Difference between revisions of "NML:Industries"
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| array of up to 2 floats (0..255) |
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− | | {{nml|0.4}}Output cargo multiplication factors for getting a unit of the first accepted cargo. |
+ | | {{nml|0.4}} Output cargo multiplication factors for getting a unit of the first accepted cargo. |
| {{nml|0.5}}Removed, use cargo_types instead. |
| {{nml|0.5}}Removed, use cargo_types instead. |
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| array of up to 2 floats (0..255) |
| array of up to 2 floats (0..255) |
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− | | {{nml|0.4}}Output cargo multiplication factors for getting a unit of the second accepted cargo. |
+ | | {{nml|0.4}} Output cargo multiplication factors for getting a unit of the second accepted cargo. |
| {{nml|0.5}}Removed, use cargo_types instead. |
| {{nml|0.5}}Removed, use cargo_types instead. |
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| input_multiplier_3 |
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| array of up to 2 floats (0..255) |
| array of up to 2 floats (0..255) |
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− | | {{nml|0.4}}Output cargo multiplication factors for getting a unit of the third accepted cargo. |
+ | | {{nml|0.4}} Output cargo multiplication factors for getting a unit of the third accepted cargo. |
| {{nml|0.5}}Removed, use cargo_types instead. |
| {{nml|0.5}}Removed, use cargo_types instead. |
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Revision as of 20:11, 8 May 2019
Industry properties
Industry properties. Default industry type numbers can be found at default industries.
property | value range | comment | |
---|---|---|---|
substitute | industry type | Number of the original industry type that replaces this one, should it not be available for some reason (e.g. missing NewGRF). This property must be set first, before any other properties or graphics. All properties of the old type are copied to your new industry. | |
override | industry type | 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. | |
layouts | Array of tilelayouts |
See Tilelayout syntax. | |
life_type | One of IND_LIFE_TYPE_XXX, XXX = BLACK_HOLE | EXTRACTIVE | ORGANIC | PROCESSING | 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. | |
closure_msg | string |
Message displayed when the industry announces closure. Use a custom string or one of the default TTD strings. | |
prod_increase_msg | string |
Message displayed when industry increases production. Use a custom string or one of the default TTD strings. | |
prod_decrease_msg | string |
Message displayed when industry decreases production. Use a custom string or one of the default TTD strings. | |
fund_cost_multiplier | 0..255 | 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. | |
cargo_types | array of up to 16 accept_cargo("ACME") and up to 16 produce_cargo("ACME", 0) | NML 0.5 1.9 Types of cargo (1) accepted, using a label from the cargotable (2) produced, using a label from the cargo table, and an amount which will be produced 8 or 9 times per month. | |
prod_cargo_types | array of up to 2 ints | NML 0.4Types of cargo produced. Use the cargotype(<label>) built-in function to specify a label from the cargotable. | NML 0.5Removed, use cargo_types instead. |
accept_cargo_types | array of up to 3 ints | NML 0.4Types of cargo accepted. Use the cargotype(<label>) built-in function to specify a label from the cargotable | NML 0.5Removed, use cargo_types instead. |
prod_multiplier | array of up to 2 ints (0..255) | NML 0.4Amount of each output cargo to produce every 256 ticks (8 or 9 times a month) | NML 0.5Removed, use cargo_types instead. |
min_cargo_distr | 0..255 | Minimal amount of cargo before transporting to stations. | |
random_sound_effects | array of ints | Sound effect numbers that are played some times. | |
conflicting_ind_types | array of up to 3x industry_type(IND_TYPE_OLD | IND_TYPE_NEW, id) |
Three industry types that should not be nearby. Use the builtin function | |
prob_random | 0..255 | (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. | |
prob_map_gen | 0..255 | (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. | |
prob_in_game | 0..255 | Probability of occurring while creating industries during the game. | |
map_colour | 0..255 |
Colour index from the DOS palette to use on the minimap for this industry. | |
spec_flags | bitmask(flags) |
for flag values see Industry special flags | |
new_ind_msg | string | Message displayed when industry gets built during game play. | |
input_multiplier_1 | array of up to 2 floats (0..255) | NML 0.4 Output cargo multiplication factors for getting a unit of the first accepted cargo. | NML 0.5Removed, use cargo_types instead. |
input_multiplier_2 | array of up to 2 floats (0..255) | NML 0.4 Output cargo multiplication factors for getting a unit of the second accepted cargo. | NML 0.5Removed, use cargo_types instead. |
input_multiplier_3 | array of up to 2 floats (0..255) | NML 0.4 Output cargo multiplication factors for getting a unit of the third accepted cargo. | NML 0.5Removed, use cargo_types instead. |
name | string |
Name of the industry, use a custom string or one of the default TTD strings. | |
prospect_chance | 0 .. 1 (float) | Chance of successful prospecting. | |
callback_flags | bitmask(flags) |
Do not set this, unless you use old-style callbacks. | |
remove_cost_multiplier | int | Cost multiplier for removing the industry (currently only possible with magic bulldozer). | |
nearby_station_name | string | Default additional name for a nearby station |
Industry special flags
flag | meaning |
---|---|
IND_FLAG_PLANT_FIELDS_PERIODICALLY | The industry periodically plants fields around itself (temperate and arctic farms) |
IND_FLAG_CUT_TREES | The industry cuts trees around itself and produces its first output cargo from them (lumber mill) |
IND_FLAG_BUILT_ON_WATER | The industry is built on water (oil rig) |
IND_FLAG_ONLY_IN_LARGE_TOWNS | The industry can only be built in towns (i.e. it has to replace houses) with population larger than 1200 (temperate bank) |
IND_FLAG_ONLY_IN_TOWNS | The industry can only be built in towns (i.e. it has to replace houses) (arctic and tropic banks, water tower) |
IND_FLAG_BUILT_NEAR_TOWN | The industry is always built near towns (i.e. near town sign; additionally the industry is allowed to replace houses) (toy shop) |
IND_FLAG_PLANT_FIELDS_WHEN_BUILT | Fields are planted around the industry when it's built (all farms) |
IND_FLAG_NO_PRODUCTION_INCREASE | The industry cannot increase its production on the temperate climate (oil wells) |
IND_FLAG_BUILT_ONLY_BEFORE_1950 | The industry is built only before 1950 (oil wells) |
IND_FLAG_BUILT_ONLY_AFTER_1960 | The industry is built only after 1960 (oil rig) |
IND_FLAG_AI_CREATES_AIR_AND_SHIP_ROUTES | AI players will attempt to establish air and ship routes going to this industry (oil rig) |
IND_FLAG_MILITARY_AIRPLANE_CAN_EXPLODE | The industry can be exploded by a military airplane (oil refinery) |
IND_FLAG_MILITARY_HELICOPTER_CAN_EXPLODE | The industry can be exploded by a military helicopter (factory) |
IND_FLAG_CAN_CAUSE_SUBSIDENCE | The industry can cause a subsidence (coal mine) |
IND_FLAG_AUTOMATIC_PRODUCTION_MULTIPLIER | Automatic production multiplier handing (No industry has this bit set by default.). |
IND_FLAG_RANDOM_BITS_IN_PRODUCTION_CALLBACK | The production callback needs random bits in var. 10 (No industry has this bit set by default.) |
IND_FLAG_DO_NOT_FORCE_INSTANCE_AT_MAP_GENERATION | Do not force one instance of this type to appear during initial map generation (No industry has this bit set by default.) |
IND_FLAG_ALLOW_CLOSING_LAST_INSTANCE | Allow closing down the last instance of this type (No industry has this bit set by default.) |
Common variables
The following variables are available to both industries and industry tiles. All of them require an x, y offset. For industries, this offset is unsigned and relative to the northernmost tile. For industry tiles, it is signed and relative to the current tile.
name | value range | comment |
---|---|---|
nearby_tile_slope | SLOPE_XXX |
See tile slopes for an overview of possible values |
nearby_tile_is_water | 1 if the tile is water, 0 otherwise | |
nearby_tile_terrain_type | TILETYPE_XX | TILETYPE_NORMAL, TILETYPE_DESERT, TILETYPE_RAIN_FOREST, TILETYPE_SNOW |
nearby_tile_water_class | WATER_CLASS_XXX | XXX = [NONE | SEA | CANAL | RIVER] Note that tiles for which nearby_tile_is_water is 0 may still have a water class, e.g. industry tiles with water beneath them.
|
nearby_tile_height | 0..120 | The height of the lowest corner of the given tile. |
nearby_tile_class | ||
nearby_tile_animation_frame | 0..255 | Animation frame of the given tile |
nearby_tile_industrytile_id | 0x00aa, 0xFFbb, 0xFFFE or 0xFFFF | 0x00aa: The tile is an industry tile defined in this GRF with tile id aa. 0xFFbb: The tile is an original industry tile with id bb. 0xFFFE: The tile is an industry tile defined in another GRF. 0xFFFF: The tile is not an industry tile or it belongs to another industry. |