Update 1.1.0 - Guests and Employees Pause and Run/Walk in Place

So, every few seconds like every 10 seconds some guests and employees begin to freeze and run/walk in place for 3 seconds than they run/walk normally again. This started happening after Update 1.1.0 after I loaded up my save game file in sandbox mode (I have a large zoo). They also do this individually, so you will not see all of them do it at the same time. This ONLY happens with the quests/employees.
 
I also tested this out with few paths and lots of paths in small/big parks, I feel like the larger the zoo with lots of pathways does this after the Update 1.1.0, that's my assumption on what could be the problem, but it might be a different problem causing it, I don't know what is really causing the issue.
 
I have been getting al sorts of path issues a vet indicating that they were going to get an escaped animal but just running in spot on a staff path for a long time which is why i went to investigate. Staff not going to their alloted workzones. It got that bad I set the workzone and 2 exhibits only + staff rooms etc 4 keepers set on monthly and they still don't do their damn job. Last thing i saw were visitors trying to get to an exhibit only to walk into an invisible wall then turn around.

The game relies on pathing and it is hgorribly broken, I could say much harsher things but I will refrain...Speaking of broken the reporting site, I log on credentials are correct (last pass) and it keeps asking for me to log on.
 
UPDATE: I also noticed that one time the quests all disappeared from the park and got backed up into the entrance and they just started walking/running in place were they could not get out.
 
UPDATE: I also noticed that one time the quests all disappeared from the park and got backed up into the entrance and they just started walking/running in place were they could not get out.

Sometimes they're just looking for a better view...
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Yesterday I noticed my elephant paddock was full of poo. I found the keeper walking in place right outside the habitat's keeper gate. I had to pick him up and drop him again to get him unstuck. After that he ran in and fed the elephants who were very hungry and then cleaned up the poo but I think he must have been stuck like that a long time for so much poo to build up. There was nothing blocking him, I have no idea how it happened.
 
I had this running in place thing happen in my game today. It was a keeper doing it, and they weren't even on a path, just in the middle of a habitat "cleaning"...but they were stuck in place. The animation with the "sucker vacuum thingy" would play, he'd do some scooby-doo running in place, then repeat the vacuum thing, then repeat the run in place....in an endless loop.

Nothing I could even do about it, seeing as you can't manually move a keeper that is in a habitat.

Eventually he got exhausted and quit (his job) which broke him out of his loop and he left the zoo.

I've played like 80 game years in that zoo since (breeding tortoises, lotta fast forward) and no other keeper ever got stuck in that habitat. So weird.
 
This staff running in place thing happened to me again last night too. This time it was several staff members - 2 keepers a vet and a caretaker - all at the same time in the same workzone. Picking them up didn't fix them this time, I had to restart the game to "fix" them. I'm noticing that the game runs fine for 2 or sometimes 3 hours and then weird things start happening that go away when I restart the game. Has anyone started an issue report on this yet?
 
Has anyone started an issue report on this yet?

I've only had the issue happen one time so far and never make a new issue tracker for something I've only seen once, but I'd contribute with a me too if someone else already created one. Unfortunately the 4 instances of an issue in the tracker that match this glitch when I searched all were "expired" so I couldn't.
 
I've only had the issue happen one time so far and never make a new issue tracker for something I've only seen once, but I'd contribute with a me too if someone else already created one. Unfortunately the 4 instances of an issue in the tracker that match this glitch when I searched all were "expired" so I couldn't.

I really don't understand this system and what expired means. Maybe one of the community managers will let us know. I know duplicate reports aren't helpful but if they are expired does that mean that they aren't being looked at even?
 
I just noticed that many of my staff members are still kind of stuck on the "barrier" between a staff path and a guest path for like 10 to 20 seconds (at normal game speed). They just walk in the same spot until they finally find a "gap" where they can cross.

"Expired" in the issue tracker means that no (or too few) people have contributed to this bug report in the last 30 days. This is the problem when everyone starts a new bug report instead of contributing to an existing one:

Issue Tracker FAQ said:
Why do some issues expire?

To help keep the Issue Tracker concise and allow players to easily find issues affecting a number of people, unconfirmed reports will expire after 30 days. This allows all reports a set amount of time to be confirmed by the player base before expiring. This ensures that important issues float to the top, and are not hidden by noise and duplicate reports of confirmed or fixed issues. This does not mean we are ignoring issues – we still monitor the Issue Tracker daily and will pick up any critical issues along the way.
 
I really don't understand this system and what expired means. Maybe one of the community managers will let us know. I know duplicate reports aren't helpful but if they are expired does that mean that they aren't being looked at even?
Someone already responded with what they are but I just want to add that they really need to let us add to expired ones to refresh them back to being active. It seems rather foolish that the only way to contribute is to create a duplicate once one has expired.
 
They actually responded to an inquiry about that just a few days ago. Iirc, they said it just means it has gone a long time with no activity but not to worry, it doesn't mean the team isn't aware or doing anything about the issue in question.

Problem is, because there is no feedback from this system we also don't know that they haven't seen it. So we just don't know if we need to create another report or not.
 
Problem is, because there is no feedback from this system we also don't know that they haven't seen it. So we just don't know if we need to create another report or not.
:) I edited my original reply once I noticed someone else already replied with what they told us...and that's pretty much why I said what I did in my edit. I totally agree. It makes no sense that we can't contribute once an issue is "expired" in order to refresh it...particularly given the reason they indicate for the expirations. If issues expire in order to reduce noise and duplicates, why exactly does the feature literally force us to create duplicates?
 
I just had 2 cheetahs die of starvation due to the keepers walking in place bug. I hope this gets addressed first thing after xmas vacation.
 
I think I figured out the problem with the guest/employees running/walking in place, I built a new zoo and when I let my quest in the park, I deleted a path the guests stopped moving until I put the path back, once the path was placed back to it's original spot the guests started moving again and while everyone was walking and running, three second after the path was added back, one of the guests started running in place every few seconds. So, I think deleting the path when quests/employees are around and then placing the path back can cause this running/walking in place. So, when I noticed it, I just reloaded my game. I tasted this in Sandbox Mode.

I currently made a back up save for my zoo just encase something happens I got 3 saves, one I don't touch encase I have to go back to an early clean save with no errors.
 
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UPDATE: I also, noticed the running/walking in place when they began turning to a new path and on the edge of the paths. I think something is up with the paths and quests/employees some how getting stuck for a few seconds maybe or are having a problem processing what they are going to do.
 
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What I recognized is that it seems the guest/stuff recalculate some seconds after you change the path they wanted to go or you add new paths (this can be also if the change is far away from there current position but on there already calculated route). Not verified yet just what I have recognized while playing.
 
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