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#41
Restaurants/Bars / Re: Asian Tea House
Last post by fern - October 01, 2025, 07:29:48 AM
Additional info:

AsianTeaHouse_YR.zip: AsianTeaHouse_YR.ztd: c40a40f1.ucb: Asian Tea House: height 3
unlockasianteahouse.scn:

message ids in langZA03.dll

Asian Tea House
Size: 6 x 6 Tiles
Capacity: 12
Purchase Cost: 1850
Upkeep: 400.00
Removes: money

Sells: Rice Wine [drink]; Jasmine Tea [drink]; Green Tea [drink]; Yakisoba Noodle Stir-Fry [food eaten immediately]; Sushi [food eaten immediately]

Guests pay to go there for food, drink, bathroom, energy
#42
Combined DLL Files / Re: LANG Fern Tek dll File
Last post by fern - September 28, 2025, 05:07:23 AM
Updated: September 20, 2025 to adjust messages of the Celestial and Sand Castle buildings
#43
Building Packs / Re: Celestial Cafe and Gifts
Last post by fern - September 21, 2025, 05:34:05 AM
Additional info:

ZZ_B_Celestial_Cafe_And_Gifts.zip: ZZ_B_Celestial_Cafe.ZTD: 13F53026.ucb: Celestial Cafe: height 3
unlockcelestialcafe.scn

message ids in LANG--fern-Tek.dll

Celestial Cafe
Size: 1 x 1 Tiles
Capacity: 10
Purchase Cost: 501
Upkeep: 0.00
Water placeable
moveable
removes money
userfood menu

Sells: Anathian Mixleplix [food eaten immediately]; Blobuells [food eaten immediately]; Celestial Martini [drink]; Orion Kale Flowers [food eaten immediately]; Salarian Tea [drink]

Guests pay to go there for food, drink, bathroom, energy, fun

ZZ_B_Celestial_Cafe_And_Gifts.zip: ZZ_B_Celestial_Gifts.ZTD: 13FEA026.ucb: Celestial Gifts: height 3
unlockcelestialgifts.scn

message ids in LANG--fern-Tek.dll

Celestial Gifts
Size: 1 x 1 Tiles
Capacity: 10
Purchase Cost: 501
Upkeep: 0.00
Water placeable
moveable
removes money
usergift menu

Sells: Baldorian Gemstone; Dranic Dragon Sculpture; Galactic Candle; Lamarian Tribble; Xanthian Rose Brooch

Guests pay to go there for bathroom, energy, fun, a gift
#44
Building Packs / Re: Sand Castle Cafe and Gifts
Last post by fern - September 21, 2025, 05:33:17 AM
Additional info: ZZ_B_Sand_Castle_Cafe_and_Gifts.zip

ZZ_B_Sand_Castle_Cafe.ZTD: 8922D047.ucb: Sand Castle Cafe: height 3: moveable
unlocksandcastlecafe.scn

message ids in LANG--fern-Tek.dll

Sand Castle Cafe
Size: 3 x 3 Tiles
Capacity: 25
Purchase Cost: 501
Upkeep: 0.00
Water placeable

Sells: Sand Castle Cuisine [food and drink consumed immediately]; Sand Castle Cuisine [food and drink consumed immediately]; Sand Castle Cuisine [food and drink consumed immediately]; Sand Castle Cuisine [food and drink consumed immediately]

Guests pay to go there for food, drink, bathroom, energy, fun

ZZ_B_Sand_Castle_Gifts.ZTD: 89FC0047.ucb: Sand Castle Gifts: height 3: moveable
unlocksandcastlegifts.scn

message ids in LANG--fern-Tek.dll

Sand Castle Gifts
Size: 3 x 3 Tiles
Capacity: 25
Purchase Cost: 501
Upkeep: 0.00
Water placeable

Sells: Sand Castle Trinkets; Sand Castle Trinkets; Sand Castle Trinkets; Sand Castle Trinkets

Guests pay to go there for bathroom, energy, fun, a gift
#45
Attractions - Free / Elevators
Last post by Jay - September 20, 2025, 12:45:49 AM
Elevators

ZT Designer Guild

Click Site name to reach the download

Author: Jay

Keywords: elevator

Release date: September 19, 2025

Current ztd dates: September 17, 2025 for both

Zip sizes:
ElevatorByJay.zip - 16.2 KB
DownElevatorByJay.zip - 24.3 KB

Compatibility: All Game Versions

Description: These are elevators to allow guests to get onto and off of a cliff. They can be used together like the first screenshot shows, or they can be used with other things. Both are called Elevator in the purchase menu. The shorter building is meant to get guests up onto a cliff and is the building at the bottom of the cliff in the first screenshot. The taller building is meant to get guests down from a cliff. The back of that building is shown on the cliff in the first screenshot and the front of that building is shown in the second screenshot. Their purchase menu icons show "4" in green on the left side of the icon, which means that the guests will exit 4 tiles away from where they entered. Another way of looking at that is there must be exactly 3 tiles between the entrance tiles and the exit tiles. If that cliff was lowered to ground level, the 2 buildings would be back to back. Usually ZT will not have guests use the same type of entrance more than once. Since an Elevator for fun was used to get guests onto the cliff, ZT usually will not have guests use another Elevator for fun to get off the cliff. So in addition for fun, the Elevator on the cliff is also configured to have guests enter it when they get hungry. So there should be a restaurant near the Elevator on the ground. To indicate the Elevator on the cliff is to be used when guests get hungry, the front of that Elevator looks different, as is shown in the second screenshot. In this example, the cliff has an exhibit, gift cart, restroom, and a couple of benches. So guests can stay happy on the cliff until they get hungry and leave the cliff via the Elevator. There should not be food or drink on the cliff, so that the guests will eventually get hungry and use the Elevator to leave. A zookeeper should be assigned specifically to the exhibit so that they don't wander far. Otherwise ZT can have them leave the cliff, but not be able to get them back up. If the exhibit fences deteriorate, maintenance workers might have to be grabbed and put on the cliff manually. These elevators were made by Jay using some graphics from RCT2, and the down elevator also includes a graphic made by Makonix/argonath for RCT2.

Since the elevators use the same messages, if you select one in the purchase menu, there are times when the selection will go to the first one in the menu: when the menu is rotated, when the menu is closed and reopened, when the menu is switched to a different one and then back, when ZT goes through its unlocking logic that occurs at the beginning of some game months. We live with this in order not to use up IDs too quickly.

The elevator messages are in LANG--fern-Tek.dll.



#46
Rides/Games / Mover Entrances
Last post by Jay - September 20, 2025, 12:40:46 AM
Mover Entrances

ZT Designer Guild

Click Site name to reach the download

Author: Jay

Keywords: mover ride entrance

Release date: September 19, 2025

Current ztd dates: September 13, 2025 for both

Zip sizes:
ElevatedMoverEntranceByJay.zip - 37.3 KB
MoverEntranceByJay.zip - 49.4 KB

Compatibility: All Game Versions

Description: These are entrances to people mover types of rides. They can be put with certain types of people mover scenery to make it appear guests are using the people movers. Although they can be used with other types of people movers as well, the screenshots show them being used with the Elevated Monorail People Mover and Monorail People Mover On Ground scenery pieces. The layouts in the screenshots are examples, and many other layouts are possible. There are 6 mover entrances: 3 for elevated people movers and 3 for people movers on the ground. All 6 mover entrances have 2 entrances at ground level on the same side of the building. The first 3 screenshots show the 3 mover entrances for elevated people movers. The entrance in the first screenshot is configured as a Relaxing Ride where guests enter, use the people mover for 125 seconds, and exit where they entered. The purchase menu icon shows "125" in black on the right side. The second screenshot has 4 entrances that are configured as a Transportation Station, and have "55" and "125" on the purchase menu icon. The "125" in black on the right side of the icon indicates that guests will use the people mover for 125 seconds. The "55" in green on the left side of the icon means that the guests will exit 55 tiles away from where they entered. Another way of looking at that is there must be exactly 54 tiles between the entrance tiles and the exit tiles. A useful way to measure 54 tiles is to use Cricket's One Dollar Picket Fence. The entrance tiles have to be next to the entrances on the entrance building, and the entrance building should be between the entrance tiles and exit tiles in order to have the correct distance. The distance is about the distance to get across the length or across the width of ZT's "Basic Grass Map (Small)". In that second screenshot, guests can enter the building on the left side and exit on the other side of the center building in the top right. Guests can also enter that center building in the top right and exit at the building on the left side. Guests can also enter the building in the bottom right and exit the other side of the center building in the top left. Guests can also enter that center building in the top left and exit at the building in the bottom right. The third screenshot shows an entrance that is configured as a Transportation Station, and has "213" and "125" on its purchase menu icon. The "125" in black on the right side of the icon indicates that guests will use the people mover for 125 seconds. The "213" in green on the left side of the icon means that the guests will exit 213 tiles away from where they entered. Another way of looking at that is there must be exactly 212 tiles between the entrance tiles and the exit tiles. That distance is to get across the largest user made map, which is called enlarged5c.zoo. Because of how large that map is, the screenshot shows only a small part of the layout. It is best not to have so much empty space in the zoo like is shown in the screenshot because guests can become so hungry trying to get to a mover entrance elsewhere on the map that they will become unhappy for not seeing animals and decide to leave the zoo instead. When using any of these people mover entrances, guests can get hungry while being there for 125 seconds. So restaurants should be near all of the exits. The fourth screenshot has all 3 of the ground level mover entrances, each configured differently. The entrance at the top left is configured as a Relaxing Ride where guests enter, use the people mover for 125 seconds, and exit where they entered. The purchase menu icon shows "125" in black on the right side. The entrance at the bottom left is configured as a Transportation Station, and has "30" and "70" on its purchase menu icon. The "70" in black on the right side of the icon indicates that guests will use the people mover for 70 seconds. The "30" in green on the left side of the icon means that the guests will exit 30 tiles away from where they entered. Another way of looking at that is there must be exactly 29 tiles between the entrance tiles and the exit tiles. Guests can enter the building on the bottom left and exit on the other side of the building in the top right, which happens to be on a cliff in this layout. The building in the top right is configured as a Transportation Station, and has "30" and "70" on its purchase menu icon. Beneath the "70" is a down arrow in red. That means the station is meant to be on cliffs. Usually ZT will not have guests use the same type of entrance more than once. Since a Transportation Station for fun was used to get guests onto the cliff, ZT usually will not have guests use another Transportation Station for fun to get off the cliff. So in addition for fun, the Transportation Station on the cliff is also configured to have guests enter it when they get hungry. So there should be a restaurant near the Transportation Station on the ground. To indicate the Station on the cliff is to be used when guests get hungry, the front of the Station looks different, as is shown in the fifth screenshot. In this example, the cliff has an exhibit, gift cart, restroom, and a couple of benches. So guests can stay happy on the cliff until they get hungry and leave the cliff via the Station. There should not be food or drink on the cliff, so that the guests will eventually get hungry and use the Station to leave. A zookeeper should be assigned specifically to the exhibit so that they don't wander far. Otherwise ZT can have them leave the cliff, but not be able to get them back up. If the exhibit fences deteriorate, maintenance workers might have to be grabbed and put on the cliff manually. Although other layouts can be used, the layout in the fourth screenshot makes it look like the monorail people mover goes underground by using slopes. But this layout is not perfect because of a ZT graphics glitch. The sixth screenshot shows the glitch. In 1 ZT view, ZT makes it look like guests are on the slope, even though the guests are actually on the other side of the slope. There are different ways to prevent or hide the guests in this view, such as keeping the path far from the slope, or having tall walls or objects on top of the slope. The graphical glitch has nothing to do with the user made objects. These mover entrances were made by Jay using a graphic made by Makonix/argonath for RCT2, as well as some other graphics from RCT2.

Since the entrances use the same messages, if you select one in the purchase menu, there are times when the selection will go to the first one in the menu: when the menu is rotated, when the menu is closed and reopened, when the menu is switched to a different one and then back, when ZT goes through its unlocking logic that occurs at the beginning of some game months. We live with this in order not to use up IDs too quickly.

The building messages are in LANG--ZTCDD.dll and the guest thought message for the elevated mover entrances is in langZA03.dll.

(Configuration note: removes money.)











#47
Miscellaneous Scenery / Monorail People Movers
Last post by Jay - September 20, 2025, 12:35:12 AM
Monorail People Movers

ZT Designer Guild

Click Site name to reach the download

Author: Jay

Keywords: monorail people mover track ride scenery

Release date: September 19, 2025

Current ztd dates: September 13, 2025 for both

Zip sizes:
ElevatedMonorailPeopleMoverByJay.zip - 48.3 KB
MonorailPeopleMoverOnGroundByJay.zip - 47.8 KB

Compatibility: All Game Versions

Description: This is scenery that looks like a monorail people mover is moving along a rail. Each piece can be placed next to another to make whatever layout is desired. After pieces are placed in a layout, it is unlikely the animations will blend together. But if the zoo is saved and reloaded, their animations will be in sync. There are 2 versions. One is on an elevated rail; the other is on a rail on the ground. The screenshot shows both types, with the ground version on a cliff that matches the height of the elevated version, although the ground version can be used in other ways as well. The screenshot also shows a number of Elevated Mover Curve pieces to make it look like the monorail people mover is changing directions. Since the monorail people mover pieces are 2 tiles long, it is sometimes difficult to make a complete circuit. Adding more Elevated Mover Curve pieces can help with that. The screenshot also includes an Elevated Mover Entrance to make it look like guests take a ride on the elevated people mover. As the screenshot shows, the elevated people mover can be placed across exhibits and paths, and have animals, guests, and staff walk under the rails. However, to reduce the chance of animals, guests, and staff walking through the posts, the screenshot includes curbs. In the exhibit, the exhibit version of the White Half Curbs were used around 3 of the sides of each post. They cannot be placed completely around each post. For the post that is outside the exhibit but next to the exhibit fence, the path zigzags to get by it. To stop staff and guests from walking through that post, the Grass Curb was used, which blends into the patch of grass. These monorail people movers were made by Jay using some graphics from RCT2.

#48
Miscellaneous Scenery / Elevated Mover Curve
Last post by Jay - September 20, 2025, 12:31:04 AM
Elevated Mover Curve

ZT Designer Guild

Click Site name to reach the download

Author: Jay

Keywords: tunnel

Release date: September 19, 2025

Current ztd date: September 3, 2025

Zip size: 28.4 KB

Compatibility: All Game Versions

Description: This is scenery with 2 elevated tunnels facing different directions. It can be used with some types of scenery to make it look like a moving vehicle goes into one tunnel and exits the other tunnel, going a different direction. The screenshot shows the Monorail People Mover On Ground scenery on top of a cliff to make it look like the monorail people mover is entering the tunnel on the right, and shows the Elevated Monorail People Mover scenery to make it look like the monorail people mover is exiting the tunnel on the left. This elevated mover curve was made by Jay using a graphic made by Makonix/argonath for RCT2, as well as some other graphics from RCT2.

#49
Older Fences/Walls/Zoo Entrances Download Listings / Tunnel Cliff Walls
Last post by Jay - September 20, 2025, 12:26:55 AM
Tunnel Cliff Walls

ZT Designer Guild

Click Site name to reach the download

Author: Jay

Keywords: tunnel cliff wall

Release date: September 19, 2025

Current ztd date: September 14, 2025

Zip size: 10.1 KB

Compatibility: All Game Versions

Description: This is a wall to put against a cliff that makes it look like a tunnel is in the cliff. It can be used with some types of scenery to make it look like something is going into or coming out of the tunnel. The screenshot shows the tunnel with the Monorail People Mover On Ground scenery to make it look like the monorail people mover is coming out of the tunnel. The ".ztd" has 2 versions: exhibit (configured to last for many real years) and decorative. The exhibit version uses ZT's rock wall gate if the placement of the wall completes an exhibit. Although ZT's rock wall is climbable, the tunnel cliff wall is not. The tunnel cliff walls were made by Jay using part of a graphic from RCT2.

These walls use the Cliff Wall messages that are in LANG--ZTCDD.dll dated March 10, 2013 or newer:
http://www.ztcdd.org/DD/index.php?topic=7315.0

Since multiple cliff walls use the same messages, if you select one in the purchase menu, there are times when the selection will go to the first one in the menu: when the menu is closed and reopened, when the menu is switched to a different one and then back to the fences, when ZT goes through its unlocking logic that occurs at the beginning of some game months. We live with this in order not to use up IDs too quickly.

ZT has lots of graphical glitches when there are slopes in a zoo. One of these problems is it will show objects through the cliffs and slopes in certain zoo views. To get around this problem, these cliff walls only show images for the views that go in front of the cliff. The other views are just transparent (invisible). That is okay because those views should not be visible through the cliffs and slopes anyway. But that can be confusing if you accidentally put one somewhere that is not against a cliff or slope, since they would only be seen in 2 zoo views. ZT has other graphical glitches whenever there is a slope in a zoo. Depending on the zoo view, the zoom level, and the distance to a slope, ZT will slightly change the position of an object. For most things, this is not noticeable. But since cliff walls are made to be near cliffs, that slight repositioning is more noticeable. For these cliff walls, I did things to minimize the problem, but I cannot eliminate it completely. For example, I had to make the cliff walls slightly taller than I would have preferred. For me, though, zoos look better using them than the various alternatives.

#50
Restaurants/Bars / Re: Tower Cafe
Last post by fern - September 15, 2025, 12:15:33 AM
Additional info:

TowerCafe.ztd: 5FEAB026.ai: Tower Cafe: bldg-Tower.cfg: height 3
unlocktowercafe.scn

message ids in LANG--ZKL.dll

Tower Cafe
Size: 1 x 1 Tiles
Capacity: 24
Purchase Cost: 2000
Upkeep: 500.00
Water placeable
userfood menu
removes money

Sells: Chicken Wrap [food eaten immediately]; Fruit Salad [food eaten immediately]; Baked Potato [food eaten immediately]; ZT's Hamburger [food eaten immediately]; ZT's Soda [drink]

Guests pay to go there for food, drink, bathroom, energy, fun