Difference between revisions of "Action0/Cargos"

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See [[Action0Trains#Cargo classes .2828.2C_29.29|train prop. 28/29]] for a description of the utility of this property.
 
See [[Action0Trains#Cargo classes .2828.2C_29.29|train prop. 28/29]] for a description of the utility of this property.
  +
  +
The history of cargo classes is complex, and the meanings here may not be consistent with how classes are actually used by some grfs.
  +
  +
FIRS and Iron Horse do not conform to the classes here, and use the FRAX Cargo Class Scheme, please see: https://grf.farm/polar_fox/frax_latest.html
   
 
This is a bit mask of all cargo classes to which this cargo could belong.
 
This is a bit mask of all cargo classes to which this cargo could belong.
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|11
 
|11
 
|800
 
|800
|Powderized (moist protected)
+
|Powderized (dry powdered materials that flow under air pressure)
|powder/silo wagon
+
|powder/silo vehicle equipped for compressed air unloading
 
|OR/AND NOT
 
|OR/AND NOT
 
|only exclude, when Bulk included
 
|only exclude, when Bulk included
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|13
 
|13
 
|2000
 
|2000
  +
|Potable
|reserved. No canonical specification
 
  +
| exclude from non-food-grade vehicles
| -
 
| -
+
| AND NOT
| -
+
| exclude
  +
| set for all food-grade freight cargos
| -
 
 
|-
 
|-
 
|14
 
|14
 
|4000
 
|4000
  +
|Non-potable.
|reserved. No canonical specification
 
  +
| exclude from food-grade vehicles
| -
 
| -
+
| AND NOT
| -
+
| exclude
  +
| set for all non-food-grade freight cargos
| -
 
 
|-
 
|-
 
|15
 
|15
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|}
 
|}
   
=== Town Production effect (1E) {{ottdp|14.0|no}} ===
+
=== Town Production effect (1E) ===
   
 
This properties allow you to directly modify how a town produces cargo. Property 1E can contain one of the following values:
 
This properties allow you to directly modify how a town produces cargo. Property 1E can contain one of the following values:
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|}
 
|}
   
=== Town Production multiplier (1F) {{ottdp|14.0|no}} ===
+
=== Town Production multiplier (1F) ===
   
 
Set this property to the amount of cargo a town will produce, relative to the normal amount for that town production effect (passengers or mail.) The default value is 0x100 (256), use a lower value to produce less cargo, or a higher value to produce more cargo.
 
Set this property to the amount of cargo a town will produce, relative to the normal amount for that town production effect (passengers or mail.) The default value is 0x100 (256), use a lower value to produce less cargo, or a higher value to produce more cargo.
  +
  +
Properties 1E and 1F are an alternative to the cargo production callback of houses, and allow for cargo to be set up to be produced by towns without having to redefine any houses, although it is not as flexible.
   
 
== Example ==
 
== Example ==

Latest revision as of 19:52, 23 November 2024

Introduction

The NewCargos switch of TTDPatch allows modifying the existing 12 cargos per climate, and allows adding 20 new cargos per climate as well. These cargo slots are numbered from 0 to 31, where slots 0-11 are used by default TTD cargos and slots 12-31 contain uninitialized garbage by default (so you can't trust them having meaningful information, you must set all of their properties).

Supported by OpenTTD 1.9 (11ab3c4e)1.9 Not supported by TTDPatch OpenTTD 1.9 increases the number of cargos to 64.

Properties

Number Size Version Description
08 B Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Bit number for bitmasks
09 W Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 TextID for the cargo type name
0A W Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 TextID for the name of one unit from the cargo type
0B W Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 TextID to be displayed for 1 unit of cargo
0C W Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 TextID to be displayed for multiple units of cargo
0D W Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 TextID for cargo type abbreviation
0E W Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Sprite number for the icon of the cargo
0F B Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Weight of one unit of the cargo
10,11 B Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Penalty times
12 D Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Base price
13 B Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Color for the station list window
14 B Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Color for the cargo payment list window
15 B Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Freight status (for freight-weight-multiplier setting); 0=not freight, 1=is freight
16 W Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Cargo classes
17 D Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.52.5 Cargo label
18 B Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.5 (alpha 72)2.5 Substitute type for town growth
19 W Not supported by OpenTTD Supported by TTDPatch 2.5 (alpha 72)2.5 Multiplier for town growth
1A B Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.5 (alpha 72)2.5 Callback flags
1B W Supported by OpenTTD 1.1 (r21224)1.1 Not supported by TTDPatch TextID for displaying the units of a cargo
1C W Supported by OpenTTD 1.1 (r21224)1.1 Not supported by TTDPatch TextID for displaying the amount of cargo
1D W Supported by OpenTTD 1.2 (r23860)1.2 Not supported by TTDPatch Capacity mulitplier
1E B Supported by OpenTTD 14.014.0 Not supported by TTDPatch Town Production effect
1F W Supported by OpenTTD 14.014.0 Not supported by TTDPatch Town Production multiplier

Descriptions

Bit number for bitmasks (08)

This value must be used in Action3 and in cargo bit mask properties such as refit masks. Values 1C-1F should be safe to use (if they aren't already taken, of course) if you intend to maintain compatibility with GRFs unaware of the newcargos switch. Further assuming that no active GRFs support the toyland climate, you can use values 11-1A as well.

Additionally, you can use the value FFh to disable the given cargo slot. This way, it won't appear in cargo type lists, but it won't be removed from things already on the map. If you disable a cargo, you'll probably want to zero out the cargo label (property 17) as well.

This property only affects GRFs which do not have a cargo translation table. GRFs with such a table generally use the index of the cargo in the table instead of the value of this property to access a cargo. As such this property is more or less a default value for GRFs without cargo translation table. If you are unsure what value to assign to this property, set it to the same value as the cargo slot ID.

TextID for the cargo type name (09)

This textID should refer to the name of the cargo, capitalized, to match the TTD style (e.g. "Passengers", "Coal", "Gold Ore", "Milk")

You can reuse existing TextIDs or create custom strings using Action4 with an offset in the DCxx range. Note that you need to set language-id bit 7 as well in the Action4 for a custom string. (Also applies to properties 0A to 0D)

TextID for one unit of the type (0A)

This textID should refer to the cargo type name in the singular. Currently, this ID is used only in subsidy messages ("First Passenger service..." instead of "First Passengers service...", for example)

TextID for 1 unit of cargo (0B)

This textID will be used to display the amount of the cargo if there's exactly 1 unit waiting. Although there's only one unit waiting, you'll still have to use either the special character 7C (print signed word) or 87 (print amount in litres and add suffix " litres") so TTD removes the amount from its internal reference stack. For example, if you have a new cargo named "gold ore", this should be "\7C ton of gold ore", which will expand to "1 ton of gold ore". On the other hand, a liquid cargo named "milk" should be something like "\87 of milk", which will expand to either "100 litres of milk" or "1,000 litres of milk" (The multiplier for liquid cargos depends on miscmods.dontfixlitres. If it's on, the multiplier is 100, otherwise it's 1000)

TextID for multiple units of cargo (0C)

This textID will be used to display the amount of cargo if the amount waiting isn't exactly 1. You'll need the same special characters as above, but now they will be expanded according to the actual cargo waiting. Sticking to the example above, you'll need "\7C tons of gold ore" and "\87 of milk", which can expand to "42 tons of gold ore" and "42,000 litres of milk", accordingly. You will note that liquid cargos can have the same textID for both property 0B and 0C since they always use the plural form.

TextID for cargo type abbreviation (0D)

This textID will be used in the station list window to represent the cargo waiting. It should be a two-letter abbreviation prefixed by the special character 0E to switch to the microscopic font. The microscopic font has every letter capitalized, so capitalization isn't important here. Continuing the above example, gold ore could have this as "GO" and milk as "MK" ("ML" is already taken by mail).

Sprite number for icon (0E)

This is a sprite number of an old TTD sprite to be displayed in the station window for this cargo, or FFFFh if the icon should be found by following the action 3 associated with this cargo. The icon must not be bigger than 10x10 pixels. One icon will be shown for every 10 units of the cargo waiting, up to 23 icons, which is the maximum.

Weight of one unit of the cargo (0F)

This property defines the weight of 1 unit from the cargo, which will be used to calculate the weight of the vehicles when loaded. The unit is 1/16 ton (which is 62.5 kg). With the examples above, gold ore should have this as 16 (since 1 ton of gold ore should weigh exactly 1 ton), while milk should have this slightly above 16 (milk is denser than water).

Penalty times and price factor (10,11,12)

These three values define how much is paid for the delivery of the cargo type. The price factor is subject to inflation, but GRFs needn't care about this, the programme will adjust the price for them.

The income generated from cargo delivery is calculated as:

income=((((distance/2) * timefactor * amount_moved) >> 7) * cargopricefactor) >> 13

where

a >> b
means a is arithmetically shifted right by b bits
distance
is the Manhattan distance between the two station signs
amount_moved
is the number of cargo units moved
cargopricefactor
is the value you set in property 12. Inflation will be applied automatically on it.
timefactor
is a multiplier in the range 0..255, calculated in the following way: (T1 is the value of property 10, T2 is the value of property 11, t is the time the delivery took, the unit is 185 game ticks (roughly 2.5 game days) )


   if t<=T1 then timefactor=255
   else if t<=(T1+T2) then timefactor=255-(t-T1)
   else timefactor=255-(t-T1)-(t-T1-T2)
   if the above rules result in a timefactor less than 31, 31 is used instead. 


Color for the station list window (13)

This color index will be used to draw the rectangle representing the amount waiting from the current cargo type in the station list window. The index should be given for the DOS palette. OpenTTD and TTDPatch will automatically translate the index for the Windows palette, if they use the windows base graphics.

Color for the cargo payment list window (14)

The graph of the current cargo will be drawn using this color in the cargo payment rates graph. The index should be given for the DOS palette, the Windows version of TTDPatch will automatically translate the index for the Windows palette.

CargoClasses (16)

See train prop. 28/29 for a description of the utility of this property.

The history of cargo classes is complex, and the meanings here may not be consistent with how classes are actually used by some grfs.

FIRS and Iron Horse do not conform to the classes here, and use the FRAX Cargo Class Scheme, please see: https://grf.farm/polar_fox/frax_latest.html

This is a bit mask of all cargo classes to which this cargo could belong. The following classes are available:

bit value class name wagon type[1] usage[2] vehicle tips[3] industry tips
0 1 Passengers passenger wagon OR never exclude do not combine with other flags
1 2 Mail closed or mail wagon OR never exclude do not combine with other flags
2 4 Express closed or mail wagon OR never exclude, suitable for airplane or maglev
3 8 Armored armored or mail wagon OR never exclude do not combine with other flags
4 10 Bulk (Uncountable) open or hopper wagon OR never exclude may be combined with Piece Goods or Liquid to simulate multiple modes of transport
5 20 Piece Goods (Countable) closed or open wagon OR never exclude may be combined with Bulk or Liquid to simulate multiple modes of transport
6 40 Liquid tank wagon OR never exclude may be combined with Piece Goods or Bulk to simulate multiple modes of transport
7 80 Refrigerated refrigerated wagon OR/AND NOT only exclude, when Piece Goods included also set Piece Goods
8 100 Hazardous unknown OR/AND NOT only exclude, when special wagons are provided. combine with Piece Goods, Liquid, Bulk or Express
9 200 Covered (weather protected) closed wagon, any other wagon with tarpaulin or weather cover OR/AND NOT do not exclude for Liquid combine with Piece Goods or Bulk
10 400 Oversized stake/flatbed wagon OR/AND NOT only exclude, when Piece Goods included combine with Piece Goods
11 800 Powderized (dry powdered materials that flow under air pressure) powder/silo vehicle equipped for compressed air unloading OR/AND NOT only exclude, when Bulk included combine with Bulk
12 1000 Not Pourable open wagon, but not hopper wagon AND NOT only exclude, when Bulk included combine with Bulk
13 2000 Potable exclude from non-food-grade vehicles AND NOT exclude set for all food-grade freight cargos
14 4000 Non-potable. exclude from food-grade vehicles AND NOT exclude set for all non-food-grade freight cargos
15 8000 special and not none special use do not set
  1. Suggestion for vehicle types which transport this cargo
  2. Suggestion how to best make use of this class in the refit masks of vehicles
    OR to be included in the 'allowed classes' (train prop. 28), AND NOT in the 'disallowed classes' (train prop. 29)
  3. Suggestions this class should be used in the property which excludes a class of cargos from a vehicle. One specific type of cargo could appear both as liquid or as piece goods (e.g. milk), which depends on the actual representation. Thus excluding the other would disallow refit to that cargo.

Only cargos which are in class 0 (passengers) will appear in bus stations. Only cargos which are not in class 0 will appear in truck stations.

Disclaimer: there is no guarantee that classes won't vary over time or between sets. The classes of a cargo may change between different versions of a specific industry/cargo newgrf, or different classes may be set for the same cargo label by different industry/cargo newgrfs. Feel free to use classes in your set for conveniently refitting to cargos, but if you - the vehicle author - care about specific cargos being transported in specific vehicles, use label based refits (changing labels without a very good reason is considered to be bad practice).

Cargo label (17)

Cargo labels are globally unique identifiers for a cargo type. They are used to allow vehicle grfs to easily support many cargo types, whether they are active or not and no matter what slot or bit they are using.

Read about the cargo translation table for further info.

Substitute type and multiplier for town growth (18, 19)

These properties allow you to modify how a cargo type affects town growth. Property 18 can contain one of the following values:

Value Meaning Supported by OpenTTD 0.70.7 Not supported by TTDPatch Details[1]
00 Affect towns as passengers do Cargo produced by houses is added to the statistics in the town GUI.
02 Affect towns as mail does Cargo produced by houses is added to the statistics in the town GUI.
05 Affect towns as goods/candy does See note about subsidies below.
09 Affect towns as water does Second required cargo for towngrowth in the desert
0B Affect towns as food/fizzy drinks do First required cargo for towngrowth in desert/above snowline. Alse see note about subsidies below.
FF Don't affect town growth (default)
  1. This is the interpretation of OpenTTD. For TTDPatch see NewTownGrowthMechanism, which is quite different/unrelated.

Not supported by OpenTTD Supported by TTDPatch 2.5 (alpha 72)2.5 The incoming cargo amount is multiplied by property 19, then divided by 256 before it is added to the town statistics. This allows you to have smaller or bigger impact than original cargoes do.

If no cargos in the game are defined as food (0B), towns above the snowline will not require food to grow. If no cargos in the game are defined as food (0B) or water (09), towns in desert will not require food or water to grow. This can be used positively for gameplay purposes, and is otherwise worth being aware of as an unintended side effect when designing cargos.

Please note that cargoes accepted by industries affect the closest town as well; for example, if you have an industry that accepts passengers, every passenger brought to the industry affects the town just like if they were transported to the town directly. Usually, it's not a good idea to have industries that process such cargoes; they should be accepted by towns only.

Supported by OpenTTD 0.6-1.10.6-1.1 Not supported by TTDPatch In OpenTTD up to 1.1 (not 1.2) property 18 also affects the creation of subsidies. Usually subsidies apply to cargo transportation between two industries. For cargos with substitution-type 05 or 0B the destination will be a town instead. Independent of property 18 subsidies from town to town are only created for cargo slot 0 (Passengers).

Callback flags (1A)

Bit Value Var. 0C Callback
0 1 39 Custom profit calculation
1 2 145 Custom station rating calculation

TextID for displaying the units of a cargo (1B)

This textID is used by OpenTTD to show the "short cargo" form for cargo units, e.g. "10 litres" or "10 tonnes". This textID must be set after property 0B. The text this textID refers to should properly handle plurals, e.g. "\7B item\9A\15\80\9A\10\9A\11s\9A\12".

The default for this textID depends on the default for property 0B; if the default 0B string has "litre", then the default for this textID will be the unit for litres. OpenTTD maps the following textIDs so you don't need to provide translations:

textID String
004f <num> passenger(s)
0050 <num> tonne(s)
0051 <num> bag(s)
0052 <num> litre(s)
0053 <num> item(s)
0054 <num> crate(s)

The "tonne" and "litre" strings (textID 0050 and 0052) are automatically updated based on the user settings of unit display, e.g. they "tonne" might become "kg". The "(s)" is for display purposes; in reality that is a choice list.

TextID for displaying the amount of cargo (1C)

This textID is used by OpenTTD to show the "long cargo" form for cargo units, e.g. "10 litres of water" or "10 tonnes of coal". This textID must be set after property 0c. The text this textID refers to should properly handle plurals, e.g. "\7B item\9A\15\80\9A\10\9A\11s\9A\12 of livestock".

The default for this textID depends on the default for property 0C, but with support for plurals. For "X litre(s)" or "X tonne(s)" you should respectively use string codes 87 and 9A 0D.

Capacity multiplier (1D)

This defines the capacity (and indirectly loading speed) of vehicles carrying this cargo type, if the vehicle sets no specific capacity to this specific cargo type.

Set this property to the amount of cargo a vehicle shall carry, which can carry 0x100 (256) tons of coal or 0x100 (256) thousand litres of water (whatever comparison is more suitable for your cargotype). Depending on whether your cargo type is light or heavy you should set this property either comparing the weight or the volume.

The default value of this property is:

Cargo slot Default cargo in this slot Property 1D Meaning
00 PASS 0x400 A vehicle carrying 1 ton of coal, can carry 4 passengers.
02 MAIL 0x200 A vehicle carrying 1 ton of coal, can carry 2 bags of mail.
05 GOOD, SWET 0x200 A vehicle carrying 1 ton of coal, can carry 2 crates of goods/sweets.
xx (everything else) 0x100 All other slots default to 0x100, i.e. 1 unit of cargo equals 1 ton of coal.

Town Production effect (1E)

This properties allow you to directly modify how a town produces cargo. Property 1E can contain one of the following values:

Value Meaning
00 Towns produce cargo as passengers
02 Towns produce cargo as mail
FF Towns don't produce cargo (default)

Town Production multiplier (1F)

Set this property to the amount of cargo a town will produce, relative to the normal amount for that town production effect (passengers or mail.) The default value is 0x100 (256), use a lower value to produce less cargo, or a higher value to produce more cargo.

Properties 1E and 1F are an alternative to the cargo production callback of houses, and allow for cargo to be set up to be produced by towns without having to redefine any houses, although it is not as flexible.

Example