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Make vehcile parts seperate?

Posted: Tue Jan 06, 2004 7:35 pm
by Ash
I was thinking, i see people whizzing about on vehciles every day in Cantr, so i was thinking whay not have to make seperate part to vehciles? Like say if you were wanting to make a bike cart, you would have to make the cart itself, then the tires, then the frame, then the chain, and than there would be one last project to put them all together.
Just add that edge to making vehciles

Posted: Tue Jan 06, 2004 7:38 pm
by rklenseth
I believe something like that is planned but requires programming and further discussion.

Posted: Tue Jan 06, 2004 7:42 pm
by Ash
Ok cool :lol:

Suckers! :P

Because then people won't be polluting the lovely lands of cantr with their choking fumes of pixie dust :D

(Yey i reached over 100 posts)

Posted: Tue Jan 06, 2004 9:09 pm
by The Hunter
Yeah, modular building. Specialism, ahh...

But since when are bikes polluting? :?

Posted: Wed Jan 07, 2004 12:24 pm
by Ash
Orion, Hunter and guide wrote:Yeah, modular building. Specialism, ahh...

But since when are bikes polluting? :?


Not neccesarily bikes. Cars and that.. :P

Posted: Thu Feb 16, 2006 8:50 am
by rklenseth
This idea has been accepted and is being worked on (some of it completed already) as I post. :D

Posted: Tue Feb 21, 2006 9:28 am
by olaf
Good, good! I was just digging around trying to find out when it was that Anthony said to Jos:

Bah, you're not fun.

After vehicles are split into parts, THEN I'll give out numbers, because it'll be more "unbalanced" (That's the main reason I don't want them public now... it's so unbalanced, everyone with two brain cells will see which vehicle is the best for its cost.)


At the time, my most interesting char was trying to figure out what sort of bike would be best for him to build to transport goods for trading. Thankfully he made what I think is the best choice (tandem bike) - he would've been rather upset to find that his bike cart or rickshaw weren't as good as what they sounded.

Now, a few Cantr years later, having been wildly successful, he's wanting to build a motorised vehicle for the same purpose (trade goods transportation) and he wants to know which vehicle is the best "value" for the purpose.

Thankfully Jos has released all the relevant info for him to decide that the best value is to go with a station car, but I'd like to know if he should hold off until after the change.

Will modularization will immediately replace the old way, or gradually? Or different vehicles? Do you think the costs will be different overall (and more balanced?) or is there anything else that might affect this decision.

It feels like all of these are things that a character would know if he were about to build a vehicle - what the best way is to go about it, and which would be the best for his purposes.

Many thanks,
Olaf

Posted: Tue Feb 21, 2006 3:19 pm
by TatteredShoeLace
My suggestion, Olaf..... :D Come on down to [location witheld] and come see [character name withheld] for a great deal on a great car!

Posted: Tue Feb 21, 2006 3:24 pm
by Peanut
TatteredShoeLace wrote:My suggestion, Olaf..... :D Come on down to [location witheld] and come see [character name withheld] for a great deal on a great car!


Does it involve a T? :lol:

Posted: Tue Feb 21, 2006 6:37 pm
by olaf
Not the T I'm thinking of, then, because they don't really do cars much.

No the real issue is lack of motorised vehicle options without window glass. IRL if I couldn't get glass for my jeep, I'd build one anyway!

But my charrie is going to have to try to import some soda, and he's also not sure about clay for processing it... None of those fun things are found on his island!

:x

Posted: Tue Feb 21, 2006 9:13 pm
by Nalaris
You mean vehicles are complete items right now? You just need tools, resources and time and bam, there's your new SUV? I gotta make one of those before this thing gets implemented!

Posted: Tue Feb 21, 2006 11:10 pm
by TatteredShoeLace
Peanut wrote:
TatteredShoeLace wrote:My suggestion, Olaf..... :D Come on down to [location witheld] and come see [character name withheld] for a great deal on a great car!


Does it involve a T? :lol:


Peanut, how come you never visit me anymore? Moooo. :wink: My big new goal? Franchises Its only a matter of time before my shops are everywhere![/i]

Posted: Sat Feb 17, 2007 6:21 pm
by wichita
Kudos to Nakranoth who did a lot of work on this project to get it implemented. You all should notice the addition of the assmebly line to the machines list in the build menu. This will allow the option to make cheaper vehicles from parts.

Under vehicles in the build menu, you should notice that the motor vehicles will appear twice in the list. One entry will be the old fashioned method of vehicle construction from raw materials. The second will be the new alternative assembly method from parts. The parts are located under semi-finished products.

Posted: Sat Feb 17, 2007 7:53 pm
by T-shirt
Why does a bus need 5100 grams of aluminium when made with an assembly line and 30000 grams when made without one?
Also the differences in iron and steel needed is curious (24580 and 37860 instead of the 'old' 15000 and 30000).

I would think assembly lines would reduce the amount of labour needed for manufacturing, but the time needed to build a bus is enhanced from 56 days to 71 days.

Assembly lines could be a nice feature or change, but some figures should be fine-tuned. Or the 'old' system should be removed.

Posted: Sat Feb 17, 2007 9:18 pm
by T-shirt
I have had some more calculations done. The number of days needed to manufacture a bus is changed significantly. The table below shows the production times of the resources (when gathered with tools).
The production time and cost of machines and tools are not taken into account.

Image