possible in sandbox mode. I was wrong, and now my two-million dollar zoo, which I have put a lot of time and effort into is unplayable :(
Wouldn't adding the option to buy entrance gates in franchise mode fix both future and past issues regarding this?
 
That workzone includes an accessible and nearby Keeper Hut and a Staff Room with spare capacity and what is the energy level of the staff who are "idle"? Food preparing Keepers need a Keeper hut to do their work,

yeah i will make sure my 12 dead flaminog, 8 dead lemurs, 2 dead sprinboks will know this.....
It doesn't have to be a bug.... its just e.
 
Hey,

Increased population and sex limits of Timber Wolf and African Wild Dog allowing for larger, relatively peaceful packs that still Alpha fight infrequently.

Loving the game so far. Since this new update however my wild dogs have a permanent notification saying they are fighting for alpha status, even though the pack size is under the recomended size.
Is there a fix for this?
Thanks!
 
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