Standardized Roadtype Scheme

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Not in a useable state do not use

There is currently not enough clarification on how the standard is meant to be used along with other major issues

Surface / Type [X***]

Describes the road surface / rail type and thus the vehicle type.

Roadtype:

Letter Meaning (Road) Powered Roadtypes Recomended vehicle set fallbacks
R Regular Road RI(S)
P Passenger-only RPI(S) R
G Guided busway RPG P then R
I Industrial Site (ISR) I R
B Bicycle Lane RB(Z) R
W Waterway W
A Amphibious on road (hidden) RPI(S)W R
S Snowy or Iced Track S
a Amphibious on snow (hidden) SW S
Z Pedestrian Zone Z
E Eyecandy E
p Pump/Pipeline p

Tramtype:

Letter Meaning (Tram) Powered Tramtypes Recomended vehicle set fallbacks
R Regular Rail RI(M)
P Passenger-only RPI(M) R
I Industrial Site (ISR) I R
B Bicycle Lane (R)B
S Suspended Monorail S
M Metro M(RP)
O Trackless trams O
E Eyecandy/Electrical infrastructure E

It is the vehicle set's responsibility to implement fallbacks to other appropriate surfaces. It is also up to the author to decide if they want to do it or not. This means that road/tramtrack sets shouldn't add these to their alternative_roadtype_list (NML) and alternative_tramtype_list (NML)

It is up to the track set to implement all powered roadtypes in the powered_roadtype_list (NML). The same goes for tramtypes: powered_tramtype_list (NML). It is further advised to implement support for the roadtypes/tramtypes in brackets, if applicable.

Hidden roadtypes for compatibility should be implemented by road sets. It is up to the author to decide if they want to implement it as a hidden roadtype or not.

Speed / Feature [*X**]

Any character may be used for roads, but at least one road must have "A".

Vehicles should use "A".

Terrain / Stability [**X*]

Describes the roughness of the road surface / trackbed stability, and thus the vehicle tier.

Letter Meaning Powered Roadtypes
a Very slow / rough / light aA
A Slow / rough / light aAB
B Regular ABC
C Fast / stable BCc
c Very fast / stable Cc

If all classes aren't defined by the road set, the other ones should be in the alternative_roadtype_list (NML). The same goes for tramtypes: alternative_tramtype_list (NML).

Road vehicle sets should not implement fallbacks for terrain / stability.

Classes "a" and "c" are entirely optional for road/tramtype sets and should under no circumstances be used by vehicles.

Energy [***X]

Describes the energy source of the track / vehicle.

Generic classes:

Letter Meaning (Road) Meaning (Tram)
N None None
E Overhead electrified (Catenary) Overhead electrified (Catenary)
G Ground electrified Ground electrified
Z Ground and overhead electrified Ground and overhead electrified

Specialized classes:

Letter Meaning (Road) Meaning (Tram) Vehicle set fallback
3 n/a Third Rail G
4 n/a Fourth Rail 3 then G
C n/a Cable G

A tramtrack set that only uses specialized types, should map the generic types to the most suitable specialized type in the set with the help of the alternative_tramtype_list (NML).

The default labels (ROAD, ELRL) and non-standard labels

OpenTTD will allways define ROAD and ELRL incase there are vehicles for them. It is therefore recomended to have these present in the set so that you can map them to appropriete labels from the standard. There are a few ways of doing this:

Vehicle set authors might want to add the default labels and non-standard labels as a fallback. If not implemented for the defualt labels, their vehicles won't show up on the default roads and/or tracks, leading to countless bug reports from players. Non standard labels that might be worth adding fallbacks too are: ELRD, RAIL, HAUL and probably some more.

Summary for Road/Tramtrack sets

This section summarizes the above for road/tramtrack sets.

[X***] Surface / Type
  • Chose which Surfaces and types you want in your set and give them the correct powered_roadtype_list (NML) or powered_tramtype_list (NML).
  • If you only provide roads/tramtracks for one surface/type, consider leaving some free road/tramtypes so a player can load an additional set for some other type.
[*X**] Speed / Feature
  • Make sure class A is always available.
  • Use B, C and so on if you have multible roads/tramtracks with the otherwise the same label.
[**X*] Terrain / Stability
[***X] Energy source type class
Default labels [ROAD, ELRL] and non-standard labels

Summary for vehicle sets

This section summarizes the above for vehicle sets.

[X***] Surface / Type
  • Use the surface / type class that matches the vehicle;
  • Define a fallback type via the road/tramtype table in case you want the vehicle to be available on a different road or tramtrack if no matching road/tramtrack set is loaded.
    • Specialized subtypes like "G" might not always be available. If you want those vehicles to be still available then, fall back the the generic class (e.g. "P" or "R").
[*X**] Speed / Feature
  • Always use class A for every vehicle.
[**X*] Terrain / Stability
  • Use A, B or C depending on where you want your vehicles to be able to drive.
    • A is used for slow offroad capable vehicles which aren't allowed on Motorways and similar Roads
    • B is used for vehicles which can drive offroad but are also allowed on Motorways.
    • C is used for vehicles which can't go offroad or similar.
    • Use B if you aren't sure what to chose.
  • Never use a or c.
[***X] Energy source type class
  • Use the energy source type class that matches the vehicle;
  • When using specialized classes, define a fallback type via the railtype table in case you want the vehicle to be available if no matching track set is loaded.
Default labels [ROAD, ELRL]
  • Define a fallback type to the default labels via the road/tramtype table in case you want the vehicle to be available on the defualt roads/track if no matching set is loaded.


Be as specific as you want when selecting the road/tramtype, it is the job of the road/track set to select a playable, reduced subset out of all possible type combinations.