Planet Coaster

Planet Coaster

View Stats:
I've started writing a tutorial/guide.
So far I've got the basics of understanding the UI, but I'm wondering what else I should be adding to the guide which won't step on any toes.

There's already a few guides for rollercoasters, and there's a few guides out there for the "best way" to up scenery ratings and prices.

I'm looking for simple things to teach, like things you wouldn't realize until you've successfully done it once.

If anyone has any ideas, let me know.
< >
Showing 1-15 of 29 comments
ElPrezCBF Jan 9, 2018 @ 3:28am 
Great initiative Admiral! Maybe your guide could explain how entrance fee and food/drink/toilet/atm prices work. I know the magic number to calculate ride fees is 37.6 but can't find such info for these other things.

Also whether there's an "ideal" queue length for creating shop paths.

Thanks in advance!
Last edited by ElPrezCBF; Jan 9, 2018 @ 3:29am
Ninja Bunn3h Jan 9, 2018 @ 3:53am 
I’d like to learn more on how to use building features and mechanics . Like learning how to merge 2 buildings into 1 or splitting them
Spill Jan 9, 2018 @ 7:31am 
Setting adverismtent destination on signs is pretty good feature

ElPrezCBF Jan 9, 2018 @ 8:33am 
Forgot to add, the basic requirements of opening a coaster would be very useful. I completed an arrow coaster in the pirate park with a positive treasury, checked the starting slope steepness and it didn't look steep, and still it failed to move more than a few steps. It's frustrating not knowing what went wrong. :steamsad:
HeatherG Jan 9, 2018 @ 9:10am 
a lot. what do u have already.
SirJC17 Jan 9, 2018 @ 9:15am 
This is great! I was actually thinking about doing a basic "how-to" guide myself a while back, but couldn't promise the time/commitment needed to write it and keep it up to date. With some personal stuff going on and taking interest in other games, I've barely been able to keep my current coaster guide up to date. So kudos to you! :)
Wylie28 Jan 9, 2018 @ 10:02am 
KEYBOARD SHORTCUTS. They make everything easier. Hitting M to move, B to edit a building, and x for advanced move are huge time savers. CTRL+X for duplicate with advacned move is important too. Id even say CNTL+D for duplicate, but really its an insuperior version of the first one.
Admiral Obvious Jan 9, 2018 @ 10:13am 
Currently I've only got the basic UI covered, such as what each of the primary menus do.

I do already have basic ride creation planned out, as well as a small section for useful keyboard shortcuts, though I'm pretty sure I don't know half of them.
The author of this topic has marked a post as the answer to their question.
Admiral Obvious Jan 9, 2018 @ 7:07pm 
Originally posted by breezerHOG:
https://forums.planetcoaster.com/showthread.php/27920-Collection-of-Tutorials-Guides-and-other-useful-tricks
Just gonna mark that as the aswer for now, since it leads basically everywhere. I'm just making one on Steam so it's easy to get to by just hitting Shift+Tab, since a lot are still videos, and that seems to upset people.
ElPrezCBF Jan 9, 2018 @ 9:14pm 
Originally posted by Admiral Obvious:
Originally posted by breezerHOG:
https://forums.planetcoaster.com/showthread.php/27920-Collection-of-Tutorials-Guides-and-other-useful-tricks
Just gonna mark that as the aswer for now, since it leads basically everywhere. I'm just making one on Steam so it's easy to get to by just hitting Shift+Tab, since a lot are still videos, and that seems to upset people.
Unfortunately, I can't find the info I need from those guides. For example, the one on shop pricing doesn't give any magic number. Not that it's absolutely necessary, but at the very least, some explanation of how shop pricing works like maybe similar to the prestige effect on ride fees would be very useful. But I could not find such info.

The coaster guide vids I see so far also don't troubleshoot coaster construction, only show how to build them. But kudos anyway for your effort.
severed360 Jan 9, 2018 @ 10:04pm 
Originally posted by twel70:
the one on shop pricing doesn't give any magic number. Not that it's absolutely necessary, but at the very least, some explanation of how shop pricing works
this guide here has the list of shop prices
http://steamcommunity.com/sharedfiles/filedetails/?id=1103779725
Originally posted by twel70:
like maybe similar to the prestige effect on ride fees would be very useful. But I could not find such info.
honestly I just leave the shop prices at default, the management/finances is pretty weak in this game, and using infinitys guide for ride pricing will rake in the cash anyway

Originally posted by twel70:
The coaster guide vids I see so far also don't troubleshoot coaster construction, only show how to build them. But kudos anyway for your effort.
not sure what you mean about "troubleshooting construction"? theres quite a few tutorials I listed for coasters


Last edited by severed360; Jan 9, 2018 @ 10:05pm
Admiral Obvious Jan 9, 2018 @ 11:05pm 
Originally posted by twel70:
Originally posted by Admiral Obvious:
Just gonna mark that as the aswer for now, since it leads basically everywhere. I'm just making one on Steam so it's easy to get to by just hitting Shift+Tab, since a lot are still videos, and that seems to upset people.
Unfortunately, I can't find the info I need from those guides. For example, the one on shop pricing doesn't give any magic number. Not that it's absolutely necessary, but at the very least, some explanation of how shop pricing works like maybe similar to the prestige effect on ride fees would be very useful. But I could not find such info.

The coaster guide vids I see so far also don't troubleshoot coaster construction, only show how to build them. But kudos anyway for your effort.
Each coaster is different and benefits more from different types of build, and that's before factoring in ride scenery, and other things.

Some coasters are all about flips and inversions, some are about airtime, and some are about sheer speed. It really depends on what we're talking about.

So far I've gathered a bunch of shots on the do's and dont's of coaster building, mainly pertaining to G forces, since that's essentially the key thing people get wrong on their first coaster builds.

As for infinity's shop guide. That's somewhat out of date, and in some cases straight up wrong, such as in the case of the Water shops, which have two choices. Ice, which upsets people and reduces energy, and flavoring, which boosts happiness and (I think) increases nausea. I made a scenario for it, with "work bot" vendors, to factor out their training. Adding both condiments is actually a very minor net loss in happiness of the group.
Last edited by Admiral Obvious; Jan 9, 2018 @ 11:24pm
ElPrezCBF Jan 10, 2018 @ 4:56am 
Originally posted by Admiral Obvious:
Each coaster is different and benefits more from different types of build, and that's before factoring in ride scenery, and other things.

Some coasters are all about flips and inversions, some are about airtime, and some are about sheer speed. It really depends on what we're talking about.

So far I've gathered a bunch of shots on the do's and dont's of coaster building, mainly pertaining to G forces, since that's essentially the key thing people get wrong on their first coaster builds.

As for infinity's shop guide. That's somewhat out of date, and in some cases straight up wrong, such as in the case of the Water shops, which have two choices. Ice, which upsets people and reduces energy, and flavoring, which boosts happiness and (I think) increases nausea. I made a scenario for it, with "work bot" vendors, to factor out their training. Adding both condiments is actually a very minor net loss in happiness of the group.
Yes, I got the impression different coasters have different requirements from the vids, but surely there are some basic dos and don'ts that apply to all coasters. For example, is there a minimum distance by which a coaster needs to gather momentum in order for the ride to start? Should spacings between loops vary depending on coaster model? I know some of these are pretty advanced stuff if you go into the details but knowing the basic rules would reduce the number of questions in my head when something goes wrong.

About shops, knowing the prices is one thing but that still doesn't explain whether/how things like queue length, path wideness or staff training affect profits. I see potential in the management aspect of this game, but the UI needs to keep up by explaining such factors to the player.

@breezerHOG, I think my explanation above would sort of address your first 2 comments. As for troubleshooting, I'm referring to what needs to be done when something goes wrong, not how to build the perfect coaster.

In my pirate cove park scenario for example, I could not test my coaster because I could not complete the circuit. The build button only told me the tracks failed to connect, not why. After scratching my head for a couple of minutes, I surmised that I probably lacked enough funds to complete the circuit, adjusted for this and voila, the tracks connected. But now, the coaster only moved a few steps before sliding back and was not operational although I opened it. The connection problem would have been apparent if the track outline turned red the moment building it would bring my treasury into the negative, but the UI lacked this feature. I also could not understand why the coaster failed to start. Was starting with an upslope the problem? I don't know because the UI doesn't tell me what's wrong. A guide that addresses such problems would be most useful.
Last edited by ElPrezCBF; Jan 10, 2018 @ 5:00am
severed360 Jan 10, 2018 @ 5:49am 
Originally posted by twel70:
The build button only told me the tracks failed to connect, not why.
auto-finish?

Originally posted by twel70:
now, the coaster only moved a few steps before sliding back and was not operational although I opened it. Was starting with an upslope the problem? I don't know because the UI doesn't tell me what's wrong. A guide that addresses such problems would be most useful.
Are you talking about a chain lift? You need a chainlift to start every coaster,


Your questions seem very very basic and there are guides that cover that stuff, I never had a problem getting a chain lift, but if you cant connect track pieces try using auto-finish? its pretty straight forward
https://www.youtube.com/watch?v=W9k2zYAbS3k


Originally posted by twel70:
the track outline turned red the moment building it would bring my treasury into the negative, but the UI lacked this feature.
I agree the UI is not great, the devs could have done better on the UI, but you get used to it after a while. About going negative well, you should make sure you have enough money to build your coaster before you start construction. I always save my game before building a coaster, and I always build in pause mode, only let the game play when your not building that way your not losing money


Originally posted by twel70:
About shops, knowing the prices is one thing but that still doesn't explain whether/how things like queue length, path wideness or staff training affect profits. I see potential in the management aspect of this game, but the UI needs to keep up by explaining such factors to the player.
Did you ever play RCT? its much simpler to pick up and play for beginners, its how I learned the basics
Last edited by severed360; Jan 10, 2018 @ 5:50am
< >
Showing 1-15 of 29 comments
Per page: 1530 50

Date Posted: Jan 8, 2018 @ 11:18pm
Posts: 29