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Use the heat map that shows Guest negative reactions to see exactly the effect a facility will have when placing it. You can put a lot of things really, really close to visitor paths, solar panels right on top of them, but transformers and water treatment needs to be further away.
Using height or depth also lets you get it closer because the effect is a sphere, so once you go above or below the plane that visitors are on, the distance away that is required gets smaller.
When I'm really tight in an area that I need coverage I try to use solar panels for power and I bury my water treatment under habitats. For the last career scenario where space is super tight, I buried my entire operation. Had an entire underground city on that map with every bit of power, water and staff buildings down there. It was kinda fun decorating and adding lighting to an underground complex.
Takes planning from the beginning unfortunately.
If you already have a very dense zoo, you can maybe attempt to put them underground, under your Habitats. (not even sure if it interferes with barriers or not as I havent tried it)
Or, as said above, you can switch 100% to clean energy with solar panels and wind turbines. Guests dont mind these. They break down a lot though, so can be annoying if your mechanics arent on point.
The staff buildings don't have to be too far away from the visitor areas so place either based on the influence zone .. in other words .. when you place your first block use the entrance path as the visitor main route and place the staff buildings as close to but outside of the influence area.
If that doesn't suit .. then a staff building block with habitats around it and then visitor paths will help separate them .. but a double layer of pathing should be just as enough for the same result.
As to energy and water buildings .. I only needed 2 water buildings and 2 power buildings on that last scenario map .. the power buildings were stacked with the staff buildings and were situated on the East and West sides of the zoo powering half of the zoo. one of the water buildings was on one of the staff blocks and the other was at the half way mark surrounded by habitats and a single path access to staff. In all cases visitor pathways were easily outside of the area of influence.
you have many space to build and you can't use all space before your pc falls in sleep, so build bigger ^^
i don't know where your staff walks, if on own way or also on guests way,
but i have mostly a little place for staff buildings in mid and around 4 habitats and few shops, so my staff don't must walk much on guests path and the guests don't in range of staff buildings
under the earth is another option, the deeper, the smaller the radius, but you must very deep to get no radius on the path above :/
the guests can good hear and see through the ground :P
you can see the influence visibly if you place a floor or roof item above the buildings.
oh and btw, water and generator have the biggest sphere of influence so use them for measuring.
Underground view [www.dropbox.com]
heatmap view [www.dropbox.com]
Use environmentally friendly power like they've said, and put down flowers etc. around the buildings - where they're connected to the path by the door, around all sides, ivy on the walls if it's a building. I tend to put down a row of nettles or something green and then place flowers in/on it. My guests demanded an ATM, and then got pissed when I placed it in sight.
Hope you find a way that works!
I dont belive that solves the negative impact directly, instead you are using positive effect to negate the problem.