recursal/Fanatic-Fandom huggingface dataset:
Airplanes

**Airplanes** are aircraft that transport passengers to and from an airport.

Whilst the player does not directly control airplanes, they can decide which airlines are allowed to operate in their airspace. All airlines have a unique fleet of airlines which the player is able to schedule. Each aircraft requires a specific amount of time to deplane, clean, board (AI Dependent) and depart. The values for these aircraft are currently not specified in the game; however, Mel-Kulek's Gate Analysis provides estimates that are accurate to within 3 minutes

## Requirements

For an airplane to be eligible land at an airport, it must meet specific requirements. The two main requirements for aircraft is the minimum Gate Size, and minimum Runway Length. All aircraft have different requirements depending on their size, and all requirements must be met before the aircraft can be scheduled at an airport.

In order for an aircraft to be able to land, at least one runway must be equal to or longer than its minimum runway length.

 Runway - Medium
 Runway - Large

## Changes & Additions

* **7 June 2017**: Added a minimum runway length restriction to aircraft.
* **8 May 2017**: The A320 aircraft was added.

## Notes

1. ↑ 1.0 1.1 1.2 1.3  https://1drv.ms/x/s!Aj6vZk5CfPYogcVFW8WWfsJDWkIOAQ *Mel-Kulek's Gate Analysis*. Retrieved April 8, 2017.
Опустошители

**Опустошители** — противник из игры Tyranny.

## Описание

Легенды рассказывают о невообразимо сильном виде погибелей — опустошителях. Свидетельств о том, что кто-либо наблюдал их за последние века, нет, так что об их способностях известно немногое.

Легенды и байки учат, что, увидев опустошителя, надо немедленно убить любую другую погибель, и это лишит его силы. Как этот совет смог прожить столько веков — никому не неизвестно.
Experimental Patch Notes (20 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 19, ~5:38PM

* Slows the pax movement speed in queues to be more realistic
* Updates the baggage depot tooltip (connected desks and carousels)
* Updates the aircraft gate tooltip (all flights with status)
* Updates the Conveyor build menu tooltip, includes overview/instructions
* Fixes an issue with UI becoming unresponsive when loading a corrupted save
* Fixes the sorting of gates in Flight Scheduler (E, F, and G series)
* Fixes one source of crashes during land expansion, occurred when construction was happening at same time
* Updates the baggage car job manager for improved scheduling throughput when many jobs are queued at the same time
* Fixes Snack Kiosk worker positions
* Construction Workers now always prioritize indoor luggage tasks higher than construction tasks
Research

**Research** is a functionality in the game which allows the player's administration staff to spend an allotted amount of time researching a topic. After research is complete, the player will unlock additional benefits in the game.

## Research Tool

The research tool can be accessed from the button located in the top left corner of the user interface. Once opened, the player can view a list of all research options. The list cannot be filtered or sorted, and contains all research options, including research which is: available, in-progress, locked, and completed.

Hovering over a research will display a tooltip of information related to the research; including details about what it unlocks, its requirements, and any pre-requisites it requires. Note that certain research cannot be completed unless specific administrative staff have offices.

## Trivia

* *Bank Loans II* and *Lower Interest Rates* are the only research items that require non-integer hours (34.67 hours) in order to complete their research.

## Changes & Additions

* **10 June 2017** - Added *Operations II* research
* **2 June 2017** - Added *Land Expansion* research
* **30 May 2017** - Added *Light Rail Transit* research
* **26 May 2017** - Added *Standby Gates* research
* **13 May 2017** - Added *Bank Loans II* and *Lower Interest Rate* research
Patch Notes (17 March 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

* Fixed COO/CFO hiring regression bug (“counters on all staff buttons”)
* Food deliveries now correctly debit instead of credit
* Fixed a bug with pending Vending Machine income not being saved
* Made the Aircraft “Break Deadlock” button enable immediate departure from gate, anytime after boarding has started
* Fixed the passenger “Send Home” button contention with wandering
* Fixed an issue with passengers getting stuck at ID Check Stands, or elsewhere, caused by their movement target being rounded into a wall
* Vending Machine & Cash Register income changed from daily to hourly
* Misc. construction & drawing optimizations (Vehicle movement/pathfinding; misc. memory optimizations)
* Fixed an Aircraft stuck on runway bug
* Fixed Aircraft stuck due to road or taxiway construction
* Additional general improvements for Aircraft pathfinding
* Volume settings are now saved between gaming sessions
* Fixed sound defaulting to no volume on Windows
* Vsync now always on, for all quality settings; removed from preferences
* Multi-Lane access text changed to reflect 2 lanes instead of 3
* Agent ‘flicker’ reduced
* Middle mouse button added as alternate object placement rotation key
* Misc. fixes and minor optimizations to baggage car
* Cafe issues caused by movement rounding should now be resolved
Food Worker

*This article is a stub. You can help SimAirport Wiki by expanding it.*

 Title:
 Price
 Daily Wage
 Hourly Wage
 Type

A **Food Worker** is a staff member responsible for working a Cash Register in a Café, and making food in a Kitchen for passengers. They use a Coffee Maker, Cooker, Drink Machine, Kitchen Sink, Kitchen Storage, Pizza Oven, Prep Cart, and Refrigerator to supply passengers with their orders.
Preferences

The **Preferences** user interface menu allows players to customise their game experience. The menu can be found by pausing the game and clicking on *Preferences*.

## List of Preferences

The preferences menu is split over two pages, and contains settings that allow the user to fine-tune their gameplay.

**Camera Center**
The camera will zoom directly in or out using the center point of the screen as its target.
**Mouse Position**
 Zoom Speed
**Far left:** The camera will zoom very slowly.
 Pan Speed
**Far left:** The camera will pan very slowly.
 Edge Hover Scrolling
 Autosave
 Middle Mouse Pan
 Clock Time Display
Display options include:
* 12 Hours (5:15 PM)
* 12 Hours with leading 0s (05:15 PM)
 Zone Overlays
 Game Volume
**Far left:** The volume will be very low.
 Crowd Volume
**Far left:** The volume will be very low.
**Far right:** The volume will be very high.
Passengers

**Passengers** are entities in the game that are spawned at random to use the player's built airport when a flight is scheduled.

## Functionality

Passengers have randomly combined names (which can get hilarious) which means that they arrive at the players airport with a set of 3 parameters:

* Name
* Flight
* Cabin Class

As of yet only these 3 parameters are used. The flight parameter is used to determine which gate to board from and the cabin class parameter is used to determine which queue to enter in cabin class-specific queues. The name is simply for player identification and does not currently have a function.

## Needs

Every **passenger** has its own set of **needs**, which contributes to the overall **Passenger** Satisfaction level, which, in turn, contributes to the Airline Interest rating, as some airlines care about the overall **Passenger** Satisfaction level. Some of these needs are Hunger, Rest, etc.

*Main Article: Needs*

## Trivia

* Passengers arrive in personal cars and buses but can only leave in buses as the functionality of being picked-up in a personal car has not yet been implemented into the game.
Experimental Patch Notes (20 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 20, 8:16PM

Why wait? Let's get this round of updates kicked off right away, with just a bit of what we have planned. =)

**Change Log for May 20, 8:16PM**

* Fix a minor bug in the security zone functional validation
* Fix a bug allowing purchase of hangar vehicles with insufficient funds in Career mode
* Fix the airport entrance sprite disappearing after completing road tech option
* Adds a few fixes related to hidden zone overlays, e.g. when starting draw mode
* Gate Docking: Fixes invalid gate connector rotation when deserializing into undocking state
* Gate Docking: Fixes instant animation when docking/undocking on gates of certain facings
* Gate Docking: Makes the animation duration constant (game time) regardless of FPS
* Gate Docking: Makes the animation correctly resume partial progress vs starting over or "jumping" to destination state when loading a game while in transition
* Adding or modifying a flight will apply to the following day, whereas an offer cancelation will sometimes also apply to the current day if the arrival time is sufficiently far away
* Prevents assignment to invalid gate (i.e. pending construction or dismantle) when accepting offers and editing schedule
* Prevents dismantle of gate when it has flights pending arrival — these must be moved, canceled, or allowed to run their course.
* Fixed an issue with Clear tool ignoring an object’s “can be destroyed” validations
* Adds the ability to set custom gate names
* Improves performance of general pathfinding

We're excited for this round of updates and we'll be getting things out to you as soon as they're ready. As always, we'll be back with more for you soon!

Thanks everyone!!
Queues

**Queues** are assignable objects which hold passengers. An assignable object is something which can be connected to a ticketing desk or gate agent desk, for example. Once it is assigned to another object, passengers will wait within the queue until the assigned object is available. Queues can be paired to multiple objects and other objects can be paired to multiple queues. A queue can be assigned to all passengers or only first class or coach class passengers.

## Functionality

### Placing a queue

To place a queue in your airport, click the "Create Queue" button in the queues sub-menu. Then, click and drag from the start (front) of the queue and drag the queue out (without letting go) to the end (back) of the queue.

### Assigning a queue

To assign a queue to another object, click on the other object and then click "Assign To". Then, click the "Assign" button, situated above the start of the queue's location. On this menu, you can assign the queue to a specific passengers class, or all passengers.

## Trivia

* Queues do not cost anything to purchase or build.
	+ This is with the exception of the workman's salary.
* The patch released on 19 April 2017 improved the queue graphics. This means that the queue was the first buildable item in the game to have an updated/modified sprite.
Experimental Patch Notes (29 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 29, ~4:17 PM

* Fixed the construction options context menu not appearing
* Fixed a bug that showed completed Research items as disabled when running out of money
* Fixed an issue with some construction indicators erroneously excluding zone drawing — should fix the ‘security not picking new objects’ as they were considered not functional and out of scope
* Fixed text placement of zone/sectors (centered in largest rectangle)
* Fixed an issue that could result in stuck fired workers
CFO

*This article is a stub. You can help SimAirport Wiki by expanding it.*

 Title:
 Price
 Daily Wage
 Hourly Wage
 Type

The **Chief Financial Officer** (CFO) is responsible for working within the financial aspect of the airport. After researching Finance the CFO can be hired; the CFO allows players to unlock research opportunities for bank loans and Pricing.
Boeing 747

Easily one of the most recognizable airplanes in the world the Boeing 747 (aka The Queen of the skies or The Jumbo Jet) is a four engine, twin aisle, long-haul aircraft introduced in 1969. The plane is famous for its size and its iconic hump on the front of the plane where a second deck is located. The plane was a huge success at first and sold very well. There are many variants of the 747. seating between 400 and 500 passengers. The 747-100, 747-200, 747-200, 747-300 and 747-400 are all older versions, the 747-400 having been the most produced version of the 747. Recently the 747-8I was introduced but the plane no longer sells as well as it once did. The Queen's reign is sadly coming to its end.
Experimental Patch Notes (29 April 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: April 29, 6:01PM

We're kicking off this next round of updates tonight -- we've got a solid patch for you, with a few additions and some fairly major improvements, which we hope you enjoy!

As usual we'll continue pushing out updates & fixes as quickly as we can; we thank you very much for your continued patience and support as we work to deliver these larger scale improvements to you as quickly as we can!

**Features**

* Passenger AI Improvements — passengers are now constantly assessing their environment, even when already engaged with a behavior. You’ll see better queue distribution, new line hopping, fewer pax missing flights, and other improvements.
* Adds “Small Retail Bar” — complete with 2 bartenders! Will be improved further in future.
* Adds "Windows" -- currently function like walls, with a different sprite.
* Adds a "Highlight Passengers" button to Aircraft. Green = Departures, Red = Arrivals.
* Adds a new text indicator where vehicles spawn to show the (hidden) queue size, when roads are backlogged

**Bugs**

* Fixed an issue with placement validations missing some items in scope for auto-Dismantle upon game load
* Fixed a regression with ‘marker’ placement (Aircraft docking, object placement indicators, etc)
* Fixed an issue with vehicles still spawning when the roads are fully backed up
* Fixed an issue getting stuck w/ no path to Flight Info Display
* Fixed an issue with Outdoor Gate not connecting to walls/fences after game load
* Fixed an issue with Staff/Vehicle movement speed erroneously getting randomized during pooling
* [UI] Fixed text clip on Early Access Dialog
* [UI] Makes valid TimeBlock drop region in Scheduler be only on arrival time, to show why Night flights cannot be scheduled past 10PM yet

**Gameplay**

* Bag/Body/Metal scanners now all require staff to work
* Enabled hourly infrastructure costs (ATC Tower, Baggage Carousel, Baggage Routing Station)
* Workmen will now handle the indoor luggage (golf cart) duties, since they’re often otherwise idle
* The in-game clock speed has been reduced 25%, while the simulation speed is the same — making the time scale more realistic (e.g. simulated walking speed)
* Numerous small tweaks to timings & object effects
Airbus A380

The Airbus A380 is a four engine, wide-body, twin-deck, long haul aircraft introduced in 2007. It is the largest passenger plane in the world and can sit up to 800 people, even though it is used to seat 525 people by most airlines. The aircraft is the only one in the world to have a full two decks. The plane is so big and so heavy airports around the world had to strengthen their runways and taxiways for it to be able to pass without breaking them. The plane also has its own callsign on the radio "super" to warn for wake turbulence produced by this plane ie. "Speedbird 223 Super" . (Other wide-bodies have heavy and smaller planes have nothing after their flight number) A380 was discontinued because of its size.
Patch Notes (25 March 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

It's time for another SimAirport patch and we have also released the SimAirport Roadmap that we mentioned in the previous patch notes!

SimAirport Early Roadmap

A few days ago we came across a bug related to zones and 'zone references' which turned out to be one of the primary root causes of the cafe/retail issues. It has required us to take a slight detour to address the underlying root issue and we're just about through that now. We anticipate having that fix, and cafe/retail itself, fully up and running very soon and you can expect to see it on the experimental branch early next week. We'll then be proceeding to get that out in a general availability patch as soon as we can thereafter!

**Patch Notes**

* Fixed a bug with Flight Info Display incorrectly emitting Environment effect instead of Information
* Fixed the “# standing > # departing” bug when 2+ desks are assigned to a gate
* Aircraft can now depart earlier than scheduled departure time if otherwise ready to leave (boarded & loaded etc)
* Demolish tool now must be used adjacent to outdoors areas; helps prevent confusing islands of “outdoors” surrounded by “indoors”. Use ‘Clear’ tool to clear indoor areas and keep them as indoors.
* Minor memory allocation improvements [performance]
* Fixed an issue where workers didn’t complete a tasks or stopped mid-way through
* Fixed aircraft becoming stuck when their runway was destroyed while at the gate
* Nearby construction workers will now assist in unloading Supply Trucks
* Airlines UI now shows available flights broken down by morning/afternoon/night
* Existing indoor decor will no longer be removed when placing flooring
* Fixed an issue that sometimes caused security & zone validations to stop running
* Fixed multiple small save/load related issues
* Flight Schedule UI Overhaul -- Scheduling is now done by gate.

Note - When loading an existing save from a prior patch you may end up with some cancelled flights for the first day until you have adjusted your schedule accordingly. Schedule changes only take effect for 'tomorrow' and forward.

Thanks everyone -- and as usual, we'll have more for you as soon as we can!!
Patch Notes (9 March 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

Where has the week gone? It's a cool crisp Thursday going into Friday and the team started off sprinting trying to make sure everything was in working order this morning!

**Patch one:**

* Minor UI tooltip error when starting a new game has been corrected
* Causes for Passengers getting stuck greatly reduced, especially those who missed their flights

**Patch two:**

* Fixed Passengers getting stuck on Trash Bins and Vending Machines
* Fixed Garbage Trucks getting stuck on roadways
* Vending Machines and Cafes are no longer as attractive to Passengers (will be visited slightly less often)
* Administrators should now report to their offices
* Fixed Passengers leaving the airport at the bottom left despawn point

**As with most patches we would recommend starting a new game whenever a large patch comes out to hopefully clear up any bugs that might have been solved.**

**Please check back throughout the day to see what we've fixed or changed. All reports will be taken into consideration so please keep them coming!**
Edge Patch Notes (15 June 2017)

The Edge Patch Notes below are taken from this forum thread of the game's forums.
*The Edge Patch Notes below are taken from this forum thread of the game's forums.*

**Edge Patch Notes**: June 15, ~10PM

* Fix a bug that caused random stuck passengers related to position caching/updating
* Fix a bug that prevented demolishing coneveyors

**Edge Patch Notes**: June 15, 6:41PM

**Baggage System Overhaul**
The luggage systems have been revamped from the ground up, and are now designed to give you more choices while also presenting a bit more of a challenge in terms of design and layout. We have not done final balancing the these systems yet (prices, etc) in order to make trying the new systems easier for you. Notable aspects of the new updated systems:

* Conveyors now must be direct object-to-object links, without intersecting other segments
* Special 'Hub' objects must be used for interconnectivity between more than two objects
* Hubs come in 4-port and 8-port varieties in this update
* Outdoor routing stations are now called 'Depots'
* Aircraft Gates must be assigned to one or more 'Baggage Depots'; this controls where luggage gets sent for flights at that gate
* Multiple hubs may be interconnected; a hub interconnection is a 2-way connection (despite the visual arrows/colors implying otherwise)
* Baggage system performance substantially improved; note that individual baggage is also not currently being displayed

**Queueing Improvements**
The passenger queueing systems have been updated and though they function quite similar to before, they contain several improvements, bug-fixes, gameplay/behavioral improvements, as well as performance improvements. These include substantially faster through-queue movement, passengers always going through queues even when there's no line, more consistent timings, and several other updates & improvements.

Numerous smaller misc. improvements, bug fixes, and UI adjustments

**NOTE -- This update is NOT backwards compatible with existing saves from prior versions!**
Boeing 777

The Boeing 777 is a twin engine long haul wide-body aircraft introduced in 1995. The 777, depending on the variant can carry between 440 and 550 people in 1 class configuration. The 777 was the first aircraft designed completely with a computer. The 777 to this date is the biggest twin engine in the world. The different variants of the 777 are the 777-200, 777-200er, 777-200 LR, 777-300, 777-300er, 777f and a newest version of the 777, the 777X is released and will be delivered to airlines in 2025. The 777X is the longest plane in the world and first plane to feature folding wingtips with world's biggest jet engine, Ge9x with maximum thrust of 134,000lbf.
Experimental Patch Notes (30 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 30, ~9:04 PM

* Initial implementation of the Light Rail Transit Station & associated research
* Adds support for multiple pages of game preferences
* Adds a game setting for displaying times in 12 or 24 hour format
* Adds a game setting for inverted click-and-drag panning
* Fixes the “disjoint taxiway networks” planes landing on wrong runway — islands used by aircraft must be taxiway only nodes
* Makes Urinals only functional in male restrooms
* Fixes the master flight schedule UI, dropdown placement/anchor after resize
* Garbage bins will now be used throughout the airport / more important
* Fixes the Research options UI when loading certain existing saves
* Fixes a bug that could result in agents getting stuck, particularly outdoors
* Updates the description for 'Windows' build tool
* Misc. tuning changes to passenger transport options, new LRT transit balance
* Improves general rendering performance, lowers the video memory needed
* Support added for Steam Trading Cards, Profile Backgrounds, Badges, and Emoticons
Edge Patch Notes (18 June 2017)

The Edge Patch Notes below are taken from this forum thread of the game's forums.
*The Edge Patch Notes below are taken from this forum thread of the game's forums.*

**Edge Patch Notes**: June 18, ~7:14PM

* Fixed a bug that rarely caused conveyor graph data to not be considered current
* Made the conveyor connector 'endpoints' all be arrows again, instead of 'bubbles'
* Hub-to-Hub connections will now turn GREEN when correctly made
* Hub-to-Hub Connections: Hubs can be connected to each-other via BLUE-to-BLUE or PINK-to-PINK; only a single connection is required, you do not have to connect both pink & blue, either of them works (and allows multi-direction 'flow').
* Minor adjustments to aircraft pathfinding; should encourage slightly 'more cooperative' paths
* Fixes '# Waiting in Line' number for Aircraft hover

**Edge Patch Notes**: June 18, ~12:32PM

* Added 'Specialty Baggage Hub 6-2'; same as existing, but 6 input, 2 output ports
* Additional conveyor network & endpoint validation fixes
* Conveyor material price reduced by ~50% and max stack size increased
* Garbage cans can now be placed indoors or outdoors
* Fixed a bug where tall hover tooltips would go off screen
* Added weather forecast, will later require Weather Radar (click top weather icon)
* Added graphics setting to disable the rain visual effect
* Several construction-related conveyor bugs resolved
* Fixes a bug with initial movement target for attach-to-wall objects (caused MM370)
* Rain visuals no longer displayed when in 'underground view'
* Wind tweaks: prevailing weighted more strongly & direction changes slowed
* Several misc. save/load related fixes for queues & passenger state
* Any MM370 error codes will now include object name, if applicable
Standby Gate

*This article is a stub. You can help SimAirport Wiki by expanding it.*

A **Standby Gate** allows players to define gate failover options that will be used in the event that a flight’s original gate is not available at the scheduled arrival time. If necessary, passengers will backtrack to a different wing of the airport to reach the new gate agent desk(s).

In order to use the standby gate, players must first research the feature. The research has three requirements: a COO with an office, completed research of *Operations*, and $15,000. The research takes 12 hours to complete.

## Instructions

Here is how to use the standby gate functionality:

### Scheduling

1. Pull up the Master Flight Schedule. In the upper left corner there's a drop-down. "Flights" (where the schedule looks normal and flights are bright color) and "standby" where the colors go subdued.
2. Select the gate you want to make the "standby gate" (so if a flight comes in and there's still and aircraft on the gate, it will go to the standby gate and passengers will go there to catch it) by clicking along that gate's timeline, and drag to set the time.
3. The space will fill with a white bar that saying "standby", and that will remain there when you switch back to "flights".
4. When you hover over the gate with the mouse it will tell the time it's on standby, as well as the flight schedule.
5. You can set up multiple standby times on a single gate.

### Removing

1. Right click on the gate in a standby block; the options "remove" and "clear row" appear.
2. Remove one time slot with "remove", and clear all the standby slots with "clear row".

The "trigger" time for a plane to choose a standby gate seems to be 20 minutes prior to scheduled arrival. Thus, if the previous aircraft is still on the gate 20 minutes prior to the following aircraft's arrival time, the following aircraft will go to the standby gate.

## History

* The standby gate was first introduced in the experimental patch released on 26 May 2017.

1. ↑ [1]
Experimental Patch Notes (14 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 14, 12:54AM (hotfix)

* Fixed a thread pool queue priority issue that caused extremely slow construction workers
Patch Notes (21 April 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

Just another quick patch to fix a few more issues from the major patch on April 19th. Barring any other major issues popping up, we'll now be getting back to work on the experimental branch for the next round of major updates!

**Change Log - April 21, 2017**

* Fixed a bug related to passenger baggage pickup
* Fixed an object selection bug where passengers could pick unreachable targets and get stuck
* Minor performance optimization to passenger movement
* Fixed a bug with the 3 new decorations

**Patch Notes - April 20, 2017**

Quick patch today to get a major bug from yesterday's patch addressed right away. We also managed to slip a few new objects in, though this patch is mainly a fix for passenger 'Stuck' issues.

Thank you for your patience and for sending in bug reports and saves -- we really appreciate it very much. We'll have more for you soon!

**Change Log - April 20, 2017**

* Fixed a major bug in yesterday’s patch which could cause passengers to get stuck all over the place
* Fixed a no-path condition issue that could cause passengers to get stuck
* Added an after-load save game fix that will create demolish projects for objects that are placed in non-useable positions
* Added 3 new indoor decorations
* Added 1 new seating object / bench
Patch Notes (18 March 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

* Minor optimizations to: pathfinding, agent behavior selection, and other misc. components
* Fixed a crash when walls appear under a passenger's pathfinding target
* Fixed Garbage Bin being used before it is built
* Fixed a bug that would cause hidden objects at bottom left of map when saving with the object placement indicator active
* Fixed a bug causing Supply Trucks to get stuck or drop off duplicate piles
* Fixed a bug when destroying queues that resulted in passengers getting stuck
* Fixed a bug causing Vehicles to not properly pathfind through traffic
How to play guide for The Legend of Wright

*This article is a stub. You can help The Legend of Wright Wiki by expanding it.*

This page will serve as a basic **how to play guide for *The Legend of Wright***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Experimental Patch Notes (23 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 23, ~5:41PM

* Fixes a mass “Stuck!” passengers, caused by certain ordering of build instructions near map boundary resulting in failed sector generation
* Should resolve a stack overflow crash within queue movement
Experimental Patch Notes (8 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 8, ~5:29PM

* Additional passenger AI/needs revisions; also added new developer tools that will help with tuning via quantitative analysis
* Added a Storage zone that workmen will move piles to
* Added A320 aircraft for several airlines
* Revised Vehicle parking spots (better ‘pull far ahead’ and ‘close enough’ targets)
* Fixed an issue with stuck Supply Truck Laborer
* Update the default procedural map layout
* Fixed an issue with zone drawing sometimes performing no action
* Fixed an issue with abandoned Golf Cart (when ticketing desks destroyed during task)
* Fixed the scroll bar+speed on Profit and Loss Report
Алый яд

**Алый яд** — расходуемый предмет из игры Tyranny.

Стоимость: 22

## Описание

Попав на тело врага, "алый яд" наносит постепенный урон в течение долгого времени.

Традиционный яд Алого Хора создавался и доводился до ума очень и очень долго. Во всех походах армии Кайроса полковые алхимики собирают образцы местных ядовитых растений. Те из них, что обладают смертельным воздействием в дальнейшем поставляются на службу Хору — аналогично тому, как происходит с рекрутами из новых земель. Эта практика применялась в Хоре так долго, что нынче вряд ли хоть кто-то из хористов сможет припомнить полный перечень ингредиентов или их происхождение.

## Характеристики

Цель

На себя:

При крит. попадании оружием в течение (300 сек.):

Цель / Выносливость:

• Отравление в течение 34,5 сек.
Experimental Patch Notes (16 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 16, 8:35PM

* Retail Workers can no longer be fired multiple times
* Fixes arrivals sometimes walking outside on certain gate orientations
* Fixes a "mass stuck" passenger issue related to manually-unloaded bags
* Fixed a bug that could cause passengers to get stuck when attempting to use Flight Info Displays
* Tuning to make Passengers more likely to try catching their flight even when other needs are very high
* Minor tuning changes to vending machines
* Passengers will eventually ignore physical/secondary needs at a certain point, reducing accumulation of passengers in exceptional states and ensuring timely de-spawn

Thanks everyone! Keep the feedback coming, we're watching & listening closely; we greatly appreciate your feedback!
Experimental Patch Notes (15 May 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: May 15, 10:06PM

* Fixed Urinal price
* Fixed Door ‘not usable in that position’ bug
* Fixed the bug with conveyor system using non-built positions
* Fixed an issue that could result in an agent obtaining an invalid path
* Added more aggressive caching mechanism to conveyor systems
* Fixed a regression with passengers stuck getting through security with IDCheckStand on border of Security zone
* Cash registers and misc. other bulky objects will now count towards enclosed space zone validations
* Fixed the procedural map generation on Large/XL (Restrooms)
* Fixed stuck passengers (missed flight, non-secure) trying to go to a secure Pickups zone
* Fixed COO/Staff wages getting deducted even after being fired
* Fixed the new “Reduced Bank Interest” tech option completion resulting in maximum loan amount of $0
* More restrictive Aircraft Gate and Runway dismantle validations to help prevent stuck aircraft
* Prohibit passengers from using objects in Office zones
* Restricts Profit & Loss report, accessible only when CFO is hired with office
* Adds hotkey ‘Z’ for toggling the zones overlay display

We'll be back with more soon as we continue to work on burning through the remaining issues -- and begin preparing to move this round of updates to general availability on the default branch, and begin the next round immediately following!

Big thank you to everyone for your continued support and the fantastic bug & gameplay reports -- it's incredibly helpful and is what allows us to keep shipping patches out quickly.

Thank you!
Boeing 787

*This article is a stub. You can help SimAirport Wiki by expanding it.*

The **Boeing 787** also known as **Dreamliner** is a twin engine long haul wide-body aircraft introduced in 2011. This plane revolutionized air travel. The plane is the first to be made mostly by composite materials (instead of aluminum) which decreases its weight and increases fuel efficiency. The plane also has many new technologies that help passenger comfort like the air being pressurized at 5000 feet (2500 meters) instead of 8000 feet (4000 Meters) and the ability to add humidity to the cabin air. The 787 also has bigger windows which dim electrically instead of using a window shade. The plane comes in 3 variants the 787-8, the 787-9 and the 787-10. The plane was and still is a huge commercial success.
Kitchen

The **kitchen** gives products to different locations in the airport. The basics are given to the café with additional ones from stands, including: snacks, deserts, pizzas. You must have in the kitchen enough tools for that. With a room of 4x4 it is just limit to be able to put all tools, such as cooker, pizza oven, fridge. All are in the objects session.

*This article is a stub. You can help SimAirport Wiki by expanding it.*
Edge

This article is about the edge branch of patches. For a list of all released edge builds, see Patches#Edge.
Players who own the Steam version of *SimAirport* are able to access edge builds via the Steam interface.

Edge is one of three branches of build versions for *SimAirport*, being released in a patch on 15 June 2017. It is the third official branch, after the default build and the experimental build; which were both released with the game's alpha.

The concept behind the edge branch is to allow "larger-scale changes [to have] their own branch for preliminary testing and feedback prior to moving them over to the Experimental branch"

## Enabling the Edge Build

* Right-click on *SimAirport* in your Steam Library
* Access *Properties*
* Open the *Betas* tab
* Select *Edge -* from the dropdown

You should see the notification: "Successfully opted into the 'experimental' content beta".

## Disabling the Edge Build

* Right-click on *SimAirport* in your Steam Library
* Access *Properties*
* Open the *Betas* tab
* Select *NONE - Opt out of all beta programs* from the dropdown

You should see the notification: "Successfully opted out of content betas."

1. ↑ http://steamcommunity.com/app/598330/discussions/3/2119355556480309774/
Experimental Patch Notes (27 March 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Latest Experimental Version**: March 27, ~11:26PM

* Janitors will now assist with loading garbage into garbage trucks
* Fixed an issue with placing walls where doors had been previously
* Fixed an issue that could rarely result in queues becoming 'stuck'
* Fixed an issue that could cause workmen tasks to get stuck after firing workman
* Several save/load fixes & minor performance improvement

Apologies for our relative quietness today; we've been hard at work and staying focused to get bugs fixed and get a patch out sooner than later. We have fantastic progress on Cafes/Retail and you can expect to see that back in the game in tomorrow's experimental update, along with more fixes! :-)

**4:15AM US Pacific**

* Fixed backwards compatibility issue with saved games from recent patches.
* Fixed an issue with placing Dumpsters & Doors on zones.
* Fixed an issue with Baggage Claim Zone not being drawn on default map

**Note**: 1 of the ~10 saved games we received on this issue was NOT fixed by this patch. If your save is still corrupted after updating to this latest version please let us know & send over your save file if you could please. We're still looking into it. The vast majority of your saves should be fine now though, just ensure you're on the latest (March 26, 04:00) version.

Thanks everyone for the feedback and great bug reports -- keep them coming!
Steam Workshop

The **Steam Workshop** allows players to contribute to, download, and upload created content to share with other players of *SimAirport*.

## World Saves

### Share a Save with the Community

1. While in-game, load the save game you want to share
2. Press ESC or click the 'Menu' button, top left
3. Choose the "Airport Sharing" button
4. Click on the "Publish..." button
5. Enter a Title and, optionally, a description (can edit later from web UI)
6. Click 'Save and Publish'
7. Note: If asked to accept the Steam Workshop ToS, you MUST click through and do so before your map will be visible to the public.

### Play Saves that Other Players Created

1. While in-game, or before starting the game, open the Steam Client or the Steam Web UI
2. Navigate to the SimAirport Workshop (linked above)
3. Browse the maps submitted by the community; when you find one that you like simply click the "+" button to 'Subscribe' to the map
4. After subscribing to one or more maps, open SimAirport or return to the SimAirport app
5. Open the 'Airport Sharing' menu
6. Click any game you would like to play; you will see the preview and title/description and below that simply click "Play Now" to begin playing it immediately!
7. To save your own progress simply save as you would normally

### Update a Save that You've Already Shared

1. While in-game, load the save game you want to share -- you can do this by loading the save the normal way, or via the 'Airport Sharing' menu and clicking "Play Now" on the shared game
2. If you want to update the shared version simply open the Airport Sharing menu again; the save you shared should be in bold. Select it.
3. Now click the 'Publish Update' button!

### Edit the Title or Description, or to Delete a Shared File

1. Use the Steam Client or Steam web UI and navigate to the SimAirport Workshop (linked above)
2. Find the item and make any changes you wish to make!

## Trivia

* Steam Workshop integration was first introduced alongside 11 May's experimental patch.
* Steam Workshop support was officially first released on 20 May.
Update 0.6

**Date:** *May 4, 2020*

### New Weapon

* Gunchuks – Master the art of gun kata and dispose of foes with grace and style

### Introducing Minibosses

* Minibosses have joined the fray! Retrace your steps to discover the all-new twin-bladed buzz-bot

### Introducing NPCs

* Reclaim 50% of your lost Essence and Gold by striking a deal with the mystical ferryman, now located in the outpost.

### Forge

* Mark multiple pieces of equipment for salvage and salvage it all at once
* Tiered weapons have new caps on the amount of times they can be upgraded:
	+ Common up to level 1
	+ Rare up to level 2
	+ Epic up to level 3
	+ Legendary up to level 4

### Combat Changes

* Boss encounters have been rebalanced based on player feedback
* Amount of Essence dropped on enemy death has been increased – allowing players to more quickly flesh out their skill tree in the Oratory

### Controller Rebinding

* Added ability to select controller type in rebind menu

### Localization Improvements

* Italian, Brazilian Portuguese, and Korean are now supported
Patch Notes (10 March 2017)

The Patch Notes below are taken from this forum thread of the game's forums.
*The Patch Notes below are taken from this forum thread of the game's forums.*

Friday, that wonderful day where work is usually done for the week. The day where you hear the last bell at school or answer that last email and you know you have a few days to kick back and relax. We all love Friday for various reasons but while many of you plan on enjoying yourselves the team only has one plan in mind! Can you guess what it is?

We're planning on patching the game and making it as great as we can so you all have something to enjoy this weekend! Our community doesn't sleep and sometimes we don't either, but it's certainly well worth the effort to see how happy the players of SimAirport are!

This weekend will be a busy one for the team as we plan on continuing the bug fixing spree to make sure our community is playing the game as we intended it to be!

**Patch one:**

* Garbage Truck now has a "Leave Now" button upon clicking it. This is a temporary fix for the vehicle getting stuck. (Button may cause other issues, only use in the event of the Garbage Truck getting stuck)
* Error requiring the need to restart the game between loading a save or starting a new game fixed
* Assignment UI bug for Queues leading to blocked UI interaction resolved
* Small errors with saving and loading system fixed

**Patch two:**

* Flight validation now happens later to prevent a full-day of cancelled flights
* Video settings should now save properly, including VSync and Fullscreen
* Alternative Zoom Keys (minus and equals)
* Passengers now have a "Send Home" button
* Supply Trucks, Delivery Trucks, and Garbage trucks have a "Leave" button
* Aircraft now have a "Force Departure" button
* Added Auto-Save function (in Preferences; disabled by default)
* Minor save-related bug fixed
* Vysnc is now enabled by default

**Leave Now Button:** We will be rolling these out to a few more vehicles and aircraft in an effort to temporarily solve bottlenecking while we work on solving the root causes of the issues. **These buttons should only be used as a last resort.** We will have at least several more of these buttons rolled out in today's second patch.

**As with most patches we would recommend starting a new game whenever a large patch comes out to hopefully clear up any bugs that might have been solved.**

**Please check back throughout the day to see what we've fixed or changed. All reports will be taken into consideration so please keep them coming!**
Edge Patch Notes (2 July 2017)

The Edge Patch Notes below are taken from this forum thread of the game's forums.
*The Edge Patch Notes below are taken from this forum thread of the game's forums.*

**Edge Patch Notes**: July 2, ~8:25PM

* Aircraft pathfinding updates & upgrades
* Note: There may be some issues or performance jitters due to fairly substantial tweaks, though we hope you won't be seeing any stuck which was the main goal. Let us know how well it does and how it runs!
Boeing 767

The Boeing 767 is a twin engine wide body aircraft produced by Boeing and first introduced in 1982 with the 767-200. In the following years Boeing introduced the most famous variants the 767-300 and 767-300ER. The aircraft can carry a maximum of 325 people but is usually used to carry 250 people. A stretched version of the 767-300 would later be created, the 767-400. While passenger version was discontinued, freighter and military versions are still producing. Fun fact: the 767 is the plane used the most for transatlantic crossings
Experimental Patch Notes (2 June 2017)

The Experimental Patch Notes below are taken from this forum thread of the game's forums.
*The Experimental Patch Notes below are taken from this forum thread of the game's forums.*

**Experimental Patch Notes**: June 2, ~10:38 PM

* Hotfix to address save/load issue with a mis-placed X / Y variable name screenshot Thank you, @Adam!

**Experimental Patch Notes**: June 2, ~8:26 PM

**Adds larger runways, ability to upgrade runway sizes**

Currently all aircraft can land on any runway size. In the near future this will be changing though -- but we wanted to get the first aspects out to you as soon as possible. In addition, you'll very soon be able to build different types of runways (ex: concrete vs asphalt), with different properties based on the material.

**Adds ability to purchase additional land via Land Expansions**

You'll need to research land expansion, and then once researched you'll be able to buy additional land adjacent (in the 'north' and 'east' directions) to your airport so that you can further expand your airport operations.

* Blank Slate starting balance increased by $250,000
* Adds several new food kiosk stores; improvements to these coming in future
* Slightly updated green background
* Security Exit is no longer blocked by Outdoors or Walls
* Raw material refund amounts changed to 90% of cost (was 50%)
* Dismantling large objects results in 50% of materials being recovered (was 100%)

We're happy to release this one to you all tonight as we head into the weekend -- a lot went into getting the foundational aspects ready for this one, even prior to tonight, and we're thrilled to be putting it into your hands. There may be a few more bugs than usual, though we of course always strive for bug-free releases, part of our rapid process means that bugs are always possible. We'll be here ready to deploy fixes as quickly as needed should you uncover any issues, but we think we've got a solid one for you all tonight!

Let us know how it goes, and definitely keep the feedback coming!

As usual, perhaps even more so with this patch, we'll have more for you very soon -- including further updates to improve upon the new things found in this update!

Thanks everyone! Enjoy your weekend, safe travels, and have fun! =)