Category
Category: Services
17 articles in this category.
17 articles. See all categories.
ApothecaryThe Threadway building that deals in signalling, with nothing bottled; it tunes your own signal, lets you rest once per outing and arranges the calming visit.In the alpha- ArchiveThe Cartographer's Archive & Observatory on Threadway, which keeps field notes and research entries and is planned to chart the next outing.In the alpha
- Calming visitAn Apothecary service in which an anchored astrocyte's process reaches up through an opening at Hearth and calms every resident.In the alpha
Common HallThe Threadway hall on the first terrace, whose blackboard shows the current story chapter and the community requests.In the alpha
Delivery trayA ceramic basin below Hearth's rosette that holds a finite community delivery of Supply.In the alpha
ExchangeAster's single counter in Starwell, where you pack provisions and drop carried Supply before the Vessel Margins gate.In the alpha
Food HallA designed Threadway service where a free shared meal uses the return's one recovery step; it has a menu but no building in the scene.Proposed
Hearth buildingsThe three home projects (Arbor, Recovery nook and Relay node) built on Hearth's plots, plus the two new home connections.In the alpha
Market stallsA designed Threadway service that buys surplus finds for fixed Supply, one way only; it has a menu but no stalls in the scene.Proposed- Relay postA late home project (30 Supply, from Act IV) that covers Pip's keeper watch so Pip can be recruited for field outings.Approved
- RestA paid Apothecary service during an outing that restores 2 endurance, never above 4, once per outing; it replaced resting at Starwell and the Depot.In the alpha
- Services v3Version 3 of Claude B's district services module, which added Hearth strain to the turn-based gear, signal tuning and companion stress of version 2.In the alpha
- Signal tuningAn Apothecary service that sets one of the Ranger's own signals to level 0–3 for a whole outing, following an inverted U.In the alpha
StudiosThe Threadway training building, planned to hold a class lobby and one floor of advanced drills per specialisation; in the alpha it points you to Memory Meadow.In the alpha
Tea HouseA terrace café on Threadway where a shared tea answers a resident's open visit request.In the alpha
WorkshopAn open ground-floor shop on Threadway that builds and fits permanent tools and makes one-use field gear.In the alpha
Wrapping DepotThe Quiet District workshop that turns wrapping spools from the Quiet Tracts into repairs of the district's road, one stretch per return.In the alpha
A to Z#
A
- Apothecary In the alpha The Threadway building that deals in signalling, with nothing bottled; it tunes your own signal, lets you rest once per outing and arranges the calming visit.
- Archive In the alpha The Cartographer's Archive & Observatory on Threadway, which keeps field notes and research entries and is planned to chart the next outing.
C
- Calming visit In the alpha An Apothecary service in which an anchored astrocyte's process reaches up through an opening at Hearth and calms every resident.
- Common Hall In the alpha The Threadway hall on the first terrace, whose blackboard shows the current story chapter and the community requests.
D
- Delivery tray In the alpha A ceramic basin below Hearth's rosette that holds a finite community delivery of Supply.
E
- Exchange In the alpha Aster's single counter in Starwell, where you pack provisions and drop carried Supply before the Vessel Margins gate.
F
- Food Hall Proposed A designed Threadway service where a free shared meal uses the return's one recovery step; it has a menu but no building in the scene.
H
- Hearth buildings In the alpha The three home projects (Arbor, Recovery nook and Relay node) built on Hearth's plots, plus the two new home connections.
M
- Market stalls Proposed A designed Threadway service that buys surplus finds for fixed Supply, one way only; it has a menu but no stalls in the scene.
R
- Relay post Approved A late home project (30 Supply, from Act IV) that covers Pip's keeper watch so Pip can be recruited for field outings.
- Rest In the alpha A paid Apothecary service during an outing that restores 2 endurance, never above 4, once per outing; it replaced resting at Starwell and the Depot.
S
- Services v3 In the alpha Version 3 of Claude B's district services module, which added Hearth strain to the turn-based gear, signal tuning and companion stress of version 2.
- Signal tuning In the alpha An Apothecary service that sets one of the Ranger's own signals to level 0–3 for a whole outing, following an inverted U.
- Studios In the alpha The Threadway training building, planned to hold a class lobby and one floor of advanced drills per specialisation; in the alpha it points you to Memory Meadow.
T
- Tea House In the alpha A terrace café on Threadway where a shared tea answers a resident's open visit request.
W
- Workshop In the alpha An open ground-floor shop on Threadway that builds and fits permanent tools and makes one-use field gear.
- Wrapping Depot In the alpha The Quiet District workshop that turns wrapping spools from the Quiet Tracts into repairs of the district's road, one stretch per return.