Do not report every update as a bug, as both I and everyone else knows it's going to happen. When an update occurs, I check each feature and script to see what changed - bug reports generally do not help unless it's something very obscure.
Note: This is only about game updates. If there is a non-update related bug with the mod, of course please do report it!
> What to do after an update Wait until I either update the mod, or update the mod title (I will put the latest version of the game in the title when I feel confident that the mod will work for that version of the game). If the game's title does not reflect the current version of the game, the mod has not been tested for the current version yet.
Please also note that script mods are extremely difficult to test through gameplay alone. Things can appear to work fine, but a single line of code changed by Frontier that I haven't accounted for can potentially forever break your save files. Use the mod on untested versions of the game at your own risk.
> When are updates coming out? When they're done. I have a real life job and other commitments - if you ask for progress or a date, I will either ignore it or lie about it.
----- How Do I Do The Do With The Mod?? -----
The mechanics and additions are all explained in the following showcase + guide combo videos:
My game keeps crashing when trying to load up a zoo. Could be incompatibility with the update, I only just downloaded the mod yesterday so hard to say that's the cause.
Edited to update, it was another mod that was causing the crashing. Freebuild seems to be working fine.
First of all I just wanted to say thank you, you're an absolute legend for creating this mod. It works so well, and the attention to detail you have for UX is just awesome. I'm not sure if you're a dev who went into modding, or modder who went into development, but we're lucky to benefit from this level of professionalism!
I had a few questions:
Does this mod modify the "Angle Snap" defaults at all? Is there a setting in the config to control this? I expected my rotation snap (non-grid piece) to be 15 degrees, maybe 5 if modded. But despite the slider reading 15, it seems the rotation actually happens in 3 degree increments (which would be awesome if I didn't need 5... after being extra and plotting the perfect rope hang slack on a graph, to apparently the wrong limitations lmao oops)
Are any of the less self-explanatory (to me!) settings (properties?) documented or explained a bit further anywhere?
Is there somewhere I can reference the default game values for them? This would help me grasp the potential impact of changes. :-)
In case you or anyone else has a chance to answer, I'll list all of the properties I'm unsure about below:
How do these differ from defaults? i.e., What do these change from the default behaviour?
Do you think you can make a separate mod that only changes the terrain tools? you know, like the one for Jurassic World Evolution 2? I just would like to use the terrain tool part of the mod.
I have the following problem: the free construction of paths unfortunately creates the problem that guests get “stuck” when paths cross. Can you solve this?
Hi and thanks for this mod, But I have a problem: I installed this mod (manually or via Vortex) on my Windows workstation and on my Linux workstation. On both, I have the Freebuild checkbox on the paths. But the Freebuild checkbox for constructions (walls, services, terrain paint size, etc) is only present on my Linux workstation, even though both have the same version of Planet Zoo (1.18). I've reinstalled several times now, but nothing works. Any ideas? Thanks in advance.
hey, first off thanks for all the work you've done so far, for free, for all planet zoo players, you've really made this game a lot more fun for me personally.
I'm sorry if this is rude, I'm a bit new here and don't know the proper etiquette to request a feature, so feel free to ignore me, I don't think you owe me anything, but is it at all feasible to add the ability to change a prop's scale/size to this mod?
that's honestly the only thing I think is missing, I feel like it would make even base game rocks and foliage feel much more varied and less repetitive, and allow me to really get my rock and foliage scapes the way I want, or even make mini dioramas as displays.
Hey! Suggestions new features isn't rude at all, in fact we generally like getting new ideas from users :) so long as they're requested and not rudely demanded with some insults of course :D
So, scaling is something I've added but it never made it in to the release build because it's a bit awkward. Essentially, the Cobra engine by default disables the Scale part of the transform matrix, just doesn't act on it, unless the prop has a ScaleInstance (or whatever it was called) component added to it. These are defined in the base of the prop, so unfortunately this means the mod needs to recompile all the props on launch and algorithmically determine where in each prop's component tree this component should go - some props are even made of multiple sub-props which means adding a scale to the main prop will only move the sub-props away from each other unless they also get the component added to them and then scaling is propagated through the object tree. It's just always been a little too prone to problems, especially between saving/loading a game or closing/re-opening a game, to be completely safe to add. It definitely can be, it's just be a lot of work to make sure it isn't causing save issues and the like, and I've unfortunately not been able to dedicate quite that much time to this feature.
Hey! Sorry I couldn't get back in time, moving into a new house and moving in with my partner, way too busy for Nexus atm. Good job on figuring it out!
400 comments
> Includes
> Covers the following mod types
As well as both Steam/Epic Games versions and the slightly different installation/uninstallation on the Windows Store/Xbox GamePass version
Do not report every update as a bug, as both I and everyone else knows it's going to happen. When an update occurs, I check each feature and script to see what changed - bug reports generally do not help unless it's something very obscure.
Note: This is only about game updates. If there is a non-update related bug with the mod, of course please do report it!
> What to do after an update
Wait until I either update the mod, or update the mod title (I will put the latest version of the game in the title when I feel confident that the mod will work for that version of the game). If the game's title does not reflect the current version of the game, the mod has not been tested for the current version yet.
Please also note that script mods are extremely difficult to test through gameplay alone. Things can appear to work fine, but a single line of code changed by Frontier that I haven't accounted for can potentially forever break your save files. Use the mod on untested versions of the game at your own risk.
> When are updates coming out?
When they're done. I have a real life job and other commitments - if you ask for progress or a date, I will either ignore it or lie about it.
Does this mod work on the latest version? (1.18)
Edited to update, it was another mod that was causing the crashing. Freebuild seems to be working fine.
(Running via Crossover 24, M2 MBP)
I had a few questions:
In case you or anyone else has a chance to answer, I'll list all of the properties I'm unsure about below:
-- Slope
nPathSlopeMin = -0.5,
nPathSlopeMax = 0.5,
-- Length
nPathElevatedLengthMin = 0.25,
nPathElevatedLengthStep = 0.25,
-- Angle
nPathAngleBoundDegrees = 135,
-- Snapping
nPathSnapMin = 0,
nPathSnapMax = 0.5 * pi,
nPathSnapDefault = 22.5 * (pi / 180),
tBuildingData = {
nBuildingSnapSizeDefault = 15,
nBuildingSnapSizeMin = 15,
nBuildingSnapSizeMax = 45,
tBuildingSnapSizeValues = {15, 30, 45},
nBuildingSnapSizeStep = 5,
nBuildingIncrementalSnapSizeDefault = 15,
nBuildingIncrementalSnapSizeMin = 5,
nBuildingIncrementalSnapSizeMax = 90,
tBuildingIncrementalSnapValues = {5, 10, 15, 30, 45, 90},}
Thank you so much!
I have the following problem: the free construction of paths unfortunately creates the problem that guests get “stuck” when paths cross. Can you solve this?
But I have a problem: I installed this mod (manually or via Vortex) on my Windows workstation and on my Linux workstation.
On both, I have the Freebuild checkbox on the paths.
But the Freebuild checkbox for constructions (walls, services, terrain paint size, etc) is only present on my Linux workstation, even though both have the same version of Planet Zoo (1.18).
I've reinstalled several times now, but nothing works.
Any ideas?
Thanks in advance.
I'm sorry if this is rude, I'm a bit new here and don't know the proper etiquette to request a feature, so feel free to ignore me, I don't think you owe me anything, but is it at all feasible to add the ability to change a prop's scale/size to this mod?
that's honestly the only thing I think is missing, I feel like it would make even base game rocks and foliage feel much more varied and less repetitive, and allow me to really get my rock and foliage scapes the way I want, or even make mini dioramas as displays.
So, scaling is something I've added but it never made it in to the release build because it's a bit awkward. Essentially, the Cobra engine by default disables the Scale part of the transform matrix, just doesn't act on it, unless the prop has a ScaleInstance (or whatever it was called) component added to it. These are defined in the base of the prop, so unfortunately this means the mod needs to recompile all the props on launch and algorithmically determine where in each prop's component tree this component should go - some props are even made of multiple sub-props which means adding a scale to the main prop will only move the sub-props away from each other unless they also get the component added to them and then scaling is propagated through the object tree. It's just always been a little too prone to problems, especially between saving/loading a game or closing/re-opening a game, to be completely safe to add. It definitely can be, it's just be a lot of work to make sure it isn't causing save issues and the like, and I've unfortunately not been able to dedicate quite that much time to this feature.
I did what you said in the video but I guess you put all 3 zip folders in the game files right?
Sorry to bother you!!!