Difference between revisions of "IndustryDefaultProps"

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|24h||Sugar mine||01h||255||01h||NONE||11||0||5||NONE||1Bh||BFFFFFFFh||75%
 
|24h||Sugar mine||01h||255||01h||NONE||11||0||5||NONE||1Bh||BFFFFFFFh||75%
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|FEh||colspan="12"|reserved for [[Callback:_AI_construction/purchase_selection |AI vehicle selection callback]]
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|FFh||colspan="12"|reserved for [[Callback:_AI_construction/purchase_selection |AI vehicle selection callback]] (Town)
 
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|0Bh||Oil wells||4||0||5||5||5||3||0||0
 
|0Bh||Oil wells||4||0||5||5||5||3||0||0
 
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|0Ch||Bank (temperate)||0||7||0||0||0||0 (*)||0||0
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|0Ch||Bank (temperate)||0||7||0||0||0||0 <ref name="bankbug">{{ttdp}}Unpatched TTD has a bug where temperate banks would appear in a tropic game while playing.
 
This was caused by a mix-up that gave chance to temperate banks instead of tropic banks to appear at tropic.
 
The [[ttwiki:GeneralFixes|GeneralFixes]] switch fixes this problem unless the [[ttwiki:MiscellaneousModifications|miscmods.dontfixtropicbanks]] bit is set.
 
This table contains the fixed values. If the player has set that bit, the two marked values will be swapped.</ref>||0||0
 
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|0Dh||Food processing plant||0||0||5||2||8||2||0||0
 
|0Dh||Food processing plant||0||0||5||2||8||2||0||0
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|0Fh||Gold mine||0||0||4||3||0||0||0||0
 
|0Fh||Gold mine||0||0||4||3||0||0||0||0
 
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|10h||Bank (sub-tropical or sub-arctic)||0||0||6||3||5||3 (*)||0||0
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|10h||Bank (sub-tropical or sub-arctic)||0||0||6||3||5||3 <ref name="bankbug"/>||0||0
 
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|11h||Diamond mine||0||0||0||0||4||3||0||0
 
|11h||Diamond mine||0||0||0||0||4||3||0||0
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|23h||Toffee quarry||0||0||0||0||0||0||5||3
 
|23h||Toffee quarry||0||0||0||0||0||0||5||3
 
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<references/>
 
(*) Unpatched TTD has a bug where temperate banks would appear in a tropic game while playing.
 
This was caused by a mix-up that gave chance to temperate banks instead of tropic banks to appear at tropic.
 
The [[GeneralFixes]] switch fixes this problem unless the [[miscmods.dontfixtropicbanks]] bit is set.
 
This table contains the fixed values. If the player has set that bit, the two marked values will be swapped.
 
 
   
 
== Industry Layouts ==
 
== Industry Layouts ==
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<ref>Oil rigs are slightly special industries, since they have industry "tile" FFh, which doesn't create anything on the landscape, but the tile is still checked, and construction fails if it isn't a clear water tile. These special tiles are marked with "xx". The north corner of the industry is marked with "[ ]".</ref>
(*)
 
   
 
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<references/>
 
(*) Oil rigs are slightly special industries, since they have industry "tile" FFh, which doesn't create anything on the landscape, but the tile is still checked, and construction fails if it isn't a clear water tile. These special tiles are marked with "xx". The north corner of the industry is marked with "[ ]".
 

Latest revision as of 10:45, 25 March 2012

Introduction

This page was blatantly stolen from Csaba to aid GRF coders in their work. The properties listed below are automatically copied to your newly defined industry when setting property 8, therefore you can save some bytes by leaving alone those that fit your needs. This data is also useful for reference so you know how you should set these properties for new industries.

Climate independent properties

Notes: All cargo types are climate-dependent values. Primary industries have a bogus fund cost multiplier of 255. Similarly, industries that can't be prospected for have a bogus prospecting chance of FFFFFFFFh (100%)

ID Name 0B 0F 10 11 12 13 14 15 16 20
00h Coal mine 01h 255 01h NONE 15 0 5 NONE 01h B3333333h 70%
01h Power station 00h 240 NONE 01h 0 0 5 NONE 00h FFFFFFFFh 100%
02h Sawmill 04h 224 05h 07h 0 0 5 26h 03h FFFFFFFFh 100%
03h Forest 02h 255 07h NONE 13 0 30 NONE 02h, 0Eh BFFFFFFFh 75%
04h Oil refinery 04h 244 05h 03h 0 0 5 NONE 05h FFFFFFFFh 100%
05h Oil rig 01h 255 03h, 00h NONE 15 2 5 NONE 04h 99999999h 60%
06h Factory (temperate) 04h 208 05h 04h, 06h, 09h 0 0 5 01h 09h, 08h FFFFFFFFh 100%
07h Printing works 04h 208 05h 09h 0 0 5 01h 0Eh FFFFFFFFh 100%
08h Steel mill 04h 215 09h 08h 0 0 5 NONE 12h, 06h FFFFFFFFh 100%
09h Farm (temperate or sub-arctic) 02h 255 06h, 04h NONE 10 10 5 22h, 23h, 24h 06h, 0Dh D9999999h 85%
0Ah Copper ore mine 01h 255 08h NONE 10 0 5 NONE 17h B3333333h 70%
0Bh Oil wells 01h 255 03h NONE 12 0 5 NONE 04h 99999999h 60%
0Ch Bank (temperate) 00h 255 0Ah 0Ah 6 0 2 NONE 0Ch A6666666h 65%
0Dh Food processing plant 04h 206 0Bh 04h, 06h 0 0 5 NONE 09h, 13h, 18h FFFFFFFFh 100%
0Eh Paper mill 04h 227 09h 07h 0 0 5 26h 03h, 07h FFFFFFFFh 100%
0Fh Gold mine 01h 255 0Ah NONE 7 0 5 NONE 10h 99999999h 60%
10h Bank (sub-tropical or sub-arctic) 00h 151 NONE 0Ah 0 0 5 NONE 0Fh, 11h A6666666h 65%
11h Diamond mine 01h 255 0Ah NONE 7 0 5 NONE 10h 99999999h 60%
12h Iron ore mine 01h 255 08h NONE 10 0 5 NONE 08h B3333333h 70%
13h Fruit plantation 02h 255 04h NONE 10 0 15 NONE 0Dh BFFFFFFFh 75%
14h Rubber plantation 02h 255 01h NONE 10 0 15 NONE 17h BFFFFFFFh 75%
15h Water supply 01h 255 09h NONE 12 0 5 NONE 16h B3333333h 70%
16h Water tower 00h 115 NONE 09h 0 0 5 NONE 15h FFFFFFFFh 100%
17h Factory (sub-tropical) 04h 208 05h 01h, 08h, 07h 0 0 5 01h 0Ah, 14h, 19h FFFFFFFFh 100%
18h Farm (sub-tropical) 02h 255 06h NONE 11 0 5 NONE 0Dh D9999999h 85%
19h Lumber mill 04h 135 07h NONE 0 0 5 NONE 17h FFFFFFFFh 100%
1Ah Candyfloss forest 02h 255 08h NONE 13 0 30 NONE 1Bh BFFFFFFFh 75%
1Bh Sweet factory 04h 206 05h 01h, 06h, 08h 0 0 5 NONE 1Ah, 23h, 24h FFFFFFFFh 100%
1Ch Battery farm 02h 255 04h NONE 11 0 30 NONE 1Fh B3333333h 70%
1Dh Cola wells 01h 255 07h NONE 12 0 5 NONE 21h 99999999h 60%
1Eh Toy shop 04h 133 NONE 03h 0 0 5 NONE 1Fh FFFFFFFFh 100%
1Fh Toy factory 04h 163 03h 0Ah, 04h 0 0 5 NONE 1Eh, 1Ch, 20h FFFFFFFFh 100%
20h Plastic fountains 01h 255 0Ah NONE 14 0 5 33h 1Fh A6666666h 65%
21h Fizzy drink factory 04h 177 0Bh 07h, 09h 0 0 5 NONE 1Dh, 22h FFFFFFFFh 100%
22h Bubble generator 01h 255 09h NONE 13 0 5 NONE 21h B3333333h 70%
23h Toffee quarry 01h 255 06h NONE 10 0 5 NONE 1Bh CCCCCCCCh 80%
24h Sugar mine 01h 255 01h NONE 11 0 5 NONE 1Bh BFFFFFFFh 75%
FEh reserved for AI vehicle selection callback
FFh reserved for AI vehicle selection callback (Town)

Appearance Chances

As a general rule, industries that don't appear in the given climate have chances of 0. This means if you try to "bring over" an industry from a different climate, you'll have to set the chances to make it appear on random maps / in-game.

ID Name Temperate Arctic Tropic Toyland
Random map In-game Random map In-game Random map In-game Random map In-game
00h Coal mine 8 2 8 3 0 0 0 0
01h Power station 5 2 5 2 0 0 0 0
02h Sawmill 5 2 0 0 0 0 0 0
03h Forest 5 3 5 4 0 0 0 0
04h Oil refinery 4 2 4 2 4 2 0 0
05h Oil rig 0 6 0 0 0 0 0 0
06h Factory (temperate climate) 5 2 0 0 0 0 0 0
07h Printing works 0 0 5 2 0 0 0 0
08h Steel mill 5 2 0 0 0 0 0 0
09h Farm (temperate or sub-arctic) 9 2 9 4 0 0 0 0
0Ah Copper ore mine 0 0 0 0 4 3 0 0
0Bh Oil wells 4 0 5 5 5 3 0 0
0Ch Bank (temperate) 0 7 0 0 0 0 [1] 0 0
0Dh Food processing plant 0 0 5 2 8 2 0 0
0Eh Paper mill 0 0 5 2 0 0 0 0
0Fh Gold mine 0 0 4 3 0 0 0 0
10h Bank (sub-tropical or sub-arctic) 0 0 6 3 5 3 [1] 0 0
11h Diamond mine 0 0 0 0 4 3 0 0
12h Iron ore mine 5 2 0 0 0 0 0 0
13h Fruit plantation 0 0 0 0 4 3 0 0
14h Rubber plantation 0 0 0 0 4 3 0 0
15h Water supply 0 0 0 0 4 3 0 0
16h Water tower 0 0 0 0 8 4 0 0
17h Factory (sub-tropical) 0 0 0 0 4 2 0 0
18h Farm (sub-tropical) 0 0 0 0 2 1 0 0
19h Lumber mill 0 0 0 0 0 0 0 0
1Ah Candyfloss forest 0 0 0 0 0 0 5 3
1Bh Sweet factory 0 0 0 0 0 0 5 3
1Ch Battery farm 0 0 0 0 0 0 4 3
1Dh Cola wells 0 0 0 0 0 0 5 3
1Eh Toy shop 0 0 0 0 0 0 4 3
1Fh Toy factory 0 0 0 0 0 0 5 3
20h Plastic fountains 0 0 0 0 0 0 5 3
21h Fizzy drink factory 0 0 0 0 0 0 4 3
22h Bubble generator 0 0 0 0 0 0 5 3
23h Toffee quarry 0 0 0 0 0 0 5 3
  1. 1.0 1.1 Supported by TTDPatch ????Unpatched TTD has a bug where temperate banks would appear in a tropic game while playing. This was caused by a mix-up that gave chance to temperate banks instead of tropic banks to appear at tropic. The GeneralFixes switch fixes this problem unless the miscmods.dontfixtropicbanks bit is set. This table contains the fixed values. If the player has set that bit, the two marked values will be swapped.

Industry Layouts

Each layout consists of industry tile IDs to build. Keep in mind that the X axis of the TTD coordinate system goes SW and the Y axis goes SE. This means that to get the real alignment from this chart, you need to mirror things around the vertical axis, then rotate them 45 degrees counter-clockwise.

ID Name Layouts
00h Coal mine
05 06 03
00
02 03
03 03 00
04 00 02
04 02 04
00 03
02 03
05 06
05 06
00 00 04
02 02 03
04 03
01h Power station
07 07 07 0A
09 08 08 0A
08 09
07 08 0A
07 07 09
07 09 0A
07 08 09
02h Sawmill
0F 0E 0E
0F 0C 0D
0C 0B
0F 0F 0B
0B 0D 0D
0E 0C
03h Forest
10 10 10 10
10 10 10 10
10 10 10 10
10 10 10 10
10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10
04h Oil refinery
14 14 17
15 13 12 17
16 16 12 12
15 14 12 12
12 12 12
12 12 12
15 13 13
16 14 16
14 17 17
05h Oil rig
xx xx xx xx xx xx xx xx xx xx
xx xx
xx xx
xx xx
xx [18] 1A xx xx
xx 18 1B xx
xx 19 1C xx
xx xx
xx xx
xx xx
xx xx xx xx xx xx xx xx xx xx

[1]

06h Factory (temperate climate)
27 29
28 2A 27 29
27 29 28 2A
28 2A
27 29 27 29
28 2A 28 2A
27 29
28 2A
07h Printing works
2B 2D
2C 2E 2B 2D
2B 2D 2C 2E
2C 2E
2B 2D 2B 2D
2C 2E 2C 2E
2B 2D
2C 2E
08h Steel mill
38 39 38 39
38 39 34 36
38 39 35 37
34 36 34 36
35 37 35 37
38 39 38 39
38 39
09h Farm (temperate or sub-arctic)
25 21 23
25 22 26
24 24 26
23 25 25
24 21 25
24 22 26
23 26 26
24 23 21
24 26 22
25 26 25
25 25 23
0Ah Copper ore mine
2F 2F 33
31 31 33
33 32
32 2F 33
2F 31 2F
31 33 31
0Bh Oil wells
1D 1D 1D
1D
1D
1D 1D
1D
1D
1D
0Ch Bank (temperate)
3A 3B
0Dh Food processing plant
3C 3C 3C
3C 3C 3C
3D 3D 3F
3E 3E 3F
3D 3C 3D 3D
3E 3F 3F 3F
3C 3C 3C 3C
3E 3E
0Eh Paper mill
40 41 42 43
44 45 43 43
42 47 47 46
0Fh Gold mine
48 4C 50 54
49 4D 51 55
4A 4E 52 56
4B 4F 53 57
10h Bank (sub-tropical or sub-arctic)
59 5A
11h Diamond mine
5B 5E 61
5C 5F 62
5D 60 63
12h Iron ore mine
64 68 6C 70
65 69 6D 71
66 6A 6E 72
67 6B 6F 73
13h Fruit plantation
74 74 74 74 74
74 74 74 74 74
74 74 74 74 74
74 74 74 74 74
14h Rubber plantation
75 75 75 75 75
75 75 75 75 75
75 75 75 75 75
75 75 75 75 75
15h Water supply
76 76
77 77
16h Water tower
78
17h Factory (sub-tropical)
79 7B
7A 7C
79 7B
7A 7C
79 7B 79 7B
7A 7C 7A 7C
18h Farm (sub-tropical)
25 21 23
25 22 26
24 24 26
23 25 25
24 21 25
24 22 26
23 26 26
24 23 21
24 26 22
25 26 25
25 25 23
19h Lumber mill
7D 7F
7E 80
1Ah Candyfloss forest
81 81 81 81
81 81 81 81
81 81 81 81
81 81 81 81
81 81
81 81 81 81 81
81 81 81 81 81
81 81 81 81 81
81 81 81 81 81
81 81 81
1Bh Sweet factory
83 85
84 86 83 85
83 85 84 86
84 86
83 85 83 85
84 86 84 86
83 85
84 86
1Ch Battery farm
87 87 87 87 87
87 87 87 87 87
87 87 87 87 87
87 87 87 87 87
1Dh Cola wells
89 89
89 89 89
89 89 89
89
89 89 89
89 89
89
1Eh Toy shop
8A 8C
8B 8D
1Fh Toy factory
93 93 93 92
8E 8F 90 91
20h Plastic fountains
94
97
9A
94 97 9A
21h Fizzy drink factory
9C 9E
9D 9F
22h Bubble generator
A3 A3 A3
A0 A1 A2
A3 A3 A3
A0 A1 A2
23h Toffee quarry
A4 A5 A6
24h Sugar mine
A7 A9 AB AD
A8 AA AC AE
  1. Oil rigs are slightly special industries, since they have industry "tile" FFh, which doesn't create anything on the landscape, but the tile is still checked, and construction fails if it isn't a clear water tile. These special tiles are marked with "xx". The north corner of the industry is marked with "[ ]".