Difference between revisions of "Structures"

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There are 3 major types of structures. Buildings (the majority), lines to transport utilities, and paths to reduce the cost of unit travel.
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There are 3 major types of structures. They are buildings (the majority), lines (that transport utilities), and paths (that reduce the cost of unit travel).  
  
  
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'''Reclaimation Plant''' 6x6
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'''Reclamation Plant''' 6x6
  
 
Inputs:  ''Electricity, Water, FutureGas1''
 
Inputs:  ''Electricity, Water, FutureGas1''
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'''Crystalizer''' 3x3
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'''Crystallizer''' 3x3
  
 
Inputs:  ''Atomic Clay, FutureGas1, Electricity''
 
Inputs:  ''Atomic Clay, FutureGas1, Electricity''
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Lines are used to transport utilities.  Place a line adjacent to the appropriate plant to "charge" it.  Uncharged lines do not transport their respective utility.  Lines will automatically swap in a corner or appropriate crossing tile if the line turns or intersects another line.
 
Lines are used to transport utilities.  Place a line adjacent to the appropriate plant to "charge" it.  Uncharged lines do not transport their respective utility.  Lines will automatically swap in a corner or appropriate crossing tile if the line turns or intersects another line.
  
Also, any building will act as a line to all adjacent buildings for all utilities.  For example, building A is connected to a charged power line and a charged water pipe.  Building A only uses electricity.  Building B is adjacent to building A (but not the lines it is connected to) but only uses water.  Building B is considered to be "powered" and "watered" (the specific types of charge for electricty and water).
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Also, any building will act as a line to all adjacent buildings for all utilities.  For example, building A is connected to a charged power line and a charged water pipe.  Building A only uses electricity.  Building B is adjacent to building A (but not the lines it is connected to) but only uses water.  Building B is considered to be "powered" and "watered" (the specific types of charge for electricity and water).
  
  

Revision as of 10:17, 5 September 2007

There are 3 major types of structures. They are buildings (the majority), lines (that transport utilities), and paths (that reduce the cost of unit travel).


Buildings

Fusion Generator 5x6

Inputs: None

Outputs: None

Since electricity is a utility and not a product, this building has no outputs.


Water Pump 2x4

Inputs: Electricity

Outputs: None

This building must be built entirely on water.


FutureGas1 Generator (possibly named the Hydrocarbonic Refinery) 4x4

Inputs: Electricity

Outputs: None


Reclamation Plant 6x6

Inputs: Electricity, Water, FutureGas1

Outputs: Atomic Clay

Converts the colony's waste into basic molecules that can be reconstructed into useful raw materials. Output is proportional to colony population.


Nanoassembler 5x6

Inputs: Atomic Clay, Electricity, Water

Outputs: 1 type of Resource (excluding Oxygen, Nitrogen, and Vegetables)

Comes in multiple flavors. Plants tack the name of the output to the front of the building name. For example, a "Gold Nanoassembler" outputs Gold.


Nitrogenator 2x2

Inputs: Atomic Clay, Water, Electricity

Outputs: Nitrogen


Greenhouse 4x3

Inputs: Nitrogen, Water, Electricity

Outputs: Oxygen, Vegetables


Machine Shop 4x4

Inputs: Gold, Iron, Steel, FutureMetal1/2/3, or Titanium, as well as Electricity and Water

Outputs: Cast Gold, Cast Iron, Cast Steel, Cast FutureMetal1/2/3, Cast Titanium

Each metal requires a different machine shop. That is, a Gold Machine Shop, Iron Machine Shop, etc. One easy way to increase the number of buildings in the game will be to make a different machine shop for each shape. The shape could be set as a property of the building or an entirely different building. For example, a Gold Machine Shop could output Gold Contacts or Gold Wiring and circuitboards would then require Gold Contacts and Silicon instead of just Cast Gold and Silicon.


Metal Press 3x3

Inputs: Steel, Titanium, or FutureMetal1/2/3, as well as Electricity and Water

Outputs: Steel Sheet, Titanium Sheet, FutureMetal1/2/3 Sheet

The Metal Press is similar to the Machine Shop.


Photolithography Lab 3x4

Inputs: Gold+FutureMetalX Alloy, Silicon, Superconductors, Electricity, FutureGas1

Outputs: Circuitboards


Optics Lab 3x3

Inputs: Diamond, Silicon, Electricity, Water, FutureGas1

Outputs: Optical Chips


Kiln 2x3

Inputs: Carbon, Silicon, Water, Electricity, FutureGas1

Outputs: Ceramics


Nanotube Synthesizer 4x4

Inputs: Carbon, Electricity, FutureGas1

Outputs: Nanotubes


Computronics Lab 3x4

Inputs: Gold+FutureMetalX Alloy, Superconductors, Circtuiboards, Optical Chips, Crystal1, Electricity

Outputs: Computers

Modern computers are only a couple of milimeters wide.


Plastics Refinery 3x4

Inputs: Carbon, Atomic Clay, Silicon, Water, FutureGas1, Electricity

Outputs: Plastics


Steel Furnace 3x3

Inputs: Iron, Carbon, FutureGas1

Outputs: Steel


Gold+FutureMetal Alloy-ifier 3x3

Inputs: Gold, FutureMetalX, FutureGas1, Electricity

Outputs: Gold+FutureMetalX Alloy


Crystallizer 3x3

Inputs: Atomic Clay, FutureGas1, Electricity

Outputs: Crystal1

Used heavily in robotics and computronics.


Chemical Vapor Depositor 3x3

Inputs: Carbon, FutureGas1, Electricity

Outputs: Diamond


Hospital 3x4

Inputs: Pharmaceuticals, Computers, Electricity, Water, FutureGas1

Outputs: None

X Hospitals are required for every Y citizens.


Atmospheric Adjustor 4x5

Inputs: Oxygen, Nitrogen, Electricity, Water

Outputs: None

X Atmospheric Adjustors are required for every Y citizens.


Animal Husbandry Facility 4x4

Inputs: Vegetables, Nitrogen, Water

Outputs: Livestock


Slaughterhouse 2x2

Inputs: Livestock, Plastics, Electricity, Water

Outputs: Meat

Animal go in, meat come out.


Pharmaceuticals Lab 2x3

Inputs: Atomic Clay, Plastics, Vegetabls, Electricity, Water, FutureGas1

Outputs: Pharmaceuticals


Housing Various Sizes

Inputs: Electricity, Water, FutureGas1

Outputs: None

X population requires Y houses.


Commercial Warehouse Various Sizes

Inputs: Electricity, FutureGas1

Outputs: None

X population requires Y warehouses.


Commercial Distributors Various Sizes

Inputs: Electricity, Water, FutureGas1

Outputs: None

X population requires Y distributors.


Lines

Lines are used to transport utilities. Place a line adjacent to the appropriate plant to "charge" it. Uncharged lines do not transport their respective utility. Lines will automatically swap in a corner or appropriate crossing tile if the line turns or intersects another line.

Also, any building will act as a line to all adjacent buildings for all utilities. For example, building A is connected to a charged power line and a charged water pipe. Building A only uses electricity. Building B is adjacent to building A (but not the lines it is connected to) but only uses water. Building B is considered to be "powered" and "watered" (the specific types of charge for electricity and water).


Power Lines 1x1

Carries electricity.


Water Pipes 1x1

Carries water.


Gas Pipes 1x1

Caries FutureGas1.


Paths

Street 1x1

Significantly reduces the cost of travel for almost every unit. Turn pieces, T-intersections, and 4-way intersections are automatically swapped out for regular straight pieces where appropriate.


Rail 1x1(straight) 2x2(turn)

Trains can only travel on rails. Rails can intersect with other rails and streets and will automatically swap the previous structure for a rail-rail crossing or a street-rail crossing.