Landscape

For a graphical representation of the tile-layout have a look at Landscape grid page.

Nine attributes (counting "type" and "height") hold the informations about a tile.
These attributes are referred to as "type", "height", "m1", "m2", "m3", "m4", "m5", "m6" and "m7".
The most important value is the class of a tile, stored in the upper 4 bits of the type attribute.

Frequently repeating patterns:

OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.

Class Meaning & details of encoding
0  Ground
 
  • m1 bits 4..0: owner of the tile (normally 10)
  • m2: see fields
  • m3 bits 7..5: type of hedge on NE border of the tile
  • m3 bits 3..0: see fields
  • m3 bit 4: set if the tile is covered with snow
  • m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)
  • m4 bits 4..2: same as 7..5, but for the SE border
  • m5 bits 7..5: update counter, incremented on every periodic processing for tile types, other than 03, 07, 0B, 10 and above.
    on wraparound, the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased).
    For snow and desert, these bits are not used, tile is updated on every periodic processing.
  • m5 bits 4..2: tile type:
    0  bare land / grass
    1  rough land (density must be 3)
    2  rocks (density must be 3)
    3  fields (density must be 3)
    • m2: index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed
    • m3 bits 3..0: field type (legal values: 0 through 9)
    4  snow
    5  desert (density must be 1 or 3)
  • m5 bits 1..0: density:
    0  bare land 1/4 snow
    1  1/3 grass 2/4 snow;  1/2 desert
    2  2/3 grass 3/4 snow
    3  full grass;  rough land;  rocks;  fields;  full snow;  full desert
  • m6 bits 4..2: type of hedge on NW border of the tile
1 Railway tracks
 
  • m1 bits 4..0: owner of the tile
  • m2: see signals
  • m3 bits 7..4: see signals
  • m3 bits 3..0 = track type:
    0  conventional railway
    1  electrified railway
    2  monorail
    3  maglev
  • m4 bits 7..4: see signals
  • m4 bits 3..0: Ground type (values with fences are not valid for depots and checkpoints)
    0  on bare land
    1  on grass, no fences
    2  fence on the NW side
    3  fence on the SE side
    4  fences on the NW and SE sides
    5  fence on the NE side
    6  fence on the SW side
    7  fences on the NE and SW sides
    8  fence on the E side (track in the W corner)
    9  fence on the W side (track in the E corner)
    A  fence on the S side (track in the N corner)
    B  fence on the N side (track in the S corner)
    C  on snow or desert
    D  on grass with fence and shore or water on the free halftile
    E  higher part on foundation with snow, lower without snow
  • m5 bit 7 clear: railway track
    • m5 bits 5..0: track layout: bit set = track present:
      bit 0: in the X direction
      bit 1: in the Y direction
      bit 2: in the north corner (direction W-E)
      bit 3: in the south corner (direction W-E)
      bit 4: in the west corner (direction N-S)
      bit 5: in the east corner (direction N-S)
    • m5 bit 6 set = with signals:
      There are at most 4 signals on a tile. The signals 0..3 belong to the directions:
      Track 0 (X)  Track 1 (Y)  Track 2 (north)  Track 3 (south)  Track 4 (west)  Track 5 (east)
      Signal 0  west south
      Signal 1  east north
      Signal 2  south-west north-west west south
      Signal 3  north-east south-east east north
      • m2 bit 7: Signal 0 and 1: set = semaphore signals, clear = light signals
      • m2 bit 3: Signal 2 and 3: set = semaphore signals, clear = light signals
      • m2 bits 6..4: type of signal 0 and 1 (same values as m2 bits 2..0)
      • m2 bits 2..0: type of signal 2 and 3
        000: normal signals
        001: pre-signals
        010: exit-signals
        011: combo-signals
        100: pbs signals
        101: no-entry signals
      • m3 bits 7..4: bit set = signal 3..0 present
      • m4 bits 7..4: bit clear = signal 3..0 shows red
    • m2 bits 8..10: track reserved for pbs
      0  not reserved
      1  X direction
      2  Y direction
      3  north corner (W-E)
      4  south corner (W-E)
      5  west corner (N-S)
      6  east corner (N-S)
    • m2 bit 11: opposite track is reserved, too
  • m5 bit 7 set, bit 6 set: railway depot
    • m2: Depot index
    • m5 bits 1..0: exit towards
      0  NE
      1  SE
      2  SW
      3  NW
    • m5 bit 4: pbs reservation state
2 Roads
 
  • m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if there is no town or we are creating a town)
  • m7 bit 5 set = on snow or desert
  • m7 bits 7..6: present road types
    bit 0  normal road
    bit 1  tram
  • m5 bits 7 clear: road or level-crossing
    • m6 bits 5..3:
      0  on bare land
      1  on grass
      2  paved
      3  with streetlights
      5  tree-lined
      6  on grass with road works
      7  paved with road works
    • m3 bits 7..4: owner of road type 1 (tram); OWNER_NONE (10) is stored as OWNER_TOWN (0F)
    • m5 bit 6 clear: road
      • m1 bits 4..0: owner of the road type 0 (normal road)
      • m7 bits 3..0: counter for the roadworks
      • m5 bits 3..0: road layout road type 0 (normal road): bit set = road piece present:
        bit 0: NW piece
        bit 1: SW piece
        bit 2: SE piece
        bit 3: NE piece
      • m3 bits 0..3: road layout road type 1 (tram)
      • m5 bits 5..4: bits to disallow vehicles to go a specific direction
        bit 0: set = disallow driving in south-west or south-east direction
        bit 1: set = disallow driving in north-west or north-east direction
    • m5 bit 6 set: level crossing
      • m1 bits 4..0: owner of the railway track
      • m3 bits 3..0: railway track type
      • m5 bit 0: direction
        0  road in the X direction, rail in Y
        1  road in the Y direction, rail in X
      • m5 bit 5: set if crossing lights are on
      • m7 bits 4..0: owner of the road type 0 (normal road)
      • m5 bit 4: pbs reservation state
  • m5 bit 7 set, bit 6 clear: road depot
    • m1 bits 4..0: owner of the depot
    • m2: Depot index
    • m5 bits 1..0: exit towards:
      0  NE
      1  SE
      2  SW
      3  NW
3 Town building
 
  • m1 : Random bits (newhouses)
  • m2 : index into the array of towns
  • m3 bit 7 :
    • set : House is complete
      • m5 : Age of house in years, clamped at 255
    • clear : House is in construction
      • m5 bits 7..5 : free
      • m5 bits 4..3 : construction stage
      • m5 bits 2..0 : construction counter
  • m3 bit 6 : bit 8 of house type (m4), allowing 512 different types.
  • m3 bit 5 : free
  • m3 bits 4..0 : triggers activated (newhouses)
  • m4 : town building type (with m3[6] bit)
  • m5 : see m3 bit 7
  • m6 :
    • If newhouses is activated
      • bits 7..2 : Periodic processing time remaining
    • Standard behaviour
      • bits 7..2 : lift position (for houses type 04 and 05)
  • m7 :
    • If newhouses is activated
      • Current animation frame
    • Standard behaviour (only for houses type 04 and 05)
      • bits 7..4 : free
      • bits 3..1 : lift destination. Values can be 0..6, except 1.
        So the building has 6 effective floors. This is due to the fact that the first floor is 2 'normal' floors high.
        One 'normal' floor has a height of 6 lift positions.
      • bit 0 : Lift has destination when set
Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).
It allows the replacement of the properties as well as the graphics of houses in the game.
To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[6]) is tested for anything above 110.
110 is the count of standard houses. So above 110 means there is a new definition of at least one house
4 Trees
 
  • m1 bits 4..0: owner (normally 10)
  • m2 bits 8..6: ground
    0  on grass
    1  on rough land (density must be 3)
    2  on snow or desert
    3  on shore (density must be 3)
    4  on snow with rough land underneed
  • m2 bits 5..4: ground density
  • m2 bits 3..0: update counter, incremented on every periodic processing.
    on wraparound the growth status is updated (or, if it's 3, a random action is taken)
  • m3 bits 7..0: type of trees:
    00..0B  temperate climate trees
    0C..13  sub-arctic climate trees
    14..1A  rainforest trees
    1B cactus plants
    1C..1F  sub-tropical climate, non-rainforest, non-desert trees
    20..28  toyland trees
    Note: the actually displayed set of trees depends on both type and number of trees
  • m5 bits 7..6: number of trees minus one
  • m5 bits 2..0: growth status:
    0..2  one of trees is growing 
    3  all trees are fully grown 
    4..6  one of trees is withering 
5 Station tiles
 
  • m1 bits 6..5: water class for buoys, water part of docks and for airport tiles
  • m1 bits 4..0: owner of the station
  • m2: index into the array of stations
  • m3 bits 7..4: persistent random data for railway stations/waypoints and airports)
  • m3 bits 7..4: owner of tram tracks (road stop)
  • m3 bits 3..0: track type for railway stations/waypoints
  • m4: custom station id; 0 means standard graphics
  • m5: graphics index (range from 0..255 for each station type):
    00..07  railway station
    00..01  open platform
    02..03  open platform with station building
    04....07  roofed platform
    bit 0: clear = in X direction, set = in Y direction
    00..01 waypoints
    00  in X direction
    01  in Y direction
    00..FF all airports
    00..05  road stops
    00  exit towards NE
    01  exit towards SE
    02  exit towards SW
    03  exit towards NW
    04  drive through X
    05  drive through Y
    00..05  ship dock
    00  SW coast part
    01  NW coast part
    02  NE coast part
    03  SE coast part
    04  X direction water part
    05  Y direction water part
  • m6 bits 5..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint)
  • m6 bit 2: pbs reservation state for railway stations/waypoints
  • m7 bits 4..0: owner of road (road stops)
  • m7 bits 7..6: present road types (road stops)
  • m7: animation frame (railway stations/waypoints, airports)
6 Water
 
  • m1 bits 6..5 : Water class (sea, canal or river)
  • m1 bits 4..0: owner (for sea, rivers, and coasts normally 11)
  • m2: Depot index (for depots only)
  • m4: Random data for canal or river tiles
  • m5: tile type:
    00  water, canal or river
    01  coast or riverbank
    10..1B  canal locks
    10  middle part, (SW-NE direction)
    11  middle part, (NW-SE direction)
    12  middle part, (NE-SW direction)
    13  middle part, (SE-NW direction)
    14  lower part, (SW-NE direction)
    15  lower part, (NW-SE direction)
    16  lower part, (NE-SW direction)
    17  lower part, (SE-NW direction)
    18  upper part, (SW-NE direction)
    19  upper part, (NW-SE direction)
    1A  upper part, (NE-SW direction)
    1B  upper part, (SE-NW direction)
    80..83  ship depots
    80  ship depot, NE part (X direction)
    81  ship depot, SW part (X direction)
    82  ship depot, NW part (Y direction)
    83  ship depot, SE part (Y direction)
7 Void
  Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map,
so as to protect several algorithms from the consequences of a wraparound at the edges.
8 Industries
 
  • m1 bit 7: clear = under construction
    • m1 bits 6..5 : Water class (sea, canal, river or land)
    • m1 bits 3..2: construction counter, for buildings under construction incremented on every periodic tile processing
    • m1 bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps around
      the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above)
  • m2: index into the array of industries
  • m3: random bits (NewGRF)
  • m4: animation loop
  • m5: type (plus m6 bit 2):
    (note: this is not the same as the industry type, which is stored in the array of industries)
    00..06  coal mine
    00  wheel tower when not animated
    01  wheel tower when animated
    animation state in m7 bits 5..0; m7 bit 6 set = sound already generated
    07..0A  power station
    08  chimney
    0A  transformer; animation progress in m7(valid range 0..7)
    0B..0F  sawmill
    10..11  forest
    11  trees cut down
    12..17  oil refinery
    18..1C  oil rig
    1D..20  oil wells
    1D  not animated
    1E..20  various stages of animation; progress of animation in m7
    21..26  farm
    27..2A  factory (temperate climate)
    2B..2E  printing works
    2F..33  copper ore mine
    2F  wheel tower when not animated
    30  wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated
    31  chimney
    34..39  steel mill
    3A..3B  bank (temperate climate)
    3C..3F  food processing plant
    40..47  paper mill
    48..58  gold mine
    4F  wheel tower when not animated
    58  wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated
    59..5A  bank (sub-arctic or sub-tropical climate)
    5B..63  diamond mine
    64..73  iron ore mine
    74 fruit plantation
    75 rubber plantation
    76..77  water supply
    78 water tower
    79..7C  factory (sub-tropical climate)
    7D..80  lumber mill
    81..82  candyfloss forest
    82  candyfloss 'trees' cut down
    83..86  sweet factory
    87..88  battery farm
    88  batteries 'reaped'
    89 cola wells
    8A..8D  toy shop
    8E..93  toy factory
    8F  Animated part; animation state in m7 (valid range 00..31)
    Tile animation is started (m4 zeroed) on the periodic processing.
    While the animation is in progress, m4 holds the number of animation cycles that have already taken place.
    when this number reaches 8 the animation is stopped.
    94..9B  plastic fountains (various stages of cyclic animation)
    9C..9F  fizzy drink factory
    A0..A3  bubble generator
    A1  generators
    A2  bubble capture facility; animation state in m7 (valid range 00..27)
    A4..A6  toffee quarry
    A5  animated part; animation state in m3 (valid range 00..45)
    A7..AE  sugar mine
    AE  animated part; animation state in m3 (valid range 00..5F)
    AF..1FF  NewGRF industries industry
  • m6 bits 5..3: random triggers (NewGRF)
  • m6 bit 2: bit 8 of type (see m5)
  • m7: animation frame
9 Tunnel / bridge
 
  • m1 bits 4..0: owner
  • m3 bits 7..4: owner of tram
  • m3 bits 3..0: track type for railway
  • m5 bit 4: pbs reservation state for railway
  • m5 bits 7 clear: tunnel entrance/exit
  • m5 bit 7 set: bridge ramp
    • m6 bits 5..2: bridge type:
      Type  Max. speed (mph)  Description
      0  20 wooden
      1  30 concrete
      2  40 girder, steel
      3  50 suspension, concrete
      4  60 suspension, steel
      5  70 suspension, steel
      6  100 cantilever, steel
      7  130 cantilever, steel
      8  150 cantilever, steel
      9  160 girder, steel
      A  200 tubular, steel
      B  320 tubular, steel
      C  380 tubular, silicon
  • m5 bits 3..2: transport type
    0  railway
    1  road
    2  water
  • m5 bits 1..0: direction onto the bridge / out of the tunnel
    0  NE
    1  SE
    2  SW
    3  NW
  • m7 bits 4..0: owner of road
  • m7 bit 5 set = on snow or desert
  • m7 bits 7..6: present road types for road
A Objects
 
  • m1 bits 6..5 : Water class (sea, canal, river or land)
  • m1 bits 4..0: owner of the object (for lighthouses and transmitters normally 10)
  • m2: index into the array of objects, bits 0 to 15 (upper bits in m5)
  • m3: random bits
  • m5: index into the array of objects, bits 16 to 23 (lower bits in m2)
  • m7: animation counter
Classes B through F are reserved. The presence of a tile in one of the reserved classes will crash OTTD.

Original Copyright © 2003 by Marcin Grzegorczyk for TTDLX.
Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer.
All the other trademarks are the property of their respective owners.