Difference between revisions of "Turf 2 Supply Chain Ideas"

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* Natural Gas
 
* Natural Gas
 
* Uranium
 
* Uranium
 +
 +
=Generated Resources=
 +
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

Latest revision as of 14:46, 10 August 2019

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

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