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What I usually do is only place 1 of each enrichment item until it hits 100% or close to it and then the a small regular feeder near the windows. I then add more feeders around the viewing areas as needed.
So, don't worry if they don't fill the feeders, it will mean the enrichment feeders have enough for the animals in there.
A zoo keeper will finish a task before deciding on the next task. If they get tired during one task the next task will be put down the queue so that they can rest.
If you haven't already use work zones to allocate habitats to zookeepers. Depending on how big the habitat and how many animals there are you may need more than one zoo keeper allocated so that one can clean while the other feeds, and while one rests the other can feed or clean. The hut needs to be as close to the entrance of the habitat(s) it is preparing food for with a staff room nearby. Less walking distance means that they won't get tired while walking between staffroom and habitat and zoo keeper hut.
I have noticed more issues with multiple species and animals in a single habitat. The new patch coming in the next few weeks should resolve some of those issues and if not, point out where the problem is via zoo keeper thoughts.
https://steamcommunity.com/sharedfiles/filedetails/?id=2036891125
On another note though. I'm having a different problem which I should probably make a new discussion for. I've tried everything but my power and water plants, the secondary ones I created, are inaccessible.
I do often have trouble clicking on the gate without opening the edit barrier menu. Oh well.
Power/water. I tend to plan a lot of my layout around placement of those facilities. I mark a good location spot in the empty field using Terrain Paint. Then as I build and path I know how much room I need for negative happiness and pathing. I also use the heat map to terrain paint the cercumference of my powered up area.