As implied elsewhere, the program's internal matrices dictate a maximum number of 52 cargo types, stored in the "Types" subfolder of the "Data" folder in the form of .CTY files containing the necessary information about each one. An attempt to add a 53rd Cargo Type in that subfolder will cause the program to crash immediately upon loading any scenario. So, everything that might be transported by rail (practically any conceivable commodity) has to be squeezed into one of as few as 52 general categories (or cargo "slots", if you prefer).
This has obvious drawbacks, in terms of fine detailing, but also a significant advantage in terms of playability. A more detailed categorization of goods might add undesirable complexity to this 1-man-management game, lead to almost unmanageable micro-management (pun intended) and consume far more time than acceptable for leisure/edutainment purposes.Mind that these 52 -or rather 49- cargo categories may differ from scenario to scenario, provided that a separate game installation is used for the scenario in question. We can say that proper configuration for every geographical / historical occasion will require a separate setup. With storage costs per Gigabyte continuously dropping, there is no reason to try to squeeze every conceivable railroad from 19th-century Britain to 21st-century China or 20th-century America, into the same installation, which poses unacceptable restrictions.
Is there an advantageous starting point to utilise as a basis for a rational cargo structure?Few known attempts have been made so far to define a plausible and rational set of these 52 or 49 categories. Basically, the user-enhanced 1.06 version and "Trainmaster" feature fully-deployed cargo sets. "Trainmaster" does contain some creative and useful ideas, that have to -and will- be incorporated in further developments. On the other hand "Trainmaster" suffers from the fatal mistake of unnecessarily renaming stuff -which should have been done exclusively through the RT3.lng language file-, to the extent that keeping its content will require painstaking modifications of cargo-related items. Version 1.06 does employ a paradoxical internal name format (e.g. "~4465Ceramics" instead of plain "Ceramics") for the freight classes that it introduces in addition to the officially available game, probably in order to separate them alphabetically, nevertheless I think that version 1.06 constitutes a better starting point towards an improved cargo structure than "Trainmaster". |
The following are not arranged absolutely alphabetically, but rather taking into account proposed mergers of items. Approved renamings will take place exclusively through the RT3.lng language file, leaving the codenames used in production chain definitions intact. | ||
Item | suggestion by Stoker | Verdict/comment by Sbaros |
---|---|---|
~4465Ceramics | ||
~4467Concrete | Rename to Cement | |
~4469Crystals | Rename to "Sand" | Rename to "Aggregates" and merge |
~4513Rock | ||
~4475Dye | Rename to "Hides" | |
~4476Electronics | ||
~4488Ingots | ||
~4493Machinery | ||
~4494Medicine | Rename to "Consumer Goods" | Disagree in principle. However, the slot can be utilised for more relevant loads specific to a scenario, such as "pipes". |
~4505Ore | ||
Alcohol | Might be better renamed to "Beverages" and expanded to include non-alcoholic drinks as well | |
Aluminum | ||
Ammunition | ||
Automobiles | ||
Bauxite | ||
Cheese | Rename to "Packed Food" | Rename to "Perishable Food" |
Chemicals | ||
Clothing | Rename to "Textiles" | |
Coal | ||
Coffee | Rename to "Exotic Foods" | Rename to Food |
Corn | Rename Grain to "Cereals" and merge | |
Grain | ||
Rice | ||
Cotton | Rename to "Cotton/Wool" and merge | |
Wool | ||
Diesel | Rename to Fuel | Rejected |
Fertilizer | ||
Furniture | ||
Goods | ||
Iron | Rename to Iron Ore | |
Livestock | ||
Logs | ||
Lumber | ||
Meat | Rename to “Meat/Fish” in order to make it available from Fishports and process it in the food industry | |
Milk | ||
Oil | ||
Paper | ||
Passengers | ||
Plastic | ||
Produce | ||
Pulpwood | ||
Rubber | ||
Steel | ||
Sugar | ||
Tires | ||
Toys | Rename to Luxuries | |
Troops | ||
Uranium | ||
Waste | ||
Weapons | ||
New Cargo | ||
Note: The general "Food" category was deemed too generic in terms of logistical properties. So, a "Perishable Food" subcategory was created to cover items with rapid deterioration rates requiring refrigerated transport, in contrast to long-lasting ones. "Exotic Food" doesn't necessarily need to be differentiated, once it is made available through appropriate seaports. |
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