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	<updated>2026-05-07T12:35:27Z</updated>
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		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Houses&amp;diff=4176</id>
		<title>NML:Houses</title>
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		<updated>2022-04-10T15:47:07Z</updated>

		<summary type="html">&lt;p&gt;Jfs: /* House properties */ Expand on population and mail_multiplier properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavPropVarCB}}&lt;br /&gt;
==House IDs==&lt;br /&gt;
House IDs are local to the NewGRF, you are free to choose any ID in the 0..255-range. You should start your item definition with the &#039;substitute&#039;-property, which allocates a new house. The value of this property should be the ID of a [[NML:List_of_default_house_properties|default house type]], which will be used instead of your item if it is not available for whatever reason (for example, missing NewGRF).&lt;br /&gt;
&lt;br /&gt;
Although the majority of all original houses occupy a single tile, it is possible to define a larger house of up to 2x2 tiles. For this, you should set the fourth &#039;size&#039; parameter in the item-block. Valid values are HOUSE_SIZE_XXX, XXX = &amp;lt;nowiki&amp;gt;[1X1 | 1X2 | 2X1 | 2X2]&amp;lt;/nowiki&amp;gt;. This size should match the size of the substitute house type.&lt;br /&gt;
&lt;br /&gt;
Note, setting the 4th parameter requires to also set the 3rd parameter. If you want automatic id assignment (mind the notes on the [[NML:Item|Item page]]), you need to set the 3rd parameter to -1. Example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
 item(FEAT_HOUSES, item_brewery, -1, HOUSE_SIZE_2X2) {&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Multi-tile houses===&lt;br /&gt;
Internally, due to the way NewGRF houses work, a multi-tile house will occupy more than one item ID. If you assign item ID X to a house, item IDs X+1 (for a 2-tile house) and (X+1) .. (X+3) (for a 4-tile house) will also be used. Normally you don&#039;t have to care about this, but there are two exceptions:&lt;br /&gt;
* If you manually assign numeric ids to your houses. You are recommended to just set all ids to -1 and let NML figure it out for you.&lt;br /&gt;
* When working with several variables that work with house type IDs. Keep in mind that tiles of a multi-tile house may have IDs X .. X + N - 1, with X being the assigned id and N the number of house tiles.&lt;br /&gt;
&lt;br /&gt;
==House properties==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! property&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| substitute&lt;br /&gt;
| 0 ... 109&lt;br /&gt;
| Number of the default house that replaces this one, if this house is not available for some reason. &#039;&#039;&#039;This property &#039;&#039;must&#039;&#039; be set first, before any other properties or graphics.&#039;&#039;&#039; All properties of the old type are copied to your new house, except for the church / stadium flags (see below). The old house must have the same size as the new house, see the list of [[NML:List_of_default_house_properties|default house types]] for a list of possible substitute IDs.&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| string&lt;br /&gt;
| for example string(STR_NAME_EIFFEL_TOWER)&lt;br /&gt;
|-&lt;br /&gt;
| override&lt;br /&gt;
| 0 ... 109&lt;br /&gt;
| id of the default house which this house replaces (and thus disabling the default). This is ignored, if the default house has already been overridden (disabling it another time is pointless). You can define this property multiple times. Your house and the overridden house must have the same size, see the list of [[NML:List_of_default_house_properties|default house types]].&lt;br /&gt;
|-&lt;br /&gt;
| building_flags.&lt;br /&gt;
| bitmask(HOUSE_FLAG_XXX,...)&lt;br /&gt;
|&lt;br /&gt;
;HOUSE_FLAG_NOT_SLOPED&lt;br /&gt;
:Can only be built on flat terrain. Note that 2x2 buildings will always only be built on flat land, even if this bit isn&#039;t set.&lt;br /&gt;
;HOUSE_FLAG_ANIMATE&lt;br /&gt;
:Enable animation unconditionally on (the beginning of) construction. If not set, animation can still be started (conditionally) via the callbacks &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;anim_control&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;construction_anim&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;watched_cargo_accepted&amp;lt;/code&amp;gt;.&lt;br /&gt;
;HOUSE_FLAG_CHURCH&lt;br /&gt;
:House is a church (only 1  will be built per town)&lt;br /&gt;
;HOUSE_FLAG_STADIUM&lt;br /&gt;
:House is a stadium (only 1 will be built per town)&lt;br /&gt;
;HOUSE_FLAG_ONLY_SE&lt;br /&gt;
:Can only be built in the scenario editor&lt;br /&gt;
;HOUSE_FLAG_PROTECTED&lt;br /&gt;
:Will not be removed by the game&lt;br /&gt;
;HOUSE_FLAG_SYNC_CALLBACK&lt;br /&gt;
:Animation callback &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;anim_control&amp;lt;/code&amp;gt; is called at the same time for all tiles.&lt;br /&gt;
;HOUSE_FLAG_RANDOM_ANIMATION&lt;br /&gt;
:Enable random bits in the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;anim_next_frame&amp;lt;/code&amp;gt;-callback.&lt;br /&gt;
|-&lt;br /&gt;
| population&lt;br /&gt;
| 0 ... 255&lt;br /&gt;
| Number of inhabitants the building adds to the town, if present. This also affects how many passengers the house generates, unless the &amp;lt;code&amp;gt;cargo_production&amp;lt;/code&amp;gt; callback is used.&lt;br /&gt;
|-&lt;br /&gt;
| mail_multiplier&lt;br /&gt;
| 0 ... 255&lt;br /&gt;
| Affects how much mail the building generates. Not used if the &amp;lt;code&amp;gt;cargo_production&amp;lt;/code&amp;gt; callback is used.&lt;br /&gt;
|-&lt;br /&gt;
| accepted_cargos&lt;br /&gt;
| Array with up to 3 [cargo_id, amount]-pairs. &lt;br /&gt;
{{nml|0.5}}{{ottdp|1.9|no}} Array with up to 16 [cargo_id, amount]-pairs.&lt;br /&gt;
| The cargos that are accepted by each tile of the house. CargoID is a cargo type from your cargo translation table, amount is the acceptance of the given cargo in 1/8 units.&amp;lt;br /&amp;gt; Example: to make a tile fully accept both PASS and MAIL you could use this: &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;accepted_cargos: [[PASS, 8], [MAIL, 8]];&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt; Example: for a house tile that doesn&#039;t accept any cargos at all you&#039;d use: &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;accepted_cargos: [];&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| local_authority_impact&lt;br /&gt;
| 0 ... 65525&lt;br /&gt;
| amount of happiness decrease of the city council, if the building is destroyed. Town ratings can vary between -1000 (appalling) and +1000 (outstanding). &lt;br /&gt;
|-&lt;br /&gt;
| removal_cost_multiplier&lt;br /&gt;
| 0 ... 255&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| probability&lt;br /&gt;
| 0 ... 15 (float)&lt;br /&gt;
| Probability with respect to the default houses (=1). Mind that these are relative probabilities with respect to all houses defined. If all probabilities are defined as 16, they&#039;ll all have the same probability as if they had all a probability of 1.&lt;br /&gt;
|-&lt;br /&gt;
| years_available&lt;br /&gt;
| array of two int&lt;br /&gt;
| [xx, yy] where xx and yy indicate the introduction year and the last year the building can be built&lt;br /&gt;
|-&lt;br /&gt;
| minimum_lifetime&lt;br /&gt;
| 0 ... 255&lt;br /&gt;
| number of years the building will remain at least&lt;br /&gt;
|-&lt;br /&gt;
| availability_mask&lt;br /&gt;
|&lt;br /&gt;
[bitmask([[NML:List of town zones|town zones]]), bitmask(CLIMATE_XXX, ...)]&lt;br /&gt;
|&lt;br /&gt;
An array with two bitmasks, the first bitmask is a mask of town zones where this house is available. The second bitmask is a mask of climates combined with the special value ABOVE_SNOWLINE which you need to set for houses available in the arctic climate above the snowline.&amp;lt;br /&amp;gt; Examples:&lt;br /&gt;
&lt;br /&gt;
* Available in the centre town zone in toyland only: &amp;lt;code&amp;gt;[bitmask(TOWNZONE_CENTRE), bitmask(CLIMATE_TOYLAND)]&amp;lt;/code&amp;gt;&lt;br /&gt;
* Available in all town zones in the arctic climate both above and below the snowline: &amp;lt;code&amp;gt;[ALL_TOWNZONES, bitmask(CLIMATE_ARCTIC, ABOVE_SNOWLINE)]&amp;lt;/code&amp;gt;&lt;br /&gt;
* Available everywhere except on the town edge: &amp;lt;code&amp;gt;[ALL_TOWNZONES &amp;amp;amp; ~bitmask(TOWNZONE_EDGE), ALL_CLIMATES | bitmask(ABOVE_SNOWLINE)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| callback_flags&lt;br /&gt;
| bitmask(HOUSE_CBF_XX)&lt;br /&gt;
|&lt;br /&gt;
Do not set this, unless you use [[NML:Old style callbacks|old-style callbacks]].&lt;br /&gt;
|-&lt;br /&gt;
| random_colours&lt;br /&gt;
| array of 4, each COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
colour values in an array, refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for a list of possible values.&lt;br /&gt;
|-&lt;br /&gt;
| refresh_multiplier&lt;br /&gt;
| 0 ... 63&lt;br /&gt;
| Defines the frequency with which the tile will be re-randomized which has an impact for random animation. The tile will be processed by the periodic tile processing loop every (X + 1)*256 ticks, with X being the value of this property.&lt;br /&gt;
|-&lt;br /&gt;
| animation_info&lt;br /&gt;
| Array [ANIMATION_XXX, frame-count]&lt;br /&gt;
| &lt;br /&gt;
Type of animation and its length (1...128 frames):&lt;br /&gt;
&lt;br /&gt;
;ANIMATION_LOOPING&lt;br /&gt;
;ANIMATION_NON_LOOPING&lt;br /&gt;
|-&lt;br /&gt;
| animation_speed&lt;br /&gt;
| 2 ... 16&lt;br /&gt;
|&lt;br /&gt;
Speed of animation, see [[NML:Animation speed|animation speed table]] for the meaning of the values.&lt;br /&gt;
|-&lt;br /&gt;
| building_class&lt;br /&gt;
| 0 .. 254&lt;br /&gt;
| An arbitrary number. You can check for the presence of buildings of the same class when building new buildings or using animation. Only the north tile of a multi-tile building is assigned a class.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| watched_cargo_types&lt;br /&gt;
| array of values from your [[NML:Cargotable|cargo table]]&lt;br /&gt;
| {{ottdp|1.2|2.6|ottdrev=r23072|ttdprev=r1677}}List of cargo types to watch, to be used with the &amp;lt;code style:darkgreen&amp;gt;watched_cargo_accepted&amp;lt;/code&amp;gt; callback.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==House variables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| construction_state&lt;br /&gt;
| 0..3&lt;br /&gt;
| Current construction state of the house tile. 0..2 = under construction, 3 = finished.&lt;br /&gt;
|-&lt;br /&gt;
| pseudo_random_bits&lt;br /&gt;
| 0..3&lt;br /&gt;
| Some pseudo-random bits, based on the tile position. TTD houses use this to randomize their appearance.&lt;br /&gt;
|-&lt;br /&gt;
| random_bits&lt;br /&gt;
| 0..255&lt;br /&gt;
| 8 random bits, also used for [[NML:Random_switch|random switch]]-blocks. Initially these are the same for all tiles of a multi-tile house.&lt;br /&gt;
|-&lt;br /&gt;
| age&lt;br /&gt;
| 0..255&lt;br /&gt;
| Age of the house in years, limited to 255&lt;br /&gt;
|-&lt;br /&gt;
| town_zone&lt;br /&gt;
| [[NML:List of town zones|town zone]]&lt;br /&gt;
| The town zone of the current tile&lt;br /&gt;
|-&lt;br /&gt;
| terrain_type&lt;br /&gt;
| TILETYPE_XX&lt;br /&gt;
| TILETYPE_NORMAL, TILETYPE_DESERT, TILETYPE_RAIN_FOREST, TILETYPE_SNOW&lt;br /&gt;
|-&lt;br /&gt;
| same_house_count_town&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of the houses with the same ID in the same town as this house&lt;br /&gt;
|-&lt;br /&gt;
| same_house_count_map&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of the houses with the same ID on the entire map&lt;br /&gt;
|-&lt;br /&gt;
| same_class_count_town&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of the houses with the same &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;building_class&amp;lt;/code&amp;gt; in the same town as this house. The class of the north tile of the use is used for this purpose, as other tiles don&#039;t normally have a class.&lt;br /&gt;
|-&lt;br /&gt;
| same_class_count_map&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of the houses with the same &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;building_class&amp;lt;/code&amp;gt; on the entire map.  The class of the north tile of the use is used for this purpose, as other tiles don&#039;t normally have a class.&lt;br /&gt;
|-&lt;br /&gt;
| generating_town&lt;br /&gt;
| [0 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 1]&lt;br /&gt;
| 1 a random town is currently being created, 0 otherwise. Note that while generating a random town, [[NML:Towns#Town variables|town variables]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;population&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;building_count&amp;lt;/code&amp;gt; are incorrect. The population variable contains the population of buildings generated &#039;&#039;yet&#039;&#039;, the final value may be larger. The building_count is surely higher than the final value will be.&lt;br /&gt;
|-&lt;br /&gt;
| animation_frame&lt;br /&gt;
| 0..255&lt;br /&gt;
| Current animation frame&lt;br /&gt;
|-&lt;br /&gt;
| x_coordinate&lt;br /&gt;
| 0..4095&lt;br /&gt;
| X-coordinate (top right -&amp;amp;gt; bottom left) of the tile on the map&lt;br /&gt;
|-&lt;br /&gt;
| y_coordinate&lt;br /&gt;
| 0..4095&lt;br /&gt;
| Y-coordinate (top left -&amp;amp;gt; bottom right) of the tile on the map&lt;br /&gt;
|-&lt;br /&gt;
| relative_x&lt;br /&gt;
| 0..1&lt;br /&gt;
| X-coordinate (top right -&amp;amp;gt; bottom left) of the tile relative to the northernmost tile.&lt;br /&gt;
|-&lt;br /&gt;
| relative_y&lt;br /&gt;
| 0..1&lt;br /&gt;
| Y-coordinate (top left -&amp;amp;gt; bottom right) of the tile relative to the northernmost tile.&lt;br /&gt;
|-&lt;br /&gt;
| relative_pos&lt;br /&gt;
| 0xYYXX&lt;br /&gt;
|&lt;br /&gt;
A combination of relative_x and relative_y in the format 0xYYXX. Useful if you want to check for a single position. The [[NML:Builtin functions|builtin function]] relative_coord(x, y) may be useful when making comparisons.&lt;br /&gt;
|-&lt;br /&gt;
| house_tile&lt;br /&gt;
| HOUSE_TILE_XXX, XXX = &amp;lt;nowiki&amp;gt;[NORTH | EAST | WEST | SOUTH]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| What tile of a multi-tile house this is.&lt;br /&gt;
|-&lt;br /&gt;
| house_type_id&lt;br /&gt;
| 0..255&lt;br /&gt;
| Item ID of this house type, that was assigned to the item. See the note above about [[#Multi-tile houses|multi-tile houses]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following variables require one or more arguments&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! arguments&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| old_house_count_town&lt;br /&gt;
| ID of old house type (0..109)&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of old houses with a given ID in the same town as the current house&lt;br /&gt;
|-&lt;br /&gt;
| old_house_count_map&lt;br /&gt;
| ID of old house type (0..109)&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of old houses with a given ID on the whole map&lt;br /&gt;
|-&lt;br /&gt;
| other_house_count_town&lt;br /&gt;
| ID of house defined in this NewGRF (0..255)&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of houses with a given ID in the same town as the current house.&lt;br /&gt;
|-&lt;br /&gt;
| other_house_count_map&lt;br /&gt;
| ID of house defined in this NewGRF (0..255)&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of houses with a given ID on the whole map&lt;br /&gt;
|-&lt;br /&gt;
| other_class_count_town&lt;br /&gt;
| ID of house defined in this NewGRF (0..255)&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of houses, with the same class as the house with the given ID, in the same town as the current house&lt;br /&gt;
|-&lt;br /&gt;
| other_class_count_map&lt;br /&gt;
| ID of house defined in this NewGRF (0..255)&lt;br /&gt;
| 0..255&lt;br /&gt;
| Number of houses, with the same class as the house with the given ID, on the whole map&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_slope&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
| SLOPE_XXX&lt;br /&gt;
| See [[NML:List of tile slopes|tile slopes]] for an overview of possible values&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_is_water&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
| [0 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 1]&lt;br /&gt;
| 1 if the tile is water, 0 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_terrain_type&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
| TILETYPE_XX&lt;br /&gt;
| TILETYPE_NORMAL, TILETYPE_DESERT, TILETYPE_RAIN_FOREST, TILETYPE_SNOW&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_water_class&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
| WATER_CLASS_XXX&lt;br /&gt;
| XXX = [NONE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; SEA &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; CANAL &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; RIVER] Note that tiles for which &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;nearby_tile_is_water&amp;lt;/code&amp;gt; is 0 may still have a water class, e.g. industry tiles with water beneath them.&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_height&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
| 0..255 (currently limited to 0..15)&lt;br /&gt;
| Height of the lowest corner of the tile. 1 unit is one height level of 8 pixels.&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_class&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
|&lt;br /&gt;
[[NML:List of tile classes|Tile class]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_animation_frame&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
| 0..255&lt;br /&gt;
| Animation frame of the given tile&lt;br /&gt;
|-&lt;br /&gt;
| cargo_accepted_nearby_ever&lt;br /&gt;
| cargo type, x- and y-offset &amp;lt;ref name=&amp;quot;cargo_accepted_nearby&amp;quot;&amp;gt;Cargo type should be from your cargo translation table. X- and y-offset are optional, if provided both must be in range -128..127. A station is considered nearby if the tile is in the station&#039;s acceptance area. This is the purpose of the x- and y-offset, as other tiles may have other stations nearby.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [0 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 1]&lt;br /&gt;
| 1 if the given cargo type was ever accepted at a nearby station, 0 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| cargo_accepted_nearby_last_month&lt;br /&gt;
| cargo type, x- and y-offset &amp;lt;ref name=&amp;quot;cargo_accepted_nearby&amp;quot; /&amp;gt;&lt;br /&gt;
| [0 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 1]&lt;br /&gt;
| 1 if the given cargo type was accepted at a nearby station in the last month, 0 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| cargo_accepted_nearby_this_month&lt;br /&gt;
| cargo type, x- and y-offset &amp;lt;ref name=&amp;quot;cargo_accepted_nearby&amp;quot; /&amp;gt;&lt;br /&gt;
| [0 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 1]&lt;br /&gt;
| 1 if the given cargo type was ever accepted at a nearby station in this month, 0 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| cargo_accepted_nearby_last_bigtick&lt;br /&gt;
| cargo type, x- and y-offset &amp;lt;ref name=&amp;quot;cargo_accepted_nearby&amp;quot; /&amp;gt;&lt;br /&gt;
| [0 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 1]&lt;br /&gt;
| 1 if the given cargo type was ever accepted at a nearby station since the last periodic processing, which happens every 250 ticks. 0 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| cargo_accepted_nearby_watched&lt;br /&gt;
| cargo type, x- and y-offset &amp;lt;ref name=&amp;quot;cargo_accepted_nearby&amp;quot; /&amp;gt;&lt;br /&gt;
| [0 &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; 1]&lt;br /&gt;
| 1 if the given cargo type was one of the cargo types that triggered the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;watched_cargo_accepted&amp;lt;/code&amp;gt;-callback (only during this callback), 0 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| nearest_house_matching_criterion&lt;br /&gt;
| radius (1..63) and criterion (SEARCH_HOUSE_BY_XXX, XXX = [&amp;lt;nowiki&amp;gt;TYPE | CLASS | GRFID&amp;lt;/nowiki&amp;gt;])&lt;br /&gt;
| 1..63, or 0 if not found&lt;br /&gt;
| Perform a circular search for a house matching either the id, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;building_class&amp;lt;/code&amp;gt; or GRFID of this house, depending on the second parameter. The first parameter specifies the maximum search radius. Return value is the Manhattan distance of the closest matching house tile, or 0 if no match was found. Note that tiles of the originating house never match. See also the note above about [[#Multi-tile houses|multi-tile houses]].&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_house_id&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
| -1, or 0 .. 767&lt;br /&gt;
| Return value is -1 if the tile is not a house tile, X (0..255) if the tile contains old house type X, 256+X if the tile contains a house from this NewGRF with ID X, 512+X if the tile contains a house from a different NewGRF with ID X. See the note above about [[#Multi-tile houses|multi-tile houses]].&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_house_class&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
| -1, 0, or 256 .. 767&lt;br /&gt;
| Return value is -1 if the tile is not a house tile, 0 if the house tile does not have a class (this includes all old house types), 256+X (X = 0..255) if the house has been defined by this NewGRF with &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;building_class&amp;lt;/code&amp;gt; X or 512+X if the house has been defined by a different NewGRF with &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;building_class&amp;lt;/code&amp;gt; X. Note that for a multi-tile house, generally only the north tile has a sensible class value.&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_house_grfid&lt;br /&gt;
| x- and y-offset (both signed, range -8..7)&lt;br /&gt;
| -1, 0 or a GRFID&lt;br /&gt;
| Return value is -1 if the tile is not a house tile, 0 if the house tile contains an old house type, or else the GRFID of the NewGRF defining the house.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==House callbacks==&lt;br /&gt;
Unless noted otherwise, callbacks may be called for any of the tiles of a multi-tile house.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! callback&lt;br /&gt;
! return value&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| default&lt;br /&gt;
| Sprite layout&lt;br /&gt;
| Graphics for the house tile&lt;br /&gt;
|-&lt;br /&gt;
| graphics_xxx, xxx = &amp;lt;nowiki&amp;gt;[north | east | south | west]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| Sprite layout&lt;br /&gt;
| Tile-specific graphics for one of the tiles of a multi-tile house. Of course, this is callback is called for that tile only.&lt;br /&gt;
|-&lt;br /&gt;
| random_trigger&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
See [[NML:Random switch|random switch]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
| anim_next_frame&lt;br /&gt;
| Next animation frame or CB_RESULT_XXX&lt;br /&gt;
| Called for every animation frame, returns the next frame to display. Alternatively, return CB_RESULT_NEXT_FRAME or CB_RESULT_STOP_ANIMATION to show the next frame or stop animation, respectively. Returning a sound effect in the high byte will cause that sound effect to be played.&lt;br /&gt;
* &amp;lt;code&amp;gt;extra_callback_info1&amp;lt;/code&amp;gt;: 32 random bits, if enabled in the &amp;lt;code&amp;gt;building_flags&amp;lt;/code&amp;gt; property.&lt;br /&gt;
|-&lt;br /&gt;
| anim_control&lt;br /&gt;
| Next animation frame or CB_RESULT_XXX&lt;br /&gt;
| Called every 256 ticks. Return the animation frame to show, or CB_RESULT_XXX with XXX = &amp;lt;nowiki&amp;gt;[CB_RESULT_START_ANIMATION | STOP_ANIMATION | DO_NOTHING]&amp;lt;/nowiki&amp;gt; to respectively start the animation in its current frame, stop the animation or do nothing. Returning a sound effect in the high byte will cause that sound effect to be played.&lt;br /&gt;
* &amp;lt;code&amp;gt;extra_callback_info1&amp;lt;/code&amp;gt;: 32 random bits. The low 16 bits are always different for each house tile, but the high 16 bits are the same for each tile if synchronized animation is enabled in the &amp;lt;code&amp;gt;building_flags&amp;lt;/code&amp;gt;-property.&lt;br /&gt;
|-&lt;br /&gt;
| construction_anim&lt;br /&gt;
| Same as &amp;lt;code&amp;gt;anim_control&amp;lt;/code&amp;gt;&lt;br /&gt;
| Works the same as the &amp;lt;code&amp;gt;anim_control&amp;lt;/code&amp;gt; callback, except that it&#039;s called when the construction state changes.&lt;br /&gt;
|-&lt;br /&gt;
| watched_cargo_accepted&lt;br /&gt;
| Same as &amp;lt;code&amp;gt;anim_control&amp;lt;/code&amp;gt;&lt;br /&gt;
| Works the same as the &amp;lt;code&amp;gt;anim_control&amp;lt;/code&amp;gt; callback, except that it&#039;s called when one of the watched cargo types is accepted.&lt;br /&gt;
|-&lt;br /&gt;
| anim_speed&lt;br /&gt;
| 0 .. 16&lt;br /&gt;
| Decide the time an animation frame should last. Return value is interpreted as (num_ticks = 2^anim_speed), which each tick lasting 30 ms. Avoid using this callback if possible, since it has to be called each tick for every animated tile. This can be used to create animation frames that last between 30 ms and 33 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_type_accept&lt;br /&gt;
| type1 + (type2 &amp;amp;lt;&amp;amp;lt; 5) + (type3 &amp;amp;lt;&amp;amp;lt; 10)&lt;br /&gt;
| Decide the cargo types that this tile accepts. If this callback is not implemented or fails, the values from &amp;lt;code&amp;gt;accepted_cargo&amp;lt;/code&amp;gt; are used instead. Bits 0..4: First cargo type. Bits 5..9: Second cargo type. Bits 10..14: Third cargo type.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_amount_accept&lt;br /&gt;
| amt1 + (amt2 &amp;amp;lt;&amp;amp;lt; 4) + (amt3 &amp;amp;lt;&amp;amp;lt; 8)&lt;br /&gt;
| Acceptance for each cargo amount in 1/8th. If this callback is not implemented or fails, the values from the acceptance properties are used instead. Cargo types are from the &amp;lt;code&amp;gt;cargo_type_accept&amp;lt;/code&amp;gt; callback, or the &amp;lt;code&amp;gt;accepted_cargo&amp;lt;/code&amp;gt; property if that callback failed. Bits 0..3: Acceptance of first cargo type. Bits 4..7: Acceptance of second cargo type. Bits 8..11: Acceptance of third cargo type.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_production&lt;br /&gt;
| (cargo_type * 256) + amount, or &amp;lt;code&amp;gt;CB_RESULT_HOUSE_NO_MORE_PRODUCTION&amp;lt;/code&amp;gt;&lt;br /&gt;
| Called every 256 ticks. The return value specifies what cargo and what amount is produced. The callback is called multiple times until &amp;lt;code&amp;gt;CB_RESULT_HOUSE_NO_MORE_PRODUCTION&amp;lt;/code&amp;gt; is returned.&lt;br /&gt;
* &amp;lt;code&amp;gt;getbits(extra_callback_info1, 0, 8)&amp;lt;/code&amp;gt;: The number of iterations so far.&lt;br /&gt;
* &amp;lt;code&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
|-&lt;br /&gt;
| foundations&lt;br /&gt;
| CB_RESULT[_NO]_FOUNDATIONS&lt;br /&gt;
| Return CB_RESULT_FOUNDATIONS to draw standard foundations (default) or CB_RESULT_NO_FOUNDATIONS to not draw them.&lt;br /&gt;
|-&lt;br /&gt;
| autoslope&lt;br /&gt;
| CB_RESULT[_NO]_AUTOSLOPE&lt;br /&gt;
| Return CB_RESULT_AUTOSLOPE to allow autoslope (altering the ground below a tile) or CB_RESULT_NO_AUTOSLOPE to disallow it.&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| String&lt;br /&gt;
| Name of the building (when using tile query tool)&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| Palette number&lt;br /&gt;
|&lt;br /&gt;
Used to recolour the building. See here [[NML:List of default colour translation palettes|here]] for an overview of default palettes.&lt;br /&gt;
|-&lt;br /&gt;
| construction_check&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| Return 1 to allow building the house or 0 to disallow. Called only for the north tile.&lt;br /&gt;
|-&lt;br /&gt;
| destruction&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| Called periodically. Return 0 to keep the building or 1 to destroy it. Called only for the north tile.&lt;br /&gt;
|-&lt;br /&gt;
| protection&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| Return 0 to allow destruction, or 1 to disallow&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
	<entry>
		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Produce&amp;diff=3890</id>
		<title>NML:Produce</title>
		<link rel="alternate" type="text/html" href="https://newgrf-specs.tt-wiki.net/index.php?title=NML:Produce&amp;diff=3890"/>
		<updated>2019-05-08T21:01:16Z</updated>

		<summary type="html">&lt;p&gt;Jfs: /* NML 0.5 syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavBlocksyntax}}&lt;br /&gt;
&lt;br /&gt;
= NML 0.5 syntax =&lt;br /&gt;
&lt;br /&gt;
{{nml|0.5}} {{ottd|1.9}} The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce&amp;lt;/code&amp;gt; block is only available for industries and describes how the industry consumes incoming and creates outgoing cargo. The syntax can be one of the following:&lt;br /&gt;
&lt;br /&gt;
 produce (&amp;amp;lt;ID&amp;amp;gt;, [ &amp;amp;lt;consume_cargo&amp;amp;gt;: &amp;amp;lt;consume_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ], [ &amp;amp;lt;produce_cargo&amp;amp;gt;: &amp;amp;lt;produce_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ])&lt;br /&gt;
&lt;br /&gt;
 produce (&amp;amp;lt;ID&amp;amp;gt;, [ &amp;amp;lt;consume_cargo&amp;amp;gt;: &amp;amp;lt;consume_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ], [ &amp;amp;lt;produce_cargo&amp;amp;gt;: &amp;amp;lt;produce_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ], &amp;amp;lt;run_again&amp;amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Note that the square brackets &amp;lt;code&amp;gt;[ ]&amp;lt;/code&amp;gt; are part of the syntax and must be typed. The semicolon &amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt; after each pair must also be included even after the last pair in a list. See the example below.&lt;br /&gt;
&lt;br /&gt;
NML 0.5 will always generate production callback version 2 in the final GRF file, this is only understood by OpenTTD 1.9 and later.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;ID&amp;lt;/code&amp;gt; is a unique name of the block&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_cargo&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_cargo&amp;lt;/code&amp;gt; are cargolabels (unescaped/not as a string) for a cargo that will be consumed/produced from the industry during the production step.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_amount&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_amount&amp;lt;/code&amp;gt; are expressions giving the amount of the cargo that will be consumed/produced during the production step.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;run_again&amp;lt;/code&amp;gt; is a boolean expression which evaluates to either 0 or 1. It indicates whether the produce callback shall be called again. This is optional, with a default value of 0.&lt;br /&gt;
&lt;br /&gt;
Up to 16 &#039;&#039;consume_cargo: consume_amount&#039;&#039; pairs and 16 &#039;&#039;produce_cargo: produce_amount&#039;&#039; pairs may be given, and either of the consume and produce lists may also be empty.&lt;br /&gt;
&lt;br /&gt;
All cargo labels used in the produce block must appear in the industry&#039;s [[NML:Industries#Cargo_types_array|cargo_types array]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
/* Produce GIFT from TOYS, SWTR and PAPR.&lt;br /&gt;
 * Amount of TOYS to consume is stored in permanent slot 4, amount of SWTR in slot 5, and amount of PAPR is sum of the two.&lt;br /&gt;
 * Amount of GIFT produced is the same as amount of TOYS and SWTR consumed.&lt;br /&gt;
 * Temporary slot 3 contains whether the entire callback chain will be repeated.&lt;br /&gt;
 */&lt;br /&gt;
produce(warehouse_prod_prod,&lt;br /&gt;
    [TOYS: LOAD_PERM(4); SWTR: LOAD_PERM(5); PAPR: LOAD_PERM(4)+LOAD_PERM(5);],&lt;br /&gt;
    [GIFT: LOAD_PERM(4)+LOAD_PERM(5);],&lt;br /&gt;
    LOAD_TEMP(3))&lt;br /&gt;
&lt;br /&gt;
/* An empty produce statement which simply does nothing. */&lt;br /&gt;
produce(empty_prod, [], [])&lt;br /&gt;
&lt;br /&gt;
/* When one of TOYS or SWTR is zero, determine how much of the other can be consumed.&lt;br /&gt;
 */&lt;br /&gt;
switch(FEAT_INDUSTRIES, SELF, warehouse_prod_cb2, [&lt;br /&gt;
    /* Store smallest amount of TOYS or PAPR in permanent slot 4 - amount of TOYS that will be consumed */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;), incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;)), 4),&lt;br /&gt;
    /* Store smallest amount of SWTR or PAPR in permanent slot 5 - amount of SWTR that will be consumed */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;), incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;)), 5),&lt;br /&gt;
    /* There will never be more to produce after this step, both TOYS and SWTR will be zero after the produce has executed */&lt;br /&gt;
    STORE_TEMP(0, 3)&lt;br /&gt;
]) {&lt;br /&gt;
    /* Only one case, use the produce statement unconditionally */&lt;br /&gt;
    warehouse_prod_prod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Check if all of TOYS, SWTR, and PAPR are available.&lt;br /&gt;
 * If they all are, produce as much cargo as possible using all three.&lt;br /&gt;
 */&lt;br /&gt;
switch(FEAT_INDUSTRIES, SELF, warehouse_prod_cb1, [&lt;br /&gt;
    /* Distributing the PAPR half for TOYS and half for SWTR, store max amount of each to consume in temporary slot 0 */&lt;br /&gt;
    STORE_TEMP(incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;)/2, 0),&lt;br /&gt;
    /* Calculate how much TOYS+PAPR production is possible, the smallest of TOYS and half of PAPR - stored in permanent slot 4 */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;), LOAD_TEMP(0)), 4),&lt;br /&gt;
    /* Calculate how much SWTR+PAPR production is possible, the smallest of SWTR and half of PAPR - stored in permanent slot 5 */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;), LOAD_TEMP(0)), 5),&lt;br /&gt;
    /* There may be more to do after this production step, set temporary slot 3 to indicate this */&lt;br /&gt;
    STORE_TEMP(1, 3),&lt;br /&gt;
    /* Multiply TOYS and SWTR amounts, if either is zero then the switched value is zero, and production via both cargo types is not possible */&lt;br /&gt;
    incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;) * incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;)&lt;br /&gt;
]) {&lt;br /&gt;
    /* If either of TOYS or SWTR stored was zero, then try the just-one-of-them switch above */&lt;br /&gt;
    0: warehouse_prod_cb2;&lt;br /&gt;
    /* Otherwise both TOYS and SWTR were available and the production callback can execute */&lt;br /&gt;
    warehouse_prod_prod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Initial check for production possible, any production requires PAPR + either TOYS or SWTR.&lt;br /&gt;
 */&lt;br /&gt;
switch(FEAT_INDUSTRIES, SELF, warehouse_prod_cb0, [&lt;br /&gt;
    /* Set permanent storage slots 4 and 5 (amounts of TOYS and SWTR to consume) to zero initially */&lt;br /&gt;
    STORE_PERM(0, 4),&lt;br /&gt;
    STORE_PERM(0, 5),&lt;br /&gt;
    /* Multiplying amount of PAPR ready by the sum of amount of TOYS and SWTR yields zero if no production would be possible */&lt;br /&gt;
    incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;) * (incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;) + incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;))&lt;br /&gt;
]) {&lt;br /&gt;
    /* Production not possible currently, so produce nothing */&lt;br /&gt;
    0: empty_prod;&lt;br /&gt;
    /* Production should be possible, go to the first step above */&lt;br /&gt;
    warehouse_prod_cb1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define a new industry that accepts cargo types TOYS, SWTR, PAPR, and produces cargo type GIFT.&lt;br /&gt;
 * It has an on-arrival production callback routing via the switches above.&lt;br /&gt;
 */&lt;br /&gt;
item(FEAT_INDUSTRIES, warehouse) {&lt;br /&gt;
    property {&lt;br /&gt;
        substitute: INDUSTRYTYPE_TOY_SHOP;&lt;br /&gt;
        name: string(STR_WAREHOUSE_NAME);&lt;br /&gt;
        spec_flags: 0;&lt;br /&gt;
        life_type: IND_LIFE_TYPE_PROCESSING;&lt;br /&gt;
        cargo_types: [&lt;br /&gt;
            accept_cargo(&amp;quot;TOYS&amp;quot;),&lt;br /&gt;
            accept_cargo(&amp;quot;SWTR&amp;quot;),&lt;br /&gt;
            accept_cargo(&amp;quot;PAPR&amp;quot;),&lt;br /&gt;
            produce_cargo(&amp;quot;GIFT&amp;quot;, 0)&lt;br /&gt;
        ];&lt;br /&gt;
    }&lt;br /&gt;
    graphics {&lt;br /&gt;
        produce_cargo_arrival: warehouse_prod_cb0;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NML 0.4 and earlier syntax =&lt;br /&gt;
&lt;br /&gt;
{{nml|0.4}} The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce&amp;lt;/code&amp;gt; block is only available for industries and describes how the industry consumes incoming and creates outgoing cargo. The syntax is:&lt;br /&gt;
&lt;br /&gt;
 produce (&amp;amp;lt;ID&amp;amp;gt;, &amp;amp;lt;consume_1&amp;amp;gt;, &amp;amp;lt;consume_2&amp;amp;gt;, &amp;amp;lt;consume_3&amp;amp;gt;, &amp;amp;lt;produce_1&amp;amp;gt;, &amp;amp;lt;produce_2&amp;amp;gt; [, run_again]);&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;ID&amp;lt;/code&amp;gt; is a unique name of the block&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_1&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_2&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_3&amp;lt;/code&amp;gt; are expressions which give the amount of the respective input cargo consumed during this call of the produce block. The given amounts are subtracted from the stockpile of cargo waiting to be processed.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_1&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_2&amp;lt;/code&amp;gt; are expressions which give the amount of the produced (outgoing) cargos in the produce block.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;run_again&amp;lt;/code&amp;gt; is a boolean expression which evaluates to either 0 or 1. It indicates whether the produce block shall be called again. This is optional, with a default value of 0.&lt;br /&gt;
&lt;br /&gt;
Note that industry variables can be used in the produce-block, so you can for example query the amount of waiting cargo directly and use that in your expression.&lt;br /&gt;
&lt;br /&gt;
The produce block should be the result of the production callback of an industry. An example on how it can be used without actually processing cargo but counting the time an industry exists unserviced:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
 /* Every month, the counter is increased. The counter is reset to zero whenever the power plant&lt;br /&gt;
  * receives cargo. When the counter reaches 61, the industry will close when the random production&lt;br /&gt;
  * change callback is called. */&lt;br /&gt;
 &lt;br /&gt;
 /* When we receive cargo, the counter is reset. */&lt;br /&gt;
 produce(power_plant_cargo_arrive_produce, 0, 0, 0, 0, STORE_PERM(0, 0x00))&lt;br /&gt;
 &lt;br /&gt;
 /* Every month the counter is increased. */&lt;br /&gt;
 switch (FEAT_INDUSTRIES, SELF, power_plant_monthly_prod_change_switch, STORE_PERM(LOAD_PERM(0x00) + 1, 0x00)) {&lt;br /&gt;
 	return CB_RESULT_IND_PROD_NO_CHANGE;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 /* Only check industry closure if the counter is greater than 60. */&lt;br /&gt;
 switch (FEAT_INDUSTRIES, SELF, power_plant_random_prod_change_switch, LOAD_PERM(0x00)) {&lt;br /&gt;
 	0..60: return CB_RESULT_IND_PROD_NO_CHANGE;&lt;br /&gt;
 	return CB_RESULT_IND_PROD_CLOSE;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 item(FEAT_INDUSTRIES, industry_power_plant, INDUSTRYTYPE_POWER_PLANT) {&lt;br /&gt;
 	graphics {&lt;br /&gt;
 		produce_cargo_arrival: power_plant_cargo_arrive_produce;&lt;br /&gt;
 		monthly_prod_change: power_plant_monthly_prod_change_switch;&lt;br /&gt;
 		random_prod_change: power_plant_random_prod_change_switch;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NML 0.4 and earlier will generate production callback version 0 or 1 (depending on specific parameters given) in the final GRF file.&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
	<entry>
		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3889</id>
		<title>NML:Industries</title>
		<link rel="alternate" type="text/html" href="https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3889"/>
		<updated>2019-05-08T20:58:25Z</updated>

		<summary type="html">&lt;p&gt;Jfs: /* Industry callbacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavPropVarCB}}&lt;br /&gt;
&lt;br /&gt;
This page contains information on industry properties, variables and callbacks. [[NML:IndustryTiles|Industry tiles]] are closely related.&lt;br /&gt;
&lt;br /&gt;
== Industry ID allocation ==&lt;br /&gt;
Industry IDs are local to the NewGRF, you are free to choose any ID in the 0..127-range. You should start your item definition with the &#039;substitute&#039;-property, which allocates a new industry. The value of this property should be the ID of a [[IndustryDefaultProps|default industry]], which will be used instead of your item if it is not available for whatever reason (for example, missing NewGRF). &lt;br /&gt;
&lt;br /&gt;
Furthermore, you can set the &#039;override&#039;-property, which will cause the existing industry to be replaced with your item. You should use this if you are for example defining a coal mine which changes production more dynamically. If your type is not a direct replacement of an existing item, don&#039;t set this property.&lt;br /&gt;
&lt;br /&gt;
==Industry properties==&lt;br /&gt;
&lt;br /&gt;
Industry properties. Default industry type numbers can be found at [[NML:Default industries|default industries]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! property&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| substitute&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type that replaces this one, should it not be available for some reason (e.g. missing NewGRF). &#039;&#039;&#039;This property &#039;&#039;must&#039;&#039; be set first, before any other properties or graphics.&#039;&#039;&#039; All properties of the old type are copied to your new industry.&lt;br /&gt;
|-&lt;br /&gt;
| override&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type overridden. This will cause other grfs / industries to consider your industry type the same as the old type. Only set this property if your type is (more or less) the same as the old type.&lt;br /&gt;
|-&lt;br /&gt;
| layouts&lt;br /&gt;
| Array of tilelayouts&lt;br /&gt;
|&lt;br /&gt;
See [[NML:Tilelayout|Tilelayout]] syntax.&lt;br /&gt;
|-&lt;br /&gt;
| life_type&lt;br /&gt;
| One of IND_LIFE_TYPE_XXX, XXX = BLACK_HOLE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; EXTRACTIVE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; ORGANIC &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; PROCESSING&lt;br /&gt;
| The generic type of industry. This determines the production changes that occur by default (when not using the callback). Examples are respectively power plants, coal mines, forests en steel mills.&lt;br /&gt;
|-&lt;br /&gt;
| closure_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when the industry announces closure. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_increase_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry increases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_decrease_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry decreases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| fund_cost_multiplier&lt;br /&gt;
| 0..255&lt;br /&gt;
| Fund cost multiplier. Note that in OpenTTD the unmodified base cost is 8x higher for building (not prospecting) raw (=extractive / organic, see life_type) industries.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_types&lt;br /&gt;
| array of accept_cargo(input, outputs...) and produce_cargo(output, level) expressions&lt;br /&gt;
| {{nml|0.5}} {{ottd|1.9}} Types of cargo accepted and produced by the industry, and their production levels and production multipliers. See [[#Cargo_types_array|cargo types array]] below.&lt;br /&gt;
|-&lt;br /&gt;
| prod_cargo_types&lt;br /&gt;
| array of up to 2 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo produced. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| accept_cargo_types&lt;br /&gt;
| array of up to 3 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo accepted. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| prod_multiplier&lt;br /&gt;
| array of up to 2 ints (0..255)&lt;br /&gt;
| {{nml|0.4}} Amount of each output cargo to produce every 256 ticks (8 or 9 times a month) {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| min_cargo_distr&lt;br /&gt;
| 0..255&lt;br /&gt;
| Minimal amount of cargo before transporting to stations.&lt;br /&gt;
|-&lt;br /&gt;
| random_sound_effects&lt;br /&gt;
| array of ints&lt;br /&gt;
| Sound effect numbers that are played some times.&lt;br /&gt;
|-&lt;br /&gt;
| conflicting_ind_types&lt;br /&gt;
| array of up to 3x industry_type(IND_TYPE_OLD &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; IND_TYPE_NEW, id)&lt;br /&gt;
|&lt;br /&gt;
Three industry types that should not be nearby. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;industry_type(..)&amp;lt;/code&amp;gt; to define either an old industry (using the global ID) or a new industry from your grf (using the grf-local ID).&lt;br /&gt;
|-&lt;br /&gt;
| prob_random&lt;br /&gt;
| 0..255&lt;br /&gt;
| (up to NML v5796-418, use prob_map_gen otherwise) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_map_gen&lt;br /&gt;
| 0..255&lt;br /&gt;
| (NML v5796-418 or newer) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_in_game&lt;br /&gt;
| 0..255&lt;br /&gt;
| Probability of occurring while creating industries during the game.&lt;br /&gt;
|-&lt;br /&gt;
| map_colour&lt;br /&gt;
| 0..255&lt;br /&gt;
|&lt;br /&gt;
Colour index from the [[NML:Graphic files|DOS palette]] to use on the minimap for this industry.&lt;br /&gt;
|-&lt;br /&gt;
| spec_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
for flag values see [[#industry_special_flags|Industry special flags]]&lt;br /&gt;
|-&lt;br /&gt;
| new_ind_msg&lt;br /&gt;
| string&lt;br /&gt;
| Message displayed when industry gets built during game play.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_1&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the first accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_2&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the second accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_3&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the third accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Name of the industry, use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prospect_chance&lt;br /&gt;
| 0 .. 1 (float)&lt;br /&gt;
| Chance of successful prospecting.&lt;br /&gt;
|-&lt;br /&gt;
| callback_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
Do not set this, unless you use [[NML:Old style callbacks|old-style callbacks]].&lt;br /&gt;
|-&lt;br /&gt;
| remove_cost_multiplier&lt;br /&gt;
| int&lt;br /&gt;
| Cost multiplier for removing the industry (currently only possible with magic bulldozer).&lt;br /&gt;
|-&lt;br /&gt;
| nearby_station_name&lt;br /&gt;
| string&lt;br /&gt;
| Default additional name for a nearby station&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cargo types array===&lt;br /&gt;
The &#039;&#039;cargo_types&#039;&#039; property takes an array of accept_cargo and produce_cargo expressions. This array is used to define which cargo types the industry accepts, which it produces, and how much cargo is produced on production ticks and on delivery. All cargo types the industry handles must be mentioned in its &#039;&#039;cargo_types&#039;&#039; property even when they are handled by production callbacks.&lt;br /&gt;
&lt;br /&gt;
The following is an example of a &#039;&#039;cargo_types&#039;&#039; property:&lt;br /&gt;
&lt;br /&gt;
 cargo_types: [&lt;br /&gt;
   produce_cargo(&amp;quot;GOOD&amp;quot;, 4),&lt;br /&gt;
   accept_cargo(&amp;quot;PASS&amp;quot;),&lt;br /&gt;
   produce_cargo(&amp;quot;PASS&amp;quot;, 0),&lt;br /&gt;
   accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(&amp;quot;STEL&amp;quot;, 1), produce_cargo(&amp;quot;SLAG&amp;quot;, 0.25))&lt;br /&gt;
 ]&lt;br /&gt;
&lt;br /&gt;
The above example has four items in its &#039;&#039;cargo_types&#039;&#039; array, two produce_cargo expressions and two accept_cargo expressions.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;GOOD&amp;quot;, 4)&amp;lt;/code&amp;gt; specifies the industry produces GOOD at a rate of 4 every production tick (256 game ticks), this production rate is scaled by the industry&#039;s production level.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;PASS&amp;quot;)&amp;lt;/code&amp;gt; specifies the industry accepts PASS as a &amp;quot;black hole&amp;quot;, that is no cargo is produced when PASS is delivered. If you have a production callback that consumes a cargo you will also need to specify that cargo in this way.&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;PASS&amp;quot;, 0)&amp;lt;/code&amp;gt; specifies the industry produces PASS but not on the production ticks as usual. Specifying a production rate of zero is only useful for cargo types you produce via a production callback.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(...), ...)&amp;lt;/code&amp;gt; specifies the industry produces the listed cargo types every time IORE is delivered. In the example above, delivering one IORE will result in one STEL produced and no SLAG produced (because 1*0.25 is zero after rounding down), and delivering 4 IORE will result in 4 STEL and 1 SLAG produced.&lt;br /&gt;
&lt;br /&gt;
At most 16 different cargo labels may appear in accept_cargo and at most 16 different cargo labels in produce_cargo, for a single industry. The same cargo label can be used in as many accept_cargo or produce_cargo as necessary.&lt;br /&gt;
&lt;br /&gt;
More complex production rules can be set up via the production callbacks, see [[#Industry_callbacks|callbacks]] below.&lt;br /&gt;
&lt;br /&gt;
===Industry special flags===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_PERIODICALLY&lt;br /&gt;
| The industry periodically plants fields around itself (temperate and arctic farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CUT_TREES&lt;br /&gt;
| The industry cuts trees around itself and produces its first output cargo from them (lumber mill)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ON_WATER&lt;br /&gt;
| The industry is built on water (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_LARGE_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) with population larger than 1200 (temperate bank)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) (arctic and tropic banks, water tower)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_NEAR_TOWN&lt;br /&gt;
| The industry is always built near towns (i.e. near town sign; additionally the industry is allowed to replace houses) (toy shop)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_WHEN_BUILT&lt;br /&gt;
| Fields are planted around the industry when it&#039;s built (all farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_NO_PRODUCTION_INCREASE&lt;br /&gt;
| The industry cannot increase its production on the temperate climate (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_BEFORE_1950&lt;br /&gt;
| The industry is built only before 1950 (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_AFTER_1960&lt;br /&gt;
| The industry is built only after 1960 (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AI_CREATES_AIR_AND_SHIP_ROUTES&lt;br /&gt;
| AI players will attempt to establish air and ship routes going to this industry (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_AIRPLANE_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military airplane (oil refinery)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_HELICOPTER_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military helicopter (factory)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CAN_CAUSE_SUBSIDENCE&lt;br /&gt;
| The industry can cause a subsidence (coal mine)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AUTOMATIC_PRODUCTION_MULTIPLIER&lt;br /&gt;
| Automatic production multiplier handing (No industry has this bit set by default.).&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_RANDOM_BITS_IN_PRODUCTION_CALLBACK&lt;br /&gt;
| The production callback needs random bits in var. 10 (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION&lt;br /&gt;
| Do not force one instance of this type to appear during initial map generation (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ALLOW_CLOSING_LAST_INSTANCE&lt;br /&gt;
| Allow closing down the last instance of this type (No industry has this bit set by default.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:IndustryCommonVariables}}&lt;br /&gt;
&lt;br /&gt;
==Industry variables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| production_level&lt;br /&gt;
| 0, or 4 .. 128&lt;br /&gt;
| Current production level of the industry. Usually in range 4 .. 128, default starting level is 16. A level of 0 indicates imminent closure.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the first cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the second cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_3&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the third cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 1&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 2&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_1&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 1&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_2&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 2&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_1&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 1&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_2&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 2&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| water_distance&lt;br /&gt;
| Distance to the tile&lt;br /&gt;
| If the industry is built on water, this variable gives the distance of the closest dry land tile, otherwise it gives the distance of the closest water tile.&lt;br /&gt;
|-&lt;br /&gt;
| layout_num&lt;br /&gt;
| 1..255&lt;br /&gt;
| Number of the layout being used by the industry.&lt;br /&gt;
|-&lt;br /&gt;
| founder&lt;br /&gt;
| 0..16&lt;br /&gt;
| Company number of the industry founder. It will be FOUNDER_GAME (=16) if the industry was generated randomly. TTDPatch only supports up to 8 companies (0..7).&lt;br /&gt;
|-&lt;br /&gt;
| founder_type&lt;br /&gt;
| PLAYERTYPE_XX&lt;br /&gt;
| PLAYERTYPE_HUMAN, PLAYERTYPE_AI, PLAYERTYPE_HUMAN_IN_AI (human managing AI company) or PLAYERTYPE_AI_IN_HUMAN (AI managing human company). OpenTTD only uses PLAYERTYPE_HUMAN and PLAYERTYPE_AI. If you cheat yourself to be part of an AI company OpenTTD will still report PLAYERTYPE_AI for the company with yourself and the AI and it&#039;ll report PLAYERTYPE_HUMAN for the now uncontrolled company.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour1&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s first colour. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour2&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s second colour. It&#039;s the same as company_colour1, if no second company colour is chosen. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Random colour for this industry. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| build_date&lt;br /&gt;
| 0..1826212865&lt;br /&gt;
| Date of the industry foundation in days since year 0.&lt;br /&gt;
|-&lt;br /&gt;
| build_type&lt;br /&gt;
| BUILDTYPE_XX&lt;br /&gt;
| BUILDTYPE_UNKNOWN (if created in an old version or with newindustries disabled), BUILDTYPE_GAMEPLAY (if founded or created by the in-game random industry generator), BUILDTYPE_GENERATION (if created during random map generation) or BUILDTYPE_EDITOR (if created with the scenario editor).&lt;br /&gt;
|-&lt;br /&gt;
| counter&lt;br /&gt;
| 0..65535&lt;br /&gt;
| Decremented every tick, used to time primary industry production in TTD.&lt;br /&gt;
|-&lt;br /&gt;
| last_accept_date&lt;br /&gt;
| date(year, month, day)&lt;br /&gt;
| Date when cargo was accepted for the last time. Not valid before 1920 and after 2090.&lt;br /&gt;
|-&lt;br /&gt;
| random_bits&lt;br /&gt;
| 0 ... 65535&lt;br /&gt;
| Random data that can be used to randomize certain descisions. (see [[NML:Random_switch|Random switch]]) (NML r1666)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; Variables that require some parameters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! arguments&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| industry_count&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
|&lt;br /&gt;
The value of this variable is the number of industries of a given type that are currently on the map. industry_type is either the ID of an industry. GRFid is the grf in which the industry was defined. The default value is -1, which means current newgrf. A grfid of 0 lets you check the number of default industries of a given type. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;str2number()&amp;lt;/code&amp;gt; to convert a grfid to its numeric representation.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_distance&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
| The value of this variable is the manhattan distance the closest instance of the given industry or 0xFFFF if not applicable. See industry_count for a description of the parameters.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_layout_count / industry_layout_distance&lt;br /&gt;
| industry_type, layout, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the given layout number.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_town_count&lt;br /&gt;
| industry_type, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the same town than the current industry.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| town_manhattan_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the Manhattan distance (dx + dy) from the selected tile to the closest town&lt;br /&gt;
|-&lt;br /&gt;
| town_euclidean_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the squared Eucleidean distance (dx^2 + dy^2) from the selected tile to the closest town.&lt;br /&gt;
|-&lt;br /&gt;
| town_zone&lt;br /&gt;
| x, y&lt;br /&gt;
|&lt;br /&gt;
Parameters indicate a signed offset relative to the northern tile. Returns the [[NML:List of town zones|town zone]] that the selected tile is in.&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_random_bits&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate an unsigned offset relative to the northern tile. Returns the random bits of the selected industry tile, or 0 if it is not an industry tile that&#039;s part of this industry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industry callbacks==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! callback&lt;br /&gt;
! return value&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| default&lt;br /&gt;
| varies&lt;br /&gt;
| Any unhandled callbacks. Generally this doesn&#039;t need to be used, except for old-style callbacks.&lt;br /&gt;
|-&lt;br /&gt;
| produce_cargo_arrival&lt;br /&gt;
| [[NML:Produce|Produce-block]]&lt;br /&gt;
| Called to produce cargo when it arrives.&lt;br /&gt;
|-&lt;br /&gt;
| produce_256_ticks&lt;br /&gt;
| [[NML:Produce|Produce-block]]&lt;br /&gt;
| Called to produce cargo every 256 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| availability&lt;br /&gt;
| CB_RESULT_IND_ALLOW or CB_RESULT_IND_DISALLOW&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.2}} Only available in NML 0.2 or earlier. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables. &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt; contains the [[#Industry creation types|creation type]].&lt;br /&gt;
|-&lt;br /&gt;
| construction_probability&lt;br /&gt;
| CB_RESULT_IND_NO_CONSTRUCTION, CB_RESULT_IND_PROBABILITY_FROM_PROPERTY or a relative probability 0..255&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.3}}. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
If you return CB_RESULT_IND_NO_CONSTRUCTION or 0 the industry won&#039;t be build. If you return CB_RESULT_IND_PROBABILITY_FROM_PROPERTY it&#039;ll be build according to the relative probability as defined in the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_random&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_in_game&amp;lt;/code&amp;gt; properties, otherwise it&#039;ll use the value as returned as relative probability.&lt;br /&gt;
|-&lt;br /&gt;
| location_check&lt;br /&gt;
|&lt;br /&gt;
See the [[#Location check results|table]] below.&lt;br /&gt;
|&lt;br /&gt;
Called to check if a location is suitable.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
Since the industry isn&#039;t built yet, industry variables aren&#039;t available. If this callback is not implemented or fails, constructing the industry will be allowed. Construction might also be prevented via the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;tile_check&amp;lt;/code&amp;gt; industry tile callback, though.&lt;br /&gt;
|-&lt;br /&gt;
| monthly_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Called each month to (possibly) change the industry production.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
|-&lt;br /&gt;
| random_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Works exactly the same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;monthly_prod_change&amp;lt;/code&amp;gt;, except that it&#039;s only called when TTD selects this industry for a random production change.&lt;br /&gt;
|-&lt;br /&gt;
| build_prod_change&lt;br /&gt;
| Value in range 4-128&lt;br /&gt;
| {{ottd|1.3|r24186}} Called when an industry is constructed.  Return value is production level (default 16).  Can also be used to initialise permanent storage when an industry is constructed.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_subtype_display&lt;br /&gt;
| String or CB_RESULT_NO_TEXT&lt;br /&gt;
| This callback allows displaying some text after a cargo name. Returning CB_RESULT_NO_TEXT displays nothing.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: 0 .. 2 to get texts for the first .. third accepted cargo type, and 3 .. 4 for the first ... second produced cargo type.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 8, 8)&amp;lt;/code&amp;gt;: 0 when getting a string for the buy menu (no industry variables available!), 1 when for the industry window and 2 for the industry directory window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_industry&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the industry window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_fund&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the fund window. Since the industry isn&#039;t built, no industry variables are available.&lt;br /&gt;
|-&lt;br /&gt;
| control_special&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| Called to control various effects from the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;spec_flags&amp;lt;/code&amp;gt; property. Currently only works for the first two (plant fields / cut trees). Return 1 to execute the action or 0 to not do so.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info1&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: Queried effect.&lt;br /&gt;
The default (if the flag is enabled, of course) is to plant fields with 1/8th chance every 256 ticks, and to cut trees every 512 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| stop_accept_cargo&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| With this callback, you can temporarily refuse accepting a certain cargo, for example because the stockpile is full. Return 1 to accept or 0 to refuse. Make sure to synchronize this callback with the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_amount_accept&amp;lt;/code&amp;gt; callback for industry tiles.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt; The cargo type to accept or not.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
| Called after constructing the industry. The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;colour&amp;lt;/code&amp;gt; variable is set to a random value at this point, you can use this callback to change this.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_input&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Decide the input cargo types. Called repeatedly until 0xFF is returned, although currently not more than three times. Do not rely on this limitation, though.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info1, 0, 8)&amp;lt;/code&amp;gt;: Starts at 0 and is incremented for every iteration.&lt;br /&gt;
Return a cargo type (from the table) or 0xFF to stop.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_output&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_input&amp;lt;/code&amp;gt; above, except that it is applied to the output cargo types and currently not called more than twice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:LocationCheckResults}}&lt;br /&gt;
&lt;br /&gt;
===Production change callback results===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_NO_CHANGE&lt;br /&gt;
| Do not change industry production&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_HALF&lt;br /&gt;
| Half industry production. If production goes below a quarter of default, the industry closes.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DOUBLE&lt;br /&gt;
| Double production if it&#039;s not 8x default yet.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_CLOSE&lt;br /&gt;
| Announce closure and remove the industry next month.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_RANDOM&lt;br /&gt;
| Do a random production change, as if the industry is a primary one.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_4&lt;br /&gt;
| Divide production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_8&lt;br /&gt;
| Divide production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_16&lt;br /&gt;
| Divide production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_32&lt;br /&gt;
| Divide production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_4&lt;br /&gt;
| Multiply production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_8&lt;br /&gt;
| Multiply production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_16&lt;br /&gt;
| Multiply production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_32&lt;br /&gt;
| Multiply production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DECREMENT_BY_1&lt;br /&gt;
| Decrement production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_INCREMENT_BY_1&lt;br /&gt;
| Increment production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_SET_BY_0x100&lt;br /&gt;
| Set the production level to the value in bits 16 .. 23 of register 0x100.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setting bit 7 of the result disables the associated news message.&amp;lt;br /&amp;gt; Setting bit 8 replaces the news message with a custom message, read from register 0x100 bits 0 .. 15.&lt;br /&gt;
&lt;br /&gt;
===Industry creation types===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_GENERATION&lt;br /&gt;
| Industry is created during map generation, or when building &#039;many random industries&#039; in the scenario editor.&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_RANDOM&lt;br /&gt;
| Industry is randomly generated during gameplay&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_FUND&lt;br /&gt;
| Industry is funded by the player (in game or scenario editor)&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_PROSPECT&lt;br /&gt;
| Industry is prospected by the player&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
	<entry>
		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3888</id>
		<title>NML:Industries</title>
		<link rel="alternate" type="text/html" href="https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3888"/>
		<updated>2019-05-08T20:57:43Z</updated>

		<summary type="html">&lt;p&gt;Jfs: /* Cargo types array */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavPropVarCB}}&lt;br /&gt;
&lt;br /&gt;
This page contains information on industry properties, variables and callbacks. [[NML:IndustryTiles|Industry tiles]] are closely related.&lt;br /&gt;
&lt;br /&gt;
== Industry ID allocation ==&lt;br /&gt;
Industry IDs are local to the NewGRF, you are free to choose any ID in the 0..127-range. You should start your item definition with the &#039;substitute&#039;-property, which allocates a new industry. The value of this property should be the ID of a [[IndustryDefaultProps|default industry]], which will be used instead of your item if it is not available for whatever reason (for example, missing NewGRF). &lt;br /&gt;
&lt;br /&gt;
Furthermore, you can set the &#039;override&#039;-property, which will cause the existing industry to be replaced with your item. You should use this if you are for example defining a coal mine which changes production more dynamically. If your type is not a direct replacement of an existing item, don&#039;t set this property.&lt;br /&gt;
&lt;br /&gt;
==Industry properties==&lt;br /&gt;
&lt;br /&gt;
Industry properties. Default industry type numbers can be found at [[NML:Default industries|default industries]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! property&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| substitute&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type that replaces this one, should it not be available for some reason (e.g. missing NewGRF). &#039;&#039;&#039;This property &#039;&#039;must&#039;&#039; be set first, before any other properties or graphics.&#039;&#039;&#039; All properties of the old type are copied to your new industry.&lt;br /&gt;
|-&lt;br /&gt;
| override&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type overridden. This will cause other grfs / industries to consider your industry type the same as the old type. Only set this property if your type is (more or less) the same as the old type.&lt;br /&gt;
|-&lt;br /&gt;
| layouts&lt;br /&gt;
| Array of tilelayouts&lt;br /&gt;
|&lt;br /&gt;
See [[NML:Tilelayout|Tilelayout]] syntax.&lt;br /&gt;
|-&lt;br /&gt;
| life_type&lt;br /&gt;
| One of IND_LIFE_TYPE_XXX, XXX = BLACK_HOLE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; EXTRACTIVE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; ORGANIC &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; PROCESSING&lt;br /&gt;
| The generic type of industry. This determines the production changes that occur by default (when not using the callback). Examples are respectively power plants, coal mines, forests en steel mills.&lt;br /&gt;
|-&lt;br /&gt;
| closure_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when the industry announces closure. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_increase_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry increases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_decrease_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry decreases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| fund_cost_multiplier&lt;br /&gt;
| 0..255&lt;br /&gt;
| Fund cost multiplier. Note that in OpenTTD the unmodified base cost is 8x higher for building (not prospecting) raw (=extractive / organic, see life_type) industries.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_types&lt;br /&gt;
| array of accept_cargo(input, outputs...) and produce_cargo(output, level) expressions&lt;br /&gt;
| {{nml|0.5}} {{ottd|1.9}} Types of cargo accepted and produced by the industry, and their production levels and production multipliers. See [[#Cargo_types_array|cargo types array]] below.&lt;br /&gt;
|-&lt;br /&gt;
| prod_cargo_types&lt;br /&gt;
| array of up to 2 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo produced. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| accept_cargo_types&lt;br /&gt;
| array of up to 3 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo accepted. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| prod_multiplier&lt;br /&gt;
| array of up to 2 ints (0..255)&lt;br /&gt;
| {{nml|0.4}} Amount of each output cargo to produce every 256 ticks (8 or 9 times a month) {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| min_cargo_distr&lt;br /&gt;
| 0..255&lt;br /&gt;
| Minimal amount of cargo before transporting to stations.&lt;br /&gt;
|-&lt;br /&gt;
| random_sound_effects&lt;br /&gt;
| array of ints&lt;br /&gt;
| Sound effect numbers that are played some times.&lt;br /&gt;
|-&lt;br /&gt;
| conflicting_ind_types&lt;br /&gt;
| array of up to 3x industry_type(IND_TYPE_OLD &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; IND_TYPE_NEW, id)&lt;br /&gt;
|&lt;br /&gt;
Three industry types that should not be nearby. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;industry_type(..)&amp;lt;/code&amp;gt; to define either an old industry (using the global ID) or a new industry from your grf (using the grf-local ID).&lt;br /&gt;
|-&lt;br /&gt;
| prob_random&lt;br /&gt;
| 0..255&lt;br /&gt;
| (up to NML v5796-418, use prob_map_gen otherwise) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_map_gen&lt;br /&gt;
| 0..255&lt;br /&gt;
| (NML v5796-418 or newer) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_in_game&lt;br /&gt;
| 0..255&lt;br /&gt;
| Probability of occurring while creating industries during the game.&lt;br /&gt;
|-&lt;br /&gt;
| map_colour&lt;br /&gt;
| 0..255&lt;br /&gt;
|&lt;br /&gt;
Colour index from the [[NML:Graphic files|DOS palette]] to use on the minimap for this industry.&lt;br /&gt;
|-&lt;br /&gt;
| spec_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
for flag values see [[#industry_special_flags|Industry special flags]]&lt;br /&gt;
|-&lt;br /&gt;
| new_ind_msg&lt;br /&gt;
| string&lt;br /&gt;
| Message displayed when industry gets built during game play.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_1&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the first accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_2&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the second accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_3&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the third accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Name of the industry, use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prospect_chance&lt;br /&gt;
| 0 .. 1 (float)&lt;br /&gt;
| Chance of successful prospecting.&lt;br /&gt;
|-&lt;br /&gt;
| callback_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
Do not set this, unless you use [[NML:Old style callbacks|old-style callbacks]].&lt;br /&gt;
|-&lt;br /&gt;
| remove_cost_multiplier&lt;br /&gt;
| int&lt;br /&gt;
| Cost multiplier for removing the industry (currently only possible with magic bulldozer).&lt;br /&gt;
|-&lt;br /&gt;
| nearby_station_name&lt;br /&gt;
| string&lt;br /&gt;
| Default additional name for a nearby station&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cargo types array===&lt;br /&gt;
The &#039;&#039;cargo_types&#039;&#039; property takes an array of accept_cargo and produce_cargo expressions. This array is used to define which cargo types the industry accepts, which it produces, and how much cargo is produced on production ticks and on delivery. All cargo types the industry handles must be mentioned in its &#039;&#039;cargo_types&#039;&#039; property even when they are handled by production callbacks.&lt;br /&gt;
&lt;br /&gt;
The following is an example of a &#039;&#039;cargo_types&#039;&#039; property:&lt;br /&gt;
&lt;br /&gt;
 cargo_types: [&lt;br /&gt;
   produce_cargo(&amp;quot;GOOD&amp;quot;, 4),&lt;br /&gt;
   accept_cargo(&amp;quot;PASS&amp;quot;),&lt;br /&gt;
   produce_cargo(&amp;quot;PASS&amp;quot;, 0),&lt;br /&gt;
   accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(&amp;quot;STEL&amp;quot;, 1), produce_cargo(&amp;quot;SLAG&amp;quot;, 0.25))&lt;br /&gt;
 ]&lt;br /&gt;
&lt;br /&gt;
The above example has four items in its &#039;&#039;cargo_types&#039;&#039; array, two produce_cargo expressions and two accept_cargo expressions.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;GOOD&amp;quot;, 4)&amp;lt;/code&amp;gt; specifies the industry produces GOOD at a rate of 4 every production tick (256 game ticks), this production rate is scaled by the industry&#039;s production level.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;PASS&amp;quot;)&amp;lt;/code&amp;gt; specifies the industry accepts PASS as a &amp;quot;black hole&amp;quot;, that is no cargo is produced when PASS is delivered. If you have a production callback that consumes a cargo you will also need to specify that cargo in this way.&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;PASS&amp;quot;, 0)&amp;lt;/code&amp;gt; specifies the industry produces PASS but not on the production ticks as usual. Specifying a production rate of zero is only useful for cargo types you produce via a production callback.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(...), ...)&amp;lt;/code&amp;gt; specifies the industry produces the listed cargo types every time IORE is delivered. In the example above, delivering one IORE will result in one STEL produced and no SLAG produced (because 1*0.25 is zero after rounding down), and delivering 4 IORE will result in 4 STEL and 1 SLAG produced.&lt;br /&gt;
&lt;br /&gt;
At most 16 different cargo labels may appear in accept_cargo and at most 16 different cargo labels in produce_cargo, for a single industry. The same cargo label can be used in as many accept_cargo or produce_cargo as necessary.&lt;br /&gt;
&lt;br /&gt;
More complex production rules can be set up via the production callbacks, see [[#Industry_callbacks|callbacks]] below.&lt;br /&gt;
&lt;br /&gt;
===Industry special flags===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_PERIODICALLY&lt;br /&gt;
| The industry periodically plants fields around itself (temperate and arctic farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CUT_TREES&lt;br /&gt;
| The industry cuts trees around itself and produces its first output cargo from them (lumber mill)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ON_WATER&lt;br /&gt;
| The industry is built on water (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_LARGE_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) with population larger than 1200 (temperate bank)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) (arctic and tropic banks, water tower)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_NEAR_TOWN&lt;br /&gt;
| The industry is always built near towns (i.e. near town sign; additionally the industry is allowed to replace houses) (toy shop)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_WHEN_BUILT&lt;br /&gt;
| Fields are planted around the industry when it&#039;s built (all farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_NO_PRODUCTION_INCREASE&lt;br /&gt;
| The industry cannot increase its production on the temperate climate (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_BEFORE_1950&lt;br /&gt;
| The industry is built only before 1950 (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_AFTER_1960&lt;br /&gt;
| The industry is built only after 1960 (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AI_CREATES_AIR_AND_SHIP_ROUTES&lt;br /&gt;
| AI players will attempt to establish air and ship routes going to this industry (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_AIRPLANE_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military airplane (oil refinery)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_HELICOPTER_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military helicopter (factory)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CAN_CAUSE_SUBSIDENCE&lt;br /&gt;
| The industry can cause a subsidence (coal mine)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AUTOMATIC_PRODUCTION_MULTIPLIER&lt;br /&gt;
| Automatic production multiplier handing (No industry has this bit set by default.).&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_RANDOM_BITS_IN_PRODUCTION_CALLBACK&lt;br /&gt;
| The production callback needs random bits in var. 10 (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION&lt;br /&gt;
| Do not force one instance of this type to appear during initial map generation (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ALLOW_CLOSING_LAST_INSTANCE&lt;br /&gt;
| Allow closing down the last instance of this type (No industry has this bit set by default.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:IndustryCommonVariables}}&lt;br /&gt;
&lt;br /&gt;
==Industry variables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| production_level&lt;br /&gt;
| 0, or 4 .. 128&lt;br /&gt;
| Current production level of the industry. Usually in range 4 .. 128, default starting level is 16. A level of 0 indicates imminent closure.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the first cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the second cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_3&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the third cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 1&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 2&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_1&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 1&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_2&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 2&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_1&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 1&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_2&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 2&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| water_distance&lt;br /&gt;
| Distance to the tile&lt;br /&gt;
| If the industry is built on water, this variable gives the distance of the closest dry land tile, otherwise it gives the distance of the closest water tile.&lt;br /&gt;
|-&lt;br /&gt;
| layout_num&lt;br /&gt;
| 1..255&lt;br /&gt;
| Number of the layout being used by the industry.&lt;br /&gt;
|-&lt;br /&gt;
| founder&lt;br /&gt;
| 0..16&lt;br /&gt;
| Company number of the industry founder. It will be FOUNDER_GAME (=16) if the industry was generated randomly. TTDPatch only supports up to 8 companies (0..7).&lt;br /&gt;
|-&lt;br /&gt;
| founder_type&lt;br /&gt;
| PLAYERTYPE_XX&lt;br /&gt;
| PLAYERTYPE_HUMAN, PLAYERTYPE_AI, PLAYERTYPE_HUMAN_IN_AI (human managing AI company) or PLAYERTYPE_AI_IN_HUMAN (AI managing human company). OpenTTD only uses PLAYERTYPE_HUMAN and PLAYERTYPE_AI. If you cheat yourself to be part of an AI company OpenTTD will still report PLAYERTYPE_AI for the company with yourself and the AI and it&#039;ll report PLAYERTYPE_HUMAN for the now uncontrolled company.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour1&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s first colour. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour2&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s second colour. It&#039;s the same as company_colour1, if no second company colour is chosen. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Random colour for this industry. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| build_date&lt;br /&gt;
| 0..1826212865&lt;br /&gt;
| Date of the industry foundation in days since year 0.&lt;br /&gt;
|-&lt;br /&gt;
| build_type&lt;br /&gt;
| BUILDTYPE_XX&lt;br /&gt;
| BUILDTYPE_UNKNOWN (if created in an old version or with newindustries disabled), BUILDTYPE_GAMEPLAY (if founded or created by the in-game random industry generator), BUILDTYPE_GENERATION (if created during random map generation) or BUILDTYPE_EDITOR (if created with the scenario editor).&lt;br /&gt;
|-&lt;br /&gt;
| counter&lt;br /&gt;
| 0..65535&lt;br /&gt;
| Decremented every tick, used to time primary industry production in TTD.&lt;br /&gt;
|-&lt;br /&gt;
| last_accept_date&lt;br /&gt;
| date(year, month, day)&lt;br /&gt;
| Date when cargo was accepted for the last time. Not valid before 1920 and after 2090.&lt;br /&gt;
|-&lt;br /&gt;
| random_bits&lt;br /&gt;
| 0 ... 65535&lt;br /&gt;
| Random data that can be used to randomize certain descisions. (see [[NML:Random_switch|Random switch]]) (NML r1666)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; Variables that require some parameters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! arguments&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| industry_count&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
|&lt;br /&gt;
The value of this variable is the number of industries of a given type that are currently on the map. industry_type is either the ID of an industry. GRFid is the grf in which the industry was defined. The default value is -1, which means current newgrf. A grfid of 0 lets you check the number of default industries of a given type. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;str2number()&amp;lt;/code&amp;gt; to convert a grfid to its numeric representation.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_distance&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
| The value of this variable is the manhattan distance the closest instance of the given industry or 0xFFFF if not applicable. See industry_count for a description of the parameters.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_layout_count / industry_layout_distance&lt;br /&gt;
| industry_type, layout, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the given layout number.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_town_count&lt;br /&gt;
| industry_type, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the same town than the current industry.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| town_manhattan_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the Manhattan distance (dx + dy) from the selected tile to the closest town&lt;br /&gt;
|-&lt;br /&gt;
| town_euclidean_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the squared Eucleidean distance (dx^2 + dy^2) from the selected tile to the closest town.&lt;br /&gt;
|-&lt;br /&gt;
| town_zone&lt;br /&gt;
| x, y&lt;br /&gt;
|&lt;br /&gt;
Parameters indicate a signed offset relative to the northern tile. Returns the [[NML:List of town zones|town zone]] that the selected tile is in.&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_random_bits&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate an unsigned offset relative to the northern tile. Returns the random bits of the selected industry tile, or 0 if it is not an industry tile that&#039;s part of this industry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industry callbacks==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! callback&lt;br /&gt;
! return value&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| default&lt;br /&gt;
| varies&lt;br /&gt;
| Any unhandled callbacks. Generally this doesn&#039;t need to be used, except for old-style callbacks.&lt;br /&gt;
|-&lt;br /&gt;
| produce_cargo_arrival&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo when it arrives.&lt;br /&gt;
|-&lt;br /&gt;
| produce_256_ticks&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo every 256 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| availability&lt;br /&gt;
| CB_RESULT_IND_ALLOW or CB_RESULT_IND_DISALLOW&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.2}} Only available in NML 0.2 or earlier. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables. &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt; contains the [[#Industry creation types|creation type]].&lt;br /&gt;
|-&lt;br /&gt;
| construction_probability&lt;br /&gt;
| CB_RESULT_IND_NO_CONSTRUCTION, CB_RESULT_IND_PROBABILITY_FROM_PROPERTY or a relative probability 0..255&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.3}}. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
If you return CB_RESULT_IND_NO_CONSTRUCTION or 0 the industry won&#039;t be build. If you return CB_RESULT_IND_PROBABILITY_FROM_PROPERTY it&#039;ll be build according to the relative probability as defined in the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_random&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_in_game&amp;lt;/code&amp;gt; properties, otherwise it&#039;ll use the value as returned as relative probability.&lt;br /&gt;
|-&lt;br /&gt;
| location_check&lt;br /&gt;
|&lt;br /&gt;
See the [[#Location check results|table]] below.&lt;br /&gt;
|&lt;br /&gt;
Called to check if a location is suitable.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
Since the industry isn&#039;t built yet, industry variables aren&#039;t available. If this callback is not implemented or fails, constructing the industry will be allowed. Construction might also be prevented via the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;tile_check&amp;lt;/code&amp;gt; industry tile callback, though.&lt;br /&gt;
|-&lt;br /&gt;
| monthly_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Called each month to (possibly) change the industry production.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
|-&lt;br /&gt;
| random_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Works exactly the same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;monthly_prod_change&amp;lt;/code&amp;gt;, except that it&#039;s only called when TTD selects this industry for a random production change.&lt;br /&gt;
|-&lt;br /&gt;
| build_prod_change&lt;br /&gt;
| Value in range 4-128&lt;br /&gt;
| {{ottd|1.3|r24186}} Called when an industry is constructed.  Return value is production level (default 16).  Can also be used to initialise permanent storage when an industry is constructed.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_subtype_display&lt;br /&gt;
| String or CB_RESULT_NO_TEXT&lt;br /&gt;
| This callback allows displaying some text after a cargo name. Returning CB_RESULT_NO_TEXT displays nothing.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: 0 .. 2 to get texts for the first .. third accepted cargo type, and 3 .. 4 for the first ... second produced cargo type.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 8, 8)&amp;lt;/code&amp;gt;: 0 when getting a string for the buy menu (no industry variables available!), 1 when for the industry window and 2 for the industry directory window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_industry&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the industry window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_fund&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the fund window. Since the industry isn&#039;t built, no industry variables are available.&lt;br /&gt;
|-&lt;br /&gt;
| control_special&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| Called to control various effects from the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;spec_flags&amp;lt;/code&amp;gt; property. Currently only works for the first two (plant fields / cut trees). Return 1 to execute the action or 0 to not do so.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info1&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: Queried effect.&lt;br /&gt;
The default (if the flag is enabled, of course) is to plant fields with 1/8th chance every 256 ticks, and to cut trees every 512 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| stop_accept_cargo&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| With this callback, you can temporarily refuse accepting a certain cargo, for example because the stockpile is full. Return 1 to accept or 0 to refuse. Make sure to synchronize this callback with the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_amount_accept&amp;lt;/code&amp;gt; callback for industry tiles.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt; The cargo type to accept or not.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
| Called after constructing the industry. The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;colour&amp;lt;/code&amp;gt; variable is set to a random value at this point, you can use this callback to change this.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_input&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Decide the input cargo types. Called repeatedly until 0xFF is returned, although currently not more than three times. Do not rely on this limitation, though.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info1, 0, 8)&amp;lt;/code&amp;gt;: Starts at 0 and is incremented for every iteration.&lt;br /&gt;
Return a cargo type (from the table) or 0xFF to stop.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_output&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_input&amp;lt;/code&amp;gt; above, except that it is applied to the output cargo types and currently not called more than twice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:LocationCheckResults}}&lt;br /&gt;
&lt;br /&gt;
===Production change callback results===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_NO_CHANGE&lt;br /&gt;
| Do not change industry production&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_HALF&lt;br /&gt;
| Half industry production. If production goes below a quarter of default, the industry closes.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DOUBLE&lt;br /&gt;
| Double production if it&#039;s not 8x default yet.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_CLOSE&lt;br /&gt;
| Announce closure and remove the industry next month.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_RANDOM&lt;br /&gt;
| Do a random production change, as if the industry is a primary one.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_4&lt;br /&gt;
| Divide production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_8&lt;br /&gt;
| Divide production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_16&lt;br /&gt;
| Divide production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_32&lt;br /&gt;
| Divide production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_4&lt;br /&gt;
| Multiply production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_8&lt;br /&gt;
| Multiply production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_16&lt;br /&gt;
| Multiply production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_32&lt;br /&gt;
| Multiply production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DECREMENT_BY_1&lt;br /&gt;
| Decrement production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_INCREMENT_BY_1&lt;br /&gt;
| Increment production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_SET_BY_0x100&lt;br /&gt;
| Set the production level to the value in bits 16 .. 23 of register 0x100.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setting bit 7 of the result disables the associated news message.&amp;lt;br /&amp;gt; Setting bit 8 replaces the news message with a custom message, read from register 0x100 bits 0 .. 15.&lt;br /&gt;
&lt;br /&gt;
===Industry creation types===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_GENERATION&lt;br /&gt;
| Industry is created during map generation, or when building &#039;many random industries&#039; in the scenario editor.&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_RANDOM&lt;br /&gt;
| Industry is randomly generated during gameplay&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_FUND&lt;br /&gt;
| Industry is funded by the player (in game or scenario editor)&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_PROSPECT&lt;br /&gt;
| Industry is prospected by the player&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
	<entry>
		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3887</id>
		<title>NML:Industries</title>
		<link rel="alternate" type="text/html" href="https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3887"/>
		<updated>2019-05-08T20:57:29Z</updated>

		<summary type="html">&lt;p&gt;Jfs: /* Industry properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavPropVarCB}}&lt;br /&gt;
&lt;br /&gt;
This page contains information on industry properties, variables and callbacks. [[NML:IndustryTiles|Industry tiles]] are closely related.&lt;br /&gt;
&lt;br /&gt;
== Industry ID allocation ==&lt;br /&gt;
Industry IDs are local to the NewGRF, you are free to choose any ID in the 0..127-range. You should start your item definition with the &#039;substitute&#039;-property, which allocates a new industry. The value of this property should be the ID of a [[IndustryDefaultProps|default industry]], which will be used instead of your item if it is not available for whatever reason (for example, missing NewGRF). &lt;br /&gt;
&lt;br /&gt;
Furthermore, you can set the &#039;override&#039;-property, which will cause the existing industry to be replaced with your item. You should use this if you are for example defining a coal mine which changes production more dynamically. If your type is not a direct replacement of an existing item, don&#039;t set this property.&lt;br /&gt;
&lt;br /&gt;
==Industry properties==&lt;br /&gt;
&lt;br /&gt;
Industry properties. Default industry type numbers can be found at [[NML:Default industries|default industries]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! property&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| substitute&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type that replaces this one, should it not be available for some reason (e.g. missing NewGRF). &#039;&#039;&#039;This property &#039;&#039;must&#039;&#039; be set first, before any other properties or graphics.&#039;&#039;&#039; All properties of the old type are copied to your new industry.&lt;br /&gt;
|-&lt;br /&gt;
| override&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type overridden. This will cause other grfs / industries to consider your industry type the same as the old type. Only set this property if your type is (more or less) the same as the old type.&lt;br /&gt;
|-&lt;br /&gt;
| layouts&lt;br /&gt;
| Array of tilelayouts&lt;br /&gt;
|&lt;br /&gt;
See [[NML:Tilelayout|Tilelayout]] syntax.&lt;br /&gt;
|-&lt;br /&gt;
| life_type&lt;br /&gt;
| One of IND_LIFE_TYPE_XXX, XXX = BLACK_HOLE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; EXTRACTIVE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; ORGANIC &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; PROCESSING&lt;br /&gt;
| The generic type of industry. This determines the production changes that occur by default (when not using the callback). Examples are respectively power plants, coal mines, forests en steel mills.&lt;br /&gt;
|-&lt;br /&gt;
| closure_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when the industry announces closure. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_increase_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry increases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_decrease_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry decreases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| fund_cost_multiplier&lt;br /&gt;
| 0..255&lt;br /&gt;
| Fund cost multiplier. Note that in OpenTTD the unmodified base cost is 8x higher for building (not prospecting) raw (=extractive / organic, see life_type) industries.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_types&lt;br /&gt;
| array of accept_cargo(input, outputs...) and produce_cargo(output, level) expressions&lt;br /&gt;
| {{nml|0.5}} {{ottd|1.9}} Types of cargo accepted and produced by the industry, and their production levels and production multipliers. See [[#Cargo_types_array|cargo types array]] below.&lt;br /&gt;
|-&lt;br /&gt;
| prod_cargo_types&lt;br /&gt;
| array of up to 2 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo produced. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| accept_cargo_types&lt;br /&gt;
| array of up to 3 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo accepted. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| prod_multiplier&lt;br /&gt;
| array of up to 2 ints (0..255)&lt;br /&gt;
| {{nml|0.4}} Amount of each output cargo to produce every 256 ticks (8 or 9 times a month) {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| min_cargo_distr&lt;br /&gt;
| 0..255&lt;br /&gt;
| Minimal amount of cargo before transporting to stations.&lt;br /&gt;
|-&lt;br /&gt;
| random_sound_effects&lt;br /&gt;
| array of ints&lt;br /&gt;
| Sound effect numbers that are played some times.&lt;br /&gt;
|-&lt;br /&gt;
| conflicting_ind_types&lt;br /&gt;
| array of up to 3x industry_type(IND_TYPE_OLD &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; IND_TYPE_NEW, id)&lt;br /&gt;
|&lt;br /&gt;
Three industry types that should not be nearby. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;industry_type(..)&amp;lt;/code&amp;gt; to define either an old industry (using the global ID) or a new industry from your grf (using the grf-local ID).&lt;br /&gt;
|-&lt;br /&gt;
| prob_random&lt;br /&gt;
| 0..255&lt;br /&gt;
| (up to NML v5796-418, use prob_map_gen otherwise) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_map_gen&lt;br /&gt;
| 0..255&lt;br /&gt;
| (NML v5796-418 or newer) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_in_game&lt;br /&gt;
| 0..255&lt;br /&gt;
| Probability of occurring while creating industries during the game.&lt;br /&gt;
|-&lt;br /&gt;
| map_colour&lt;br /&gt;
| 0..255&lt;br /&gt;
|&lt;br /&gt;
Colour index from the [[NML:Graphic files|DOS palette]] to use on the minimap for this industry.&lt;br /&gt;
|-&lt;br /&gt;
| spec_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
for flag values see [[#industry_special_flags|Industry special flags]]&lt;br /&gt;
|-&lt;br /&gt;
| new_ind_msg&lt;br /&gt;
| string&lt;br /&gt;
| Message displayed when industry gets built during game play.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_1&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the first accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_2&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the second accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_3&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the third accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Name of the industry, use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prospect_chance&lt;br /&gt;
| 0 .. 1 (float)&lt;br /&gt;
| Chance of successful prospecting.&lt;br /&gt;
|-&lt;br /&gt;
| callback_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
Do not set this, unless you use [[NML:Old style callbacks|old-style callbacks]].&lt;br /&gt;
|-&lt;br /&gt;
| remove_cost_multiplier&lt;br /&gt;
| int&lt;br /&gt;
| Cost multiplier for removing the industry (currently only possible with magic bulldozer).&lt;br /&gt;
|-&lt;br /&gt;
| nearby_station_name&lt;br /&gt;
| string&lt;br /&gt;
| Default additional name for a nearby station&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cargo types array===&lt;br /&gt;
The &#039;&#039;cargo_types&#039;&#039; property takes an array of accept_cargo and produce_cargo expressions. This array is used to define which cargo types the industry accepts, which it produces, and how much cargo is produced on production ticks and on delivery. All cargo types the industry handles must be mentioned in its &#039;&#039;cargo_types&#039;&#039; property even when they are handled by production callbacks.&lt;br /&gt;
&lt;br /&gt;
The following is an example of a &#039;&#039;cargo_types&#039;&#039; property:&lt;br /&gt;
&lt;br /&gt;
 cargo_types: [&lt;br /&gt;
   produce_cargo(&amp;quot;GOOD&amp;quot;, 4),&lt;br /&gt;
   accept_cargo(&amp;quot;PASS&amp;quot;),&lt;br /&gt;
   produce_cargo(&amp;quot;PASS&amp;quot;, 0),&lt;br /&gt;
   accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(&amp;quot;STEL&amp;quot;, 1), produce_cargo(&amp;quot;SLAG&amp;quot;, 0.25))&lt;br /&gt;
 ]&lt;br /&gt;
&lt;br /&gt;
The above example has four items in its &#039;&#039;cargo_types&#039;&#039; array, two produce_cargo expressions and two accept_cargo expressions.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;GOOD&amp;quot;, 4)&amp;lt;/code&amp;gt; specifies the industry produces GOOD at a rate of 4 every production tick (256 game ticks), this production rate is scaled by the industry&#039;s production level.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;PASS&amp;quot;)&amp;lt;/code&amp;gt; specifies the industry accepts PASS as a &amp;quot;black hole&amp;quot;, that is no cargo is produced when PASS is delivered. If you have a production callback that consumes a cargo you will also need to specify that cargo in this way.&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;PASS&amp;quot;, 0)&amp;lt;/code&amp;gt; specifies the industry produces PASS but not on the production ticks as usual. Specifying a production rate of zero is only useful for cargo types you produce via a production callback.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(...), ...)&amp;lt;/code&amp;gt; specifies the industry produces the listed cargo types every time IORE is delivered. In the example above, delivering one IORE will result in one STEL produced and no SLAG produced (because 1*0.25 is zero after rounding down), and delivering 4 IORE will result in 4 STEL and 1 SLAG produced.&lt;br /&gt;
&lt;br /&gt;
At most 16 different cargo labels may appear in accept_cargo and at most 16 different cargo labels in produce_cargo, for a single industry. The same cargo label can be used in as many accept_cargo or produce_cargo as necessary.&lt;br /&gt;
&lt;br /&gt;
More complex production rules can be set up via the production callbacks, see [[#industry_callbacks|callbacks]] below.&lt;br /&gt;
&lt;br /&gt;
===Industry special flags===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_PERIODICALLY&lt;br /&gt;
| The industry periodically plants fields around itself (temperate and arctic farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CUT_TREES&lt;br /&gt;
| The industry cuts trees around itself and produces its first output cargo from them (lumber mill)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ON_WATER&lt;br /&gt;
| The industry is built on water (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_LARGE_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) with population larger than 1200 (temperate bank)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) (arctic and tropic banks, water tower)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_NEAR_TOWN&lt;br /&gt;
| The industry is always built near towns (i.e. near town sign; additionally the industry is allowed to replace houses) (toy shop)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_WHEN_BUILT&lt;br /&gt;
| Fields are planted around the industry when it&#039;s built (all farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_NO_PRODUCTION_INCREASE&lt;br /&gt;
| The industry cannot increase its production on the temperate climate (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_BEFORE_1950&lt;br /&gt;
| The industry is built only before 1950 (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_AFTER_1960&lt;br /&gt;
| The industry is built only after 1960 (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AI_CREATES_AIR_AND_SHIP_ROUTES&lt;br /&gt;
| AI players will attempt to establish air and ship routes going to this industry (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_AIRPLANE_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military airplane (oil refinery)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_HELICOPTER_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military helicopter (factory)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CAN_CAUSE_SUBSIDENCE&lt;br /&gt;
| The industry can cause a subsidence (coal mine)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AUTOMATIC_PRODUCTION_MULTIPLIER&lt;br /&gt;
| Automatic production multiplier handing (No industry has this bit set by default.).&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_RANDOM_BITS_IN_PRODUCTION_CALLBACK&lt;br /&gt;
| The production callback needs random bits in var. 10 (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION&lt;br /&gt;
| Do not force one instance of this type to appear during initial map generation (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ALLOW_CLOSING_LAST_INSTANCE&lt;br /&gt;
| Allow closing down the last instance of this type (No industry has this bit set by default.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:IndustryCommonVariables}}&lt;br /&gt;
&lt;br /&gt;
==Industry variables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| production_level&lt;br /&gt;
| 0, or 4 .. 128&lt;br /&gt;
| Current production level of the industry. Usually in range 4 .. 128, default starting level is 16. A level of 0 indicates imminent closure.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the first cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the second cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_3&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the third cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 1&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 2&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_1&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 1&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_2&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 2&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_1&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 1&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_2&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 2&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| water_distance&lt;br /&gt;
| Distance to the tile&lt;br /&gt;
| If the industry is built on water, this variable gives the distance of the closest dry land tile, otherwise it gives the distance of the closest water tile.&lt;br /&gt;
|-&lt;br /&gt;
| layout_num&lt;br /&gt;
| 1..255&lt;br /&gt;
| Number of the layout being used by the industry.&lt;br /&gt;
|-&lt;br /&gt;
| founder&lt;br /&gt;
| 0..16&lt;br /&gt;
| Company number of the industry founder. It will be FOUNDER_GAME (=16) if the industry was generated randomly. TTDPatch only supports up to 8 companies (0..7).&lt;br /&gt;
|-&lt;br /&gt;
| founder_type&lt;br /&gt;
| PLAYERTYPE_XX&lt;br /&gt;
| PLAYERTYPE_HUMAN, PLAYERTYPE_AI, PLAYERTYPE_HUMAN_IN_AI (human managing AI company) or PLAYERTYPE_AI_IN_HUMAN (AI managing human company). OpenTTD only uses PLAYERTYPE_HUMAN and PLAYERTYPE_AI. If you cheat yourself to be part of an AI company OpenTTD will still report PLAYERTYPE_AI for the company with yourself and the AI and it&#039;ll report PLAYERTYPE_HUMAN for the now uncontrolled company.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour1&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s first colour. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour2&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s second colour. It&#039;s the same as company_colour1, if no second company colour is chosen. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Random colour for this industry. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| build_date&lt;br /&gt;
| 0..1826212865&lt;br /&gt;
| Date of the industry foundation in days since year 0.&lt;br /&gt;
|-&lt;br /&gt;
| build_type&lt;br /&gt;
| BUILDTYPE_XX&lt;br /&gt;
| BUILDTYPE_UNKNOWN (if created in an old version or with newindustries disabled), BUILDTYPE_GAMEPLAY (if founded or created by the in-game random industry generator), BUILDTYPE_GENERATION (if created during random map generation) or BUILDTYPE_EDITOR (if created with the scenario editor).&lt;br /&gt;
|-&lt;br /&gt;
| counter&lt;br /&gt;
| 0..65535&lt;br /&gt;
| Decremented every tick, used to time primary industry production in TTD.&lt;br /&gt;
|-&lt;br /&gt;
| last_accept_date&lt;br /&gt;
| date(year, month, day)&lt;br /&gt;
| Date when cargo was accepted for the last time. Not valid before 1920 and after 2090.&lt;br /&gt;
|-&lt;br /&gt;
| random_bits&lt;br /&gt;
| 0 ... 65535&lt;br /&gt;
| Random data that can be used to randomize certain descisions. (see [[NML:Random_switch|Random switch]]) (NML r1666)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; Variables that require some parameters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! arguments&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| industry_count&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
|&lt;br /&gt;
The value of this variable is the number of industries of a given type that are currently on the map. industry_type is either the ID of an industry. GRFid is the grf in which the industry was defined. The default value is -1, which means current newgrf. A grfid of 0 lets you check the number of default industries of a given type. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;str2number()&amp;lt;/code&amp;gt; to convert a grfid to its numeric representation.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_distance&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
| The value of this variable is the manhattan distance the closest instance of the given industry or 0xFFFF if not applicable. See industry_count for a description of the parameters.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_layout_count / industry_layout_distance&lt;br /&gt;
| industry_type, layout, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the given layout number.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_town_count&lt;br /&gt;
| industry_type, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the same town than the current industry.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| town_manhattan_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the Manhattan distance (dx + dy) from the selected tile to the closest town&lt;br /&gt;
|-&lt;br /&gt;
| town_euclidean_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the squared Eucleidean distance (dx^2 + dy^2) from the selected tile to the closest town.&lt;br /&gt;
|-&lt;br /&gt;
| town_zone&lt;br /&gt;
| x, y&lt;br /&gt;
|&lt;br /&gt;
Parameters indicate a signed offset relative to the northern tile. Returns the [[NML:List of town zones|town zone]] that the selected tile is in.&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_random_bits&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate an unsigned offset relative to the northern tile. Returns the random bits of the selected industry tile, or 0 if it is not an industry tile that&#039;s part of this industry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industry callbacks==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! callback&lt;br /&gt;
! return value&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| default&lt;br /&gt;
| varies&lt;br /&gt;
| Any unhandled callbacks. Generally this doesn&#039;t need to be used, except for old-style callbacks.&lt;br /&gt;
|-&lt;br /&gt;
| produce_cargo_arrival&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo when it arrives.&lt;br /&gt;
|-&lt;br /&gt;
| produce_256_ticks&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo every 256 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| availability&lt;br /&gt;
| CB_RESULT_IND_ALLOW or CB_RESULT_IND_DISALLOW&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.2}} Only available in NML 0.2 or earlier. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables. &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt; contains the [[#Industry creation types|creation type]].&lt;br /&gt;
|-&lt;br /&gt;
| construction_probability&lt;br /&gt;
| CB_RESULT_IND_NO_CONSTRUCTION, CB_RESULT_IND_PROBABILITY_FROM_PROPERTY or a relative probability 0..255&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.3}}. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
If you return CB_RESULT_IND_NO_CONSTRUCTION or 0 the industry won&#039;t be build. If you return CB_RESULT_IND_PROBABILITY_FROM_PROPERTY it&#039;ll be build according to the relative probability as defined in the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_random&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_in_game&amp;lt;/code&amp;gt; properties, otherwise it&#039;ll use the value as returned as relative probability.&lt;br /&gt;
|-&lt;br /&gt;
| location_check&lt;br /&gt;
|&lt;br /&gt;
See the [[#Location check results|table]] below.&lt;br /&gt;
|&lt;br /&gt;
Called to check if a location is suitable.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
Since the industry isn&#039;t built yet, industry variables aren&#039;t available. If this callback is not implemented or fails, constructing the industry will be allowed. Construction might also be prevented via the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;tile_check&amp;lt;/code&amp;gt; industry tile callback, though.&lt;br /&gt;
|-&lt;br /&gt;
| monthly_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Called each month to (possibly) change the industry production.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
|-&lt;br /&gt;
| random_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Works exactly the same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;monthly_prod_change&amp;lt;/code&amp;gt;, except that it&#039;s only called when TTD selects this industry for a random production change.&lt;br /&gt;
|-&lt;br /&gt;
| build_prod_change&lt;br /&gt;
| Value in range 4-128&lt;br /&gt;
| {{ottd|1.3|r24186}} Called when an industry is constructed.  Return value is production level (default 16).  Can also be used to initialise permanent storage when an industry is constructed.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_subtype_display&lt;br /&gt;
| String or CB_RESULT_NO_TEXT&lt;br /&gt;
| This callback allows displaying some text after a cargo name. Returning CB_RESULT_NO_TEXT displays nothing.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: 0 .. 2 to get texts for the first .. third accepted cargo type, and 3 .. 4 for the first ... second produced cargo type.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 8, 8)&amp;lt;/code&amp;gt;: 0 when getting a string for the buy menu (no industry variables available!), 1 when for the industry window and 2 for the industry directory window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_industry&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the industry window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_fund&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the fund window. Since the industry isn&#039;t built, no industry variables are available.&lt;br /&gt;
|-&lt;br /&gt;
| control_special&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| Called to control various effects from the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;spec_flags&amp;lt;/code&amp;gt; property. Currently only works for the first two (plant fields / cut trees). Return 1 to execute the action or 0 to not do so.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info1&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: Queried effect.&lt;br /&gt;
The default (if the flag is enabled, of course) is to plant fields with 1/8th chance every 256 ticks, and to cut trees every 512 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| stop_accept_cargo&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| With this callback, you can temporarily refuse accepting a certain cargo, for example because the stockpile is full. Return 1 to accept or 0 to refuse. Make sure to synchronize this callback with the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_amount_accept&amp;lt;/code&amp;gt; callback for industry tiles.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt; The cargo type to accept or not.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
| Called after constructing the industry. The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;colour&amp;lt;/code&amp;gt; variable is set to a random value at this point, you can use this callback to change this.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_input&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Decide the input cargo types. Called repeatedly until 0xFF is returned, although currently not more than three times. Do not rely on this limitation, though.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info1, 0, 8)&amp;lt;/code&amp;gt;: Starts at 0 and is incremented for every iteration.&lt;br /&gt;
Return a cargo type (from the table) or 0xFF to stop.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_output&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_input&amp;lt;/code&amp;gt; above, except that it is applied to the output cargo types and currently not called more than twice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:LocationCheckResults}}&lt;br /&gt;
&lt;br /&gt;
===Production change callback results===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_NO_CHANGE&lt;br /&gt;
| Do not change industry production&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_HALF&lt;br /&gt;
| Half industry production. If production goes below a quarter of default, the industry closes.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DOUBLE&lt;br /&gt;
| Double production if it&#039;s not 8x default yet.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_CLOSE&lt;br /&gt;
| Announce closure and remove the industry next month.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_RANDOM&lt;br /&gt;
| Do a random production change, as if the industry is a primary one.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_4&lt;br /&gt;
| Divide production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_8&lt;br /&gt;
| Divide production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_16&lt;br /&gt;
| Divide production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_32&lt;br /&gt;
| Divide production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_4&lt;br /&gt;
| Multiply production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_8&lt;br /&gt;
| Multiply production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_16&lt;br /&gt;
| Multiply production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_32&lt;br /&gt;
| Multiply production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DECREMENT_BY_1&lt;br /&gt;
| Decrement production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_INCREMENT_BY_1&lt;br /&gt;
| Increment production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_SET_BY_0x100&lt;br /&gt;
| Set the production level to the value in bits 16 .. 23 of register 0x100.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setting bit 7 of the result disables the associated news message.&amp;lt;br /&amp;gt; Setting bit 8 replaces the news message with a custom message, read from register 0x100 bits 0 .. 15.&lt;br /&gt;
&lt;br /&gt;
===Industry creation types===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_GENERATION&lt;br /&gt;
| Industry is created during map generation, or when building &#039;many random industries&#039; in the scenario editor.&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_RANDOM&lt;br /&gt;
| Industry is randomly generated during gameplay&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_FUND&lt;br /&gt;
| Industry is funded by the player (in game or scenario editor)&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_PROSPECT&lt;br /&gt;
| Industry is prospected by the player&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
	<entry>
		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3886</id>
		<title>NML:Industries</title>
		<link rel="alternate" type="text/html" href="https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3886"/>
		<updated>2019-05-08T20:56:52Z</updated>

		<summary type="html">&lt;p&gt;Jfs: /* Cargo types array */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavPropVarCB}}&lt;br /&gt;
&lt;br /&gt;
This page contains information on industry properties, variables and callbacks. [[NML:IndustryTiles|Industry tiles]] are closely related.&lt;br /&gt;
&lt;br /&gt;
== Industry ID allocation ==&lt;br /&gt;
Industry IDs are local to the NewGRF, you are free to choose any ID in the 0..127-range. You should start your item definition with the &#039;substitute&#039;-property, which allocates a new industry. The value of this property should be the ID of a [[IndustryDefaultProps|default industry]], which will be used instead of your item if it is not available for whatever reason (for example, missing NewGRF). &lt;br /&gt;
&lt;br /&gt;
Furthermore, you can set the &#039;override&#039;-property, which will cause the existing industry to be replaced with your item. You should use this if you are for example defining a coal mine which changes production more dynamically. If your type is not a direct replacement of an existing item, don&#039;t set this property.&lt;br /&gt;
&lt;br /&gt;
==Industry properties==&lt;br /&gt;
&lt;br /&gt;
Industry properties. Default industry type numbers can be found at [[NML:Default industries|default industries]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! property&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| substitute&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type that replaces this one, should it not be available for some reason (e.g. missing NewGRF). &#039;&#039;&#039;This property &#039;&#039;must&#039;&#039; be set first, before any other properties or graphics.&#039;&#039;&#039; All properties of the old type are copied to your new industry.&lt;br /&gt;
|-&lt;br /&gt;
| override&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type overridden. This will cause other grfs / industries to consider your industry type the same as the old type. Only set this property if your type is (more or less) the same as the old type.&lt;br /&gt;
|-&lt;br /&gt;
| layouts&lt;br /&gt;
| Array of tilelayouts&lt;br /&gt;
|&lt;br /&gt;
See [[NML:Tilelayout|Tilelayout]] syntax.&lt;br /&gt;
|-&lt;br /&gt;
| life_type&lt;br /&gt;
| One of IND_LIFE_TYPE_XXX, XXX = BLACK_HOLE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; EXTRACTIVE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; ORGANIC &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; PROCESSING&lt;br /&gt;
| The generic type of industry. This determines the production changes that occur by default (when not using the callback). Examples are respectively power plants, coal mines, forests en steel mills.&lt;br /&gt;
|-&lt;br /&gt;
| closure_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when the industry announces closure. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_increase_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry increases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_decrease_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry decreases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| fund_cost_multiplier&lt;br /&gt;
| 0..255&lt;br /&gt;
| Fund cost multiplier. Note that in OpenTTD the unmodified base cost is 8x higher for building (not prospecting) raw (=extractive / organic, see life_type) industries.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_types&lt;br /&gt;
| array of accept_cargo(input, outputs...) and produce_cargo(output, level) expressions&lt;br /&gt;
| {{nml|0.5}} {{ottd|1.9}} Types of cargo accepted and produced by the industry, and their production levels and production multipliers. See [[#cargo_types_array|cargo types array]] below.&lt;br /&gt;
|-&lt;br /&gt;
| prod_cargo_types&lt;br /&gt;
| array of up to 2 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo produced. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| accept_cargo_types&lt;br /&gt;
| array of up to 3 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo accepted. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| prod_multiplier&lt;br /&gt;
| array of up to 2 ints (0..255)&lt;br /&gt;
| {{nml|0.4}} Amount of each output cargo to produce every 256 ticks (8 or 9 times a month) {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| min_cargo_distr&lt;br /&gt;
| 0..255&lt;br /&gt;
| Minimal amount of cargo before transporting to stations.&lt;br /&gt;
|-&lt;br /&gt;
| random_sound_effects&lt;br /&gt;
| array of ints&lt;br /&gt;
| Sound effect numbers that are played some times.&lt;br /&gt;
|-&lt;br /&gt;
| conflicting_ind_types&lt;br /&gt;
| array of up to 3x industry_type(IND_TYPE_OLD &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; IND_TYPE_NEW, id)&lt;br /&gt;
|&lt;br /&gt;
Three industry types that should not be nearby. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;industry_type(..)&amp;lt;/code&amp;gt; to define either an old industry (using the global ID) or a new industry from your grf (using the grf-local ID).&lt;br /&gt;
|-&lt;br /&gt;
| prob_random&lt;br /&gt;
| 0..255&lt;br /&gt;
| (up to NML v5796-418, use prob_map_gen otherwise) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_map_gen&lt;br /&gt;
| 0..255&lt;br /&gt;
| (NML v5796-418 or newer) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_in_game&lt;br /&gt;
| 0..255&lt;br /&gt;
| Probability of occurring while creating industries during the game.&lt;br /&gt;
|-&lt;br /&gt;
| map_colour&lt;br /&gt;
| 0..255&lt;br /&gt;
|&lt;br /&gt;
Colour index from the [[NML:Graphic files|DOS palette]] to use on the minimap for this industry.&lt;br /&gt;
|-&lt;br /&gt;
| spec_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
for flag values see [[#industry_special_flags|Industry special flags]]&lt;br /&gt;
|-&lt;br /&gt;
| new_ind_msg&lt;br /&gt;
| string&lt;br /&gt;
| Message displayed when industry gets built during game play.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_1&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the first accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_2&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the second accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_3&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the third accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Name of the industry, use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prospect_chance&lt;br /&gt;
| 0 .. 1 (float)&lt;br /&gt;
| Chance of successful prospecting.&lt;br /&gt;
|-&lt;br /&gt;
| callback_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
Do not set this, unless you use [[NML:Old style callbacks|old-style callbacks]].&lt;br /&gt;
|-&lt;br /&gt;
| remove_cost_multiplier&lt;br /&gt;
| int&lt;br /&gt;
| Cost multiplier for removing the industry (currently only possible with magic bulldozer).&lt;br /&gt;
|-&lt;br /&gt;
| nearby_station_name&lt;br /&gt;
| string&lt;br /&gt;
| Default additional name for a nearby station&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cargo types array===&lt;br /&gt;
The &#039;&#039;cargo_types&#039;&#039; property takes an array of accept_cargo and produce_cargo expressions. This array is used to define which cargo types the industry accepts, which it produces, and how much cargo is produced on production ticks and on delivery. All cargo types the industry handles must be mentioned in its &#039;&#039;cargo_types&#039;&#039; property even when they are handled by production callbacks.&lt;br /&gt;
&lt;br /&gt;
The following is an example of a &#039;&#039;cargo_types&#039;&#039; property:&lt;br /&gt;
&lt;br /&gt;
 cargo_types: [&lt;br /&gt;
   produce_cargo(&amp;quot;GOOD&amp;quot;, 4),&lt;br /&gt;
   accept_cargo(&amp;quot;PASS&amp;quot;),&lt;br /&gt;
   produce_cargo(&amp;quot;PASS&amp;quot;, 0),&lt;br /&gt;
   accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(&amp;quot;STEL&amp;quot;, 1), produce_cargo(&amp;quot;SLAG&amp;quot;, 0.25))&lt;br /&gt;
 ]&lt;br /&gt;
&lt;br /&gt;
The above example has four items in its &#039;&#039;cargo_types&#039;&#039; array, two produce_cargo expressions and two accept_cargo expressions.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;GOOD&amp;quot;, 4)&amp;lt;/code&amp;gt; specifies the industry produces GOOD at a rate of 4 every production tick (256 game ticks), this production rate is scaled by the industry&#039;s production level.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;PASS&amp;quot;)&amp;lt;/code&amp;gt; specifies the industry accepts PASS as a &amp;quot;black hole&amp;quot;, that is no cargo is produced when PASS is delivered. If you have a production callback that consumes a cargo you will also need to specify that cargo in this way.&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;PASS&amp;quot;, 0)&amp;lt;/code&amp;gt; specifies the industry produces PASS but not on the production ticks as usual. Specifying a production rate of zero is only useful for cargo types you produce via a production callback.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(...), ...)&amp;lt;/code&amp;gt; specifies the industry produces the listed cargo types every time IORE is delivered. In the example above, delivering one IORE will result in one STEL produced and no SLAG produced (because 1*0.25 is zero after rounding down), and delivering 4 IORE will result in 4 STEL and 1 SLAG produced.&lt;br /&gt;
&lt;br /&gt;
At most 16 different cargo labels may appear in accept_cargo and at most 16 different cargo labels in produce_cargo, for a single industry. The same cargo label can be used in as many accept_cargo or produce_cargo as necessary.&lt;br /&gt;
&lt;br /&gt;
More complex production rules can be set up via the production callbacks, see [[#industry_callbacks|callbacks]] below.&lt;br /&gt;
&lt;br /&gt;
===Industry special flags===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_PERIODICALLY&lt;br /&gt;
| The industry periodically plants fields around itself (temperate and arctic farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CUT_TREES&lt;br /&gt;
| The industry cuts trees around itself and produces its first output cargo from them (lumber mill)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ON_WATER&lt;br /&gt;
| The industry is built on water (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_LARGE_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) with population larger than 1200 (temperate bank)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) (arctic and tropic banks, water tower)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_NEAR_TOWN&lt;br /&gt;
| The industry is always built near towns (i.e. near town sign; additionally the industry is allowed to replace houses) (toy shop)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_WHEN_BUILT&lt;br /&gt;
| Fields are planted around the industry when it&#039;s built (all farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_NO_PRODUCTION_INCREASE&lt;br /&gt;
| The industry cannot increase its production on the temperate climate (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_BEFORE_1950&lt;br /&gt;
| The industry is built only before 1950 (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_AFTER_1960&lt;br /&gt;
| The industry is built only after 1960 (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AI_CREATES_AIR_AND_SHIP_ROUTES&lt;br /&gt;
| AI players will attempt to establish air and ship routes going to this industry (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_AIRPLANE_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military airplane (oil refinery)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_HELICOPTER_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military helicopter (factory)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CAN_CAUSE_SUBSIDENCE&lt;br /&gt;
| The industry can cause a subsidence (coal mine)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AUTOMATIC_PRODUCTION_MULTIPLIER&lt;br /&gt;
| Automatic production multiplier handing (No industry has this bit set by default.).&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_RANDOM_BITS_IN_PRODUCTION_CALLBACK&lt;br /&gt;
| The production callback needs random bits in var. 10 (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION&lt;br /&gt;
| Do not force one instance of this type to appear during initial map generation (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ALLOW_CLOSING_LAST_INSTANCE&lt;br /&gt;
| Allow closing down the last instance of this type (No industry has this bit set by default.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:IndustryCommonVariables}}&lt;br /&gt;
&lt;br /&gt;
==Industry variables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| production_level&lt;br /&gt;
| 0, or 4 .. 128&lt;br /&gt;
| Current production level of the industry. Usually in range 4 .. 128, default starting level is 16. A level of 0 indicates imminent closure.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the first cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the second cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_3&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the third cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 1&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 2&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_1&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 1&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_2&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 2&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_1&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 1&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_2&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 2&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| water_distance&lt;br /&gt;
| Distance to the tile&lt;br /&gt;
| If the industry is built on water, this variable gives the distance of the closest dry land tile, otherwise it gives the distance of the closest water tile.&lt;br /&gt;
|-&lt;br /&gt;
| layout_num&lt;br /&gt;
| 1..255&lt;br /&gt;
| Number of the layout being used by the industry.&lt;br /&gt;
|-&lt;br /&gt;
| founder&lt;br /&gt;
| 0..16&lt;br /&gt;
| Company number of the industry founder. It will be FOUNDER_GAME (=16) if the industry was generated randomly. TTDPatch only supports up to 8 companies (0..7).&lt;br /&gt;
|-&lt;br /&gt;
| founder_type&lt;br /&gt;
| PLAYERTYPE_XX&lt;br /&gt;
| PLAYERTYPE_HUMAN, PLAYERTYPE_AI, PLAYERTYPE_HUMAN_IN_AI (human managing AI company) or PLAYERTYPE_AI_IN_HUMAN (AI managing human company). OpenTTD only uses PLAYERTYPE_HUMAN and PLAYERTYPE_AI. If you cheat yourself to be part of an AI company OpenTTD will still report PLAYERTYPE_AI for the company with yourself and the AI and it&#039;ll report PLAYERTYPE_HUMAN for the now uncontrolled company.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour1&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s first colour. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour2&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s second colour. It&#039;s the same as company_colour1, if no second company colour is chosen. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Random colour for this industry. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| build_date&lt;br /&gt;
| 0..1826212865&lt;br /&gt;
| Date of the industry foundation in days since year 0.&lt;br /&gt;
|-&lt;br /&gt;
| build_type&lt;br /&gt;
| BUILDTYPE_XX&lt;br /&gt;
| BUILDTYPE_UNKNOWN (if created in an old version or with newindustries disabled), BUILDTYPE_GAMEPLAY (if founded or created by the in-game random industry generator), BUILDTYPE_GENERATION (if created during random map generation) or BUILDTYPE_EDITOR (if created with the scenario editor).&lt;br /&gt;
|-&lt;br /&gt;
| counter&lt;br /&gt;
| 0..65535&lt;br /&gt;
| Decremented every tick, used to time primary industry production in TTD.&lt;br /&gt;
|-&lt;br /&gt;
| last_accept_date&lt;br /&gt;
| date(year, month, day)&lt;br /&gt;
| Date when cargo was accepted for the last time. Not valid before 1920 and after 2090.&lt;br /&gt;
|-&lt;br /&gt;
| random_bits&lt;br /&gt;
| 0 ... 65535&lt;br /&gt;
| Random data that can be used to randomize certain descisions. (see [[NML:Random_switch|Random switch]]) (NML r1666)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; Variables that require some parameters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! arguments&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| industry_count&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
|&lt;br /&gt;
The value of this variable is the number of industries of a given type that are currently on the map. industry_type is either the ID of an industry. GRFid is the grf in which the industry was defined. The default value is -1, which means current newgrf. A grfid of 0 lets you check the number of default industries of a given type. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;str2number()&amp;lt;/code&amp;gt; to convert a grfid to its numeric representation.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_distance&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
| The value of this variable is the manhattan distance the closest instance of the given industry or 0xFFFF if not applicable. See industry_count for a description of the parameters.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_layout_count / industry_layout_distance&lt;br /&gt;
| industry_type, layout, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the given layout number.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_town_count&lt;br /&gt;
| industry_type, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the same town than the current industry.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| town_manhattan_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the Manhattan distance (dx + dy) from the selected tile to the closest town&lt;br /&gt;
|-&lt;br /&gt;
| town_euclidean_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the squared Eucleidean distance (dx^2 + dy^2) from the selected tile to the closest town.&lt;br /&gt;
|-&lt;br /&gt;
| town_zone&lt;br /&gt;
| x, y&lt;br /&gt;
|&lt;br /&gt;
Parameters indicate a signed offset relative to the northern tile. Returns the [[NML:List of town zones|town zone]] that the selected tile is in.&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_random_bits&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate an unsigned offset relative to the northern tile. Returns the random bits of the selected industry tile, or 0 if it is not an industry tile that&#039;s part of this industry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industry callbacks==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! callback&lt;br /&gt;
! return value&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| default&lt;br /&gt;
| varies&lt;br /&gt;
| Any unhandled callbacks. Generally this doesn&#039;t need to be used, except for old-style callbacks.&lt;br /&gt;
|-&lt;br /&gt;
| produce_cargo_arrival&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo when it arrives.&lt;br /&gt;
|-&lt;br /&gt;
| produce_256_ticks&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo every 256 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| availability&lt;br /&gt;
| CB_RESULT_IND_ALLOW or CB_RESULT_IND_DISALLOW&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.2}} Only available in NML 0.2 or earlier. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables. &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt; contains the [[#Industry creation types|creation type]].&lt;br /&gt;
|-&lt;br /&gt;
| construction_probability&lt;br /&gt;
| CB_RESULT_IND_NO_CONSTRUCTION, CB_RESULT_IND_PROBABILITY_FROM_PROPERTY or a relative probability 0..255&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.3}}. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
If you return CB_RESULT_IND_NO_CONSTRUCTION or 0 the industry won&#039;t be build. If you return CB_RESULT_IND_PROBABILITY_FROM_PROPERTY it&#039;ll be build according to the relative probability as defined in the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_random&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_in_game&amp;lt;/code&amp;gt; properties, otherwise it&#039;ll use the value as returned as relative probability.&lt;br /&gt;
|-&lt;br /&gt;
| location_check&lt;br /&gt;
|&lt;br /&gt;
See the [[#Location check results|table]] below.&lt;br /&gt;
|&lt;br /&gt;
Called to check if a location is suitable.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
Since the industry isn&#039;t built yet, industry variables aren&#039;t available. If this callback is not implemented or fails, constructing the industry will be allowed. Construction might also be prevented via the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;tile_check&amp;lt;/code&amp;gt; industry tile callback, though.&lt;br /&gt;
|-&lt;br /&gt;
| monthly_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Called each month to (possibly) change the industry production.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
|-&lt;br /&gt;
| random_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Works exactly the same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;monthly_prod_change&amp;lt;/code&amp;gt;, except that it&#039;s only called when TTD selects this industry for a random production change.&lt;br /&gt;
|-&lt;br /&gt;
| build_prod_change&lt;br /&gt;
| Value in range 4-128&lt;br /&gt;
| {{ottd|1.3|r24186}} Called when an industry is constructed.  Return value is production level (default 16).  Can also be used to initialise permanent storage when an industry is constructed.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_subtype_display&lt;br /&gt;
| String or CB_RESULT_NO_TEXT&lt;br /&gt;
| This callback allows displaying some text after a cargo name. Returning CB_RESULT_NO_TEXT displays nothing.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: 0 .. 2 to get texts for the first .. third accepted cargo type, and 3 .. 4 for the first ... second produced cargo type.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 8, 8)&amp;lt;/code&amp;gt;: 0 when getting a string for the buy menu (no industry variables available!), 1 when for the industry window and 2 for the industry directory window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_industry&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the industry window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_fund&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the fund window. Since the industry isn&#039;t built, no industry variables are available.&lt;br /&gt;
|-&lt;br /&gt;
| control_special&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| Called to control various effects from the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;spec_flags&amp;lt;/code&amp;gt; property. Currently only works for the first two (plant fields / cut trees). Return 1 to execute the action or 0 to not do so.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info1&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: Queried effect.&lt;br /&gt;
The default (if the flag is enabled, of course) is to plant fields with 1/8th chance every 256 ticks, and to cut trees every 512 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| stop_accept_cargo&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| With this callback, you can temporarily refuse accepting a certain cargo, for example because the stockpile is full. Return 1 to accept or 0 to refuse. Make sure to synchronize this callback with the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_amount_accept&amp;lt;/code&amp;gt; callback for industry tiles.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt; The cargo type to accept or not.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
| Called after constructing the industry. The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;colour&amp;lt;/code&amp;gt; variable is set to a random value at this point, you can use this callback to change this.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_input&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Decide the input cargo types. Called repeatedly until 0xFF is returned, although currently not more than three times. Do not rely on this limitation, though.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info1, 0, 8)&amp;lt;/code&amp;gt;: Starts at 0 and is incremented for every iteration.&lt;br /&gt;
Return a cargo type (from the table) or 0xFF to stop.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_output&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_input&amp;lt;/code&amp;gt; above, except that it is applied to the output cargo types and currently not called more than twice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:LocationCheckResults}}&lt;br /&gt;
&lt;br /&gt;
===Production change callback results===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_NO_CHANGE&lt;br /&gt;
| Do not change industry production&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_HALF&lt;br /&gt;
| Half industry production. If production goes below a quarter of default, the industry closes.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DOUBLE&lt;br /&gt;
| Double production if it&#039;s not 8x default yet.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_CLOSE&lt;br /&gt;
| Announce closure and remove the industry next month.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_RANDOM&lt;br /&gt;
| Do a random production change, as if the industry is a primary one.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_4&lt;br /&gt;
| Divide production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_8&lt;br /&gt;
| Divide production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_16&lt;br /&gt;
| Divide production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_32&lt;br /&gt;
| Divide production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_4&lt;br /&gt;
| Multiply production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_8&lt;br /&gt;
| Multiply production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_16&lt;br /&gt;
| Multiply production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_32&lt;br /&gt;
| Multiply production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DECREMENT_BY_1&lt;br /&gt;
| Decrement production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_INCREMENT_BY_1&lt;br /&gt;
| Increment production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_SET_BY_0x100&lt;br /&gt;
| Set the production level to the value in bits 16 .. 23 of register 0x100.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setting bit 7 of the result disables the associated news message.&amp;lt;br /&amp;gt; Setting bit 8 replaces the news message with a custom message, read from register 0x100 bits 0 .. 15.&lt;br /&gt;
&lt;br /&gt;
===Industry creation types===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_GENERATION&lt;br /&gt;
| Industry is created during map generation, or when building &#039;many random industries&#039; in the scenario editor.&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_RANDOM&lt;br /&gt;
| Industry is randomly generated during gameplay&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_FUND&lt;br /&gt;
| Industry is funded by the player (in game or scenario editor)&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_PROSPECT&lt;br /&gt;
| Industry is prospected by the player&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
	<entry>
		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3885</id>
		<title>NML:Industries</title>
		<link rel="alternate" type="text/html" href="https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3885"/>
		<updated>2019-05-08T20:53:47Z</updated>

		<summary type="html">&lt;p&gt;Jfs: /* Cargo types array */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavPropVarCB}}&lt;br /&gt;
&lt;br /&gt;
This page contains information on industry properties, variables and callbacks. [[NML:IndustryTiles|Industry tiles]] are closely related.&lt;br /&gt;
&lt;br /&gt;
== Industry ID allocation ==&lt;br /&gt;
Industry IDs are local to the NewGRF, you are free to choose any ID in the 0..127-range. You should start your item definition with the &#039;substitute&#039;-property, which allocates a new industry. The value of this property should be the ID of a [[IndustryDefaultProps|default industry]], which will be used instead of your item if it is not available for whatever reason (for example, missing NewGRF). &lt;br /&gt;
&lt;br /&gt;
Furthermore, you can set the &#039;override&#039;-property, which will cause the existing industry to be replaced with your item. You should use this if you are for example defining a coal mine which changes production more dynamically. If your type is not a direct replacement of an existing item, don&#039;t set this property.&lt;br /&gt;
&lt;br /&gt;
==Industry properties==&lt;br /&gt;
&lt;br /&gt;
Industry properties. Default industry type numbers can be found at [[NML:Default industries|default industries]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! property&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| substitute&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type that replaces this one, should it not be available for some reason (e.g. missing NewGRF). &#039;&#039;&#039;This property &#039;&#039;must&#039;&#039; be set first, before any other properties or graphics.&#039;&#039;&#039; All properties of the old type are copied to your new industry.&lt;br /&gt;
|-&lt;br /&gt;
| override&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type overridden. This will cause other grfs / industries to consider your industry type the same as the old type. Only set this property if your type is (more or less) the same as the old type.&lt;br /&gt;
|-&lt;br /&gt;
| layouts&lt;br /&gt;
| Array of tilelayouts&lt;br /&gt;
|&lt;br /&gt;
See [[NML:Tilelayout|Tilelayout]] syntax.&lt;br /&gt;
|-&lt;br /&gt;
| life_type&lt;br /&gt;
| One of IND_LIFE_TYPE_XXX, XXX = BLACK_HOLE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; EXTRACTIVE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; ORGANIC &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; PROCESSING&lt;br /&gt;
| The generic type of industry. This determines the production changes that occur by default (when not using the callback). Examples are respectively power plants, coal mines, forests en steel mills.&lt;br /&gt;
|-&lt;br /&gt;
| closure_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when the industry announces closure. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_increase_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry increases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_decrease_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry decreases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| fund_cost_multiplier&lt;br /&gt;
| 0..255&lt;br /&gt;
| Fund cost multiplier. Note that in OpenTTD the unmodified base cost is 8x higher for building (not prospecting) raw (=extractive / organic, see life_type) industries.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_types&lt;br /&gt;
| array of accept_cargo(input, outputs...) and produce_cargo(output, level) expressions&lt;br /&gt;
| {{nml|0.5}} {{ottd|1.9}} Types of cargo accepted and produced by the industry, and their production levels and production multipliers. See [[#cargo_types_array|cargo types array]] below.&lt;br /&gt;
|-&lt;br /&gt;
| prod_cargo_types&lt;br /&gt;
| array of up to 2 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo produced. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| accept_cargo_types&lt;br /&gt;
| array of up to 3 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo accepted. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| prod_multiplier&lt;br /&gt;
| array of up to 2 ints (0..255)&lt;br /&gt;
| {{nml|0.4}} Amount of each output cargo to produce every 256 ticks (8 or 9 times a month) {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| min_cargo_distr&lt;br /&gt;
| 0..255&lt;br /&gt;
| Minimal amount of cargo before transporting to stations.&lt;br /&gt;
|-&lt;br /&gt;
| random_sound_effects&lt;br /&gt;
| array of ints&lt;br /&gt;
| Sound effect numbers that are played some times.&lt;br /&gt;
|-&lt;br /&gt;
| conflicting_ind_types&lt;br /&gt;
| array of up to 3x industry_type(IND_TYPE_OLD &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; IND_TYPE_NEW, id)&lt;br /&gt;
|&lt;br /&gt;
Three industry types that should not be nearby. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;industry_type(..)&amp;lt;/code&amp;gt; to define either an old industry (using the global ID) or a new industry from your grf (using the grf-local ID).&lt;br /&gt;
|-&lt;br /&gt;
| prob_random&lt;br /&gt;
| 0..255&lt;br /&gt;
| (up to NML v5796-418, use prob_map_gen otherwise) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_map_gen&lt;br /&gt;
| 0..255&lt;br /&gt;
| (NML v5796-418 or newer) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_in_game&lt;br /&gt;
| 0..255&lt;br /&gt;
| Probability of occurring while creating industries during the game.&lt;br /&gt;
|-&lt;br /&gt;
| map_colour&lt;br /&gt;
| 0..255&lt;br /&gt;
|&lt;br /&gt;
Colour index from the [[NML:Graphic files|DOS palette]] to use on the minimap for this industry.&lt;br /&gt;
|-&lt;br /&gt;
| spec_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
for flag values see [[#industry_special_flags|Industry special flags]]&lt;br /&gt;
|-&lt;br /&gt;
| new_ind_msg&lt;br /&gt;
| string&lt;br /&gt;
| Message displayed when industry gets built during game play.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_1&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the first accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_2&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the second accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_3&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the third accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Name of the industry, use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prospect_chance&lt;br /&gt;
| 0 .. 1 (float)&lt;br /&gt;
| Chance of successful prospecting.&lt;br /&gt;
|-&lt;br /&gt;
| callback_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
Do not set this, unless you use [[NML:Old style callbacks|old-style callbacks]].&lt;br /&gt;
|-&lt;br /&gt;
| remove_cost_multiplier&lt;br /&gt;
| int&lt;br /&gt;
| Cost multiplier for removing the industry (currently only possible with magic bulldozer).&lt;br /&gt;
|-&lt;br /&gt;
| nearby_station_name&lt;br /&gt;
| string&lt;br /&gt;
| Default additional name for a nearby station&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cargo types array===&lt;br /&gt;
The &#039;&#039;cargo_types&#039;&#039; property takes an array of accept_cargo and produce_cargo expressions. This array is used to define which cargo types the industry accepts, which it produces, and how much cargo is produced on production ticks and on delivery. All cargo types the industry handles must be mentioned in its &#039;&#039;cargo_types&#039;&#039; property even when they are handled by production callbacks.&lt;br /&gt;
&lt;br /&gt;
The following is an example of a &#039;&#039;cargo_types&#039;&#039; property:&lt;br /&gt;
&lt;br /&gt;
 cargo_types: [&lt;br /&gt;
   produce_cargo(&amp;quot;GOOD&amp;quot;, 4),&lt;br /&gt;
   accept_cargo(&amp;quot;PASS&amp;quot;),&lt;br /&gt;
   produce_cargo(&amp;quot;PASS&amp;quot;, 0),&lt;br /&gt;
   accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(&amp;quot;STEL&amp;quot;, 1), produce_cargo(&amp;quot;SLAG&amp;quot;, 0.25))&lt;br /&gt;
 ]&lt;br /&gt;
&lt;br /&gt;
The above example has four items in its &#039;&#039;cargo_types&#039;&#039; array, two produce_cargo expressions and two accept_cargo expressions.&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;GOOD&amp;quot;, 4)&amp;lt;/code&amp;gt; specifies the industry produces GOOD at a rate of 4 every production tick (256 game ticks), this production rate is scaled by the industry&#039;s production level.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;PASS&amp;quot;)&amp;lt;/code&amp;gt; specifies the industry accepts PASS as a &amp;quot;black hole&amp;quot;, that is no cargo is produced when PASS is delivered. If you have a production callback that consumes a cargo you will also need to specify that cargo in this way.&lt;br /&gt;
# &amp;lt;code&amp;gt;produce_cargo(&amp;quot;PASS&amp;quot;, 0)&amp;lt;/code&amp;gt; specifies the industry produces PASS but not on the production ticks as usual. Specifying a production rate of zero is only useful for cargo types you produce via a production callback.&lt;br /&gt;
# &amp;lt;code&amp;gt;accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(...), ...)&amp;lt;/code&amp;gt; specifies the industry produces the listed cargo types every time IORE is delivered. In the example above, delivering one IORE will result in one STEL produced and no SLAG produced (because 1*0.25 is zero after rounding down), and delivering 4 IORE will result in 4 STEL and 1 SLAG produced.&lt;br /&gt;
&lt;br /&gt;
At most 16 different cargo labels may appear in accept_cargo and at most 16 different cargo labels in produce_cargo, for a single industry. The same cargo label can be used in as many accept_cargo or produce_cargo as necessary.&lt;br /&gt;
&lt;br /&gt;
===Industry special flags===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_PERIODICALLY&lt;br /&gt;
| The industry periodically plants fields around itself (temperate and arctic farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CUT_TREES&lt;br /&gt;
| The industry cuts trees around itself and produces its first output cargo from them (lumber mill)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ON_WATER&lt;br /&gt;
| The industry is built on water (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_LARGE_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) with population larger than 1200 (temperate bank)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) (arctic and tropic banks, water tower)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_NEAR_TOWN&lt;br /&gt;
| The industry is always built near towns (i.e. near town sign; additionally the industry is allowed to replace houses) (toy shop)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_WHEN_BUILT&lt;br /&gt;
| Fields are planted around the industry when it&#039;s built (all farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_NO_PRODUCTION_INCREASE&lt;br /&gt;
| The industry cannot increase its production on the temperate climate (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_BEFORE_1950&lt;br /&gt;
| The industry is built only before 1950 (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_AFTER_1960&lt;br /&gt;
| The industry is built only after 1960 (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AI_CREATES_AIR_AND_SHIP_ROUTES&lt;br /&gt;
| AI players will attempt to establish air and ship routes going to this industry (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_AIRPLANE_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military airplane (oil refinery)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_HELICOPTER_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military helicopter (factory)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CAN_CAUSE_SUBSIDENCE&lt;br /&gt;
| The industry can cause a subsidence (coal mine)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AUTOMATIC_PRODUCTION_MULTIPLIER&lt;br /&gt;
| Automatic production multiplier handing (No industry has this bit set by default.).&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_RANDOM_BITS_IN_PRODUCTION_CALLBACK&lt;br /&gt;
| The production callback needs random bits in var. 10 (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION&lt;br /&gt;
| Do not force one instance of this type to appear during initial map generation (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ALLOW_CLOSING_LAST_INSTANCE&lt;br /&gt;
| Allow closing down the last instance of this type (No industry has this bit set by default.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:IndustryCommonVariables}}&lt;br /&gt;
&lt;br /&gt;
==Industry variables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| production_level&lt;br /&gt;
| 0, or 4 .. 128&lt;br /&gt;
| Current production level of the industry. Usually in range 4 .. 128, default starting level is 16. A level of 0 indicates imminent closure.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the first cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the second cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_3&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the third cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 1&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 2&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_1&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 1&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_2&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 2&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_1&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 1&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_2&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 2&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| water_distance&lt;br /&gt;
| Distance to the tile&lt;br /&gt;
| If the industry is built on water, this variable gives the distance of the closest dry land tile, otherwise it gives the distance of the closest water tile.&lt;br /&gt;
|-&lt;br /&gt;
| layout_num&lt;br /&gt;
| 1..255&lt;br /&gt;
| Number of the layout being used by the industry.&lt;br /&gt;
|-&lt;br /&gt;
| founder&lt;br /&gt;
| 0..16&lt;br /&gt;
| Company number of the industry founder. It will be FOUNDER_GAME (=16) if the industry was generated randomly. TTDPatch only supports up to 8 companies (0..7).&lt;br /&gt;
|-&lt;br /&gt;
| founder_type&lt;br /&gt;
| PLAYERTYPE_XX&lt;br /&gt;
| PLAYERTYPE_HUMAN, PLAYERTYPE_AI, PLAYERTYPE_HUMAN_IN_AI (human managing AI company) or PLAYERTYPE_AI_IN_HUMAN (AI managing human company). OpenTTD only uses PLAYERTYPE_HUMAN and PLAYERTYPE_AI. If you cheat yourself to be part of an AI company OpenTTD will still report PLAYERTYPE_AI for the company with yourself and the AI and it&#039;ll report PLAYERTYPE_HUMAN for the now uncontrolled company.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour1&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s first colour. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour2&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s second colour. It&#039;s the same as company_colour1, if no second company colour is chosen. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Random colour for this industry. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| build_date&lt;br /&gt;
| 0..1826212865&lt;br /&gt;
| Date of the industry foundation in days since year 0.&lt;br /&gt;
|-&lt;br /&gt;
| build_type&lt;br /&gt;
| BUILDTYPE_XX&lt;br /&gt;
| BUILDTYPE_UNKNOWN (if created in an old version or with newindustries disabled), BUILDTYPE_GAMEPLAY (if founded or created by the in-game random industry generator), BUILDTYPE_GENERATION (if created during random map generation) or BUILDTYPE_EDITOR (if created with the scenario editor).&lt;br /&gt;
|-&lt;br /&gt;
| counter&lt;br /&gt;
| 0..65535&lt;br /&gt;
| Decremented every tick, used to time primary industry production in TTD.&lt;br /&gt;
|-&lt;br /&gt;
| last_accept_date&lt;br /&gt;
| date(year, month, day)&lt;br /&gt;
| Date when cargo was accepted for the last time. Not valid before 1920 and after 2090.&lt;br /&gt;
|-&lt;br /&gt;
| random_bits&lt;br /&gt;
| 0 ... 65535&lt;br /&gt;
| Random data that can be used to randomize certain descisions. (see [[NML:Random_switch|Random switch]]) (NML r1666)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; Variables that require some parameters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! arguments&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| industry_count&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
|&lt;br /&gt;
The value of this variable is the number of industries of a given type that are currently on the map. industry_type is either the ID of an industry. GRFid is the grf in which the industry was defined. The default value is -1, which means current newgrf. A grfid of 0 lets you check the number of default industries of a given type. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;str2number()&amp;lt;/code&amp;gt; to convert a grfid to its numeric representation.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_distance&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
| The value of this variable is the manhattan distance the closest instance of the given industry or 0xFFFF if not applicable. See industry_count for a description of the parameters.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_layout_count / industry_layout_distance&lt;br /&gt;
| industry_type, layout, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the given layout number.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_town_count&lt;br /&gt;
| industry_type, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the same town than the current industry.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| town_manhattan_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the Manhattan distance (dx + dy) from the selected tile to the closest town&lt;br /&gt;
|-&lt;br /&gt;
| town_euclidean_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the squared Eucleidean distance (dx^2 + dy^2) from the selected tile to the closest town.&lt;br /&gt;
|-&lt;br /&gt;
| town_zone&lt;br /&gt;
| x, y&lt;br /&gt;
|&lt;br /&gt;
Parameters indicate a signed offset relative to the northern tile. Returns the [[NML:List of town zones|town zone]] that the selected tile is in.&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_random_bits&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate an unsigned offset relative to the northern tile. Returns the random bits of the selected industry tile, or 0 if it is not an industry tile that&#039;s part of this industry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industry callbacks==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! callback&lt;br /&gt;
! return value&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| default&lt;br /&gt;
| varies&lt;br /&gt;
| Any unhandled callbacks. Generally this doesn&#039;t need to be used, except for old-style callbacks.&lt;br /&gt;
|-&lt;br /&gt;
| produce_cargo_arrival&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo when it arrives.&lt;br /&gt;
|-&lt;br /&gt;
| produce_256_ticks&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo every 256 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| availability&lt;br /&gt;
| CB_RESULT_IND_ALLOW or CB_RESULT_IND_DISALLOW&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.2}} Only available in NML 0.2 or earlier. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables. &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt; contains the [[#Industry creation types|creation type]].&lt;br /&gt;
|-&lt;br /&gt;
| construction_probability&lt;br /&gt;
| CB_RESULT_IND_NO_CONSTRUCTION, CB_RESULT_IND_PROBABILITY_FROM_PROPERTY or a relative probability 0..255&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.3}}. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
If you return CB_RESULT_IND_NO_CONSTRUCTION or 0 the industry won&#039;t be build. If you return CB_RESULT_IND_PROBABILITY_FROM_PROPERTY it&#039;ll be build according to the relative probability as defined in the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_random&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_in_game&amp;lt;/code&amp;gt; properties, otherwise it&#039;ll use the value as returned as relative probability.&lt;br /&gt;
|-&lt;br /&gt;
| location_check&lt;br /&gt;
|&lt;br /&gt;
See the [[#Location check results|table]] below.&lt;br /&gt;
|&lt;br /&gt;
Called to check if a location is suitable.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
Since the industry isn&#039;t built yet, industry variables aren&#039;t available. If this callback is not implemented or fails, constructing the industry will be allowed. Construction might also be prevented via the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;tile_check&amp;lt;/code&amp;gt; industry tile callback, though.&lt;br /&gt;
|-&lt;br /&gt;
| monthly_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Called each month to (possibly) change the industry production.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
|-&lt;br /&gt;
| random_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Works exactly the same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;monthly_prod_change&amp;lt;/code&amp;gt;, except that it&#039;s only called when TTD selects this industry for a random production change.&lt;br /&gt;
|-&lt;br /&gt;
| build_prod_change&lt;br /&gt;
| Value in range 4-128&lt;br /&gt;
| {{ottd|1.3|r24186}} Called when an industry is constructed.  Return value is production level (default 16).  Can also be used to initialise permanent storage when an industry is constructed.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_subtype_display&lt;br /&gt;
| String or CB_RESULT_NO_TEXT&lt;br /&gt;
| This callback allows displaying some text after a cargo name. Returning CB_RESULT_NO_TEXT displays nothing.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: 0 .. 2 to get texts for the first .. third accepted cargo type, and 3 .. 4 for the first ... second produced cargo type.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 8, 8)&amp;lt;/code&amp;gt;: 0 when getting a string for the buy menu (no industry variables available!), 1 when for the industry window and 2 for the industry directory window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_industry&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the industry window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_fund&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the fund window. Since the industry isn&#039;t built, no industry variables are available.&lt;br /&gt;
|-&lt;br /&gt;
| control_special&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| Called to control various effects from the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;spec_flags&amp;lt;/code&amp;gt; property. Currently only works for the first two (plant fields / cut trees). Return 1 to execute the action or 0 to not do so.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info1&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: Queried effect.&lt;br /&gt;
The default (if the flag is enabled, of course) is to plant fields with 1/8th chance every 256 ticks, and to cut trees every 512 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| stop_accept_cargo&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| With this callback, you can temporarily refuse accepting a certain cargo, for example because the stockpile is full. Return 1 to accept or 0 to refuse. Make sure to synchronize this callback with the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_amount_accept&amp;lt;/code&amp;gt; callback for industry tiles.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt; The cargo type to accept or not.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
| Called after constructing the industry. The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;colour&amp;lt;/code&amp;gt; variable is set to a random value at this point, you can use this callback to change this.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_input&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Decide the input cargo types. Called repeatedly until 0xFF is returned, although currently not more than three times. Do not rely on this limitation, though.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info1, 0, 8)&amp;lt;/code&amp;gt;: Starts at 0 and is incremented for every iteration.&lt;br /&gt;
Return a cargo type (from the table) or 0xFF to stop.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_output&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_input&amp;lt;/code&amp;gt; above, except that it is applied to the output cargo types and currently not called more than twice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:LocationCheckResults}}&lt;br /&gt;
&lt;br /&gt;
===Production change callback results===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_NO_CHANGE&lt;br /&gt;
| Do not change industry production&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_HALF&lt;br /&gt;
| Half industry production. If production goes below a quarter of default, the industry closes.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DOUBLE&lt;br /&gt;
| Double production if it&#039;s not 8x default yet.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_CLOSE&lt;br /&gt;
| Announce closure and remove the industry next month.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_RANDOM&lt;br /&gt;
| Do a random production change, as if the industry is a primary one.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_4&lt;br /&gt;
| Divide production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_8&lt;br /&gt;
| Divide production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_16&lt;br /&gt;
| Divide production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_32&lt;br /&gt;
| Divide production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_4&lt;br /&gt;
| Multiply production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_8&lt;br /&gt;
| Multiply production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_16&lt;br /&gt;
| Multiply production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_32&lt;br /&gt;
| Multiply production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DECREMENT_BY_1&lt;br /&gt;
| Decrement production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_INCREMENT_BY_1&lt;br /&gt;
| Increment production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_SET_BY_0x100&lt;br /&gt;
| Set the production level to the value in bits 16 .. 23 of register 0x100.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setting bit 7 of the result disables the associated news message.&amp;lt;br /&amp;gt; Setting bit 8 replaces the news message with a custom message, read from register 0x100 bits 0 .. 15.&lt;br /&gt;
&lt;br /&gt;
===Industry creation types===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_GENERATION&lt;br /&gt;
| Industry is created during map generation, or when building &#039;many random industries&#039; in the scenario editor.&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_RANDOM&lt;br /&gt;
| Industry is randomly generated during gameplay&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_FUND&lt;br /&gt;
| Industry is funded by the player (in game or scenario editor)&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_PROSPECT&lt;br /&gt;
| Industry is prospected by the player&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
	<entry>
		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3884</id>
		<title>NML:Industries</title>
		<link rel="alternate" type="text/html" href="https://newgrf-specs.tt-wiki.net/index.php?title=NML:Industries&amp;diff=3884"/>
		<updated>2019-05-08T20:51:45Z</updated>

		<summary type="html">&lt;p&gt;Jfs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavPropVarCB}}&lt;br /&gt;
&lt;br /&gt;
This page contains information on industry properties, variables and callbacks. [[NML:IndustryTiles|Industry tiles]] are closely related.&lt;br /&gt;
&lt;br /&gt;
== Industry ID allocation ==&lt;br /&gt;
Industry IDs are local to the NewGRF, you are free to choose any ID in the 0..127-range. You should start your item definition with the &#039;substitute&#039;-property, which allocates a new industry. The value of this property should be the ID of a [[IndustryDefaultProps|default industry]], which will be used instead of your item if it is not available for whatever reason (for example, missing NewGRF). &lt;br /&gt;
&lt;br /&gt;
Furthermore, you can set the &#039;override&#039;-property, which will cause the existing industry to be replaced with your item. You should use this if you are for example defining a coal mine which changes production more dynamically. If your type is not a direct replacement of an existing item, don&#039;t set this property.&lt;br /&gt;
&lt;br /&gt;
==Industry properties==&lt;br /&gt;
&lt;br /&gt;
Industry properties. Default industry type numbers can be found at [[NML:Default industries|default industries]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! property&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| substitute&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type that replaces this one, should it not be available for some reason (e.g. missing NewGRF). &#039;&#039;&#039;This property &#039;&#039;must&#039;&#039; be set first, before any other properties or graphics.&#039;&#039;&#039; All properties of the old type are copied to your new industry.&lt;br /&gt;
|-&lt;br /&gt;
| override&lt;br /&gt;
| industry type&lt;br /&gt;
| Number of the original industry type overridden. This will cause other grfs / industries to consider your industry type the same as the old type. Only set this property if your type is (more or less) the same as the old type.&lt;br /&gt;
|-&lt;br /&gt;
| layouts&lt;br /&gt;
| Array of tilelayouts&lt;br /&gt;
|&lt;br /&gt;
See [[NML:Tilelayout|Tilelayout]] syntax.&lt;br /&gt;
|-&lt;br /&gt;
| life_type&lt;br /&gt;
| One of IND_LIFE_TYPE_XXX, XXX = BLACK_HOLE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; EXTRACTIVE &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; ORGANIC &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; PROCESSING&lt;br /&gt;
| The generic type of industry. This determines the production changes that occur by default (when not using the callback). Examples are respectively power plants, coal mines, forests en steel mills.&lt;br /&gt;
|-&lt;br /&gt;
| closure_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when the industry announces closure. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_increase_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry increases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prod_decrease_msg&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Message displayed when industry decreases production. Use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| fund_cost_multiplier&lt;br /&gt;
| 0..255&lt;br /&gt;
| Fund cost multiplier. Note that in OpenTTD the unmodified base cost is 8x higher for building (not prospecting) raw (=extractive / organic, see life_type) industries.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_types&lt;br /&gt;
| array of accept_cargo(input, outputs...) and produce_cargo(output, level) expressions&lt;br /&gt;
| {{nml|0.5}} {{ottd|1.9}} Types of cargo accepted and produced by the industry, and their production levels and production multipliers. See [[#cargo_types_array|cargo types array]] below.&lt;br /&gt;
|-&lt;br /&gt;
| prod_cargo_types&lt;br /&gt;
| array of up to 2 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo produced. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| accept_cargo_types&lt;br /&gt;
| array of up to 3 ints&lt;br /&gt;
| {{nml|0.4}} Types of cargo accepted. Use the cargotype(&amp;amp;lt;label&amp;amp;gt;) built-in function to specify a label from the cargotable. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| prod_multiplier&lt;br /&gt;
| array of up to 2 ints (0..255)&lt;br /&gt;
| {{nml|0.4}} Amount of each output cargo to produce every 256 ticks (8 or 9 times a month) {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| min_cargo_distr&lt;br /&gt;
| 0..255&lt;br /&gt;
| Minimal amount of cargo before transporting to stations.&lt;br /&gt;
|-&lt;br /&gt;
| random_sound_effects&lt;br /&gt;
| array of ints&lt;br /&gt;
| Sound effect numbers that are played some times.&lt;br /&gt;
|-&lt;br /&gt;
| conflicting_ind_types&lt;br /&gt;
| array of up to 3x industry_type(IND_TYPE_OLD &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; IND_TYPE_NEW, id)&lt;br /&gt;
|&lt;br /&gt;
Three industry types that should not be nearby. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;industry_type(..)&amp;lt;/code&amp;gt; to define either an old industry (using the global ID) or a new industry from your grf (using the grf-local ID).&lt;br /&gt;
|-&lt;br /&gt;
| prob_random&lt;br /&gt;
| 0..255&lt;br /&gt;
| (up to NML v5796-418, use prob_map_gen otherwise) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_map_gen&lt;br /&gt;
| 0..255&lt;br /&gt;
| (NML v5796-418 or newer) Probability of occurring while generating initial industries. If the random game probability value is nonzero and IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION is not set, at least one instance of this type is guaranteed to appear on the map.&lt;br /&gt;
|-&lt;br /&gt;
| prob_in_game&lt;br /&gt;
| 0..255&lt;br /&gt;
| Probability of occurring while creating industries during the game.&lt;br /&gt;
|-&lt;br /&gt;
| map_colour&lt;br /&gt;
| 0..255&lt;br /&gt;
|&lt;br /&gt;
Colour index from the [[NML:Graphic files|DOS palette]] to use on the minimap for this industry.&lt;br /&gt;
|-&lt;br /&gt;
| spec_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
for flag values see [[#industry_special_flags|Industry special flags]]&lt;br /&gt;
|-&lt;br /&gt;
| new_ind_msg&lt;br /&gt;
| string&lt;br /&gt;
| Message displayed when industry gets built during game play.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_1&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the first accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_2&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the second accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| input_multiplier_3&lt;br /&gt;
| array of up to 2 floats (0..255)&lt;br /&gt;
| {{nml|0.4}} Output cargo multiplication factors for getting a unit of the third accepted cargo. {{nml|0.5}} Removed, use cargo_types instead.&lt;br /&gt;
|-&lt;br /&gt;
| name&lt;br /&gt;
| string&lt;br /&gt;
|&lt;br /&gt;
Name of the industry, use a custom string or one of the [[NML:Default TTD strings|default TTD strings]].&lt;br /&gt;
|-&lt;br /&gt;
| prospect_chance&lt;br /&gt;
| 0 .. 1 (float)&lt;br /&gt;
| Chance of successful prospecting.&lt;br /&gt;
|-&lt;br /&gt;
| callback_flags&lt;br /&gt;
| bitmask(flags)&lt;br /&gt;
|&lt;br /&gt;
Do not set this, unless you use [[NML:Old style callbacks|old-style callbacks]].&lt;br /&gt;
|-&lt;br /&gt;
| remove_cost_multiplier&lt;br /&gt;
| int&lt;br /&gt;
| Cost multiplier for removing the industry (currently only possible with magic bulldozer).&lt;br /&gt;
|-&lt;br /&gt;
| nearby_station_name&lt;br /&gt;
| string&lt;br /&gt;
| Default additional name for a nearby station&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cargo types array===&lt;br /&gt;
The &#039;&#039;cargo_types&#039;&#039; property takes an array of accept_cargo and produce_cargo expressions. This array is used to define which cargo types the industry accepts, which it produces, and how much cargo is produced on production ticks and on delivery. All cargo types the industry handles must be mentioned in its &#039;&#039;cargo_types&#039;&#039; property even when they are handled by production callbacks.&lt;br /&gt;
&lt;br /&gt;
The following is an example of a &#039;&#039;cargo_types&#039;&#039; property:&lt;br /&gt;
&lt;br /&gt;
 cargo_types: [&lt;br /&gt;
   produce_cargo(&amp;quot;GOOD&amp;quot;, 4),&lt;br /&gt;
   accept_cargo(&amp;quot;PASS&amp;quot;),&lt;br /&gt;
   produce_cargo(&amp;quot;PASS&amp;quot;, 0),&lt;br /&gt;
   accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(&amp;quot;STEL&amp;quot;, 1), produce_cargo(&amp;quot;SLAG&amp;quot;, 0.25))&lt;br /&gt;
 ]&lt;br /&gt;
&lt;br /&gt;
The above example has four items in its &#039;&#039;cargo_types&#039;&#039; array, two produce_cargo expressions and two accept_cargo expressions.&lt;br /&gt;
&lt;br /&gt;
1. &amp;lt;code&amp;gt;produce_cargo(&amp;quot;GOOD&amp;quot;, 4) specifies the industry produces GOOD at a rate of 4 every production tick (256 game ticks), this production rate is scaled by the industry&#039;s production level.&lt;br /&gt;
2. &amp;lt;code&amp;gt;accept_cargo(&amp;quot;PASS&amp;quot;)&amp;lt;/code&amp;gt; specifies the industry accepts PASS as a &amp;quot;black hole&amp;quot;, that is no cargo is produced when PASS is delivered. If you have a production callback that consumes a cargo you will also need to specify that cargo in this way.&lt;br /&gt;
3. &amp;lt;code&amp;gt;produce_cargo(&amp;quot;PASS&amp;quot;, 0)&amp;lt;/code&amp;gt; specifies the industry produces PASS but not on the production ticks as usual. Specifying a production rate of zero is only useful for cargo types you produce via a production callback.&lt;br /&gt;
4. &amp;lt;code&amp;gt;accept_cargo(&amp;quot;IORE&amp;quot;, produce_cargo(...), ...)&amp;lt;/code&amp;gt; specifies the industry produces the listed cargo types every time IORE is delivered. In the example above, delivering one IORE will result in one STEL produced and no SLAG produced (because 1*0.25 is zero after rounding down), and delivering 4 IORE will result in 4 STEL and 1 SLAG produced.&lt;br /&gt;
&lt;br /&gt;
At most 16 different cargo labels may appear in accept_cargo and at most 16 different cargo labels in produce_cargo, for a single industry. The same cargo label can be used in as many accept_cargo or produce_cargo as necessary.&lt;br /&gt;
&lt;br /&gt;
===Industry special flags===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! flag&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_PERIODICALLY&lt;br /&gt;
| The industry periodically plants fields around itself (temperate and arctic farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CUT_TREES&lt;br /&gt;
| The industry cuts trees around itself and produces its first output cargo from them (lumber mill)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ON_WATER&lt;br /&gt;
| The industry is built on water (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_LARGE_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) with population larger than 1200 (temperate bank)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ONLY_IN_TOWNS&lt;br /&gt;
| The industry can only be built in towns (i.e. it has to replace houses) (arctic and tropic banks, water tower)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_NEAR_TOWN&lt;br /&gt;
| The industry is always built near towns (i.e. near town sign; additionally the industry is allowed to replace houses) (toy shop)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_PLANT_FIELDS_WHEN_BUILT&lt;br /&gt;
| Fields are planted around the industry when it&#039;s built (all farms)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_NO_PRODUCTION_INCREASE&lt;br /&gt;
| The industry cannot increase its production on the temperate climate (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_BEFORE_1950&lt;br /&gt;
| The industry is built only before 1950 (oil wells)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_BUILT_ONLY_AFTER_1960&lt;br /&gt;
| The industry is built only after 1960 (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AI_CREATES_AIR_AND_SHIP_ROUTES&lt;br /&gt;
| AI players will attempt to establish air and ship routes going to this industry (oil rig)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_AIRPLANE_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military airplane (oil refinery)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_MILITARY_HELICOPTER_CAN_EXPLODE&lt;br /&gt;
| The industry can be exploded by a military helicopter (factory)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_CAN_CAUSE_SUBSIDENCE&lt;br /&gt;
| The industry can cause a subsidence (coal mine)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_AUTOMATIC_PRODUCTION_MULTIPLIER&lt;br /&gt;
| Automatic production multiplier handing (No industry has this bit set by default.).&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_RANDOM_BITS_IN_PRODUCTION_CALLBACK&lt;br /&gt;
| The production callback needs random bits in var. 10 (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION&lt;br /&gt;
| Do not force one instance of this type to appear during initial map generation (No industry has this bit set by default.)&lt;br /&gt;
|-&lt;br /&gt;
| IND_FLAG_ALLOW_CLOSING_LAST_INSTANCE&lt;br /&gt;
| Allow closing down the last instance of this type (No industry has this bit set by default.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:IndustryCommonVariables}}&lt;br /&gt;
&lt;br /&gt;
==Industry variables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! value range&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| production_level&lt;br /&gt;
| 0, or 4 .. 128&lt;br /&gt;
| Current production level of the industry. Usually in range 4 .. 128, default starting level is 16. A level of 0 indicates imminent closure.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the first cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the second cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| waiting_cargo_3&lt;br /&gt;
| 0..65535&lt;br /&gt;
| If any of the production callbacks is enabled, this variable will contain the amount of the third cargo type awaiting to be processed.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 1&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_cargo_waiting_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of produced &#039;output cargo type 2&#039; that this waiting to be transported.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced this month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| produced_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_this_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was transported this month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_1&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 1&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_2&lt;br /&gt;
| 0..65535&lt;br /&gt;
| The amount of &#039;output cargo type 2&#039; that was produced last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_1&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 1&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| transported_last_month_pct_2&lt;br /&gt;
| 0..100&lt;br /&gt;
| Percentage of produced &#039;output cargo type 2&#039; that was transported last month.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_1&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 1&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| production_rate_2&lt;br /&gt;
| 0..255&lt;br /&gt;
| {{nml|0.3}} Amount of &#039;output cargo type 2&#039; that is produced every 256 ticks. Initial value from the &amp;lt;code&amp;gt;prod_multiplier&amp;lt;/code&amp;gt;-property, but it will change accordingly when the production level changes.&lt;br /&gt;
|-&lt;br /&gt;
| water_distance&lt;br /&gt;
| Distance to the tile&lt;br /&gt;
| If the industry is built on water, this variable gives the distance of the closest dry land tile, otherwise it gives the distance of the closest water tile.&lt;br /&gt;
|-&lt;br /&gt;
| layout_num&lt;br /&gt;
| 1..255&lt;br /&gt;
| Number of the layout being used by the industry.&lt;br /&gt;
|-&lt;br /&gt;
| founder&lt;br /&gt;
| 0..16&lt;br /&gt;
| Company number of the industry founder. It will be FOUNDER_GAME (=16) if the industry was generated randomly. TTDPatch only supports up to 8 companies (0..7).&lt;br /&gt;
|-&lt;br /&gt;
| founder_type&lt;br /&gt;
| PLAYERTYPE_XX&lt;br /&gt;
| PLAYERTYPE_HUMAN, PLAYERTYPE_AI, PLAYERTYPE_HUMAN_IN_AI (human managing AI company) or PLAYERTYPE_AI_IN_HUMAN (AI managing human company). OpenTTD only uses PLAYERTYPE_HUMAN and PLAYERTYPE_AI. If you cheat yourself to be part of an AI company OpenTTD will still report PLAYERTYPE_AI for the company with yourself and the AI and it&#039;ll report PLAYERTYPE_HUMAN for the now uncontrolled company.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour1&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s first colour. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| founder_colour2&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Index of founding company&#039;s second colour. It&#039;s the same as company_colour1, if no second company colour is chosen. 0 if not founded by a company. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
|&lt;br /&gt;
Random colour for this industry. Refer to the table [[NML:List of default colour translation palettes#Company colour helper functions|here]] for possible values.&lt;br /&gt;
|-&lt;br /&gt;
| build_date&lt;br /&gt;
| 0..1826212865&lt;br /&gt;
| Date of the industry foundation in days since year 0.&lt;br /&gt;
|-&lt;br /&gt;
| build_type&lt;br /&gt;
| BUILDTYPE_XX&lt;br /&gt;
| BUILDTYPE_UNKNOWN (if created in an old version or with newindustries disabled), BUILDTYPE_GAMEPLAY (if founded or created by the in-game random industry generator), BUILDTYPE_GENERATION (if created during random map generation) or BUILDTYPE_EDITOR (if created with the scenario editor).&lt;br /&gt;
|-&lt;br /&gt;
| counter&lt;br /&gt;
| 0..65535&lt;br /&gt;
| Decremented every tick, used to time primary industry production in TTD.&lt;br /&gt;
|-&lt;br /&gt;
| last_accept_date&lt;br /&gt;
| date(year, month, day)&lt;br /&gt;
| Date when cargo was accepted for the last time. Not valid before 1920 and after 2090.&lt;br /&gt;
|-&lt;br /&gt;
| random_bits&lt;br /&gt;
| 0 ... 65535&lt;br /&gt;
| Random data that can be used to randomize certain descisions. (see [[NML:Random_switch|Random switch]]) (NML r1666)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt; Variables that require some parameters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! name&lt;br /&gt;
! arguments&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| industry_count&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
|&lt;br /&gt;
The value of this variable is the number of industries of a given type that are currently on the map. industry_type is either the ID of an industry. GRFid is the grf in which the industry was defined. The default value is -1, which means current newgrf. A grfid of 0 lets you check the number of default industries of a given type. Use the [[NML:Builtin functions|builtin function]] &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;str2number()&amp;lt;/code&amp;gt; to convert a grfid to its numeric representation.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_distance&lt;br /&gt;
| industry_type, grfid = -1&lt;br /&gt;
| The value of this variable is the manhattan distance the closest instance of the given industry or 0xFFFF if not applicable. See industry_count for a description of the parameters.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage register 0x100.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_layout_count / industry_layout_distance&lt;br /&gt;
| industry_type, layout, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the given layout number.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| industry_town_count&lt;br /&gt;
| industry_type, grfid = -1.&lt;br /&gt;
| See industry_count / industry_distance for description of industry_type, grfid and return value. The results are filtered to industries that have the same town than the current industry.&amp;lt;br /&amp;gt;&#039;&#039;Warning: using this variable trashes the contents of temporary storage registers 0x100 and 0x101.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| town_manhattan_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the Manhattan distance (dx + dy) from the selected tile to the closest town&lt;br /&gt;
|-&lt;br /&gt;
| town_euclidean_dist&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate a signed offset relative to the northern tile. Returns the squared Eucleidean distance (dx^2 + dy^2) from the selected tile to the closest town.&lt;br /&gt;
|-&lt;br /&gt;
| town_zone&lt;br /&gt;
| x, y&lt;br /&gt;
|&lt;br /&gt;
Parameters indicate a signed offset relative to the northern tile. Returns the [[NML:List of town zones|town zone]] that the selected tile is in.&lt;br /&gt;
|-&lt;br /&gt;
| nearby_tile_random_bits&lt;br /&gt;
| x, y&lt;br /&gt;
| Parameters indicate an unsigned offset relative to the northern tile. Returns the random bits of the selected industry tile, or 0 if it is not an industry tile that&#039;s part of this industry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Industry callbacks==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! callback&lt;br /&gt;
! return value&lt;br /&gt;
! comment&lt;br /&gt;
|-&lt;br /&gt;
| default&lt;br /&gt;
| varies&lt;br /&gt;
| Any unhandled callbacks. Generally this doesn&#039;t need to be used, except for old-style callbacks.&lt;br /&gt;
|-&lt;br /&gt;
| produce_cargo_arrival&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo when it arrives.&lt;br /&gt;
|-&lt;br /&gt;
| produce_256_ticks&lt;br /&gt;
| Produce-block&lt;br /&gt;
| Called to produce cargo every 256 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| availability&lt;br /&gt;
| CB_RESULT_IND_ALLOW or CB_RESULT_IND_DISALLOW&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.2}} Only available in NML 0.2 or earlier. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables. &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt; contains the [[#Industry creation types|creation type]].&lt;br /&gt;
|-&lt;br /&gt;
| construction_probability&lt;br /&gt;
| CB_RESULT_IND_NO_CONSTRUCTION, CB_RESULT_IND_PROBABILITY_FROM_PROPERTY or a relative probability 0..255&lt;br /&gt;
|&lt;br /&gt;
{{nml|0.3}}. Called when the game needs to know if the industry type is available. It is limited to the type as a whole, so you can&#039;t access industry-specific variables.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
If you return CB_RESULT_IND_NO_CONSTRUCTION or 0 the industry won&#039;t be build. If you return CB_RESULT_IND_PROBABILITY_FROM_PROPERTY it&#039;ll be build according to the relative probability as defined in the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_random&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;prob_in_game&amp;lt;/code&amp;gt; properties, otherwise it&#039;ll use the value as returned as relative probability.&lt;br /&gt;
|-&lt;br /&gt;
| location_check&lt;br /&gt;
|&lt;br /&gt;
See the [[#Location check results|table]] below.&lt;br /&gt;
|&lt;br /&gt;
Called to check if a location is suitable.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: The [[#Industry creation types|creation type]].&lt;br /&gt;
Since the industry isn&#039;t built yet, industry variables aren&#039;t available. If this callback is not implemented or fails, constructing the industry will be allowed. Construction might also be prevented via the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;tile_check&amp;lt;/code&amp;gt; industry tile callback, though.&lt;br /&gt;
|-&lt;br /&gt;
| monthly_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Called each month to (possibly) change the industry production.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info2&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
|-&lt;br /&gt;
| random_prod_change&lt;br /&gt;
|&lt;br /&gt;
See [[#Production change callback results|below]]&lt;br /&gt;
| Works exactly the same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;monthly_prod_change&amp;lt;/code&amp;gt;, except that it&#039;s only called when TTD selects this industry for a random production change.&lt;br /&gt;
|-&lt;br /&gt;
| build_prod_change&lt;br /&gt;
| Value in range 4-128&lt;br /&gt;
| {{ottd|1.3|r24186}} Called when an industry is constructed.  Return value is production level (default 16).  Can also be used to initialise permanent storage when an industry is constructed.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_subtype_display&lt;br /&gt;
| String or CB_RESULT_NO_TEXT&lt;br /&gt;
| This callback allows displaying some text after a cargo name. Returning CB_RESULT_NO_TEXT displays nothing.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: 0 .. 2 to get texts for the first .. third accepted cargo type, and 3 .. 4 for the first ... second produced cargo type.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 8, 8)&amp;lt;/code&amp;gt;: 0 when getting a string for the buy menu (no industry variables available!), 1 when for the industry window and 2 for the industry directory window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_industry&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the industry window.&lt;br /&gt;
|-&lt;br /&gt;
| extra_text_fund&lt;br /&gt;
| String&lt;br /&gt;
| Show extra text in the fund window. Since the industry isn&#039;t built, no industry variables are available.&lt;br /&gt;
|-&lt;br /&gt;
| control_special&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| Called to control various effects from the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;spec_flags&amp;lt;/code&amp;gt; property. Currently only works for the first two (plant fields / cut trees). Return 1 to execute the action or 0 to not do so.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;extra_callback_info1&amp;lt;/code&amp;gt;: 32 random bits.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt;: Queried effect.&lt;br /&gt;
The default (if the flag is enabled, of course) is to plant fields with 1/8th chance every 256 ticks, and to cut trees every 512 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| stop_accept_cargo&lt;br /&gt;
| 0 or 1&lt;br /&gt;
| With this callback, you can temporarily refuse accepting a certain cargo, for example because the stockpile is full. Return 1 to accept or 0 to refuse. Make sure to synchronize this callback with the &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_amount_accept&amp;lt;/code&amp;gt; callback for industry tiles.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info2, 0, 8)&amp;lt;/code&amp;gt; The cargo type to accept or not.&lt;br /&gt;
|-&lt;br /&gt;
| colour&lt;br /&gt;
| COLOUR_XXX&lt;br /&gt;
| Called after constructing the industry. The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;colour&amp;lt;/code&amp;gt; variable is set to a random value at this point, you can use this callback to change this.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_input&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Decide the input cargo types. Called repeatedly until 0xFF is returned, although currently not more than three times. Do not rely on this limitation, though.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;getbits(extra_callback_info1, 0, 8)&amp;lt;/code&amp;gt;: Starts at 0 and is incremented for every iteration.&lt;br /&gt;
Return a cargo type (from the table) or 0xFF to stop.&lt;br /&gt;
|-&lt;br /&gt;
| cargo_output&lt;br /&gt;
| Cargo type, or 0xFF&lt;br /&gt;
| Same as &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;cargo_input&amp;lt;/code&amp;gt; above, except that it is applied to the output cargo types and currently not called more than twice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NML:LocationCheckResults}}&lt;br /&gt;
&lt;br /&gt;
===Production change callback results===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_NO_CHANGE&lt;br /&gt;
| Do not change industry production&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_HALF&lt;br /&gt;
| Half industry production. If production goes below a quarter of default, the industry closes.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DOUBLE&lt;br /&gt;
| Double production if it&#039;s not 8x default yet.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_CLOSE&lt;br /&gt;
| Announce closure and remove the industry next month.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_RANDOM&lt;br /&gt;
| Do a random production change, as if the industry is a primary one.&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_4&lt;br /&gt;
| Divide production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_8&lt;br /&gt;
| Divide production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_16&lt;br /&gt;
| Divide production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DIVIDE_BY_32&lt;br /&gt;
| Divide production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_4&lt;br /&gt;
| Multiply production by 4&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_8&lt;br /&gt;
| Multiply production by 8&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_16&lt;br /&gt;
| Multiply production by 16&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_MULTIPLY_BY_32&lt;br /&gt;
| Multiply production by 32&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_DECREMENT_BY_1&lt;br /&gt;
| Decrement production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_INCREMENT_BY_1&lt;br /&gt;
| Increment production by 1&lt;br /&gt;
|-&lt;br /&gt;
| CB_RESULT_IND_PROD_SET_BY_0x100&lt;br /&gt;
| Set the production level to the value in bits 16 .. 23 of register 0x100.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setting bit 7 of the result disables the associated news message.&amp;lt;br /&amp;gt; Setting bit 8 replaces the news message with a custom message, read from register 0x100 bits 0 .. 15.&lt;br /&gt;
&lt;br /&gt;
===Industry creation types===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;t&amp;quot;&lt;br /&gt;
! value&lt;br /&gt;
! meaning&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_GENERATION&lt;br /&gt;
| Industry is created during map generation, or when building &#039;many random industries&#039; in the scenario editor.&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_RANDOM&lt;br /&gt;
| Industry is randomly generated during gameplay&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_FUND&lt;br /&gt;
| Industry is funded by the player (in game or scenario editor)&lt;br /&gt;
|-&lt;br /&gt;
| IND_CREATION_PROSPECT&lt;br /&gt;
| Industry is prospected by the player&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
	<entry>
		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Produce&amp;diff=3866</id>
		<title>NML:Produce</title>
		<link rel="alternate" type="text/html" href="https://newgrf-specs.tt-wiki.net/index.php?title=NML:Produce&amp;diff=3866"/>
		<updated>2019-05-01T20:33:16Z</updated>

		<summary type="html">&lt;p&gt;Jfs: More clarification of semicolons in the syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavBlocksyntax}}&lt;br /&gt;
&lt;br /&gt;
= NML 0.5 syntax =&lt;br /&gt;
&lt;br /&gt;
{{nml|0.5}} {{ottd|1.9}} The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce&amp;lt;/code&amp;gt; block is only available for industries and describes how the industry consumes incoming and creates outgoing cargo. The syntax can be one of the following:&lt;br /&gt;
&lt;br /&gt;
 produce (&amp;amp;lt;ID&amp;amp;gt;, [ &amp;amp;lt;consume_cargo&amp;amp;gt;: &amp;amp;lt;consume_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ], [ &amp;amp;lt;produce_cargo&amp;amp;gt;: &amp;amp;lt;produce_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ])&lt;br /&gt;
&lt;br /&gt;
 produce (&amp;amp;lt;ID&amp;amp;gt;, [ &amp;amp;lt;consume_cargo&amp;amp;gt;: &amp;amp;lt;consume_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ], [ &amp;amp;lt;produce_cargo&amp;amp;gt;: &amp;amp;lt;produce_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ], &amp;amp;lt;run_again&amp;amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Note that the square brackets &amp;lt;code&amp;gt;[ ]&amp;lt;/code&amp;gt; are part of the syntax and must be typed. The semicolon &amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt; after each pair must also be included even after the last pair in a list. See the example below.&lt;br /&gt;
&lt;br /&gt;
NML 0.5 will always generate production callback version 2 in the final GRF file, this is only understood by OpenTTD 1.9 and later.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;ID&amp;lt;/code&amp;gt; is a unique name of the block&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_cargo&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_cargo&amp;lt;/code&amp;gt; are cargolabels (unescaped/not as a string) for a cargo that will be consumed/produced from the industry during the production step.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_amount&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_amount&amp;lt;/code&amp;gt; are expressions giving the amount of the cargo that will be consumed/produced during the production step.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;run_again&amp;lt;/code&amp;gt; is a boolean expression which evaluates to either 0 or 1. It indicates whether the produce callback shall be called again. This is optional, with a default value of 0.&lt;br /&gt;
&lt;br /&gt;
Up to 16 &#039;&#039;consume_cargo: consume_amount&#039;&#039; pairs and 16 &#039;&#039;produce_cargo: produce_amount&#039;&#039; pairs may be given, and either of the consume and produce lists may also be empty.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
/* Produce GIFT from TOYS, SWTR and PAPR.&lt;br /&gt;
 * Amount of TOYS to consume is stored in permanent slot 4, amount of SWTR in slot 5, and amount of PAPR is sum of the two.&lt;br /&gt;
 * Amount of GIFT produced is the same as amount of TOYS and SWTR consumed.&lt;br /&gt;
 * Temporary slot 3 contains whether the entire callback chain will be repeated.&lt;br /&gt;
 */&lt;br /&gt;
produce(warehouse_prod_prod,&lt;br /&gt;
    [TOYS: LOAD_PERM(4); SWTR: LOAD_PERM(5); PAPR: LOAD_PERM(4)+LOAD_PERM(5);],&lt;br /&gt;
    [GIFT: LOAD_PERM(4)+LOAD_PERM(5);],&lt;br /&gt;
    LOAD_TEMP(3))&lt;br /&gt;
&lt;br /&gt;
/* An empty produce statement which simply does nothing. */&lt;br /&gt;
produce(empty_prod, [], [])&lt;br /&gt;
&lt;br /&gt;
/* When one of TOYS or SWTR is zero, determine how much of the other can be consumed.&lt;br /&gt;
 */&lt;br /&gt;
switch(FEAT_INDUSTRIES, SELF, warehouse_prod_cb2, [&lt;br /&gt;
    /* Store smallest amount of TOYS or PAPR in permanent slot 4 - amount of TOYS that will be consumed */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;), incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;)), 4),&lt;br /&gt;
    /* Store smallest amount of SWTR or PAPR in permanent slot 5 - amount of SWTR that will be consumed */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;), incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;)), 5),&lt;br /&gt;
    /* There will never be more to produce after this step, both TOYS and SWTR will be zero after the produce has executed */&lt;br /&gt;
    STORE_TEMP(0, 3)&lt;br /&gt;
]) {&lt;br /&gt;
    /* Only one case, use the produce statement unconditionally */&lt;br /&gt;
    warehouse_prod_prod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Check if all of TOYS, SWTR, and PAPR are available.&lt;br /&gt;
 * If they all are, produce as much cargo as possible using all three.&lt;br /&gt;
 */&lt;br /&gt;
switch(FEAT_INDUSTRIES, SELF, warehouse_prod_cb1, [&lt;br /&gt;
    /* Distributing the PAPR half for TOYS and half for SWTR, store max amount of each to consume in temporary slot 0 */&lt;br /&gt;
    STORE_TEMP(incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;)/2, 0),&lt;br /&gt;
    /* Calculate how much TOYS+PAPR production is possible, the smallest of TOYS and half of PAPR - stored in permanent slot 4 */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;), LOAD_TEMP(0)), 4),&lt;br /&gt;
    /* Calculate how much SWTR+PAPR production is possible, the smallest of SWTR and half of PAPR - stored in permanent slot 5 */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;), LOAD_TEMP(0)), 5),&lt;br /&gt;
    /* There may be more to do after this production step, set temporary slot 3 to indicate this */&lt;br /&gt;
    STORE_TEMP(1, 3),&lt;br /&gt;
    /* Multiply TOYS and SWTR amounts, if either is zero then the switched value is zero, and production via both cargo types is not possible */&lt;br /&gt;
    incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;) * incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;)&lt;br /&gt;
]) {&lt;br /&gt;
    /* If either of TOYS or SWTR stored was zero, then try the just-one-of-them switch above */&lt;br /&gt;
    0: warehouse_prod_cb2;&lt;br /&gt;
    /* Otherwise both TOYS and SWTR were available and the production callback can execute */&lt;br /&gt;
    warehouse_prod_prod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Initial check for production possible, any production requires PAPR + either TOYS or SWTR.&lt;br /&gt;
 */&lt;br /&gt;
switch(FEAT_INDUSTRIES, SELF, warehouse_prod_cb0, [&lt;br /&gt;
    /* Set permanent storage slots 4 and 5 (amounts of TOYS and SWTR to consume) to zero initially */&lt;br /&gt;
    STORE_PERM(0, 4),&lt;br /&gt;
    STORE_PERM(0, 5),&lt;br /&gt;
    /* Multiplying amount of PAPR ready by the sum of amount of TOYS and SWTR yields zero if no production would be possible */&lt;br /&gt;
    incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;) * (incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;) + incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;))&lt;br /&gt;
]) {&lt;br /&gt;
    /* Production not possible currently, so produce nothing */&lt;br /&gt;
    0: empty_prod;&lt;br /&gt;
    /* Production should be possible, go to the first step above */&lt;br /&gt;
    warehouse_prod_cb1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define a new industry that accepts cargo types TOYS, SWTR, PAPR, and produces cargo type GIFT.&lt;br /&gt;
 * It has an on-arrival production callback routing via the switches above.&lt;br /&gt;
 */&lt;br /&gt;
item(FEAT_INDUSTRIES, warehouse) {&lt;br /&gt;
    property {&lt;br /&gt;
        substitute: INDUSTRYTYPE_TOY_SHOP;&lt;br /&gt;
        name: string(STR_WAREHOUSE_NAME);&lt;br /&gt;
        spec_flags: 0;&lt;br /&gt;
        life_type: IND_LIFE_TYPE_PROCESSING;&lt;br /&gt;
        cargo_types: [&lt;br /&gt;
            accept_cargo(&amp;quot;TOYS&amp;quot;),&lt;br /&gt;
            accept_cargo(&amp;quot;SWTR&amp;quot;),&lt;br /&gt;
            accept_cargo(&amp;quot;PAPR&amp;quot;),&lt;br /&gt;
            produce_cargo(&amp;quot;GIFT&amp;quot;, 0)&lt;br /&gt;
        ];&lt;br /&gt;
    }&lt;br /&gt;
    graphics {&lt;br /&gt;
        produce_cargo_arrival: warehouse_prod_cb0;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NML 0.4 and earlier syntax =&lt;br /&gt;
&lt;br /&gt;
{{nml|0.4}} The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce&amp;lt;/code&amp;gt; block is only available for industries and describes how the industry consumes incoming and creates outgoing cargo. The syntax is:&lt;br /&gt;
&lt;br /&gt;
 produce (&amp;amp;lt;ID&amp;amp;gt;, &amp;amp;lt;consume_1&amp;amp;gt;, &amp;amp;lt;consume_2&amp;amp;gt;, &amp;amp;lt;consume_3&amp;amp;gt;, &amp;amp;lt;produce_1&amp;amp;gt;, &amp;amp;lt;produce_2&amp;amp;gt; [, run_again]);&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;ID&amp;lt;/code&amp;gt; is a unique name of the block&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_1&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_2&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_3&amp;lt;/code&amp;gt; are expressions which give the amount of the respective input cargo consumed during this call of the produce block. The given amounts are subtracted from the stockpile of cargo waiting to be processed.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_1&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_2&amp;lt;/code&amp;gt; are expressions which give the amount of the produced (outgoing) cargos in the produce block.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;run_again&amp;lt;/code&amp;gt; is a boolean expression which evaluates to either 0 or 1. It indicates whether the produce block shall be called again. This is optional, with a default value of 0.&lt;br /&gt;
&lt;br /&gt;
Note that industry variables can be used in the produce-block, so you can for example query the amount of waiting cargo directly and use that in your expression.&lt;br /&gt;
&lt;br /&gt;
The produce block should be the result of the production callback of an industry. An example on how it can be used without actually processing cargo but counting the time an industry exists unserviced:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
 /* Every month, the counter is increased. The counter is reset to zero whenever the power plant&lt;br /&gt;
  * receives cargo. When the counter reaches 61, the industry will close when the random production&lt;br /&gt;
  * change callback is called. */&lt;br /&gt;
 &lt;br /&gt;
 /* When we receive cargo, the counter is reset. */&lt;br /&gt;
 produce(power_plant_cargo_arrive_produce, 0, 0, 0, 0, STORE_PERM(0, 0x00))&lt;br /&gt;
 &lt;br /&gt;
 /* Every month the counter is increased. */&lt;br /&gt;
 switch (FEAT_INDUSTRIES, SELF, power_plant_monthly_prod_change_switch, STORE_PERM(LOAD_PERM(0x00) + 1, 0x00)) {&lt;br /&gt;
 	return CB_RESULT_IND_PROD_NO_CHANGE;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 /* Only check industry closure if the counter is greater than 60. */&lt;br /&gt;
 switch (FEAT_INDUSTRIES, SELF, power_plant_random_prod_change_switch, LOAD_PERM(0x00)) {&lt;br /&gt;
 	0..60: return CB_RESULT_IND_PROD_NO_CHANGE;&lt;br /&gt;
 	return CB_RESULT_IND_PROD_CLOSE;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 item(FEAT_INDUSTRIES, industry_power_plant, INDUSTRYTYPE_POWER_PLANT) {&lt;br /&gt;
 	graphics {&lt;br /&gt;
 		produce_cargo_arrival: power_plant_cargo_arrive_produce;&lt;br /&gt;
 		monthly_prod_change: power_plant_monthly_prod_change_switch;&lt;br /&gt;
 		random_prod_change: power_plant_random_prod_change_switch;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NML 0.4 and earlier will generate production callback version 0 or 1 (depending on specific parameters given) in the final GRF file.&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
	<entry>
		<id>https://newgrf-specs.tt-wiki.net/index.php?title=NML:Produce&amp;diff=3865</id>
		<title>NML:Produce</title>
		<link rel="alternate" type="text/html" href="https://newgrf-specs.tt-wiki.net/index.php?title=NML:Produce&amp;diff=3865"/>
		<updated>2019-05-01T20:31:40Z</updated>

		<summary type="html">&lt;p&gt;Jfs: NML 0.5 new produce syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NMLNavBlocksyntax}}&lt;br /&gt;
&lt;br /&gt;
= NML 0.5 syntax =&lt;br /&gt;
&lt;br /&gt;
{{nml|0.5}} {{ottd|1.9}} The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce&amp;lt;/code&amp;gt; block is only available for industries and describes how the industry consumes incoming and creates outgoing cargo. The syntax can be one of the following:&lt;br /&gt;
&lt;br /&gt;
 produce (&amp;amp;lt;ID&amp;amp;gt;, [ &amp;amp;lt;consume_cargo&amp;amp;gt;: &amp;amp;lt;consume_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ], [ &amp;amp;lt;produce_cargo&amp;amp;gt;: &amp;amp;lt;produce_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ]);&lt;br /&gt;
&lt;br /&gt;
 produce (&amp;amp;lt;ID&amp;amp;gt;, [ &amp;amp;lt;consume_cargo&amp;amp;gt;: &amp;amp;lt;consume_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ], [ &amp;amp;lt;produce_cargo&amp;amp;gt;: &amp;amp;lt;produce_amount&amp;amp;gt;; &amp;amp;lt;...&amp;amp;gt; ], &amp;amp;lt;run_again&amp;amp;gt;);&lt;br /&gt;
&lt;br /&gt;
Note that the square brackets &amp;lt;code&amp;gt;[ ]&amp;lt;/code&amp;gt; are part of the syntax and must be typed. See the example below.&lt;br /&gt;
&lt;br /&gt;
NML 0.5 will always generate production callback version 2 in the final GRF file, this is only understood by OpenTTD 1.9 and later.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;ID&amp;lt;/code&amp;gt; is a unique name of the block&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_cargo&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_cargo&amp;lt;/code&amp;gt; are cargolabels (unescaped/not as a string) for a cargo that will be consumed/produced from the industry during the production step.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_amount&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_amount&amp;lt;/code&amp;gt; are expressions giving the amount of the cargo that will be consumed/produced during the production step.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;run_again&amp;lt;/code&amp;gt; is a boolean expression which evaluates to either 0 or 1. It indicates whether the produce callback shall be called again. This is optional, with a default value of 0.&lt;br /&gt;
&lt;br /&gt;
Up to 16 &#039;&#039;consume_cargo: consume_amount&#039;&#039; pairs and 16 &#039;&#039;produce_cargo: produce_amount&#039;&#039; pairs may be given, and either of the consume and produce lists may also be empty.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
/* Produce GIFT from TOYS, SWTR and PAPR.&lt;br /&gt;
 * Amount of TOYS to consume is stored in permanent slot 4, amount of SWTR in slot 5, and amount of PAPR is sum of the two.&lt;br /&gt;
 * Amount of GIFT produced is the same as amount of TOYS and SWTR consumed.&lt;br /&gt;
 * Temporary slot 3 contains whether the entire callback chain will be repeated.&lt;br /&gt;
 */&lt;br /&gt;
produce(warehouse_prod_prod,&lt;br /&gt;
    [TOYS: LOAD_PERM(4); SWTR: LOAD_PERM(5); PAPR: LOAD_PERM(4)+LOAD_PERM(5);],&lt;br /&gt;
    [GIFT: LOAD_PERM(4)+LOAD_PERM(5);],&lt;br /&gt;
    LOAD_TEMP(3))&lt;br /&gt;
&lt;br /&gt;
/* An empty produce statement which simply does nothing. */&lt;br /&gt;
produce(empty_prod, [], [])&lt;br /&gt;
&lt;br /&gt;
/* When one of TOYS or SWTR is zero, determine how much of the other can be consumed.&lt;br /&gt;
 */&lt;br /&gt;
switch(FEAT_INDUSTRIES, SELF, warehouse_prod_cb2, [&lt;br /&gt;
    /* Store smallest amount of TOYS or PAPR in permanent slot 4 - amount of TOYS that will be consumed */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;), incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;)), 4),&lt;br /&gt;
    /* Store smallest amount of SWTR or PAPR in permanent slot 5 - amount of SWTR that will be consumed */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;), incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;)), 5),&lt;br /&gt;
    /* There will never be more to produce after this step, both TOYS and SWTR will be zero after the produce has executed */&lt;br /&gt;
    STORE_TEMP(0, 3)&lt;br /&gt;
]) {&lt;br /&gt;
    /* Only one case, use the produce statement unconditionally */&lt;br /&gt;
    warehouse_prod_prod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Check if all of TOYS, SWTR, and PAPR are available.&lt;br /&gt;
 * If they all are, produce as much cargo as possible using all three.&lt;br /&gt;
 */&lt;br /&gt;
switch(FEAT_INDUSTRIES, SELF, warehouse_prod_cb1, [&lt;br /&gt;
    /* Distributing the PAPR half for TOYS and half for SWTR, store max amount of each to consume in temporary slot 0 */&lt;br /&gt;
    STORE_TEMP(incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;)/2, 0),&lt;br /&gt;
    /* Calculate how much TOYS+PAPR production is possible, the smallest of TOYS and half of PAPR - stored in permanent slot 4 */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;), LOAD_TEMP(0)), 4),&lt;br /&gt;
    /* Calculate how much SWTR+PAPR production is possible, the smallest of SWTR and half of PAPR - stored in permanent slot 5 */&lt;br /&gt;
    STORE_PERM(min(incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;), LOAD_TEMP(0)), 5),&lt;br /&gt;
    /* There may be more to do after this production step, set temporary slot 3 to indicate this */&lt;br /&gt;
    STORE_TEMP(1, 3),&lt;br /&gt;
    /* Multiply TOYS and SWTR amounts, if either is zero then the switched value is zero, and production via both cargo types is not possible */&lt;br /&gt;
    incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;) * incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;)&lt;br /&gt;
]) {&lt;br /&gt;
    /* If either of TOYS or SWTR stored was zero, then try the just-one-of-them switch above */&lt;br /&gt;
    0: warehouse_prod_cb2;&lt;br /&gt;
    /* Otherwise both TOYS and SWTR were available and the production callback can execute */&lt;br /&gt;
    warehouse_prod_prod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Initial check for production possible, any production requires PAPR + either TOYS or SWTR.&lt;br /&gt;
 */&lt;br /&gt;
switch(FEAT_INDUSTRIES, SELF, warehouse_prod_cb0, [&lt;br /&gt;
    /* Set permanent storage slots 4 and 5 (amounts of TOYS and SWTR to consume) to zero initially */&lt;br /&gt;
    STORE_PERM(0, 4),&lt;br /&gt;
    STORE_PERM(0, 5),&lt;br /&gt;
    /* Multiplying amount of PAPR ready by the sum of amount of TOYS and SWTR yields zero if no production would be possible */&lt;br /&gt;
    incoming_cargo_waiting(&amp;quot;PAPR&amp;quot;) * (incoming_cargo_waiting(&amp;quot;TOYS&amp;quot;) + incoming_cargo_waiting(&amp;quot;SWTR&amp;quot;))&lt;br /&gt;
]) {&lt;br /&gt;
    /* Production not possible currently, so produce nothing */&lt;br /&gt;
    0: empty_prod;&lt;br /&gt;
    /* Production should be possible, go to the first step above */&lt;br /&gt;
    warehouse_prod_cb1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Define a new industry that accepts cargo types TOYS, SWTR, PAPR, and produces cargo type GIFT.&lt;br /&gt;
 * It has an on-arrival production callback routing via the switches above.&lt;br /&gt;
 */&lt;br /&gt;
item(FEAT_INDUSTRIES, warehouse) {&lt;br /&gt;
    property {&lt;br /&gt;
        substitute: INDUSTRYTYPE_TOY_SHOP;&lt;br /&gt;
        name: string(STR_WAREHOUSE_NAME);&lt;br /&gt;
        spec_flags: 0;&lt;br /&gt;
        life_type: IND_LIFE_TYPE_PROCESSING;&lt;br /&gt;
        cargo_types: [&lt;br /&gt;
            accept_cargo(&amp;quot;TOYS&amp;quot;),&lt;br /&gt;
            accept_cargo(&amp;quot;SWTR&amp;quot;),&lt;br /&gt;
            accept_cargo(&amp;quot;PAPR&amp;quot;),&lt;br /&gt;
            produce_cargo(&amp;quot;GIFT&amp;quot;, 0)&lt;br /&gt;
        ];&lt;br /&gt;
    }&lt;br /&gt;
    graphics {&lt;br /&gt;
        produce_cargo_arrival: warehouse_prod_cb0;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NML 0.4 and earlier syntax =&lt;br /&gt;
&lt;br /&gt;
{{nml|0.4}} The &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce&amp;lt;/code&amp;gt; block is only available for industries and describes how the industry consumes incoming and creates outgoing cargo. The syntax is:&lt;br /&gt;
&lt;br /&gt;
 produce (&amp;amp;lt;ID&amp;amp;gt;, &amp;amp;lt;consume_1&amp;amp;gt;, &amp;amp;lt;consume_2&amp;amp;gt;, &amp;amp;lt;consume_3&amp;amp;gt;, &amp;amp;lt;produce_1&amp;amp;gt;, &amp;amp;lt;produce_2&amp;amp;gt; [, run_again]);&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;ID&amp;lt;/code&amp;gt; is a unique name of the block&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_1&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_2&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;consume_3&amp;lt;/code&amp;gt; are expressions which give the amount of the respective input cargo consumed during this call of the produce block. The given amounts are subtracted from the stockpile of cargo waiting to be processed.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_1&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;produce_2&amp;lt;/code&amp;gt; are expressions which give the amount of the produced (outgoing) cargos in the produce block.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;run_again&amp;lt;/code&amp;gt; is a boolean expression which evaluates to either 0 or 1. It indicates whether the produce block shall be called again. This is optional, with a default value of 0.&lt;br /&gt;
&lt;br /&gt;
Note that industry variables can be used in the produce-block, so you can for example query the amount of waiting cargo directly and use that in your expression.&lt;br /&gt;
&lt;br /&gt;
The produce block should be the result of the production callback of an industry. An example on how it can be used without actually processing cargo but counting the time an industry exists unserviced:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
 /* Every month, the counter is increased. The counter is reset to zero whenever the power plant&lt;br /&gt;
  * receives cargo. When the counter reaches 61, the industry will close when the random production&lt;br /&gt;
  * change callback is called. */&lt;br /&gt;
 &lt;br /&gt;
 /* When we receive cargo, the counter is reset. */&lt;br /&gt;
 produce(power_plant_cargo_arrive_produce, 0, 0, 0, 0, STORE_PERM(0, 0x00))&lt;br /&gt;
 &lt;br /&gt;
 /* Every month the counter is increased. */&lt;br /&gt;
 switch (FEAT_INDUSTRIES, SELF, power_plant_monthly_prod_change_switch, STORE_PERM(LOAD_PERM(0x00) + 1, 0x00)) {&lt;br /&gt;
 	return CB_RESULT_IND_PROD_NO_CHANGE;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 /* Only check industry closure if the counter is greater than 60. */&lt;br /&gt;
 switch (FEAT_INDUSTRIES, SELF, power_plant_random_prod_change_switch, LOAD_PERM(0x00)) {&lt;br /&gt;
 	0..60: return CB_RESULT_IND_PROD_NO_CHANGE;&lt;br /&gt;
 	return CB_RESULT_IND_PROD_CLOSE;&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 item(FEAT_INDUSTRIES, industry_power_plant, INDUSTRYTYPE_POWER_PLANT) {&lt;br /&gt;
 	graphics {&lt;br /&gt;
 		produce_cargo_arrival: power_plant_cargo_arrive_produce;&lt;br /&gt;
 		monthly_prod_change: power_plant_monthly_prod_change_switch;&lt;br /&gt;
 		random_prod_change: power_plant_random_prod_change_switch;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NML 0.4 and earlier will generate production callback version 0 or 1 (depending on specific parameters given) in the final GRF file.&lt;/div&gt;</summary>
		<author><name>Jfs</name></author>
	</entry>
</feed>