🐾Planet Zoo - Update 1.13 coming 4 Apr🐾

Hayo Zookeepers,

Spring has sprung and with it comes a new Planet Zoo update! ✨Free Update 1.13✨ will be making its way to you on 4 April - take a look below for more info on what you can expect to see šŸ‘€ā¬‡ļø


Animal Sociality

A new animal interaction mechanic is making its way to Planet Zoo - introducing Animal Sociality! This feature aims to bring a more life-like approach to the introduction of new animals into your existing habitats, and to provide clarity when and why overcrowding issues happen. This will not change how you manage your animals but is instead an overhaul in how we communicate this to you, and how the animals engage within their group relationships.

All animals will now have an additional definition in their Zoopedia entry; solitary, matrilineal, patrilineal, or gregarious. This will let you know how they engage with their offspring. New animals that are introduced to a habitat (and juveniles that mature) will be marked as Outsiders if they exceed the gender or population limits of a habitat, if they are rejected due to their relationship with the group Alpha (i.e. a male in a matrilineal group), or if their parents are present when they are a solitary species. This will maintain a more stable existing population and reduce infighting amongst existing animals, instead having them group together to target the new outlier and continue to fight until they are removed (or the situation causing them to be deemed an Outsider is improved). Outsiders will also be rejected and unable to partake in group dynamics such as mating, social interaction, and playing, thus creating a more realistic experience and helping stop further overpopulation issues (so if you forget to pause and go grab a snack, you won't come back to 30+ unintentional new offspring!).

However, some groups where coexisting wouldn't have been possible without aggression (such as habitats with an unbalanced gender ratio) may now be able to be formed if the members have developed a bond prior to maturing. Sociality will show you which animals have become bonded. Bonded animals will never fight their Alpha or their bonded partners, and can become bonded through spending time together, or by being juveniles born from the same two parents. It is unlikely that all animals in a large group will be bonded but, for example, it can allow for more than one male to remain in a matrilineal society (i.e. the alpha lion's brother being able to remain within the pride). Furthermore, in some species, the alpha male or female tends to lead the group but doesn't claim exclusive mating rights. These leaders will be marked with a crown in the info panel (replacing the alpha symbol) so that, whatever claim they have, it is clear who they are within the group and so that players can be aware of their reproductive role.

The Outsider relationship can be lost once an animal is removed from the habitat and time has passed allowing the relationships to decay. After this, an animal can be reintroduced to a group as if they have never met before, but unless the habitat has changed (i.e. the gender ratio is now balanced), the animal may still be rejected and become an Outsider once more. However, if all conditions that are causing an animal to be deemed an Outsider become invalid, it will enter an "integration" period, after which it will be fully integrated and accepted by the existing group. This can happen if the gender and population limits are balanced again, or if the animal is no longer impacted by the alpha of the group. The type of Outsider an animal is will be displayed within the info panel, so you will know the cause and be able to take appropriate managerial steps from there. This panel will also display the time left in the integration period, should your animal enter one.

Animal Sociality will add all of this information under the Social tab. All sociality dynamics will also be labelled appropriate per species, whether that be as a pride, pack, herd, clan, or similar.

Null Paths

Ever wanted to have a hidden or completely natural path, or to style your own via decorative items? We know you have, and now you can! Introducing Null Paths ✨

Disabling the "Kerbs on Ground Path" toggle on any Natural Path will now create a Null Path - an "invisible" path that allows guests and zoo staff to walk across a seemingly unmarked terrain. These paths will function the same as any other path meaning that terrain cannot be deformed around them, nor can facilities or similar be placed on them, but they will only show an outline when selected for building purposes and can be customised beyond that to your heart's content.

Similar to Null Barriers, any build mode will now have a settings dropdown to "Highlight Hidden Paths". This is enabled by default but can be toggled as necessary for those who really go in-depth with their building!

Multi-Axis Advanced Movement

Another improvement coming for all of our builders is an addition to your Advanced Movement options - multi-axis movement!

Until now, when moving objects you have had to pan it across each axis individually to reach the exact placement you want. Now, when you are in building mode, an additional handle has been added between each of the axis arrows. These handles can be selected to move any asset freely across two axes at once, i.e. forward/back and left/right, whilst remaining locked in position up/down. This should make building easier than ever!

Climbable Asset Toggle

Ever created a build that you're really happy with but then you unpause and - oh no! - some of your assets are climbable and now your animals keep escaping? This is no longer an issue with the introduction of the Climbable Asset Toggle!

Any object that is climbable can now have its climbing function toggled on/off. This selection is also available for groups and multi-selections, allowing you to toggle large amounts of assets at once. This will allow you to customise what animals are able to climb on, therefore restricting what they can scale - and stopping them from being able to escape from undesired areas!

When looking at the animals' traversable area, disabled climbing assets will be highlighted in black whereas enabled climbable assets will be highlighted in green. This will be particularly useful for things like custom barriers, or for creating more comprehensive climbing frames in which sections of it are maintained as purely decorative without disrupting the rest of the frame.



As always, these exciting new features will come alongside a range of fixes and quality-of-life improvements, which you can read in the patch notes after release.

There's more news coming for you soon but, for now, join us later today for a ✨special livestream✨ where we'll be taking a closer look at everything coming your way in free Update 1.13. Catch us on Twitch and Youtube at 17:00 GMT - see you there!
Very pleased to see that ideas from the meta-suggestions list are still being added, even though I haven’t had time to update it myself.

This update looks to deliver on a lot of QoL things we asked for, for a while. I wish I had more time to play PZ, I’ll have to make sure I set aside a few hours when the update goes live.

Thanks team!
 
Really, really excited to see how Animal Sociality plays into the gameplay and day-to-day managment of our zoos (from our decision making and troubleshooting perspective). Seems it has potential to be both less stressfull for breeding and more enaging and communicative overall when consdiering members and narritive of them within a habitat. Really will add to that sense of personality and indaviduality between groups of the same species I think. Might make me experiment more with group sizes.. we shall see how it all plays out in practice!

Interested to see where people go with null barriers too, for sure. Non-climable toggle will also make some complex builds less frustraiting to exicute for our climbers and gives us more ways to use existing assets, which is always a win!

Thanks team!!
 
All this sounds great! Especially the climbable toggle since it gives us a lot more pieces to build barriers with and less to worry about.

And seeing that new axis addition I now really hope we also get the option to rotate things on all axis using hotkeys like we can in JWE2. Itā€˜s so much easier and faster than having to click and drag each object into the direction you want when using advanced move and really something we could use in PZ as well.
 
I love this update ! The climbable toggle asset is one of the best updates ever ! Null path is also wonderful. I'm not sure I understand how the new axis thing is going to work but it's probably going to be useful too. Thank you.

And then the animal sociality... I was not expecting it at all but it sounds fantastic. It's going to make things so much more realistic. I absolutely love it. I'm usually playing in sandbox with aging and birth turned off though. So I don't have to care too much about changes in my herds. But I hope this also means that bonded members of a herd will behave more realistically. Like, for example, stay grouped together in a big mixed-species habitat.

Thank you Frontier and can't wait to see what the DLC is going to be. No hint whatsoever with this update. It could still be anything.....
 
Already posted about this elsewhere, so just going to quote myself:

Null paths is amazing, especially if they can be elevated (I suspect they won’t be though) …. Will make one of my builds 1000 x better. Super great!

The toggle for climbsble objects is also great. I’ve mostly got the hang of accounting for them but this’ll open up LOTS of possibilitie.

The new social stuff is cool (although perhaps Frontier need to check what matrilineal means (if I read it right). Won’t have sheets idea of how much it’ll have an effect until I see it in action though… they being said, new interactions / social mechanics are always great to have.

Multi-axis movement should be cool - I’ll have to play around with it (and stalk some streamers) to see how useful it actually is.

As usual, though, no hint at all as to what the DLC will bring…. More clues when I wake up!
 
I loved how the developers listen to the players

specially null paths

Thank you for that and we are waiting for scaling tool please : )
 
Being able to toggle climbable objects is AMAZING. I had a big issue in one of my more recent zoos where I made completely enclosed habitats for the Jaguar and Capuchin Monkey, and they would still find ways to escape. I distinctly remember my Jaguar chilling on the roof of her habitat where she had no business being. Null paths sound very useful, multi-axis advanced movement seems like it will be handy for more precise building, and as for animal sociality, anything that gives our animals more depth is always good. Overall, this sounds like it will be a great update, and I can't wait for the livestream!
 
Wanna hear the irony, y'all?
I went outside last night because the dogs were barking so I went to tell them to be shush, and I hear something...

Outta the blue, a gray hand pops up out from behind the fence and grabs the neighbor's roof and pulls itself up...

It was the fattest raccoon I've ever seen. It was Ɨ2 the size of my small dog and Ɨ3 the size of my cat🤣


The irony? He climbed to the roof where he shouldn't have been (there were some trees behind him. I dunno why he didn't go to those)
 
Hayo Zookeepers,

Spring has sprung and with it comes a new Planet Zoo update! ✨Free Update 1.13✨ will be making its way to you on 4 April - take a look below for more info on what you can expect to see šŸ‘€ā¬‡ļø


Animal Sociality

A new animal interaction mechanic is making its way to Planet Zoo - introducing Animal Sociality! This feature aims to bring a more life-like approach to the introduction of new animals into your existing habitats, and to provide clarity when and why overcrowding issues happen. This will not change how you manage your animals but is instead an overhaul in how we communicate this to you, and how the animals engage within their group relationships.

All animals will now have an additional definition in their Zoopedia entry; solitary, matrilineal, patrilineal, or gregarious. This will let you know how they engage with their offspring. New animals that are introduced to a habitat (and juveniles that mature) will be marked as Outsiders if they exceed the gender or population limits of a habitat, if they are rejected due to their relationship with the group Alpha (i.e. a male in a matrilineal group), or if their parents are present when they are a solitary species. This will maintain a more stable existing population and reduce infighting amongst existing animals, instead having them group together to target the new outlier and continue to fight until they are removed (or the situation causing them to be deemed an Outsider is improved). Outsiders will also be rejected and unable to partake in group dynamics such as mating, social interaction, and playing, thus creating a more realistic experience and helping stop further overpopulation issues (so if you forget to pause and go grab a snack, you won't come back to 30+ unintentional new offspring!).

However, some groups where coexisting wouldn't have been possible without aggression (such as habitats with an unbalanced gender ratio) may now be able to be formed if the members have developed a bond prior to maturing. Sociality will show you which animals have become bonded. Bonded animals will never fight their Alpha or their bonded partners, and can become bonded through spending time together, or by being juveniles born from the same two parents. It is unlikely that all animals in a large group will be bonded but, for example, it can allow for more than one male to remain in a matrilineal society (i.e. the alpha lion's brother being able to remain within the pride). Furthermore, in some species, the alpha male or female tends to lead the group but doesn't claim exclusive mating rights. These leaders will be marked with a crown in the info panel (replacing the alpha symbol) so that, whatever claim they have, it is clear who they are within the group and so that players can be aware of their reproductive role.

The Outsider relationship can be lost once an animal is removed from the habitat and time has passed allowing the relationships to decay. After this, an animal can be reintroduced to a group as if they have never met before, but unless the habitat has changed (i.e. the gender ratio is now balanced), the animal may still be rejected and become an Outsider once more. However, if all conditions that are causing an animal to be deemed an Outsider become invalid, it will enter an "integration" period, after which it will be fully integrated and accepted by the existing group. This can happen if the gender and population limits are balanced again, or if the animal is no longer impacted by the alpha of the group. The type of Outsider an animal is will be displayed within the info panel, so you will know the cause and be able to take appropriate managerial steps from there. This panel will also display the time left in the integration period, should your animal enter one.

Animal Sociality will add all of this information under the Social tab. All sociality dynamics will also be labelled appropriate per species, whether that be as a pride, pack, herd, clan, or similar.

Null Paths

Ever wanted to have a hidden or completely natural path, or to style your own via decorative items? We know you have, and now you can! Introducing Null Paths ✨

Disabling the "Kerbs on Ground Path" toggle on any Natural Path will now create a Null Path - an "invisible" path that allows guests and zoo staff to walk across a seemingly unmarked terrain. These paths will function the same as any other path meaning that terrain cannot be deformed around them, nor can facilities or similar be placed on them, but they will only show an outline when selected for building purposes and can be customised beyond that to your heart's content.

Similar to Null Barriers, any build mode will now have a settings dropdown to "Highlight Hidden Paths". This is enabled by default but can be toggled as necessary for those who really go in-depth with their building!

Multi-Axis Advanced Movement

Another improvement coming for all of our builders is an addition to your Advanced Movement options - multi-axis movement!

Until now, when moving objects you have had to pan it across each axis individually to reach the exact placement you want. Now, when you are in building mode, an additional handle has been added between each of the axis arrows. These handles can be selected to move any asset freely across two axes at once, i.e. forward/back and left/right, whilst remaining locked in position up/down. This should make building easier than ever!

Climbable Asset Toggle

Ever created a build that you're really happy with but then you unpause and - oh no! - some of your assets are climbable and now your animals keep escaping? This is no longer an issue with the introduction of the Climbable Asset Toggle!

Any object that is climbable can now have its climbing function toggled on/off. This selection is also available for groups and multi-selections, allowing you to toggle large amounts of assets at once. This will allow you to customise what animals are able to climb on, therefore restricting what they can scale - and stopping them from being able to escape from undesired areas!

When looking at the animals' traversable area, disabled climbing assets will be highlighted in black whereas enabled climbable assets will be highlighted in green. This will be particularly useful for things like custom barriers, or for creating more comprehensive climbing frames in which sections of it are maintained as purely decorative without disrupting the rest of the frame.



As always, these exciting new features will come alongside a range of fixes and quality-of-life improvements, which you can read in the patch notes after release.

There's more news coming for you soon but, for now, join us later today for a ✨special livestream✨ where we'll be taking a closer look at everything coming your way in free Update 1.13. Catch us on Twitch and Youtube at 17:00 GMT - see you there!
I don’t want to sound rude or a broken record but I really hope this problem I was having with the relative of the world axis problem I’ve been having gets solved I press the X button on my keyboard āŒØļø to use the relative of the world axis and it immediately locks the habitat up and I can’t use it because when I try to put it flat on the ground it goes right through the ground and I can’t connect the pathway to the gate. If anybody else is having this problem I’ve already reported it you can make a contribution and submit the picture below.
531379F3-A844-4738-B748-879541E7FF72.jpeg
 
Yup this is only for ground paths, there is no new setting for disabling kerbs on elevated paths but I'll pass your feedback along!
I’m sorry to bother you but did y’all solve my problem with the blueprint habitats the relative of the world axis? I try to use the blueprint habitat and it’s like it locks up before I try to move it straight onto the ground.
 
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