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Trains and wagons could be a nice addition to the game (or rather a game mod?) : faster that golems and carrying more stuff.

The Iron Teeths could possibly use coal or some other polluting fuel to power steam trains, while the Folktails could use muscle power to move a handcar ("draisine" in French).

It would add an entirely new tech tree to the game : rails, signals, trains, wagons, stations…

IronTeeth.jpg

Folktails.jpg

Edited by Thierry3D
Typo
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Possible Components:

Tracks & Switchesimage.png.ff453b62a8b8a06717a5e79b4bc9054b.png

  1. Straight, flat rail
    - 1x1
    - 2 connection points
    - requires wood and steel
    527771491_rail1x1.png.ca7d4af451f1a338eb2a09de210649a4.png
  2. 90° curved rail
    - 2x2 (a 1x1 curve would feel unrealistic, even for an intelligent beaver game)
    - 2 connection points
    - requires wood and steel
    1357558059_railcurved2x2.png.0ff5280d1903412211b8fec44c2b0739.png
  3. Sloped rail
    - 1 block height difference can be traversed
    - 1x3 (Unless racks are used, trains do not handle any kind of slope well. See also:  "What determines the maximum possible slope of rail transportation (without rack)?")
    - 2 connection points
    - requires wood and steel
      - Heavily supported platforms would be needed to hold the weight of a train. (See image: https://farm4.staticflickr.com/3607/3578446711_ae8118e3b7_z.jpg?zz=1
    Source: https://farm4.staticflickr.com/3607/3578446711_ae8118e3b7_z.jpg?zz=1)
    1046781516_rail1x3.png.980f73d39f1646734427c822eaba3fa6.pngSide view:1177616052_rail1x3slopedside.png.21dbb2e6dd87cd7d41393e9a022382c7.png
  4. Switch rail
    - 2x2 (possibly 2x3 to smoothen the curve)
    - 3 connection points
    -requires wood, gears and steel
    -possibly power-dependent to work?
    324471923_railswitch2x2.png.f7637f4c2bde036eaa7bf02936445542.png
  5. Mirrored switch rail
    - 2x2 (possibly 2x3 to smoothen the curve)
    - 3 connection points
    -requires wood, gears and steel
    -possibly power-dependent to work?
    1281433544_railswitch2x2mirrored.png.61eb095538d196669fa9ec65dd404797.png

Train Stations & Train depots

image.thumb.png.e761f88a70ec55d59b01c1adf08fc7af.png

  1. Local train station
    - 2x2
    - trains can be loaded and unloaded in this building
    - requires workforce -> higher workforce faster loading/unloading
    - only open during working-time
    -Inter-district routes can be planned here
    -requires wood and steel
    686501673_trainstation.png.bb5b5dad0ff9e34710195fd1ceab514b.png
  2. Inter-district train station
    - 2x3
    - trains can be loaded and unloaded in this building
    - requires workforce -> higher workforce faster loading/unloading
    - open for local trains during working time
      - inter-district trains may enter after working time. In this case the station stays open until the train has arrived.
    - Stores inter-district trains until departure -> blocks rails while doing so.
    -Includes sleeping place for inter-district train operator
    -Inter-district routes can be planned here
    -requires wood and steel
    646424669_trainstationinter-disctrict.png.30842bb053b55724286dc1e9ce9b278e.png
  3. train depot
    - 4x6
    - stores trains at night/ when no one is working
    - capacity 2 trains
    - train are assembled here
    -requires wood, gears and steel
    268792395_traindepot.png.6367d566051709f04e9d32ac03c909b6.png

image.png

image.png

Edited by Aston Brook
Removed unneeded images & corrected formatting
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That is very clever @Aston Brook!

We will also need some sort of signals to avoid trains collision and beavers being injured if hit by a train…


A very basic «beaver way» signal system is probably possible (even operated by a dedicated folk) as in the past: a red signal being raised, the train must stop, the signal being lowered the train can go (possibly some deadlocks to deal with however).

image.thumb.jpeg.ad86c340a3049c37b9b90003205496a5.jpeg

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