Buggy Specifications & Race Rules
These are the buggy specifications. Any you don't provide will use the
default setting.
The underlying data is also available in
tabulated form.
Rules
If there are rule violations in your buggy's
specification, it will be excluded from the race.
(Hint: fix that in your buggy editor)
Cost
If the total cost of your buggy is greater that the race limit, it will be excluded from that race (race limits may vary from race to race). The total cost is calculated by combining the costs of the components your buggy has.
JSON name
The JSON name is the name you must use for this item when you upload your buggy's data.
Default value
The Default value is what the buggy gets for this item if you don't provide a valid value when you upload your JSON.
Values
Value indicates what values are valid and acceptable.
Item | Description/rules | Cost | JSON name | Default value | Value |
---|---|---|---|---|---|
Number of wheels |
The more wheels, the more traction. But more importantly, quantity
of wheels is also a measure of the buggy's size, so an indicator of
strength. The chassis of a heavy buggy with too few wheels might
break.
To put it another way, if you add a lot of mass to your buggy, you'll need to add extra pairs of wheels. Wheels are free: you pay for the tyres. Must be even. |
— |
qty_wheels
|
4
|
integer >= 4 |
Primary motive power |
The main source of motive power that moves your buggy forward.
See power table for details. Must not be none. |
varies, per unit |
power_type
|
petrol
|
bio ,
electric ,
fusion ,
hamster ,
none ,
petrol ,
rocket ,
solar ,
steam ,
thermo ,
wind
|
Primary motive power units |
The quantity of primary motive power units. For consumable fuel
types this could be quite high; for large expensive types (e.g.,
nuclear reactors) it may be singular.
Consumable power units are depleted during the race: your buggy gets lighter but you risk running out of fuel. 1 unit of petrol might not get you very far. |
— |
power_units
|
1
|
integer >= 1 |
Auxiliary motive power |
The backup plan for motive power for your buggy. You'll only need
this if your primary motive power fails catastrophically, or it
runs out of fuel.
You don't need a backup. Nobody needs a backup. Until they do. See power table for details. |
varies, per unit |
aux_power_type
|
none
|
bio ,
electric ,
fusion ,
hamster ,
none ,
petrol ,
rocket ,
solar ,
steam ,
thermo ,
wind
|
Auxiliary motive power units |
The quantity of auxiliary motive power units.
Consumable power units are depleted during the race. |
— |
aux_power_units
|
|
integer >= 0 |
Hamster booster |
Steroids for hamsters.
Only effective if you have hamster motive power. Cost is per booster. Hamsters can multiboost. |
5 |
hamster_booster
|
0
|
integer
|
Flag's colour |
Racing buggies must fly a pennant so they can be recognised by the
spectators and the race commentators. This is the primary colour of
the buggy's pennant.
Note: American spelling of color !
|
— |
flag_color
|
white
|
CSS-colour :example: #ff0000 or red
|
Flag's pattern |
The pattern on the buggy's pennant. Every pattern except
plain needs two colours (a primary colour, and a
secondary). Stripes may be vertical, horizontal, or diagonal.
|
— |
flag_pattern
|
plain
|
check ,
dstripe ,
hstripe ,
plain ,
spot ,
vstripe
|
Flag's other colour |
The other colour of the buggy's pennant, if its
pattern has two.
Must be different from flag_color
(unless pattern is plain ).
Note: American spelling of color !
|
— |
flag_color_secondary
|
black
|
CSS-colour :example: #ff0000 or red
|
Type of tyres |
The type of tyres. Appropriate for different conditions and budgets.
You can only carry one type of tyre (that is, for all your tyres) in any race. See tyre table for details. |
varies, per unit |
tyres
|
knobbly
|
knobbly ,
maglev ,
reactive ,
slick ,
steelband
|
Number of tyres |
The number of tyres (includes spares). Must be equal to or greater than the number of wheels |
— |
qty_tyres
|
4
|
integer >= qty_wheels |
Armour |
The predominant protection carried by the buggy. A triple-trade-off
between safety, encumbrance, and cost.
Only needed if other buggies come equipped for hostilities. Surely nobody brings weapons to a race, right? See armour table for details. |
varies |
armour
|
none
|
aluminium ,
none ,
thicksteel ,
thinsteel ,
titanium ,
wood
|
Offensive capability |
Just in case you think you'll win better if you can also spoil
other buggies' days, some weapons are available. All can cause
operational damage or punctures. Options are classic spikes, flame throwers, electric lances, or infectious spores. All except spikes carry a risk of karmic self-injury. See attack table for details. |
varies, per unit |
attack
|
none
|
biohazard ,
charge ,
flame ,
none ,
spike
|
Number of attacks |
Every attack is an opportunity to be kind, wasted.
This is the maximum number of attacks that will be attempted during the race. |
— |
qty_attacks
|
0
|
integer >= 0 |
Fireproof? | Is the buggy coated with fire-retardant paint? | 70 |
fireproof
|
false
|
Boolean |
Insulated? | Is the buggy protected with a rubber mesh protecting itself from electric lance attacks? | 100 |
insulated
|
false
|
Boolean |
Antibiotic? | Is the buggy equipped with with the latest defences against virulent biohazards and nasty scratches? | 90 |
antibiotic
|
false
|
Boolean |
Banging sound system? | Is the buggy wired up with some decent lungs for blasting motivational rock during the more demanding sections of the race? | 42 |
banging
|
false
|
Boolean |
Race computer algorithm |
Yes, your buggy has a race computer. The primary behavioural
characteristic of the program that is loaded affects how it
interacts with the other vehicles around it.
Don't start with "buggy". Buggy is what happens when your race computer goes wrong: it's not a state you choose. Must not be buggy. See algorithm table for details. |
— |
algo
|
steady
|
buggy ,
defensive ,
offensive ,
random ,
steady ,
titfortat
|
These are the different fuel types you can use in each of your engines
(power_type
and (optionally) aux_power_type
).
Consumable fuel is depleted while the race progresses, until it's gone (but, with the exception of electric, your buggy gets lighter).
* You can only have one unit of non-consumable power (e.g., a single reactor) per motive force.
You must have at least as many tyres as you have wheels. Any surplus are spare tyres, and those are deployed immediately to replace punctured tyres. Your buggy's speed is multiplied by the percentage of non-punctured tyres you currently have on your wheels: so if half your wheels are punctured, you'll be going at 50%. If all your wheels are punctured, that's 0% and you are no longer racing, you're parking.
Tyre type | Description/rules | cost/unit | Kg/unit |
---|---|---|---|
knobbly |
Great for off-roading | 15 |
20 |
slick |
Fast choice for roads and rain | 10 |
14 |
steelband |
Slower but almost impossible to puncture | 20 |
28 |
reactive |
Intelligent nanotech swarm rubber restructures itself depending on the conditions | 40 |
20 |
maglev |
You can't get punctures if you don't touch the ground. Frictionless. | 50 |
30 |
The armour cladding on your buggy is taken into consideration when you suffer an attack from another buggy, or perhaps if there is an environmental incident on the track (feral hamsters, often with justifiable grievances arising from their treatment whilst part of the racing community, have been known to lob rocks at passing buggies). Armour adds significantly to the mass of the vehicle. Armour is not a requirement for entry in any race.
Specifically, the number of wheels is used as an indication of the size of your buggy, so the cost and mass of whichever armour you choose is increased by this percentage: +10% for every wheel your buggy has over four.
So, for a four-wheeled buggy, use the figures shown in the table. For a six-wheeled buggy (that's 2 wheels more than four, so +2×10%=+20%), use these figures multiplied by 120%. For a ten-wheeled juggernaught, multiply these figures by (+6×10%=+60%) 160%.
Armour type | Description/rules | cost/unit |
Kg/unit |
---|---|---|---|
(increased by +10% per wheel > 4) | |||
none |
Unburdened and unprotected. Ideal for trips to the shops | 0 |
0 |
wood |
Cheap but pragmatic (sustainable forests are used where possible) | 40 |
100 |
aluminium |
Fairly strong but light | 200 |
50 |
thinsteel |
Strong but heavy | 100 |
200 |
thicksteel |
Very strong but very heavy | 200 |
400 |
titanium |
The ultimate in plate protection, but pricey | 290 |
300 |
Each attack can be deployed once and only once. (Yes even spikes). Those attacks happen when there is another buggy in proximity, so it's possible that if the race is spread out you won't get to deploy all your attacks (but then... it's a race not a fight anyway). It's also why attacks are probably more likely to occur near the start of the race. When an opportunity to attack presents itself, the likelihood of being able to execute the attack is influenced by your buggy's race computer algorithm.
Every form of attack except spikes carries a karmic risk of going wrong and applying to your own buggy instead of your intended target.
Attack type | Description/rules | cost/unit | Kg/unit |
---|---|---|---|
none |
Mostly harmless | 0 |
0 |
spike |
A metal prong welded onto the superstructure | 5 |
10 |
flame |
A flamethrower that puffs out a ball of fire | 20 |
12 |
charge |
An electric lance like a cattleprod made of lightning | 28 |
25 |
biohazard |
A cloud of infectious spores that target homonids and rodents | 30 |
10 |
Your race computer primarily affects how your manage your offensive capabilities and your reaction to others who attack you.
If you have equipped your buggy with no offensive capabilities, choose
either defensive
or steady
. The former actively
seeks to avoid proximity with potentially offensive buggies, so you're
less likely to be attacked but perhaps your race line is compromised.
Algo type | Description/rules |
---|---|
defensive |
Always avoids conflict: will attack but only reluctantly |
steady |
The middle way: doesn't seek out attacks but makes them if opportunities present themselves |
offensive |
Always seeks to attack (while attacks are available) |
titfortat |
Starts steady, but petulantly switches to offence if attacked |
random |
Capriciously defensive, steady, or offensive at different times during the race, based on mood |
buggy |
A bad state that occurs when damaged |
