Please Add an Option to Turn Off Protesters in Sandbox Because It Makes Sense When You Turn Off Animal Needs.

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Please release an update where we can turn off protesters in Sandbox mode. Currently to keep them away is to close the zoo right when they enter and then reopen it immediately when they begin to leave, but an option to completely turn them off would be great because it would be useful when you turn off animal needs, thanks.
 
I agree, i dont understand why they even would come when you turn of animal wellfare.. Also ibdont understand why you keep getting messages that animals als thirsty or hungry, dispite the wellfare settings show 100%
 
Normally protesters come when animal welfare drops into the red zone. This tells me we are fed green 100% welfare cosmetically and some of the game features like protester detection actually reads the actual welfare value that we don't see. This is quite worrying as other features might also be using this hidden value. I haven't played enough with welfare turned off, so I'd need to ask players who have more experience with it: Do the animals act like they have 100% welfare or do they sulk or behave depressed?
 
They dont act like 100% wellfare, if you forgot a drinken fountain, then they starve of dehydration..and ofcourse: protesters... So at this point the animal wellfare disabled is of no use..

Also: when i select maximum hapiness for guests and staff, they still complain about everything..
 
Wow, okay. If turning wellfare of is actually just cosmetically, it's a bit lame.

Besides that, I'd love to have an option to turn protesters off. They are annoying, even when you really care good for your animals but that elephant takes a bit too long shower under the cold waterfall.
 
Wow, okay. If turning wellfare of is actually just cosmetically, it's a bit lame.

Besides that, I'd love to have an option to turn protesters off. They are annoying, even when you really care good for your animals but that elephant takes a bit too long shower under the cold waterfall.
I'm not saying it's definitely entirely cosmetic, perhaps partially. There might be more than one section of code that has to be included in the toggle to make it entirely functional, as it seems like they aren't all rooting from the same blueprint. In other words it's not as centralized as I would expect it to be.

As for the example you gave of the cold waterfall, I don't think that's intended. I'd urge you to take a look at this thread I started on the issue some time ago:
 

WingardiumLevicoaster

Volunteer Moderator
Closing this thread as a duplicate. See this thread as there is a lot of discussion already on this issue:

 
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