Design Document:General Transporting
Contents
Cargo Types
Cargo type sets which kind of a vehicle can carry given cargo. The Game may include such cargo types.
* Hopper – used for cargoes that provide a shader for representation (for example coal or ore) * Platform – used for cargoes that that need a model on a carrier – like steel or machinery. * Generic – used for cargoes that are invisible in their carrier – like goods.
And also probably 10000000 other types would have to be included if higher discrepancy of cargo needs to be achieved. Passengers for instance would need separate type.
Vehicle definitions use this as a common denominator.
Each vehicle that has capacity must be assigned to one of these types (or to a new type that can ofc be introduced).
Each cargo must provide data needed for the chosen type vehicle to work:
* Open Hopper needs texture of how the cargo looks like. * Platform needs a model that is carried. * External vehicle types might need other things.
Cargo types for instance set fares for certain cargoes.
Mental note – provide an example of a spreadsheet of data of vehicle type
Type Definition
* Name – name of the cargo type * Visuals – What kind of visuals are used for the cargo on the carrier vehicle (values are: model, shader, none)
Also here preferences of service type should be included – like – hopper cargoes like to go slow, but steady etc.
Cargo Definition
* Name – name of the cargo * Type – name of a cargo type it belongs to * startyear – from which year cargoes of this type may start to appear (industries will start to pop up) * endyear – from which year cargoes of this type will start to cease to appear (industries will close down) * Unit – what is the unit of measurement (volume, weight, quantity, load) * UnitWeight – weight of the one unit of this cargo * Manifest – the name of the list (with data) of vehicles this cargo will provide (relevant only for trains) to transport itsself. Empty for non-manifest cargo
It works this way – the shipper gives you the car to deliver to the destination
* Destined – yes/no – does this cargo choose its own destination, or is it decided on industry level (used for passengers) * Returnee – Does this cargo create a returnee? If so – name of the returnee definition, also the origin will not produce another unit until it consumes a returnee. * InterCity – is this cargo required to travel to different city to be accepted (other city = consumer must be in another town’s city limits) * Group – cargoes of the same group may be transported simultaneously in the same carrier (so you can carry returnees, inter city passengers, commuters etc in the same car – on a multi-stop train)
Loading Rules
Refitting is generally impossible – each vehicle can carry all cargoes that are of its base type (eg – all cargoes that are carried in ‘hopper’ types can be carried in all vehicles of ‘hopper’ type).
Although – interface must provide an easy way of loading certain amount of cargo ‘per vehicle’
Eg – if a station produces ore + coal + sand. All hopper type of cargo.
The interface must provide of ordering:
load 3 cars of coal, 5 cars of sand and 2 cars of ore
idea: three modes should be available:
* load all cargoes fitting transport * load certain cargoes with auto balanced amount * load given amount
idea: leave when all/one cargo is loaded to capacity
Cargo Class - Raw materials
Raw materials are cargoes that are produced ‘from nothing’. These include coal, ores or grain.
These cargoes are usually available in high amounts and require not-so-fast service.
Note – this is arbitrary distinction – internally the game works solely on types and subtypes
Cargo Class - Semi finished products
This category includes cargoes that are accepted by industries and are produced by industries from raw materials (or optionally – from other sem finished goods). For example steel or paper are in this category. They are typically in smaller amounts then raw materials. Excess SMP can be accepted by industrial buildings in a city.
Note – this is arbitrary distinction – internally the game works solely on types and subtypes
Cargo Class - Goods
Goods are final stage of all industry chains. They are available in smaller amounts then semi finished products. They are accepted by distribution centres. Usually are produced in smallest amount of all industrial cargo.
Note – this is arbitrary distinction – internally the game works solely on types and subtypes
Cargo Class - Manifest
Manifest cargo is miscellaneous cargoes (grouped under ‘Manifest’ type of cargo) produced by industrial buildings in a city. It has its own destinations – like passengers – and will follow it if possible. It is usually transported in boxcars and tankers.
Note – this is arbitrary distinction – internally the game works solely on types and subtypes
Cargo Class - Express
Express cargo are cargoes that are transported in coaches/vans like mail or passengers (both commuters and inter-city). It has its own destinations and will follow them if possible.
Note – this is arbitrary distinction – internally the game works solely on types and subtypes
Warehouses
Warehouses are buildings adjoining stations which store items meant for transport. Warehouses have a cargo type assigned to them (hopper, generic whatever) and a cargo designated to store – designation might be changed.
Example - Warehouse is of ‘hopper’ type and is designated for ‘coal’
Warehouse definition may include multiple cargo types of cargo to be stored.
Warehouse provides catchment area for the stations of all kinds.
All warehouses that are a part of a single station will share its storage space. Catchment area has strength that has diminishing returns – the further away, the less effective it is.
Warehouses MUST connect to the station they serve.
Warehouse definition includes:
* Model – model(s) used for visuals * startyear – year from which this WH is available * endyear – last year of availability of this WH * cost – cost of rising the WH * type – cargo types stored (like ‘hopper’, ‘generic etc’) up to 8 types * capacity – maximum capacity in kg * price – cost of building * raze – cost of removing the WH * maintainence – cost of monthly upkeep * range – range of catchment area provided by this warehouse * transporttype – is this warehouse for rail/air/road/ships (eg – certain warehouses are optimised for ships or road vehicles).
Route Planning
Concept 1 – route is assigned to the vehicle in a form of orders (like in TTD). Vehicle consists can be copied (instead of order lists – to save on clicking) when building.
Concept 2 – route is planned as a set of orders and vehicles are bound to it (or bought with the route in mind).
Concept 3 – route is planned like above, but with consists that are built along with it in a set of exact copies.
Idea: vehicles that share their order lists (and are of the same type – eg rail only) could have their commands (stop, start, goto depot etc) shared. Maybe even automatic modification could be used eg: if one vehicle is replaced then all shared vehicles will be. If locomotive was added then all trains on the same order lists would have eventually a locomotive added.