Devlog #2 — Container types & yard logic 🚂📦
Hello everyone! 👋
Today we’re diving into a key part of CTS — the way different container types are handled and how the yard itself functions. Since our terminal is built around railway logistics, we wanted to design a system that feels both realistic and rewarding to manage.
🚛 Container types
In CTS, trains deliver containers of different sizes and weights. At this stage, we’re focusing on 20ft and 40ft dry containers, which already form the backbone of the yard flow. Each type has its own handling requirements, affecting storage space, crane operations, and the timing of departures.
Later on, we plan to expand the system with specialized container types (reefer, tank, open-top, etc.), but for now we’re concentrating on making the core gameplay loop solid and polished.
🏗 Yard logic
The yard is divided into rows and stacks, and every decision you make about where to place a container affects overall efficiency. Right now the logic includes:
Weight distribution — heavier containers need to be placed lower in stacks.
Train compatibility — certain wagons can only take containers of specific lengths.
Truck pickup flow — when trucks arrive, containers need to be accessible without excessive reshuffling.
Each of these mechanics ties into the simulation layer, so poor planning can lead to delays, while efficient stacking gives you smoother operations and higher throughput.
🔧 What’s next
Over the next updates we’ll continue improving yard mechanics, refining stacking rules, and expanding the container pool. Our long-term goal is to make every logistical choice matter, so even a small decision in placement can change the rhythm of the terminal.
That’s all for today’s devlog! Thank you for following along 🚂📦 Your feedback and wishlists mean the world to us — it helps us build CTS into the container terminal simulator we’ve always wanted to play.
See you at the yard! 👷♂️
