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:

The tile type.

00

Ground

01

Railway tracks

02

Roads

03

Town building

04

Trees

05

Station tiles

06

Water

07

Void

08

Industries

09

Tunnel / bridge

0A

Objects

·        Bits 3..2:

Presence and direction of bridge above.

00

no bridge

01

Axis X (North-East)

02

Axis Y (South-West)

Only meaningfull in tropic climate. It contains the definition of the available zones

00

normal

01

desert

02

rain forest

The type of water that is on a tile.

00

Sea

01

Canal

02

River

03

Invalid, i.e. no water on this tile

The owner of a tile can be either companies (human or AI) or "Game entities".

00..0E

Normal companies

0F

a town owns the tile

10

nobody owns the tile

11

"water" owns the tile

FF

spectator in MP or in scenario editor

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)

o   m2: index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed

o   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

normal road

bit

tram

  • m3 bits 7..4: owner of road type 1 (tram); OWNER_NONE (10) is stored as OWNER_TOWN (0F)
  • 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

    • 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

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

    • m7 bits 4..0: owner of the road type 0 (normal road)

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 :
    • If water class is not WATER_CLASS_CANAL (01)
      • bits 4..0 : owner of the station
    • If water class is WATER_CLASS_CANAL (01)
      • bit 4:

0

canal not built on river

1

canal built on river

      • bits 3..0 : owner of the station; OWNER_NONE (10) is stored as OWNER_TOWN (0F)
  • 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 7..6:
    • If water class is WATER_CLASS_CANAL (01)
      • bits 3..2 of owner of canal (see m6 bits 1..0)
  • 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
  • m6 bits 1..0:
    • If water class is WATER_CLASS_CANAL (01)
      • owner of canal (plus m6 bits 7..6); OWNER_NONE (10) is stored as OWNER_TOWN (0F)
  • 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 :
    • If water class is not WATER_CLASS_CANAL (01)
      • bits 4..0 : owner (for sea, rivers, and coasts normally 11)
    • If water class is WATER_CLASS_CANAL (01)
      • bit 4:

0

canal not built on river

1

canal built on river

      • bits 3..0 : owner; OWNER_NONE (10) is stored as OWNER_TOWN (0F)
  • 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)

  • m6 bits 7..6:
    • If water class is WATER_CLASS_CANAL (01)
      • bits 3..2 of owner of canal (see m6 bits 1..0)
  • m6 bits 1..0:
    • If water class is WATER_CLASS_CANAL (01)
      • owner of canal (plus m6 bits 7..6); OWNER_NONE (10) is stored as OWNER_TOWN (0F)

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)
    • If water class is WATER_CLASS_CANAL (01)
      • bit 4:

0

canal not built on river

1

canal built on river

    • 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 7..6:
    • If water class is WATER_CLASS_CANAL (01)
      • bits 3..2 of owner of canal (see m6 bits 1..0)
  • m6 bits 5..3: random triggers (NewGRF)
  • m6 bit 2: bit 8 of type (see m5)
  • m6 bits 1..0:
    • If water class is WATER_CLASS_CANAL (01)
      • owner of canal (plus m6 bits 7..6) ; OWNER_NONE (10) is stored as OWNER_TOWN (0F)
  • 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 :
    • If water class is not WATER_CLASS_CANAL (01)
      • bits 4..0 : owner of the object (for lighthouses and transmitters normally 10)
    • If water class is WATER_CLASS_CANAL (01)
      • bit 4:

0

canal not built on river

1

canal built on river

      • bits 3..0 : owner of the object; OWNER_NONE (10) is stored as OWNER_TOWN (0F)
  • 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)
  • m6 bits 7..6:
    • If water class is WATER_CLASS_CANAL (01)
      • bits 3..2 of owner of canal (see m6 bits 1..0)
  • m6 bits 1..0:
    • If water class is WATER_CLASS_CANAL (01)
      • owner of canal (plus m6 bits 7..6); OWNER_NONE (10) is stored as OWNER_TOWN (0F)
  • 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.