Planet Zoo
Is there a mod limit

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uncreative54

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I haven't seen a suggestion/rule for maximum number of mods or mod categories with obvious conflicts.

Anybody have any decent rules of thumb? I have a fresh zoo with only some paths down. If I remove some new species mods, I can get the game to not crash on start-up, but when it loads the fresh zoo, none of the in-game menus for construction or management actually bring up...menus. Even selecting exit to desktop results in a hand, and I have to force close in the task manager.

Who has some rules of thumb?

9 comments

  1. ZZDestroyahZZ
    ZZDestroyahZZ
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    only limit for how many mods you have installed is if your PC can handle it, PZ gets buggy when you have a load of mods because the game wasn't built to have this many animals. My suggestion is to cut back on animals you wont use often, just put them in a folder on your desktop called "PZ Mods" or "PZ New Species".
    1. uncreative54
      uncreative54
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      Have you encountered the buttons not working anymore, resulting in the game having to have its processed stopped? I was playing with a fresh install. I was able to produce it when I installed some fish mods. I deleted the fish mods. The button bug persists.

      Running another fresh install from Steam. It was sort of a self-curated selection of 27 fish mods I thought would be cool. I suppose I'll need to add them one by one to see if the fish mods are somehow fundamentally not working with my game or if there's one in particular, or a conflict between two.

      It will just be annoying to have to do a completely fresh install whenever I produce the bug. Downloading 14.5 gb takes time and verifying the local files won't fix it.
    2. ZZDestroyahZZ
      ZZDestroyahZZ
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      No, i have not had the problem with buttons not working. 
    3. PlangTong
      PlangTong
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      Too Many Mods Can Result In Vanilla Animals Dissapearing, The Aardvark Being Most Noticable for me for some reason, some modded species had 8 in the market instead of 4, the  yellow footed tortoise had this problem and it resulted in them duplicting and some of their images became a picture of an albino baby aardvark. sooo.. thats why you should add too many mods.. it can REALLY mess up your game.
    4. TheLotlaxo
      TheLotlaxo
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      YES! Finally, I hear of someone else encountering this problem!
    5. MuscovyDuck
      MuscovyDuck
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      Thank you! I was looking everywhere to figure out what the problem was.
    6. WellgraSPW
      WellgraSPW
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      have been testing this for a while, and i could be sure that there is an animal number cap of about 250 or so in PZ, once your mod species number get you surpass that, the animal trading menu would start to overwrite vanilla animals into modded species following alphabetic order, so the disappearance of aardvark at the start of your trading menu is always a good indicator for hitting this cap

      and as more animals are added into your mod list, the more laggy your game gets, this perhaps due to extra burden of cpu in running mods frames which are separated from vanilla game frame, this factor is always significant unless you have a super high-qua cpu
      personally, i would suggest limiting the number of species mods, just use those which are not reported buggy and which you love the most. don't get too greedy on encyclopedic collection
    7. uncreative54
      uncreative54
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      Wow! Thank you so much for this information! This will help me curate my mod list a lot more effectively! 

      Worth the wait for this answer!
    8. uncreative54
      uncreative54
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      In your experience, does the roughly 250 animal cap include the base game animals as well?