Landscape

Seven attributes (counting "type_height") hold the informations about a tile.
These attributes are referred to as "type_height", "m1", "m2", "m3", "m4", "m5" and "m6".
The most important value is the class of a tile, stored in the upper 4 bits of the type_height array. The lower 4 bits are used to encode the height and slope data.
For a graphical representation of the tile-layout have a look at Landscape grid page.

The owner of a tile, as frequently associated with attribute m1, can be either players (human or AI) or "Game entities". They are identified using:
00  current player
01..08  AI or network players
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: owner of the tile (normally 10)
  • 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..0: tile type:
    00  bare land
    01  1/3 grass
    02  2/3 grass
    03  full grass
    07  rough land
    0B  rocks
    0F  fields; type of fields in m3 bits 3..0 (legal values: 0 through 9)
    m2: Index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed
    10  1/4 snow
    11  2/4 snow
    12  3/4 snow
    13  full snow
    15  partial desert
    17  full desert
1 Railway tracks
 
  • m5 bit 7 clear: railway track
    • m1: owner of the track
    • m3 bits 3..0 = track type:
      0  conventional railway
      1  electrified railway
      2  monorail
      3  maglev
    • m4 bits 3..0:
      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
    • 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 7 set: railway depot / checkpoints
    • m1: owner of the depot / checkpoint
    • m2: For waypoints, index into the array of waypoints.
    • m3 bits 3..0 = track type
    • m4 bits 3..0 = ground type, as per m4 bits 3..0 for railway tiles.
    • m5 value C0..C3: railway depot
      m5 bits 1..0
      direction: exit towards:
      00  NE
      01  SE
      02  SW
      03  NW
    • m5 value 80..81: checkpoint
      bit 0
      clear in X direction
      set in Y direction
  • m5 bit 6 set = with signals:
    • m2 bits 7..4: bit clear = signal shows red; same bits as in m3
    • m2 bit 2: set = semaphore signals, clear = light signals
    • m2 bits 1..0 : type of signal
      00: normal signals
      01: pre-signals
      10: exit-signals
      11: combo-signals
    • m3 bits 7..4: bit set = signal present:
      • For track in the X direction:
        bit 6: signal in the SW direction
        bit 7: signal in the NE direction
      • For track in the Y direction:
        bit 6: signal in the NW direction
        bit 7: signal in the SE direction
      • For tracks in the W-E direction:
        bit 4: signal in the W direction on the track in the S corner
        bit 5: signal in the E direction on the track in the S corner
        bit 6: signal in the W direction on the track in the N corner
        bit 7: signal in the E direction on the track in the N corner
      • For tracks in the N-S direction:
        bit 4: signal in the S direction on the track in the E corner
        bit 5: signal in the N direction on the track in the E corner
        bit 6: signal in the S direction on the track in the W corner
        bit 7: signal in the N direction on the track in the W corner
2 Roads
 
  • m5 bits 7..4 clear: road
    • m1: owner of the road
    • m2: Index into the array of towns, 0 for non-town roads
    • m3 bit 7 set = on snow or desert
    • m3 bits 6..4:
      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 3..0: counter for the roadworks
    • m5 bits 3..0: road layout: bit set = road piece present:
      bit 0: NW piece
      bit 1: SW piece
      bit 2: SE piece
      bit 3: NE piece
  • m5 bit 5 set: road depot
    • m1: owner of the depot
    • m3 bit 7 set = on snow or desert (not displayed, but set internally)
    • m5 bits 3..0 - direction: exit towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
  • m5 bit 4 set, bits 7..5 clear: level crossing
    • m1: owner of the railway track
    • m2: Index into the array of towns, 0 for non-town roads
    • m3 bit 7 set = on snow or desert
    • m3 bits 6..4: 0 - on bare land, 1 - on grass, 2 or higher - paved
    • m3 bits 3..0: track type
    • m4: owner of the road
    • m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)
    • m5 bit 2: set if crossing lights are on
3 Town building
 
  • m2: Index into the array of towns
  • m3 bits 7..6: stage of construction (3 = completed)
  • m4: town building type:
    Note: In the climate list, 'sub-arctic' means below the snow line, and 'snow' means above the snow line in the sub-arctic climate.
    Type  Size  Climates  Description
    00  1×1 temperate tall office block
    01  1×1 temperate office block
    02  1×1 temperate small block of flats
    03  1×1 temperate church
    04  1×1 temperate, sub-arctic, sub-tropical large office block
    05  1×1 snow large office block
    06  1×1 temperate town houses
    07..08  1×2 temperate hotel
    09  1×1 temperate, sub-arctic, sub-tropical   statue
    0A  1×1 temperate, sub-arctic, sub-tropical fountain
    0B  1×1 temperate park (with a pond)
    0C  1×1 temperate park (with an alley)
    0D  1×1 temperate office block
    0E..10  1×1 temperate various types of shops and offices
    11  1×1 temperate, sub-arctic, sub-tropical modern office building
    12  1×1 temperate warehouse
    13  1×1 temperate office block (with spiral stairway on the side)
    14..17  2×2 temperate stadium
    18  1×1 temperate old houses
    19  1×1 temperate cottages
    1A  1×1 temperate houses
    1B  1×1 temperate flats
    1C  1×1 temperate tall office block
    1D  1×1 temperate shops and offices
    1E  1×1 temperate, sub-tropical shops and offices
    1F  1×1 temperate theatre
    20..23  2×2 temperate, sub-arctic, sub-tropical stadium (modern style)
    24  1×1 temperate, sub-arctic, sub-tropical offices (the modern 'vertical tube' style)
    25  1×1 sub-arctic houses
    26  1×1 snow houses
    27  1×1 temperate cinema
    28..2B  2×2 temperate shopping mall
    2C  1×1 sub-arctic flats
    2D  1×1 snow flats
    2E  1×1 sub-arctic houses
    2F  1×1 snow houses
    30  1×1 sub-arctic houses
    31  1×1 snow houses
    32  1×1 sub-arctic, sub-tropical tall office block
    33  1×1 snow tall office block
    34  1×1 sub-arctic tall office block
    35  1×1 snow tall office block
    36  1×1 sub-arctic, sub-tropical tall office block
    37  1×1 snow tall office block
    38  1×1 sub-arctic houses
    39  1×1 snow houses
    3A  1×1 sub-arctic shops and offices
    3B  1×1 snow shops and offices
    3C  1×1 sub-arctic church
    3D  1×1 snow church
    3E  1×1 sub-arctic houses
    3F  1×1 snow houses
    40  1×1 sub-arctic shops and offices
    41  1×1 snow shops and offices
    42..43  1×2 sub-arctic hotel
    44..45  1×2 snow hotel
    46  1×1 sub-arctic, sub-tropical shops and offices
    47  1×1 snow shops and offices
    48  1×1 sub-arctic tall office block
    49  1×1 snow tall office block
    4A..4B  2×1 sub-arctic tall office block
    4C..4D  2×1 snow tall office block
    4E  1×1 sub-tropical houses (with a tree in a corner)
    4F, 50  1×1 sub-tropical houses
    51  1×1 sub-tropical houses (suburb-type)
    52  1×1 sub-tropical flats
    53  1×1 sub-tropical church
    54  1×1 sub-tropical houses (with two trees in front)
    55, 56  1×1 sub-tropical flats
    57..58  2×1 sub-tropical tall office block
    59  1×1 sub-tropical flats
    5A  1×1 sub-tropical tall office block
    5B  1×1 toyland church
    5C..61  1×1 toyland various types of toyland houses
    62  1×1 toyland tall office block
    63..64  1×2 toyland houses ('shoe' style)
    65  1×1 toyland tall office block
    66  1×1 toyland igloo
    67  1×1 toyland tepees
    68, 69  1×1 toyland shops and offices
    6A  1×1 toyland tall office block
    6B  1×1 toyland statue
    6C  1×1 toyland teapot-house
    6D  1×1 toyland piggy-bank
  • m5 bits 2..0: construction counter, for buildings under construction incremented on every periodic tile processing
    On wraparound the stage of construction in m3 is increased
  • for large office blocks (types 04 and 05):
    • m1 bits 6..0: position of the lift
    • m1 bit 7: if set the lift is moving
    • m5 bit 7: if set then m5 bits 5..0 hold the destination floor of the lift, which could 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.
4 Trees
 
  • m1: owner (normally 10)
  • m2 bits 5..4:
    0  on grass
    1  on rough land
    2  on snow or desert; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
  • 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
  • m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)
  • m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)
  • 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: owner of the station
  • m2: index into the array of stations
  • m3 bits 7..4: persistent random data for newstations
  • m3 bits 3..0: track type for railway stations, must be 0 for all the other stations
  • m4: custom station id; 0 means standard graphics
  • m5: tile 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
    08..33  large airport
    0B  pad 1
    16..19  runway middle
    1A  runway ending
    1C  control tower
    20  hangar
    21  pad 3
    22  pad 2
    27..32  radar (animated)
    33  transmitter
    The initial layout of a large airport is (rows in Y direction, columns in X direction):
    1F 1B 1E 33 26 1A
    09 24 0B 0C 0D 16
    21 1D 23 0E 0F 17
    09 22 0D 11 10 18
    09 08 14 13 12 19
    20 0A 15 1C 27 1A
    
    34..41  small airport
    3A..3D  field with the wind meter (animated)
    3E  runway south ending
    3F  runway middle
    40  runway north ending
    41  hangar
    The initial layout of a small airport is (rows in Y direction, columns in X direction):
    36 3A 40
    35 39 3F
    34 38 3F
    41 37 3E
    
    42 heliport
    43..46  lorry loading area : exit towards:
    43  NE
    44  SE
    45  SW
    46  NW
    47..4A  bus station : exit towards:
    47  NE
    48  SE
    49  SW
    4A  NW
    4B oilfield
    4C..51  ship dock
    4C  SW coast part
    4D  NW coast part
    4E  NE coast part
    4F  SE coast part
    50  X direction water part
    51  Y direction water part
    52 buoy
    53..A7  used by RichK's larger airports
  • m6 bit 3: 1 when a drive through road stop is built over a town owned road, otherwise 0
6 Water
 
  • m1: owner (for water and coasts normally 11)
  • m5: tile type:
    00  water
    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 Industry tile
 
  • m1 bit 7: clear = under construction
    • m1 bits 4..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
  • m5: type:
    (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 m3 bits 5..0; m3 bit 6 set = sound already generated
    07..0A  power station
    08  chimney
    0A  transformer; animation progress in m3(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 m3
    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 m3 bits 5..0; m3 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 m3 bits 5..0; m3 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 m3 (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 m3 (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)
9 Tunnel / bridge
 
  • m5 bits 7..4 clear: tunnel entrance/exit
    • m1: owner of the tunnel
    • m3 bits 3..0 = track type for railway tunnel, must be 0 for road tunnel
    • m4 bit 7 set = on snow or desert
    • m5 bits 3..2: 0 - railway tunnel, 1 - road tunnel
    • m5 bits 1..0 - direction: entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
  • m5 bit 7 set: bridge ramp
    • m1: owner of the bridge
    • m2 bits 7..4: 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
    • m3 bits 3..0 = type of track on the bridge, must be 0 for road bridge
    • m4 bit 7 set = on snow or desert
    • m5 bits 3..2: 0 - railway bridge, 1 - road bridge
    • m5 bits 1..0: DiagDirection onto the bridge
A Unmovables
 
  • m1: owner of the object (for lighthouses and transmitters normally 10)
  • m5: tile type:
    00  transmitter
    01  lighthouse
    02  company statue
    03  company-owned land
    80..93  company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)
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.