Planet Zoo

Planet Zoo received a sizeable update today that apparently contains more than 400 fixes and updates, including plenty of squashed bugs and a bunch of new options that will let you further customise your sandbox zoos. After having a great time during beta, I've cooled on it since launch thanks to some bugs and management woes, so I'm hoping this will help me get my zoos back on track. 

There are lots of little tweaks, like suspended grazers now being able to serve up to four animals instead of one, UI fixes and scenario improvements, but the headline attraction is the new list of Sandbox mode options, which you can check out below.

  • Power usage
  • Water treatment
  • Fence degradation
  • Predation/fear
  • Death by old age
  • Staff happiness degradation
  • Staff energy degradation
  • Animal welfare needs
  • Maximise guest happiness
  • Freeze guest needs

The guest limit setting has also been added to both Sandbox and Challenge modes, along with unlocked assets from scenarios. 

Planet Zoo is a very playful, chipper game, so dead animals cause a dramatic change in tone and, frankly, make me very gloomy, so I couldn't be happier with the ability to let them live forever. As it should be. This update specifically lets you stop them dying of old age, though they can still die for other reasons. Luckily there's already an option to cancel death entirely. 

The Sandbox mode is where you'll want to go if you don't want to worry about cash or other limitations, letting you run free and design whatever kind of zoo you fancy. Challenge mode was added after beta feedback and is essentially the same as Franchise mode, but it's offline and doesn't let you run multiple zoos. 

Update 1.0.3 is available now, and you can check out the rest of the patch notes here

Planet Zoo - Frontier Developments
Hello Zookeepers!

Update 1.0.3 is now available for Planet Zoo and contains over 400 fixes and updates! We've condensed all those fixes down into this bitesize bundle of information to make things easier for you! You'll find a number of fixes for crashes, water treatment balancing, and a load of new options for Sandbox Mode so you can focus more on your animals' happiness!

Here are the Update Notes:

Planet Zoo - 1.0.3 Update Notes

This update contains over 400 fixes and updates.

Stability
  • Further crash and stability fixes.
  • Fixed crash on frontend.
Sandbox
  • Added a series of new options to customise your play -
    • Power usage
    • Water treatment
    • Fence degradation
    • Predation/fear
    • Death by old age
    • Staff happiness degradation
    • Staff energy degradation
    • Animal welfare needs
    • Maximise guest happiness
    • Freeze guest needs
  • Guest limit setting now added to sandbox and challenge mode too.
  • Unlocked assets in scenarios when they are loaded in sandbox and challenge mode.
  • Fixed issue with assets grouped with guest entrances not being able to be deleted.
Facilities
  • Balanced water treatment facilities. They should now clean dirty water more effectively.
Inspector
  • Fixed bug with the inspector incorrectly reporting dehydrated and starving animals.
Animals
  • Fixed animals being able to be dehydrated whilst swimming.
  • Fixed bug when cancelling an animal move from the vet surgery which could cause the animal to become stuck.
  • Fixed bug whereby small animals navigating over scenery could end up inside it.
  • Fixed issue where animals could become stuck in vet surgery when player cancels moving them whilst they are receiving treatment.
  • Balanced exhibit animal defecation rates.
  • Various animation fixes and polish.
  • Fixed issue when entering and exiting Ansel whilst in orbit camera the camera could relocate to a distant point.
Feeders
  • Suspended high grazer occupancy increased from 1 to 4 animals.
Staff
  • Fixed bug with small barrel feeder which could cause the keeper to flip upside down when refilling it.
  • Added staff thought for staff that can't reach their workzone.
  • Fixed further staff animation issues.
  • Fix for vendor becoming stuck when undoing deletion of a shop.
Guests
  • Fixed protesters and some guests in queues not fleeing escaped animals.
  • Fixed bug causing guests to sometimes pop in to the air whilst walking.
Scenarios
  • Updated the layout of scenario 4, adding staff buildings, staff and path layout, and lowered objective requirements.
  • Updated workzones in scenario 5 and reduced gold objective requirements.
  • Further balancing of scenario 7.
UI
  • Fixed further instance that could cause pressing 'X' to stop toggling between rotate and movement modes.
  • Added notifications for keepers in workzones which don't contain exhibits or habitats.
  • Fixed 'Release to wild' option being available on animal info panel for animals that have been bought for cash.
  • Fixed bug causing the time/weather UI close 'X' button to become unresponsive.
  • Fixed issue where 'Navigable Area' would not update on an animal's info panel whilst it was climbing.
  • Fixed bug where typing in the loan repayment amount was being reset to the lowest repayments.
  • Reduced amount of notifications for exhibit animals mating.
  • Added option to hide blueprints in browser categories.
  • Updated 'sort' setting in various UI to be retained when switching between tabs.
  • Fixed bug when selecting certain areas of the globe in the frontend could cause the globe to flip upside-down.
  • Fixed missing 'Call Mechanic' button on transport station info panel.
  • Fixed bug with 'Send to Storage' button sometimes being inactive in animal info panel.
  • Fixed misreporting of food costs on habitat info panel.
Franchise Mode
  • Added fanfare for community challenge rewards.
Editing
  • Improved performance when moving train via multiselect button.
  • Bins and donation boxes should now be easier to place on undulating terrain.
Avatars
  • Fixed missing torso when using avatar costumes on slim female avatars.
Audio
Various bug fixes and polish, including -
  • Added new ambient music tracks.
  • Tweaked the “eeuw” reaction behaviour to pooping.
  • Added a sub mix for headphones / stereo.
  • More crowd variations and individual reactions.
  • UI mix pass and additional audio.
  • Fixed an issue with ambient speakers self-obstructing and muffling the sound.
  • More variations to animal sounds
Localisation
  • Various localisation fixes.
Thank you for your continued support and for sharing all your amazing screenshots and animal habitats!
Planet Zoo - Frontier Developments
Hello Zookeepers,

Thank you for your continued feedback and reports since the launch of Planet Zoo. We have a new update available today which will address the issue some of you highlighted where transferring a hungry animal could result in a much larger food cost than usual.

General Fix
  • When moving hungry animals they will be automatically fed. The calculation for how much the food was costing was incorrect and would cause larger animals’ food costs to be significantly higher than they should.
Please be sure to continue sharing any feedback you have on our forums here or any bugs/issues you encounter on our Issue Tracker. We're now working on Update 1.0.3 which will address a larger amount of bugs and issues; we'll keep you posted!🦁
Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

This is, really and truly, the last ever Steam Charts.

Which, I realise, is something I’ve said before. More than once. But this time it’s really true!

Erk, I’m not really sure how to convince anyone of this. I’m the boy who cried last ever Steam Charts.

(more…)

Planet Zoo - Frontier Developments
Hayo zookeepers!

Thanks for your feedback and making us aware of your feelings regarding the change to the rocks counting towards terrain requirements.

We completely agreed with your feedback as it, unintentionally, affected a lot of previous work; so we want to let you know it has been reverted back to what how it worked previously.

That is: rocks will no longer impact the terrain requirement for your animals. You are once again free to use however many rocks you would like!

This revert has not impacted Update 1.0.2.

Thank you for all of your support. You all rock! 💚:D
Planet Zoo - Frontier Developments
Hayo zookeepers!

Thank you for all of your wonderfully useful feedback regarding Planet Zoo so far! Thanks to all the reports our community have made, we've been able to implement a wide variety of fixes. We hope that Update 1.0.2 improves your Planet Zoo experience, but please continue to talk to us on the forums and file reports in the Issue Tracker if you feel you're experiencing an issue that has not been addressed.

Here's the Update Notes:

Animals
  • Fixed a number of cases where animals might ignore food placed in their habitat.
  • Fix for animal shake behaviour which could lead to them temporarily getting stuck.
  • Fixed issue where going from water to climbing frames could get animals stuck in a loop.
  • Fix for boxed animals reporting that they are escaped incorrectly.
  • Fix for animals walking on water when using climbing frames in water.
  • Fix for animals jumping incorrectly, which could lead to them becoming stuck on shelter roofs.
  • Animals group together more often to encourage herding.
  • Improvements to animals boxing unexpectedly.
  • Increased population and sex limits of Timber Wolf and African Wild Dog allowing for larger, relatively peaceful packs that still Alpha fight infrequently.
  • Fix for some animals being pushed through the floor when being tranquilised.
  • Fixed discrepancy in how exhibit animal welfare was being reported.
Staff
  • Fix for Staff getting stuck when navigating.
  • Fix for Vet getting stuck when Vet and Caretaker were both sent to do the same job.
  • Fix for Mechanics navigating to vandalised objects they shouldn't be able to reach.
  • Fix for Mechanic sliding whilst repairing objects.
  • Vendors will now leave newly placed shops if they are unpowered.
Guests
  • Fix for guests getting stuck when navigating.
  • Guest thoughts about ticket prices should now update more quickly.
  • Reduced loss of guest happiness from bad education sources.
  • Fix for guest thoughts reporting animal visibility incorrectly; guests will report good views!
Sandbox Mode
  • Added option to limit guest numbers; you can find this setting under Settings - Game - Current Save Settings (as a tick box).
Stability
  • Multiple crash and stability fixes.
Franchise Mode
  • Better notifications for failed connections.
  • Fix for guest avatars showing no name.
  • Seriously injured animals can't now be traded.
  • Locked the entrance gates so they can't accidentally be deleted.
  • Fixed issue with friend list sometimes populating incorrectly.
  • Added an icon to the Animal Exchange which will mark animals with albinism/leucism.
  • Optimisations on server load.
Career Mode
  • Stars should now show correctly on Career Mode saves.
  • Fixed an issue causing the 'raise barrier height' objective in Scenario 1 to not complete when multi-selecting barriers.
  • Added hint for Scenario 3 to locate workshop objective.
  • Fixed Scenario 3 objective logic to include Giant Pandas that have already been sent to Quarantine.
  • Stopped Scenario 3 Giant Pandas being able to be released to the wild.
  • Changed Scenario 5 bronze education objective to use star rating.
  • Updated time of day in scenario 8.
  • Fixed issue with tutorial hint tips disappearing.
Building and Editing
  • Fixed case where pressing X would stop toggling between rotate and movement in advanced movement mode.
  • Fix for placement options not showing for duplicated objects
  • Enable setting flexicolour for multiple items in group edit mode.
  • Copy and pasting education objects now retains the assigned education topic.
  • Fixed issue where deleting and undoing deletion of facilities and power sources could cause the facilities to be incorrectly unpowered.
UI
  • The Trade Centre should now report animals' correct 'source' information.
  • Fixed some errors in the Zoopedia regarding age of maturity.
  • Y axis on finance graph now reports figures above £100,000 correctly.
  • Fix for sorting exhibit animals by species.
  • Fixed issue when saving a blueprint with quotation marks in the name would cause them not to show up in game.
  • Added bar to transport ride UI to show wear and tear.
  • Fixed unresponsive UI elements when clicking off Zoopedia.
  • When locating an animal in the animal management menu it will now open the animal's information panel.
  • Animal information panel enrichment bar now shows correct value.
  • Switched the position of Staff thoughts and Staff needs in their info panel.
  • Notifications for Staff not being able to find Staff Centre or Keeper Huts are now red and pop out.
  • Fix for animal information panel not updating to dead animal information panel.
  • Added alerts for inaccessible Power and Water Treatment Facilities.
  • Fixed discrepancy in loan repayments being reported incorrectly.
Barriers
  • Animals can now escape via climbable chain link fences.
  • Fix for animals pouncing through walls.
Feeders
  • Increased the capacity of the Forage Pool Enrichment Feeder to help with feeding issues.
Scenery & Foliage
  • We solved the case of the mysterious missing D alphabet letter!
  • Adjusted which branches can be climbed on the large pines.
Achievements
  • The 'Welcome to Planet Zoo' achievement should now unlock correctly for people who played the Beta.
Audio
  • Fix for audio occasionally briefly cutting out.
Localisation

  • Various localisation bug fixes.

We are now working on Sandbox Mode additions, and have more fixes in progress for issues which you’ve raised which we hope to release in the next Planet Zoo update. Thank you again for all of your kind support!
Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

The results are in! The links between the longevity of Steam Charts and the decreases in violent crime, the improvement of sanitary water supplies, and sudden global drops in serious health issues, are no coincidence at all!

To quote from the paper recently published in Nature, “Causal links have been shown connecting Rock Paper Shotgun’s Steam Charts articles to a remarkably number of positive worldwide trends, with strong suggestion that a global dependence on the column has been established, such that its weekly appearance is vital to humanity.”

(more…)

Planet Zoo - Frontier Developments
Hello Zookeepers!

It's been two days since Planet Zoo's launch and your initial reaction has been phenomenal! We've been loving all of the creations, screenshots and animal details you have shared! We're so grateful for the feedback and reports you have been sending in and the team has been working hard to resolve as many issues as possible.

We've now rolled out our first update for Planet Zoo, designed to fix some of the most immediate issues which have been raised. Please don't worry if an issue you have reported isn't listed; we are still hard at work on your reports and feedback and will have more updates coming soon! Please take a look below for the full update notes:

Stability
Added several crash and stability fixes, including -
  • Crash when deleting pick up based enrichment item while an animal is using it;
  • Crash when moving staff buildings;
  • Crash when moving animals to quarantine;
  • Crash when selecting the Inspector notification;
  • Crash when signing up to newsletter;
  • Crash when deleting shops;
  • Crash when moving exhibits;
  • Crash when animals are released to wild;
  • Crash when using 'locate' button from objectives;
  • Crash when switching between fullscreen and borderless.
Scenarios
  • Fixed some objectives in Scenario 3 of Career Mode auto-completing.
Franchise Mode & Main Menu
  • The newsletter sign-up is now hidden during the welcome screen. This will prevent any issues from signing up before creating your avatar.
  • Fixed issue with profanity filter not allowing players to create franchise zoos. We have also improved messaging regarding this issue.
Staff
  • Fixed issue with multiple mechanics not repairing vandalised objects efficiently.
Animals
  • Various improvements have been made to climbing (Sorry flying bears!)
UI
  • Zoo tax is now shown on the Zoo Overview menu to give you greater information on your finances.
Guests
  • Fix for guest avatar heads disappearing.
Rendering
  • Fix rendering issues caused by ultra wide displays.
General
  • We are aware of an issue where the wrong image is displayed for the Community Challenge (it should be the tigers!). If this is the case, please restart your Steam client as it's a caching issue; do let us know if the issue persists!
As mentioned, this is only the first of our post-launch updates for Planet Zoo. We'll be sure to keep you informed regarding the next ones! Thank you again for your continued support and feedback!
Planet Zoo

Gazing down on the first tutorial area of Planet Zoo I get the feeling that Frontier really wanted to display the work that they have put into its zoo simulation game from the get-go. Goodwin House is spectacular. The intricate visitor pathways, the neat row of gift shops, the delightful choo-choo train that circles the entire zoo—everything was precise and orderly. It's organisational perfection. Quaint, peaceful, and refined. 

I was being shown the ropes by Nancy, a true veteran and zookeeper juggernaut, who was explaining how to make the hippos happy by balancing out the terrain type in their enclosure. After we were done, Nancy quickly moved on, because she is a beast and stops for no one, but I stayed with the hippos. It's quite amazing how Frontier has made all the animals look so realistic. I then had a thought—a teeny tiny thought. "Free him."

The lighting strike of chaotic impulse that we've all had with management sims hit me. What if I just deleted the pool ladder in the Sims 2? What if I made a rollercoaster so intense that it made everyone who rode it barf up their lunch? In Planet Zoo, what would happen if all the animals were just suddenly free? 

I would finish my tutorial with Nancy, gain her trust, and when she had gone to get a cuppa, that's when I would strike. An inside job, the perfect crime. Nancy if you’re somehow reading this, I am so sorry I betrayed you, but it was too fun an opportunity to miss.

I completed the tutorial, and when Nancy went to get her well-earned brew, I swept back to the hippo's habitat. As quick as a flash, I highlighted a partial section of the habitat's barrier and deleted it, creating a gateway to freedom. Go free hippos! Run wild!

The hippos' reaction wasn't exactly what I planned—they continued chilling quite happily in the water. Relaxed, sleepy, and not the slightest bit bothered by my act of resistance. Feeling a little betrayed, I decided that I needed to think bigger. I paused the game and went round to every animal enclosure, highlighted the entire perimeter of every habitat and deleted it, one by one. This should get the party started, and it certainly did. 

As chaos ensued, I watched on like an omnipresent David Attenborough. At first, there was a quietness, a calm before the storm and suddenly alarm bells started to ring. I knew exactly which animals would give me the chaos I craved—the lions. Being the curious bunch that they are, they soon left their enclosure and started running about the zoo, to the horror of the crowd. Animals don’t attack the visitors, but it was pretty funny seeing a busy crowd completely dissolve at the scare of being eaten by a lion.

After watching the lions freely roam around (and the zoo's veterinarians comedically attempt to recapture them), I wanted to check in on the snow leopard, who I had named Shelly, to see how she was doing. As I moved closer to her habitat, it soon dawned on me that her place of residence was right opposite the zebra and giraffe enclosure. You don’t need to have passed A-level biology to know how nature takes its course. 

I rushed over there to find that not only had Shelly made her way into the zebra enclosure but that she seemed to be hanging out with them as they wandered the zoo’s highstreets. One of the zebras, Shirl, had taken a particular endearment to Shelly and the two stayed side by side. It was quite wholesome. Its possible for animals to attack each other in Planet Zoo, but because of Shelly and Shirl’s chemistry they became animal BFFs.

Out of all the animals, it was the two giant tortoises that had the right idea. They left their enclosure and were slowly making their way up the stairs and to the zoo’s main exit, with Speedy the tortoise leading the march. Unfortunately, I didn’t get to see them reach their goal, as Planet Zoo had enough of my shenanigans and crashed on me. Like that’s going to stop me. 

Booting up again, I decided to explore Panda Park, the next part of the tutorial. After repeating the same process—again, so sorry Nancy—I deleted the barriers of every enclosure. The pandas, although being the main attraction of the park, could not give less of a toss and sat around eating bamboo as onlookers gawped at them. 

On the opposite end of the scale, to my complete surprise, were the saltwater crocodiles. Quicker than the lions, Amisha, an eighteen-year-old fully grown croc, went from chilling calmly in her lake to dashing straight out of her habitat and bolting down the zoo’s main street. Who knew that crocodiles could move that quickly? 

Streets barren, gift shops empty, alarm bells still ringing, I let the animals of Panda Park roam freely, although it didn’t last long. Some of the animals started to get hungry, uncomfortable and stressed. I’ve had my fun, and now it’s time to finally become a virtual zookeeper that Nancy can be proud of. 

Planet Zoo

There's a lot going on in Planet Zoo, and with so many options, menus, animals, employees, and guests to keep track of, it can be easy to feel overwhelmed. As someone who has seen several of my zoos falter, fail and implode, I'm here to stop you from making the same mistakes I did.

Here are a few tips and tricks for creating, managing, and running a successful zoo.

Remap 'pause' to the spacebar

By default the spacebar is mapped to the 'angle snap' toggle, but trust me, you're going to want to pause the game more often than you do just about anything else. Even on the slowest setting, time passes deceptively quickly. If you let the game run while you spend 10 or 15 minutes crafting a habitat, you might find dozens of babies have been born, adult animals have died of old age, or other issues have cropped up. Get in the habit of pausing often, and tapping the spacebar is the most natural way to do it.

Start slow and think small

My impulse was to build a habitat, drop a pair of animals into it, make sure they were happy-ish, and then immediately begin building another habitat to expand my zoo just as quickly as I could. But it takes quite a bit of time to start seeing profits match your efforts, and if you build and expand too quickly you're going to sink quickly into a money pit. Every habitat and exhibit takes a surprising amount of resources to keep running.

So take your time. Start small, and only expand when you're making a profit or at least just breaking even. Don't build too much, adopt too many animals or hire too much staff. Check your budget tab regularly to see where you're making money and where you're losing it, too.

You can add windows to walls

You can build solid walls to keep animals in their habitats, and glass walls so people can gawk at them, but solid walls with windows built into them look much nicer (and somehow feel more realistic) than just a big blank pane of glass. There's an easy-to-miss option to add windows to solid walls (scroll down a tad in the box on the lower right) that allows you to build windows into brick and wooden walls.

You can make animals immortal in sandbox mode

As someone who has accidentally allowed animals to starve to death, contract diseases, and sustain horrible injuries, let me tell you: it's heartbreaking. If you play on sandbox mode you can turn all that off. Obviously it's not realistic, but it might make you happier. And while your human staff members don't age and die, they do sometimes quit. You can turn that off too, and force them to work for eternity in your immortal, undying zoo.

You can game the bronze objectives in career mode

Completing the first series of objectives (bronze) in career mode unlocks the zoo and map in challenge and sandbox modes. That lets you move onto the next career mode zoo. The nice thing is that once you've satisfied any bronze goal, it's considered done forever, even if you immediately begin failing that goal a moment later. 

Example: in one career mode zoo, there was a bronze goal for my zoo to make a profit and another goal to get my employee happiness over 70%. These are hard to accomplish at the same time without lots of balancing and tweaking. So I just lowered the employees' pay to rock bottom until my profits satisfied the first goal, then immediately cranked their pay up to the max to make the employees happy. 

Even though overpaying my employees plunged me into negative profits, it didn't matter because I'd already accomplished the profit goal first. Obviously this doesn't work if you want to continue the career mode to achieve the silver and gold goals for that zoo, but for unlocking the map quickly for use in other modes or for moving onto the next career mode zoo, it works just fine.

Shared habitats are good for everyone

If you're looking to save money on construction costs and get a lot of value from less land, acquire animals that can share their habitats with different species. Giraffes, buffaloes, warthogs, gazelles, and many others are actually happier occupying the same habitats with certain other species—the in-game Zoopedia will tell you with whom they benefit from living. It's easier for your staff to manage these animals when they're all together instead of spread out all over the place and it makes it clearer for your guests to see and learn about different animals without getting tired from walking too far. And the animals like each other. Win-win-win.

Your employees need separate habitats, though

If you've ordered a mechanic or vet to do research or a zookeeper to handle some important task, you may wind up waiting a long time, and it's not always obvious why. Your staff members may be bottlenecked because they can't simultaneously use small facilities. While one zookeeper is chopping up food, or a mechanic is studying new zoo technology, anyone else will have to wait patiently outside, peering in through the window if it's the only small facility available. (Research can unlock larger facilities that can be shared by more than one employee.)

It might also be down to guest congestion. If your employees are slow getting around, think about building them their own dedicated staff paths so they don't bump into guests.

Guests love buying dumb hats

Raising admission fees for a small zoo will draw complaints. Food and drink stalls are hit and miss. People, shockingly, don't like paying to use the toilets. Donation boxes placed outside habitats are great earners, but your guests still typically leave your zoo with hundreds of unspent dollars in their pockets. How can you drain it from them?

Big dumb hats. Balloons, too, but mostly, big dumb animal hats. Before you even start putting in Chief Beef burger huts and drink stalls, get souvenir shops researched and make sure everyone can buy a big dumb hat. They will, in droves.

You can adjust how quickly you need to pay back loans

Making a profit with your zoo is hard—and it's the kind of hard where I'm honestly expecting a post-launch patch to make it a bit easier. At the moment, though, loans can help keep you afloat, and you can adjust the monthly repayments from the loan menu.

I'm not really advising you do this, because I've currently got a $50,000 loan on my park that is going to cost me over $215,000 to pay back over the next, um, 34 years. But the point is, if you take out a loan, you can adjust how long you want to take to pay it back, which can help you out with lower payments in the short term even if it doesn't do you any real favors in the long term.

You can kick people out of the zoo

Some of your guests will be dicks. There may be vandals, litterbugs, and even pickpockets hiding among the nice people who just want to look at your zebras and giant snails. I've never specifically spotted anyone doing something wrong, but if you do you can sic a security guard on them and kick them out. Or, you can just do it for fun. Just make sure they buy a hat first. This goes for individuals or groups, though, not protesters.

If you split a habitat, move the gate first

When building habitats I tend to err on the side of caution. So if the Zoopedia tells me a western lowland gorilla needs 780 meters of space, I'll overcompensate and build a habitat that's got, like, 2,900 meters of space. I just don't want to risk my gorilla being unhappy, you know? But later I'll need to find room for other animals so I'll want to divide that habitat up a bit.

It's easy enough to draw some barriers through the middle and turn that huge habitat into two smaller ones. But before doing that, make sure the gate winds up in the same section the habitat's current resident is in. If you divide a habitat in half and the animal is in one half but its gate is in the other, Planet Zoo will decide the animal has escaped. Even if it's just sleeping peacefully as the bear in the above image is.

...