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  1. pukkie

    pukkie

    Llama Stealing Moose


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  2. Vondell

    Vondell

    (Designer)Designer


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  3. Fern

    Fern

    Dragon Riders


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  4. Cricket

    Cricket

    (Admin)Root Admin


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Popular Content

Showing content with the highest reputation since 05/09/2025 in Posts

  1. A small detour while I am still working on finishing up the new greenhouse roof and wall building set -- something I have wanted for a while that isn't the most exciting item in the world, an ordinary-looking plastic portable restroom. And a preview of what is to come soon!
    8 points
  2. Figured I can make a thread to contribute more to the forum when I'm neither building full zoos nor modding. I still haven't finished that Zooberry contest zoo. These days, I just pop in the game once in a while to make an enclosure or two for play testing new mods. First one here is a rather high-effort (unintentionally - I sat down thinking it would be quick and ended up spending a few hours on it) enclosure for Komodo Dragon to play test Serpyderpy's Komodo Dragon recolor. Also testing out some elements of Vondell's upcoming greenhouse set. Some of the plants are from Wolverale's ZT2 imports. Otherwise pretty much everything else is from Tek.
    3 points
  3. From Jay: The reason the zoo crashes is because there is exhibit fence against zoo walls that are 1 tile away from the map edge. In particular, it is the exhibit fence that is at the back of the snow leopard, markhor, and bighorn sheep exhibits. Even though most of that has the zoo wall elevation at a different level than the exhibit fence elevation, it is still considered against the zoo walls. When I deleted the exhibit fence at the back of those 3 exhibits, which caused the zoo walls to be used to enclose the exhibits, the zoo continued for several game weeks without crashing. Some of the bighorn sheep fence is already deteriorating. When an exhibit fence is 1 tile away from the map edge and deteriorates, ZT crashes trying to figure out how to get a maintenance worker there to fix it. The "Exhibit fences 1 tile away from map edges can cause crashes" topic at DG explains this problem: http://www.ztcdd.org/DG/index.php?topic=5938.0 The exhibit fence at the back of those 3 exhibits in the crashing zoo are in position A in the screenshot that is in that DG topic. As that topic says, it is okay if zoo walls are in positions 1 and 5 in the screenshot, as long as no exhibit fences are against them. Those zoo walls may still be used to enclose an exhibit and have exhibit fences touch them, as long as exhibit fences are not against them. And it is okay if exhibit fences are against zoo walls that are at least 2 tiles away from the map edge, such as position D in the screenshot.
    2 points
  4. It should since he is the one that discovered the reason. And wrote the post at DG about it. Along with other problems that players have provided the zoos for so he can test them.
    1 point
  5. Decorative Long Marble Table by pdn has been updated. Updated by Cricket on June 1, 2025 to reduce file sizes by using the shrink program.
    1 point
  6. oh my god, that seems to be exactly what it was! i moved the exhibits away from the walls and the game hasn't crashed! i'm so so so so so happy, thank you so so much!!! this means so much to me!
    1 point
  7. I play several games via Steam. They've got some interesting ones. I have not tried Zoo Tycoon yet tho'.
    1 point
  8. Steam is like a Kindle (if you know what those are). On a Kindle you can buy books that get sent to you for download, but you can only download them where Kindle is available. Steam is similar, but it's games instead of digital books.
    1 point
  9. Decorative Tank Walls by CristiJaberJaws has been updated. Updated by Cricket on May 28-29, 2025: Created single files from combined file. Added folder for those single files.
    1 point
  10. Brick-themed Water Stations by Genkicoll has been updated. Updated by Cricket on May 28, 2025 to create a combined file and add a folder of single files.
    1 point
  11. Quilts 2 by Brandi has been updated. Updated by Cricket on May 28, 2025 to clean up files, remove unneeded .pal files, create a combined file and create a folder of single files.
    1 point
  12. 4th Anniversary Garden Pack by Brandi, SavannahJan and Jane has been updated. Updated by Cricket on May 28, 2025: Esthetic Bonus values were adjusted. Combined file was created. Folder of single files was created.
    1 point
  13. Yellowstone 2 Pack by Brandi & Cricket has been updated. Updated by Cricket on May 23, 2025 to create a combined file and a folder of the single files.
    1 point
  14. It is easy enough to unpack unless you want the paths each as separate ztds. But for all the paths just extract the "paths" folder and the 6 path cfgs. Zip them up and save as ztd. If you want all the files as separate ztds then cricket or I can do that. Especially if others want it as well.
    1 point
  15. View File Vondell's Portable Restrooms A mundane, plastic portable restroom for your lower-budget zoo builds and backstage areas. Functions as a normal restroom for guests, with a capacity of 2 (same as ingame Small Restrooms). Submitter Vondell Submitted 05/08/2025 Category Restrooms  
    1 point
  16. Not just see dear friend I so totally gotten it Thank you girls
    1 point
  17. Pm me the file when changed From Jay That is not correct. Since the file was not released yet, VoPtbRrm.ai should be renamed to VoPtbRrm.ucb and then bldg-voptbrrm.cfg should be deleted. Although not related to the above, the following changes should be done in VoPtbRrm.ucb: - cHeight should be 3 instead of 2 so that guests cannot see through it. - "cIsColorReplaced = 0" can be removed, since that is the default. - "cUseNumbersInName = 0" should be removed because ZT's buildings such as restrooms are numbered. - I would have used higher cPurchaseCost and cUpkeep to be consistent with ZT's Restroom, but those are subjective. EstheticBonus values are also subjective. The Guide I mentioned says how I determine those subjective settings, but the Guide can be confusing. So it is up to Vondell whether or not to adjust any of those subjective things. In addition, "unlock-restroom.scn" should be renamed to "unlockrestroom.scn" so that it does not unlock more than expected.
    1 point
  18. Have had a look at it. Most buildings are done using a ucb these days. Since it has not been released, as far as I know part of what Jay says may be irrelevant. From Jay: "unlock-restroom.scn" should be renamed to "unlockrestroom.scn" so that it does not unlock more than expected. cHeight should be 3 instead of 2 so that guests cannot see through it. "cIsColorReplaced = 0" can be removed, since that is the default. "cUseNumbersInName = 0" should be removed because ZT's buildings such as restrooms are numbered. I would have used higher cPurchaseCost and cUpkeep to be consistent with ZT's Restroom, but those are subjective. EstheticBonus values are also subjective. It would have been more efficient if it was a ".ucb" instead of ".ai", but I assume this has been released. So changing that now can affect saved games, being that upper case letters are used inside the bldg cfg file. Since these things and other things are talked about in ZKL's "Configuring Restrooms Using ZT IDs Guide", Vondell may not have seen that guide and, therefore, should be given a link to it. But as I was typing this, ZKL went down. That guide is also at DG: http://www.ztcdd.org/DG/index.php?topic=4152.0
    1 point
  19. That is a must have file Thank you Cricket
    1 point
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