recursal/Fanatic-Fandom huggingface dataset:
1.0

The **1.0** update, is a major update that was released on November 29, 2018.

* improved preview trains to keep running when building coasters during thunderstorms
* improved behaviour when hovering shop/flat ride/utility building over uneven terrain
* improved performance when terraforming below wooden supports
* improved performance if there are many people on screen
* improved performance when disabling Temporal Anti-Aliasing
* changed profit display on main menu to show operating profit
* hundreds of tiny balance adjustments and fixes
* fixed trains going crazy when derailing
* fixed a case where trains could play lift sounds while not being on a lift
* fixed shop prices not being properly synchronized if shop is built from a blueprint
* fixed brush tool not working on smoke/fog effects
* fixed holding brakes counting towards air time
* fixed a problem where hitting keyboard keys could trigger unintended actions
* fixed a case where too many shopkeepers were hired
* fixed a case where queue entrance signs would show the wrong text
* fixed a case where the deco window could become unresponsive
* fixed camera moving when holding left alt
Customizable Shop

The Customizable Shop is a Shop in the game Parkitect. It is the only one with the ability to sell any item based on your currently available shops researched.

Due to the unique nature of this shop, you can use it to create custom-made buildings and stores using the decoration to complement this stall. You may chose any product from the pool of your currently researched shops available, though you won't be able to sell products currently not available (i.e: Selling fruit juices while the Fruit Juices stall is not yet researched or available). In addition to this unique benefit, this shop is rather cheap at $200 with a basic $10 monthly upkeep.
1.5a

The **1.5a** update, is a minor update that was released on November 21, 2019.

* fixed attraction/shop marketing campaigns being much cheaper than they used to
* fixed vertical custom image signs displaying the images upside down on one side
* fixed a case where resetting campaign progress could lead to a black screen instead of reloading the campaign map
* fixed loud fire noises on the Yucatan Ridge scenario from the Taste of Adventure campaign
* fixed medieval door appearing in the wrong deco category
* improved color randomizer button to generate more varied colors
Teacups

The **Teacups** is a Calm Ride in Parkitect. Guests will hop inside a large teacup, wich then spins around in a set number of rounds. Each cup holds two guests and each set carries 3 cups for a total of 6 guests per set. It has a footprint of 4x4, the same size as the Carousel.

Interestingly, the Teacups have an unusual high nausea rating, even for a calm ride, because of this, one has to consider if it's worthy or not to actually place them on your park, given that there are several other options with similiar intensity and excitement that costs roughly the same or are cheaper than this one. You may circumvent the high nausea by setting down a lower amount of rounds in the ride settings, but this will also lower the excitement and intensity ratings even lower unless the ambience around the ride is heavily decorated.
1.3

The **1.3** update, is a major update that was released on February 2, 2019.

* added a highlight to the transport system connectors of the Deliveries Building/Depot/Trash Chute when in transport system build mode
* added lower camera sensitivity options
* some campaign balance adjustments
* updated Korean translation
* improved which shop gets researched if scenario starts without a food/drink shop
* improved default window spawn locations to obstruct the view less (for newly installed game)
* improved Korean font support
* fixed guests sometimes ignoring certain food/drink shops when hungry/thirsty
* fixed being able to delete things in the tutorial when you're not supposed to
* fixed clicking notification for drowned guests moving the camera way off-screen
* fixed rides that were pretty much fully covered still stopping during thunderstorms
* fixed some sounds not playing while game is paused
* fixed a case where background music could play twice
* fixed being able to delete prebuilt scenery on land with support rights (e.g. road in Highway Hijinks scenario)
* fixed market research ride intensity preferences graph being quite inaccurate
* fixed being unable to delete/select particle effects after reloading a park
* fixed rides with a queue length of 1 tile being unpopular
* fixed "hold to win" countdown resetting when reloading savegame
* fixed mods not being loaded when creating a new scenario
* fixed bad starting loans in default sandbox scenarios
Alpha 4

**Alpha 4** is the fourth Alpha version of Parkitect. It was released on August 1, 2016.

## Alpha 4

### Additions

* added Spinning Coaster
* added 4D Cinema
* added palm trees
* added customizable colors for some shop products
* added area delete tool
* added controls instructions (beginning of a tutorial system)
* added monitor selection
* added camera scroll/zoom sensitivity settings
* added autosave + save hotkey (Z by default)
* added more rebindable keys
* added detection of performance problems due to mods
* added lateral and longitudinal G visualizations + graphs

### Changes

* significant performance improvements
* improved audio panning
* improved tracked ride stat visualizations
* improved weather
* improved Janitor behaviour for cleaning dirty toilets
* improved translation support
* increased guest spawn rate by 25%

### Fixes

* fixed stat heatmap visualizations not working on lowest quality settings
* fixed rides saying they have outdated values after loading savegame
* fixed raised objects not being placed at correct height if raising over sloped terrain
* fixed broken employee colors
* fixed errors when trying to load a savegame containing non-existant tracked rides (e.g. missing mods)
Cash Machine

The Cash Machine is a Shop in the game Parkitect. It allows guests to withdrawal more cash from their bank accounts and add directly on their pocket.

As guests spend time on your park and depending on the pricing of your rides and stalls, your guests will eventually run dry on money and become broke. Broke guests eventually will leave the park as they won't be able to afford anything anymore and, since there won't be anything left to do, they'll go back home. When broke guests start to appear, a Cash Machine can be a lifesaver, allowing your guests to extend their visit on your park by withdrawing money from their bank accounts in an ATM machine.

This stall can serve up to 4 guests a time and will not generate income *per se* but, by increasing the pocket money of your guests, it will indirectly increase the income output of other rides and stalls around your park. At $20 maintenance cost, it ties with the Toilets as the second most expensive upkeep costs from shops, with the First Aid Room being the most expensive at $35.
1.6

The **1.6** update, is a major update that was released on September 2, 2020.

* added deco objects: frames, additional basic shapes, truck, small light that can be stuck to surfaces
* added alternate font styles for 3D text signs
* added German guest names
* added stat boost display to stats tab in employee info window
* added option for changing rotation direction to many flat rides
* added leaf movement animation to trees
* added depth visualization to blueprint builder
* added Italian translation (thanks to Antonio!)
* improved performance in heavily decorated parks by up to 50%
* improved performance of ride lights to cost ~90% less than before
* improved performance when placing blueprints
* improved audio implementation, resolving issues with sounds not playing/being too loud after loading savegame
* improved fire/water/smoke effects by allowing them to be stuck to any surface
* improved number input fields to use proper decimal separator depending on system language
* improved long grass deco object and other older plants to have custom colors
* increased zoom range
* updated most trees to be resizable
* updated object highlighting to use an outline
* fixed visual artifacts around objects in front of water
* fixed game window getting resized when opening graphics settings menu after manually resizing the window
* fixed a case where the height of the Skyfall ride could not be changed
* fixed a very rare case where the UI could become unresponsive
Honey Hills

* Complete all non-optional goals by the end of December, Year 2

*A small mountain resort is looking to expand its business while retaining its alpine charm. Starting with the initial investment of a Flying Coaster as a flagship attraction, develop this hillside forest into a thriving rollercoaster paradise.*

**Honey Hills** is the fifteenth scenario in the Parkitect Campaign. It is made by Silvarret.
1.7f

The **1.7f** update, is a minor update that was released on December 16, 2020.

### Changes

* multiplayer: added Discord integration. You can now invite your Discord friends to join your multiplayer session/join sessions through Discord
* fixed a case where replacing queue signs wasn't working properly
* fixed a case where guests might not enter queues properly if many people try to enter the queue at once
* fixed a case where employees would stop working when their assigned zone was deleted
* fixed missing Elevator entrance/exit after loading savegame
* fixed an error that could appear when trying to build some blueprints
* multiplayer: fixed a desync that could happen when someone leaves the game
* multiplayer: fixed a desync that could happen shortly after starting a multiplayer session
* multiplayer: fixed a desync that could happen after playing for some time and that would prevent rejoins
* multiplayer: fixed a rare desync when big animated deco is built
* multiplayer: fixed various other rare desyncs
Stand-up Coaster

The **Stand-up Coaster** is a Coaster in the game Parkitect. Riders ride in a stand-up position instead of sitting down. Contrary to what you'd expect, however, the Stand-Up Coaster actually requires less clearance compared to the Steel or Floorless coaster with the Stand-Up Coaster requiring 1 unit of clearance to build a path above it while the Steel and Floorless coaster require 1.5 units.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* Holding Brake
* S-Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
Dragon Valley

* Complete all non-optional goals by the end of January, Year 3

*The pillar mountains in this Chinese valley provide a picturesque, but extremely difficult terrain for nature-themed attractions. It is your task to turn this unusual landscape into a blossoming theme park - without destroying the geological features that characterize it.*
Nova Labs

* Complete all non-optional goals by the end of August, Year 2

*Once the set of a famous sci-fi movie, the production company that owns it has put it up for sale. This alien landscape would make a stellar park that teleports visitors to new worlds.*

**Nova Labs** is the seventh scenario in the Parkitect Campaign. It is made by Joshua Tjarks.

## Strategy

Comparatively to Mystic Oasis, this scenario features keeping the guests happy and while Mystic Oasis had you keeping them stocked in soda, these guests are hungry. The first thing you'll want to do is switch your research to Shops and the first thing your research team should discover is a food stall (most likely a Burger stand).

Continue maintaining high happiness with good park decorations and ride decorations. You should also try to keep the path layout. Building two small food/drink areas initially on either side of the large unremovable rocks in front of the entrance is a good idea. If you plan wisely, you can also make a single staff room in that center area and have enough room to hide it with decorations. Build the food/drink areas each with their own depots and a space for a food stall so when your research is finished you can place one in the open space. You can then build most of your rides surrounding this rock formation with a path circling around it.

The guests in this park, like in Mystic Oasis, prefer rides in the Gentle to Medium Intensity scale, but there will still be a few guests looking for high intensity rides. Building at least one of all the initial Gentle and Thrill rides and one or two of the Coasters. After getting your food stall, you can turn off the research or research whatever you wish. But you should be able to finish the scenario with the rides you have.

## References

1. ↑ File:Screenshot 2020-12-12 at 13.47.21.png
Log Flume

The **Log Flume** is a Water Ride in the game Parkitect. It consists of a water flume and boats shaped like logs. Passengers sit in the logs, which are propelled by the water stream. It provides guests with an entertaining way to get wet and cool off.

## Characteristics

The ride typically features one or more rapid descents and splashdown. Boats get transported uphill by conveyor belts. Log Flumes are often themed as logging businesses. The water channel can be sunken 1/4 of a unit into the ground or water in order to blend into its surroundings better.

The log flumes also have a higher popularity in the warmer months in the summer.

## Real life

Arrow Development is seen as the inventor of the modern day log flume ride. The first log flume constructed by Arrow is *El Aserradero* at Six Flags Over Texas, which opened in 1963 and is still in operation. For the first few years Arrow had a monopoly on log flumes. Later, other companies such as Reverchon Industries, Hopkins Rides, Intamin and Mack Rides, started building flumes as well.

## Gallery

* An example of a log flume
* The log flume can be sunken 1/4th of a unit into the ground without creating a tunnel.
Version History

Parkitect has been under development since March 2014. The first 'playable' Pre-Alpha version of the game was released to Kickstarter backers in January 2015. Pre-Alpha 2 was released on September 9, 2015. This version and and following ones are available to anyone that backed via Kickstarter or pre-ordered the game on the official website.

## Release

All developer logs after the release of Parkitect.

## Beta

On December 1st, 2017 the developers announced that Parkitect would enter the Beta stage. The price of the game was slightly raised to $19.99 (only for those who haven't bought the game yet.).

## Alpha

On April 6th, 2016 the developers announced that Parkitect would come to Steam Early Access on May 5th 2016! The price of the game was slightly raised to $17,99 (only for those who haven't bought the game yet.) With this release, Parkitect went to the Alpha stage.

## Pre-Alpha

These versions are publicly available, if you pre-ordered the game on the website or Kickstarter. A new Pre-Alpha version usually releases around the end of every month.

## Kickstarter Releases

These were the builds released for the $100 tier backers and later the $40 tier backers on Kickstarter.

 Pre-Pre-Alpha | January 2015 | Available for 100$ tier backers.

## References

1. ↑ It's time!
2. ↑ Devlog 109 + Alpha 4
3. ↑ Devlog 104 + Alpha 3
4. ↑ Devlog 99 + Alpha 2
5. ↑ Devlog - Update 95 + Alpha 1
6. ↑ Devlog - Pre-Alpha 9
7. ↑ Devlog - Pre-Alpha 8
8. ↑ Devlog - Pre-Alpha 7
9. ↑ Devlog - Pre-Alpha 6
10. ↑ Devlog - Pre-Alpha 5
11. ↑ Devlog - Pre-Alpha 4
12. ↑ Devlog - Pre-Alpha 3
13. ↑ Devlog - Pre-Alpha Out Now
14. ↑ Devlog - Update 60
15. ↑ Devlog - Update 56
16. ↑ Devlog - Update 43
17. ↑ Devlog - Update 28
1.7g

The **1.7g** update, is a minor update that was released on December 17, 2020.

### Changes

* added Alt+0 to subdivide the grid by 10 when building deco
* fixed build preview sometimes being slightly weird when drag-building paths
* multiplayer: fixed a rare desync when a guest leaves the park
* multiplayer: fixed a rare desync when deleting a path
1.7i

The **1.7i** update, is a minor update that was released on December 22, 2020.

### Changes

* added new default sandbox scenarios designed by Astrotron: Fantasy Park, Spooky Park, Sciene Fiction Park, Western Park
* fixed some animated deco not animating anymore
* multiplayer: replaced "kick player" with "ban player"
* multiplayer: fixed a desync when joining a paused game that contains boat rides
* multiplayer: fixed a desync when removing track segments while a player is joining
* multiplayer: fixed a desync that could happen when joining after building a tracked ride
* multiplayer: fixed a rare desync that could happen when opening a tracked ride
Depot

**Depots** are used mostly by Haulers. You must connect delivery tubes from the depot to the Deliveries building for the Depots to be operational. You can add stalls and shops to be supplied by a Depot, giving an advantage of convenience, allowing the Haulers to quickly restock stalls placed far away from the entrance.
Vertical Spinning Coaster

The **Vertical Spinning Coaster** is a Coaster in the game Parkitect.. It is added through the Parkitect: Taste of Adventure Downloadable Content in version 1.5.

Riders sit in trains with two cars per train with four seats per car. The front car always faces backwards in the station while the back car faces forwards. The seats flip freely vertically allowing them to invert while the track remains upright and for the seats to remain upright while the track inverts.

## Unique Design Mechanics

The Vertical Spinning Coaster is incapable of turning. Instead, the ride can feature 180 degree drops which curve back in on itself. Because of this unique design, the coaster builder features a unique "flip direction" interface instead of the traditional banking interface which controls whether you want the track to curve back in on itself when changing slope angle or to continue in its current direction.

Much like the Spinning Coaster or the Inverting Spinning Coaster, the Vertical Spinning Coaster also features a Toggle Spin element which will turn the spinning mechanic on and off. However, the element works completely differently than the other two spinning rides. By default, the Vertical Spinning Coaster's seats will sway back and forth up to 90 degrees, but will not fully spin and invert. As the train passes over a track piece with the Toggle Spin element, the train will be able to freely spin completely and invert. After leaving this track piece, the rate of spin will decrease over time until the seats revert back to their normal swaying. The idea is that the ride will invert only in planned areas to avoid riders from getting too sick.

The ride is also capable of curved brakes unlike many other ride types.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* Holding Brake
* On Ride Camera
* Half Loop
* Toggle Spin

## Coaster Design Tips

The Vertical Spinning Coaster is built to be a short, intense ride that oftentimes is rather nauseous. Be especially careful with high (vertical) G-forces applied on the trains as they have a very large impact on the track's intensity (Contributing 3 times as much) & nausea ratings (Contributing twice as much). Also take note of which side of the track the train travels by, as the side where trains don't travel by has much smaller clearance checks than the other, allowing for a much more compact ride design.

## Gallery

* An example of the Vertical Spinning Coaster
Gravitron

The **Gravitron** is a Thrill Ride in the game Parkitect. It consists of a large, closed chamber which spins around its vertical axis like a Carousel, only much more rapidly. This creates a strong centrifugal force, which is the basis of the ride experience. The Gravitron is considered a very low-intensity ride, but has somewhat higher Excitement and Nausea stats. With a footprint of 4x4 tiles and a cost of $700, it is not difficult to place in a park, but it will not be a very profitable ride either. Its low height and small footprint, and the fact that the ride does not poke outside the boundaries of its base, make the Gravitron easy to conceal inside a building.

'
1.5h

The **1.5h** update, is a minor update that was released on May 14, 2020.

* fixed not all rides/shops being available when continuing to play a campaign park in sandbox mode
* fixed campaign map screen not respecting graphics settings, causing performance issues on slower systems
* fixed customizable shop getting dirty when acting like certain other shops that can't get dirty (such as souvenir shop)
* fixed not being able to build fences on some park edges
* fixed being able to build stations on slopes for some tracked rides
* fixed trains sometimes spawning in reverse when using turntables
* fixed Launched Drop Tower stats not changing when changing number of launches
Puzzles

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

PostCurious games consist of a variety of **puzzles** that the player must solve to progress in the story.

## The Tale of Ord Puzzles

The following is a list of puzzle items in The Tale of Ord:

* The mysterious wooden box

## Hints & Solutions

While the games are intended to be challenging, an online hint system and spoiler-free solution verification are provided for each game to help players get un-stuck.
How to play guides for PostCurious

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

This page will serve as a basic hub for **how to play guides for *PostCurious***.

## The Tale of Ord

The Tale of Ord is played chronologically in four packages, and contains a variety of puzzles, riddles, and mysterious items to decrypt.

There are no specific rules. Gameplay is guided by logic and observation and several puzzles can be solved simultaneously within each package. An online hint system is provided where players can get clues if they get stuck and double check their answers with a spoiler-free solution check.

1-4 players are recommended, and each package is roughly 3-4 hours of gameplay, for a total length of 12-16 hours. The game is recommended for people ages 15+ due to the level of challenge, but does not contain any explicit content.

Items required to play the game include:

* A computer with an internet connection
* An email address
* A phone/ability to make a phone call
* Writing instruments such as a pens/pencils/markers
* Scissors
* A straight edge
Hydraulically-Launched Coaster

The **Hydraulically-Launched Coaster** is a Coaster in the game Parkitect. It is capable of launching a train to a speed of up to 167 mph. It has a maximum height of 53.

It contains the hydraulic-launch system element which can be 6 to 46 blocks long. The maximum launch speed increases with the length of the launch section. One can use lift hills as well meaning it's possible to create a full Hydraulically-Launched coaster without a Hydraulic Launch.

The hydraulically launched coaster in real life is the Accelerator Coaster from Intamin.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Camera
* S-Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
* Hydraulic Launch System
Packages

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

The Tale of Ord is composed of four **packages**. They are interconnected, but they are intended to be played in order from 1 to 4, and each has a defined endpoint. The overall story of the game develops over the course of the four packages.

When ordering the game, all four packages will be shipped in a single shipment and they cannot be purchased individually.

Components:

Each package contained various papers and some form of physical components, including a wooden box in the fourth package, and a wooden amulet in third package.

The first 50 pre-orders received a free "handmade amulet" upgrade. There were an additional 75 handmade amulets made which could be purchased for an additional $15, until they were sold out in Dec 2018.
Wild Mouse

The **Wild Mouse** is a Coaster in the game Parkitect. It is characterized by small cars that seat four guests. They ride on a simple two-tube track.

## Characteristics

The **Wild Mouse** is known for its many tight, unbanked turns. In Parkitect, the smallest turn fits within one grid square. Track designs often feature many turns and 'bunny hops', at modest speeds. However, because these turns are unbanked, they produce high G-forces, giving the illusion the car is falling of the track. The maximum height is 10 and the maximum bank is 15°. The wild mouse has no inversions.

If the Taste of Adventure DLC has been purchased, the Wild Mouse Coaster also gains access to the Elevator special track piece. Builders can adjust both the height of the lift and the amount of time it takes to reach that height. Using a tall downward elevator with a short duration allows the builder to simulate a drop track element similar to real world rides like Thirteen at Alton Towers visually, but the in-game statistics will not reflect the drop in its statistics calculations.

## Real life

The **Wild Mouse** coaster was invented by Mack Rides in the 1960s. The first versions were made of wood, and later steel. They became very popular in the 1990s because they were cheap and compact, adding to the park's coaster count. Most roller coasters found in funfairs are wild mouse coasters.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Camera
* S-Bend
* Elevator
Giga Coaster

The **Giga Coaster** is a Coaster in the game Parkitect. It is capable of being very tall. It has double-spined track and does not have inversions.

## Available Special Track Pieces

* Lift
* Launch
* Station
* Brakes
* Block Brakes
* Holding Brake
* On Ride Camera
* S-Bend
* Half Helix

## Real life

A giga roller coaster is any full-circuit roller coaster over 300 feet and under 400 feet. The giga roller coaster in Parkitect is based on Intimidator 305, a giga coaster from Intamin.

## Coaster Design Tips

Utmost care must be taken when designing an exciting Giga Coaster. In order to obtain good stats, this coaster needs to be built big. It is not uncommon to spend $30,000-40,000 on a Giga Coaster design in order to obtain high excitement ratings: Not only is it one of the most expensive coaster types in the game, but to obtain good stats, it also needs to last a couple of minutes, reach very high top speeds, contain several helixes, as well as provide a lot of airtime. In order to allow for airtime, consider implementing a lot of downwards 4 steep slope pieces instead of smaller hills and/or spirals, as too many drops are also detrimental to the coaster's ratings. Due to the high speeds, take care not to slope too sharply during these sections, as this will apply large G-forces that are detrimental to the coaster's excitement rating. However, do not allow the coaster to traverse at high speeds for too long, or the train will slow down too much due to the large impact of friction at high velocities. Finally, do not bank too sharply over small distances or let the trains take too sharp turns at high speeds, as this creates massive lateral G-forces.
Inverting Spinning Coaster

The **Inverted Spinning Coaster** is a Coaster in the game Parkitect. It is added through the Parkitect: Taste of Adventure Downloadable Content in version 1.5. Riders sit in trains with cars that seat two facing forwards and two facing backwards. Unlike the traditional Spinning Coaster, the Inverted Spinning Coaster is capable of vertical descents, inversions, and launches making it a more intense and thrilling version of the traditionally family friendly spinning coaster.

Builders can use the Toggle Spin special track piece to disable and enable the spinning feature. When the spin is toggled off, the ride vehicle will continue to spin until it returns to its starting orientation. If only one Toggle Spin track piece is used disabling the spin for the remainder of the ride, the spin will re-enable once the train leaves the station again.

## Available Special Track Pieces

* Lift
* Launch
* Station
* Brakes
* Block Brakes
* On Ride Camera
* Toggle Spin
* S-Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
Sheer Cliffs

* Complete all non-optional goals by the end of December, Year 3

*These ancient cliffs were once a popular tourist destination, but now lie dormant. Work some amusement park charm into this small space and bring back the crowds.*

**Sheer Cliffs** is the twenty-fifth scenario of the Parkitect Campaign. It is made by Joshua Tjarks.

## Overview

A flat and wide scenario taking place at the top of a hillside. With a limited strip of land to cover, tempestuous weather and thrill-seeking guests, Sheer Cliffs will prove to be a tough and challenging scenario in the running end of the campaign.

You cannot change the entrance admission fee in this scenario.

### Starting Buildings

* 1x Info Kiosk
* 1x Toilets

## Strategy

Sheer Cliffs is indeed a challenging scenario to master. First off, you cannot change the park entrance fee, so your overall income will suffer a little since you won't get a stable profit for each guests that enters your park. Second thing is the weather, it's mostly stormy or rainy, therefore indoors rides are almost mandatory in order to keep your guests entertained, and a Umbrellas stall can help somewhat in the long run. The guests in this scenario tends to have a ride intensity preference towards the High-Extreme spectrum, so rollercoasters with high g-force, twists and curves can aid you in accomplishing their demands, the hillside can be used for this purpose, given the high lenght of it.

The starting area is very small and limited for you to focus on, so once you settle down your stalls, a few flat rides and an eventual rollercoaster in the top, build a stairway down towards the beach under the cliffs, allowing you to expand your maximum effective land to build and expand your rides down bellow. An Elevator can be placed later on, once researched. The island down south can be purchased, but for 30$ cost per tile, you should only purchase the lands there if extremely necessary, it's pretty much possible to complete this scenario without expanding your park.

## Unlockables

Upon completion, Sheer Cliffs will be available to play in Sandbox mode. Also unlocks the Zalgonia campaign node.

## References

1. ↑ File:Screenshot 2020-12-12 at 13.47.21.png
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PostCurious Wiki

Welcome to the official PostCurious Wiki
The official wiki guide for *PostCurious*, written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About PostCurious

*PostCurious* are the creators of narrative adventure tabletop games, including the limited-edition game The Tale of Ord, that combine physical puzzles, riddles, and mysterious objects with online interactivity to create unique tabletop gaming experiences.

Guides

How to play

Release dates

Game support

The Tale of Ord

About The Tale of Ord

Packages

Puzzles

Videos

Featured images

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PostCurious Links

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Main page sections: header · left · middle · right. Changes for the main page can be proposed here.
PostCurious Wiki/Section 2

About PostCurious

*PostCurious* are the creators of narrative adventure tabletop games, including the limited-edition game The Tale of Ord, that combine physical puzzles, riddles, and mysterious objects with online interactivity to create unique tabletop gaming experiences.

Guides

How to play

Release dates

Game support
1.5

The **1.5** update, is a major update that was released on November 20, 2019.

* added option for continuing to play with all research available after completing all scenario goals
* added construction costs/remaining value display to shops/rides info tabs
* added color palette randomizer button
* added scenario editor tool for marking deco objects as source of bad scenery rating
* added scenario editor setting for disallowing building underground
* added "win without pausing" scenario goal
* added "win without using ride blueprints" scenario goal
* added "own at least x tiles of land" scenario goal
* added option for resetting campaign progress
* added modding support for custom coaster trains
* allowed using regular path styles as queues
* allowed overlapping staff zones
* improved track builder: when deleting a track segment the track builder UI preselects the settings of the removed segment
* improved Steam Workshop support: savegames, scenarios and blueprints can be updated now
* improved tracked ride animations to be much more smooth
* updated Content Manager window to load faster; added search and filters for own/subscribed content
* updated fountains to be resizable
* updated underwater tunnels to be buildable anywhere
* updated guest visualizers to highlight objects with positive or negative influence
* updated sandbox mode to award all goal rewards from the start when playing without goals
* updated night mode to be remembered in savegames
* updated ghost mansion ride to allow more trains
* updated blueprint builder window to display approximate cost when building without deco
* fixed some rides (like Go-Karts or Calm River Ride) counting as "coaster" in some statistics/goal completion checks
* fixed a case where a vandalism wave event notification could get stuck after loading a savegame
Hickory Hill

* Complete all non-optional goals by the end of June, Year 2

*Originally a nature preserve, this park must abide by local laws preventing structures to be built above tree height. Use the hilly terrain to your advantage by building close to the ground.*

**Hickory Hill** is the eighteenth scenario of the Parkitect Campaign. It is made by Silvarret.

## References

1. ↑ File:Screenshot 2020-12-12 at 13.47.21.png
Wooden Coaster

The **Wooden Coaster** is a Coaster in the game Parkitect. Its wooden structure gives it an iconic classic look which can be enhanced using wooden support scenery objects.

### Wooden Coaster Cars (4 Seats)

The default option for the wooden coaster cars feature 4-passenger cars. These are based on typical coaster trains by the Philadelphia Toboggan Company.

### Wooden Coaster Cars (2 Seats)

As the name implies, these coaster cars seat two riders per car. They are based on the real life Millennium Flyer trains by Great Coasters International.

### Wooden Coaster Cars (6 Seats)

As the name implies, these coaster cars seat six riders per car. They are based on real life coaster trains by the Philadelphia Toboggan Company.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Camera
* S-Bend
* Half Helix

## Coaster Design Tips

To build a Wooden Coaster with high excitement, the design should be built such that it allows the trains to traverse over smoothened hills at decently high speeds in order to obtain a lot of airtime. To do this, allowing the train a large drop to gain the required speed is recommended. Take care not to build too many curves sloped upward, as they do not provide much, if any, airtime. Furthermore, avoid building massive designs that take several minutes to traverse, as this mainly increases the intensity & nausea, while lowering the excitement rating of the ride in the process.

## Blueprints

* Apocalypse v3
* super\_8
* Trojan
PostCurious

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

**PostCurious** are the creators of narrative adventure tabletop games, including the limited-edition game The Tale of Ord, that combine physical puzzles, riddles, and mysterious objects with online interactivity to create unique tabletop gaming experiences.

PostCurious was created by Rita Orlov, who also makes a variety of art, sculpture, furniture, and puzzles, in addition to her work on PostCurious.

## Required tools

PostCurious games are physical tabletop games delivered by mail. In addition to the items provided in the games themselves, players will need a computer with an internet connection and basic supplies such as pencils and scissors.

## Shipping

PostCurious games are delivered by mail and are packaged to order so it may take 1-4 weeks from the order date for the game to be shipped.

Shipping for PostCurious games is free within the United States, and they can also be ordered internationally at an increased shipping cost. Shipping to Canada is $10, shipping to all other countries is $18.

## Game support

PostCurious Wiki is focused on creating the definitive guide to *PostCurious*. However, while we make an effort to be complete, we are not an official game support channel.

The official game support channels can be found here:

* PostCurious contact form

## References

1. ↑ PostCurious Frequently Asked Questions
2. ↑ PostCurious Frequently Asked Questions

## See also

* Release dates
* How to play guides for PostCurious
Zalgonia

* Complete all non-optional goals by the end of June, Year 5

*A mansion with a large mountainous estate is believed to be haunted, so you are able to purchase the land for a low price. Can you attract enough guests to turn the estate into a thriving theme park despite the ominous legends, horrifying weather and ghoulish terrain?*

**Zalgonia** is the twenty-sixth and final scenario of the Parkitect Campaign. It is made by Silvarret.

## Strategy

In order to find success in Zalgonia, the main challenge to face is how to make the park turn a profit. The weather is almost exclusively either cloudy or stormy, meaning that a lot of the time, the park's coasters will not be able to run. This is a strike against the pay-per-ride option, as they'll turn a lower profit than usual due to interruptions. On the other hand, a pay-per-entry option is not viable either, as the guest starting money is at its maximum range between $40-200. Considering it is harder to attract guests in this scenario, raising the entry price above $40 is not advised. As well, maintaining guest happiness is harder in this scenario, so do consider hiring entertainers to help keeping guest happiness high. Due to the stormy weather, it is highly recommended to roof the shorter flat rides of the park so that they can still operate during the storms. Finally, be wary of taking large loans, since the lower profits of rides can result in an inability to pay the interest and, thus, push the park into spiraling debt.

The other issue is that the park starts with no drink option except the pop can from the Vending Machine. This is easily remedied however by setting initial research to shops. There are also not many researchable shops, with two out of five shops being drink stalls, meaning very few research cycles will have to be spent on shops.

Take note of the high amount of starting cash. This'll help in the initial steps, allowing for at least one good coaster. Once 250 guests have been attracted, the park is rewarded with an additional $10,000.00. This'll allow the park to build and sustain at least two large coasters, which will help the park turn a profit. As guest counts start low, consider limiting the number of trains on the coasters initially, since this'll decrease the maintenance cost of the ride. Once trains become full and lines pile up outside of the coasters, add additional trains to the ride.

Over time, build additional flat rides & coasters while maintaining the park's profitability. Before long, the park will have attracted 500 guests. This typically occurs when at least three different coasters in the park have been built, but it can occur earlier. Given good park management, it will occur long before June, Year 5.

## References

1. ↑ File:Screenshot 2020-12-12 at 13.47.21.png
Orchard Acres

* Complete all non-optional goals by the end of June, Year 3

*Two seperate plots of farmland are yours to build a rustic amusement park on. Maybe Old Bill who owns the center farm can be convinced to sell his land eventually.*

**Orchard Acres** is the sixteenth scenario in in the Parkitect Campaign. It is made by Joshua Tjarks.

Reaching a price satisfaction rating of 70% awards $2500.

"Old Bill's center farm" cannot be purchased. It is awarded at no cost after selling 600 park tickets.
Release dates

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

This page contains the **release information** for games by *PostCurious*.

## The Tale of Ord

*Main article:* The Tale of Ord
The Tale of Ord was initially released in four phases, corresponding to the game's four packages.

* The last day to pre-order to receive the first package in the first phase was April 30, 2018, resulting in an initial shipping date for the first package on May 5, 2018.
* The second, third, and fourth packages of the initial pre-orders were shipped in June, July, and August 2018.
* Monthly shipment orders were open until October 31, 2018, with all subsequent orders containing all four packages in one shipment.

## References

Ref: PostCurious

1. ↑ Post by PostCurious on Facebook
The Tale of Ord

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

**The Tale of Ord** is an interactive tabletop puzzle game and is the first game created by PostCurious. It is limited edition, with only 500 copies being made, and is shipped in a single shipment containing its four packages. It can be purchased for US$165.

## Gameplay

The Tale of Ord consists of four packages that are intended to be played in order. They consist of a variety of puzzles, riddles, and mysterious objects that the player must decipher.

## See also

* PostCurious
* How to play guides for PostCurious
Gateway Fast Travel Network

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

Information below contains information that may ruin your enjoyment of discovering the game's secrets for yourself. Proceed at your own risk.

 *Spoiler Warning: Information below contains information that may ruin your enjoyment of discovering the game's secrets for yourself. Proceed at your own risk.*

The **Gateway Fast Travel Network** spans across all seven planets. When a Gateway Chamber or Gateway Engine is activated the player may interact with the Odd Stone in the center. Clicking on any active node will teleport the player to that location, including the Gateway Portal over the sun.

## Structure of Network

At the very center of the network, connecting all of the planet's Gateway Engines, is the Gateway Portal (Unidentified Satellite) hovering above the sun. The player can teleport to the Gateway Portal from a planet's Gateway Engine once the player activates the engine and visits the portal at least once. A Gateway Chamber on each planet's surface must be unlocked to reach the Gateway Engine on that planet, and at least one Gateway Engine must be activated using a Geometric Triptych to reach the Gateway Portal.

Attached to each of the Gateway Engines, but not the Gateway Portal, is the Gateway Chambers. Gateway Chambers are large purple structures that can be found on a planet's surface. To activate these, the player must supply a specified amount of charge (see Gateway Chambers) for 30 seconds. There are two Gateway Chambers per moon and six per planet, located equidistant apart on the equators of both planets and moons, and the poles of the planets.
Drill Mod 3

Tier
 Type
 Crafted at

The **Drill Mod 3** is a Terrain Tool augment that can be used to dig through harder terrain than the  Drill Mod 2 allows.

## Uses

To use the **Drill Mod 3** it needs to be attached to one of the three slots on the Terrain Tool. Use the tool as normal to dig through soil. Use of the drill mod requires power, and it will drain the backpack supply quickly. For longer use connect to tethers or have power generating items in the backpack, such as Small Wind Turbine, Small Generator or a QT-RTG.

It is the best drill mod to use, allowing the player to be able to dig through any hardness of soil. Exercise caution at base, however. This mod will allow the Terrain Tool to dig through the dark grey soil generated around a deployed Shelter.
MAT

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

 Tier

The **MAT** (Material Analysis Transmitter) is a module used to advance missions in order to get the Hoverboard and the VTOL.
to complete the missions you need multiple resources. For Desolo, 1 exo chip, 2 copper, 2 zinc, 2 plastic and 2 aluminum alloy are required in order to complete mission. On Vesania, you need 4 exo chips, 2 graphite, 2 titanium, 2 tungsten, 2 full hydrogen canisters, 2 full nitrogen canisters, 2 tungsten carbide and 2 silicone.

## Source

MATs are only found on Desolo and Vesania. They show up as blue circle with a pointed bottom on the Compass as soon as the corresponding Vehicle Data Recorder is destroyed using  Dynamite.

## Uses

After locating the MAT, certain resources will need to be provided in order to advance the corresponding missions. After completing all tasks, the MAT will explode and the player will be given a Hoverboard on Desolo and a VTOL on Vesania (depending on the planet) and the corresponding Schematic will be unlocked.

## Notes

* MATs are surrounded by debris, however none is produced when they explode.

## Media

* The Material Analysis Transmitter on Desolo surrounded by some space debris.