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
  
=Primary Resources=
+
==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)
 
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
 
* Iron Ore
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* Uranium
 
* Uranium
  
=Generated Resources=
+
==Generated Resources==
 
Require no inputs apart from electricity or water
 
Require no inputs apart from electricity or water
 
* Hydrogen (via electrolysis)
 
* Hydrogen (via electrolysis)
  
=Agricultural Resources=
+
==Agricultural Resources==
 
Agricultural Resources are grown. They could be generated by themselves, or have their yields increased by having access to something like fertilizer
 
Agricultural Resources are grown. They could be generated by themselves, or have their yields increased by having access to something like fertilizer
 
* Lumber
 
* Lumber
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* Rubber (Tropical)
 
* Rubber (Tropical)
  
=Building Materials=
+
==Building Materials==
 
Resource requirements for buildings should be some of these  
 
Resource requirements for buildings should be some of these  
 
* Bricks ( Clay -> Bricks)
 
* Bricks ( Clay -> Bricks)
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* Building Supplies (Bricks / Concrete / Wood / Steel -> Building Supplies) -- Should there be a generic "building supplies" resource?
 
* Building Supplies (Bricks / Concrete / Wood / Steel -> Building Supplies) -- Should there be a generic "building supplies" resource?
  
=Consumables=
+
==Consumables==
==Residential/Office/Civilian==
+
===Residential/Office/Civilian===
 
* Foods (Grain -> Food)
 
* Foods (Grain -> Food)
 
* Paper (Lumber -> Paper)
 
* Paper (Lumber -> Paper)
  
==Industrial/Military==
+
===Industrial/Military===
 
* Small Arms ( Steel -> Weapons ) -- Should be augmentable with increasingly rare resources to make better tier weapons
 
* 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  )
 
* Natural Gas ( Hydrogen + CO2 -> Natural Gas via Sabatier process  )
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* Military Supplies ( Munitions + Small Arms + Long Life Food + Medical Supplies ) -> Military Supplies
 
* Military Supplies ( Munitions + Small Arms + Long Life Food + Medical Supplies ) -> Military Supplies
  
=Waste=
+
==Waste==
 
Waste resources are sometimes required to be removed in order to maintain  
 
Waste resources are sometimes required to be removed in order to maintain  
 
* CO2 (is normally vented)
 
* CO2 (is normally vented)
 
* Garbage
 
* Garbage
 +
 +
[[Category:Content]]

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