Difference between revisions of "Turf 2 Supply Chain Ideas"

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(Added trade/logistics)
 
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For some recipes all components are compulsory, for others
 
For some recipes all components are compulsory, for others
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==Trade/Logistics==
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* Players can hold resources in their inventories, in their vehicles, or in bases/warehouses.
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* Bases require Pallet Space to store resources. This can be designated with a special block that is invisible when empty and has boxes/wares when full
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* Warehouses can be owned by players for non-commercial purposes (ie, they make no income), but allow them to mass-stockpile things
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* Players can do deliveries to buildings and this should level-up their income.
  
 
==Primary Resources==
 
==Primary Resources==

Latest revision as of 07:43, 16 July 2020

Ideas for supply chain should go here. If you would like to suggest a resource/chain

For some recipes all components are compulsory, for others

Trade/Logistics

  • Players can hold resources in their inventories, in their vehicles, or in bases/warehouses.
  • Bases require Pallet Space to store resources. This can be designated with a special block that is invisible when empty and has boxes/wares when full
  • Warehouses can be owned by players for non-commercial purposes (ie, they make no income), but allow them to mass-stockpile things
  • Players can do deliveries to buildings and this should level-up their income.

Primary Resources

Primary resources are produced continuously and endlessly from a relevant building based on natural deposits. Perhaps they should be boostable with suitable consumables (such as explosives)

  • Iron Ore
  • Gravel/Sand/Clay (should these be separate?)
  • Oil
  • Coal
  • Natural Gas
  • Uranium

Generated Resources

Require no inputs apart from electricity or water

  • Hydrogen (via electrolysis)

Agricultural Resources

Agricultural Resources are grown. They could be generated by themselves, or have their yields increased by having access to something like fertilizer

  • Lumber
  • Grain
  • Spices (Tropical)
  • Rubber (Tropical)

Building Materials

Resource requirements for buildings should be some of these

  • Bricks ( Clay -> Bricks)
  • Concrete ( Sand + Lime -> Concrete )
  • Steel ( Iron Ore + Coal -> Steel )
  • Wood ( Lumber -> Wood )
  • Building Supplies (Bricks / Concrete / Wood / Steel -> Building Supplies) -- Should there be a generic "building supplies" resource?

Consumables

Residential/Office/Civilian

  • Foods (Grain -> Food)
  • Paper (Lumber -> Paper)

Industrial/Military

  • Small Arms ( Steel -> Weapons ) -- Should be augmentable with increasingly rare resources to make better tier weapons
  • Natural Gas ( Hydrogen + CO2 -> Natural Gas via Sabatier process )
  • Ammonia ( Natural Gas -> Ammonia )
  • Fertilizer (Ammonia -> Fertilizer)
  • Explosives (Fertilizer -> Explosives)
  • Munitions ( Steel + Explosives -> Munitions )
  • Military Supplies ( Munitions + Small Arms + Long Life Food + Medical Supplies ) -> Military Supplies

Waste

Waste resources are sometimes required to be removed in order to maintain

  • CO2 (is normally vented)
  • Garbage