Planet Zoo

Planet Zoo

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One way paths/habitat gates!
Hello, Just a suggestion.
One way systems could be a fun way to keep guests having to re-see animals that you don't want them to. This could be unlocked through mechanic research/ playing a scenario which teaches you how to use them.
The scenario could be that its a zoo that has different themes and you are instructed to find a way on how to stop this problem (prompted by a character) through research.

Another way could be having gets that do not open both ways or there are paths that have arrows or paw prints on them, directing the guests to walk that way. Could be a nice addition to the game :)

Many thanks
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Showing 1-7 of 7 comments
Varick Jan 26 @ 7:11am 
This has been asked for many times over the years; so, I do not think we will see it from Frontier. Hopefully, in Planet Zoo 2 or at least a mod sometime.
Tonks Jan 26 @ 10:19am 
Originally posted by PrincessChelsky{BWC}:
Hello, Just a suggestion.
One way systems could be a fun way to keep guests having to re-see animals that you don't want them to. This could be unlocked through mechanic research/ playing a scenario which teaches you how to use them.
The scenario could be that its a zoo that has different themes and you are instructed to find a way on how to stop this problem (prompted by a character) through research.

Another way could be having gets that do not open both ways or there are paths that have arrows or paw prints on them, directing the guests to walk that way. Could be a nice addition to the game :)

Many thanks


Yeah, I'd love to be able to have a 'follow the arrow' feature. I always end up with congested walk-through exhibits causing carnage!
Varick Jan 26 @ 11:13am 
Yes, those can get really congested. For the more popular ones, I have had to place wide paths on either side and limit the inside to just staff. I really do not understand why we did not get some sort of one way paths since other games can do it. Oh, well.
I set up a zoo with a one way system by using a transport ride.
As the exit to the ride is separate from the entrance, you can use that as a one way section for any guests getting on the ride.

But doesn't stop guests going the wrong way up the 'end' of the path.

So I set up a second transport ride to fully enforce the one way system, but that didn't work as some guests got lost and started waving their arms panicking (probably as their only route home was via getting on another ride)

Still, with one ride it still let me steer them on a long winding path, once I had them "trapped" :steamhappy:
Varick Jan 26 @ 6:15pm 
Transit ride one way can work well if it is circular. I set up a circular system for a zoo a friend and I did awhile back (it was for a story).
https://steamcommunity.com/sharedfiles/filedetails/?id=3105149303
Last edited by Varick; Jan 26 @ 6:16pm
Reese Mar 16 @ 11:44pm 
Hard to think this is still a problem.
Originally posted by Tonks:
Originally posted by PrincessChelsky{BWC}:
Hello, Just a suggestion.
One way systems could be a fun way to keep guests having to re-see animals that you don't want them to. This could be unlocked through mechanic research/ playing a scenario which teaches you how to use them.
The scenario could be that its a zoo that has different themes and you are instructed to find a way on how to stop this problem (prompted by a character) through research.

Another way could be having gets that do not open both ways or there are paths that have arrows or paw prints on them, directing the guests to walk that way. Could be a nice addition to the game :)

Many thanks


Yeah, I'd love to be able to have a 'follow the arrow' feature. I always end up with congested walk-through exhibits causing carnage!

I've not noticed congestions in my walkthroughs. But, it could be because I don't set them up as exhibits, but more open air parks and have something the guests will want to go to at either end to encourage them to traverse through. I also, usually, put two next to each other with a cross roads in between. People that have seen the animals in the first walk through will divert at the cross roads, and those that want to see the animals but don't have a good view point will simply move forward.

Shopping Stalls are good pitstops between walkthroughs to divert people away from the walkthrough pathing.
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