<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://www.tt-wiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fultron78</id>
	<title>TTWiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://www.tt-wiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fultron78"/>
	<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/wiki/Special:Contributions/Fultron78"/>
	<updated>2026-05-17T12:38:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://www.tt-wiki.net/index.php?title=Variable:List&amp;diff=7979</id>
		<title>Variable:List</title>
		<link rel="alternate" type="text/html" href="https://www.tt-wiki.net/index.php?title=Variable:List&amp;diff=7979"/>
		<updated>2011-12-08T09:36:12Z</updated>

		<summary type="html">&lt;p&gt;Fultron78: /* Class 1E - Industries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== All Known Variables ==&lt;br /&gt;
&lt;br /&gt;
===Common===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;auxdata[range]&#039;&#039;&#039; - Unknown&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;basecostfact/buildcostfact&#039;&#039;&#039; - The cost of a bridge/track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;costfact&#039;&#039;&#039; - Purchase cost factor (final cost = basecost[costind]*costfact)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;costind&#039;&#039;&#039; - Purchase cost index (index into a table of base costs), lower means higher final costs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:trackpieces|trackpieces]]&#039;&#039;&#039; - What trackpieces this track, trackmod, roadmod or train station has&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:description|description]]&#039;&#039;&#039; - The description of the object in various languages&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;designed&#039;&#039;&#039; - Year object is designed, 0 if available from the begining&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux01&#039;&#039;&#039; - number of entries in aux_0 and aux_1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux02ent&#039;&#039;&#039; - number of aux_2 array entries&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux03ent&#039;&#039;&#039; - number of aux_3 array entries&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux04ent&#039;&#039;&#039; - number of aux_4 array entries&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux05ent&#039;&#039;&#039; - number of aux_5 array entries&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;nummods&#039;&#039;&#039; - Number of mods required (vehicles) or buildable (for track)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;obsolete&#039;&#039;&#039; - Year object becomes obsolete, 65535 if never&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:roadpieces|roadpieces]]&#039;&#039;&#039; - Same as [[variable:trackpieces|trackpieces]] but ONLY has smallcurve, tightcurve, normalslope, steelslope and reverse (for tram), and only for roads, and road stations&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;salecostfact/sellcostfact&#039;&#039;&#039; - sale/sell cost factor of bridge/track (final cost = basecost[costind]*salecostfact)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:sprite|sprite(range)]]&#039;&#039;&#039; - Inividual sprites&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:stringtable|stringtable(range)]]&#039;&#039;&#039; - A range of strings, mainly used for descriptions of objects&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:trackmod|trackmod(array)]]&#039;&#039;&#039; - Array of trackmods required for vehicle to run, or trackmods available in the case of tracks/roads&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 00 - Interface===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;field_0[6]&#039;&#039;&#039; - Game Object Tooltip - first line: Object name.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[7]&#039;&#039;&#039; - Game Object Tooltip - next lines: Object data/Action info.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[8]&#039;&#039;&#039; - UI Tooltip (button info)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[9]&#039;&#039;&#039; - Action popups, &amp;quot;Can&#039;t build/remove ...&amp;quot;, &amp;quot;Screenshot saved ...&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[10]&#039;&#039;&#039; - Win-Tabs: &#039;&#039;&#039;Player Items&#039;&#039;&#039; - Build New Vehicles, Vehicles, Stations, Player Status, Messages.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[11]&#039;&#039;&#039; - Win-Top - most non-player related windows.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[12]&#039;&#039;&#039; - Win-Tab: &#039;&#039;&#039;Map Objects&#039;&#039;&#039; - Towns, Industries, Scenario Editor - Object Selection.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[13]&#039;&#039;&#039; - Win-Tab: &#039;&#039;&#039;Player Construction&#039;&#039;&#039; - Build- Tracks/Roads, Docks/Airport.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[14]&#039;&#039;&#039; - Win-Tab: &#039;&#039;&#039;Map Construction&#039;&#039;&#039; - Construction -land, Scenario-Generator/Challenge.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[15]&#039;&#039;&#039; - Win-Tab - Overview Map.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[16]&#039;&#039;&#039; - Win-Tab: &#039;&#039;&#039;General&#039;&#039;&#039; - Options, About.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[18]&#039;&#039;&#039; - main buttons 1: File, Sound.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[19]&#039;&#039;&#039; - main buttons 2: Zoom, Rotate, View.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[20]&#039;&#039;&#039; - main buttons 3: Construction-Land, Tracks, Roads, Docks/Airport, Build Vehicles.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[21]&#039;&#039;&#039; - main buttons 4: Vehicles, Stations, Towns, Industries.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[22]&#039;&#039;&#039; - main buttons 5: Player Status, Performance.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[23]&#039;&#039;&#039; - main buttons 6: Time, Messages, Map.&lt;br /&gt;
&lt;br /&gt;
Values:&lt;br /&gt;
* Palette-numbers 0-30, those are the 31 internal used color gradient sets.&lt;br /&gt;
* Other values are excepted but have no real use, and can give strange side effects.&lt;br /&gt;
* Value/order of palette sets -&amp;gt; player-status color-picker(LR/UD)&lt;br /&gt;
&lt;br /&gt;
Linked to PlayerColor 1:&lt;br /&gt;
* (Win-top) &#039;&#039;&#039;Player Items&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Player Construction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Not Editable:&lt;br /&gt;
* Scenario Editor: [Back to Previous] &amp;amp; [Forward to Next] navigation buttons.&lt;br /&gt;
* Intro screen: Big green buttons.&lt;br /&gt;
* Warning message windows: &amp;quot;Are you sure ...&amp;quot;, &amp;quot;Vehicle can&#039;t ...&amp;quot;, etc.&lt;br /&gt;
* File windows: Load, Save, New game.&lt;br /&gt;
* Two player connection window.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 02 - Currencies===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;shiftnum&#039;&#039;&#039; - How many times to multiply pound value by 2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;zeroes&#039;&#039;&#039; - How many zeros after pound value&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 05 - Water===&lt;br /&gt;
&lt;br /&gt;
Its as high as the Water-Level set in the map/scenario editor and absolutely flat in the beginning.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[2]&#039;&#039;&#039; = &amp;quot;2&amp;quot; (might be default water level)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[4]&#039;&#039;&#039; = &amp;quot;102&amp;quot; (might be ingame level changing price)&lt;br /&gt;
----&lt;br /&gt;
===Class 06 - Ground===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_3[0]&#039;&#039;&#039; - The number of levels stored in the object. I.e. for grass it is the number of levels of &amp;quot;grassiness&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_A[17]&#039;&#039;&#039; - The number rough tiles.&lt;br /&gt;
&lt;br /&gt;
The total number of sprites stored in the file is: 82 * &#039;&#039;&#039;field_3[0]&#039;&#039;&#039; + &#039;&#039;&#039;field_A[17]&#039;&#039;&#039; + 7&lt;br /&gt;
&lt;br /&gt;
The sprites are stored in groups of 19. &#039;&#039;&#039;field_3[0]&#039;&#039;&#039; groups for each zoom-level. The last zoom-level (the closest) also stores 6 plain textures in different shades after each group. Sprite index 16 within each group is often empty, as it is normally not seen.&lt;br /&gt;
&lt;br /&gt;
Sprite 82 * &#039;&#039;&#039;field_3[0]&#039;&#039;&#039; is a height map color scale. Then comes three buttons or icons. Last is &#039;&#039;&#039;field_A[17]&#039;&#039;&#039; rough tiles.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 08 - Cargo types===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;decay1days&#039;&#039;&#039; - Duration of first decay rate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;decay1rate&#039;&#039;&#039; - First decay rate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;decay2rate&#039;&#039;&#039; - Second decay rate&lt;br /&gt;
; flags&lt;br /&gt;
: &#039;&#039;&#039;bit_2&#039;&#039;&#039; - Unknown&lt;br /&gt;
: &#039;&#039;&#039;refitoption&#039;&#039;&#039; - Does refitting a vehicle allow it to carry this cargo type?&lt;br /&gt;
&#039;&#039;&#039;paymentfactor&#039;&#039;&#039; - Payment factor&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;paymentind&#039;&#039;&#039; - Payment index&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;peakdays&#039;&#039;&#039; - Days at which payment remains at maximum&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;unitweight&#039;&#039;&#039; - Weight per unit in 1/256 tons&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 09 - Fences===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field_0[6]&#039;&#039;&#039; is always &amp;quot;15&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_8&#039;&#039;&#039; is &amp;quot;2&amp;quot; or &amp;quot;5&amp;quot; (might set the height in 1/16 units)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_9&#039;&#039;&#039; is always &amp;quot;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0A - Signals===&lt;br /&gt;
&lt;br /&gt;
; field_0[2] - country signal built style + ?&lt;br /&gt;
: &#039;&#039;&#039;0&#039;&#039;&#039; - build signal on left side of track (british style)&lt;br /&gt;
: &#039;&#039;&#039;1&#039;&#039;&#039; - build signal on right side of track (american/european style)&lt;br /&gt;
: &#039;&#039;&#039;2&#039;&#039;&#039; - ?&lt;br /&gt;
: &#039;&#039;&#039;4&#039;&#039;&#039; - ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;field_0[5]&#039;&#039;&#039; - number of signal frames (4,7,10) -&amp;gt; signal states (2,3,4), frames = (states*3)-2&lt;br /&gt;
: input value seems to be fixed, other values where not accepted (locomotion loading lockup)&lt;br /&gt;
: signals have 8 directional images per frame group.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0B - Crossings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;field_7[1]&#039;&#039;&#039; - Number of frames of closing animation. &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;field_7[2]&#039;&#039;&#039; - Number of frames of closed animation. &amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;field_7[5]&#039;&#039;&#039; - Introduction year.&lt;br /&gt;
&lt;br /&gt;
This is the order of sprites. If You use animation frames, add 8, 16, 24... to these numbers:&lt;br /&gt;
&lt;br /&gt;
[[File:Crossing.PNG]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 0C - Street Lights===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;year[array]&#039;&#039;&#039; - The year the street lights get build&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0D - Tunnel Entrances===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0E - Bridges===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[variable:disabledtrackcfg|disabledtrackcfg]]&#039;&#039;&#039; - Decides what types of corners and slopes the bridge can be used for&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;heightcostfact&#039;&#039;&#039; - Cost factor for bridge height&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;maxheight&#039;&#039;&#039; - Maximum height for the bridge, in feet&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;maxspeed&#039;&#039;&#039; - Maximum speed for the bridge, in mph&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;noroof&#039;&#039;&#039; - Does the bridge have a roof? (?)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;pillarspacing&#039;&#039;&#039; - The space between the bridge pillars&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;spanlength&#039;&#039;&#039; - Length of a bridge element, the BrickBridge has 1, the Steel Arch 2, the Steel Girder 2, the WoodBridge 1, the Suspension 4 parts to have one complete bow.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_9&#039;&#039;&#039; - The space between the bridge columns (153 Steel Arch, 153 Steel Girder, 2550 Brick, 24 Suspension, 255 Wood Bridge )&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 0F - Train Stations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;auxdata[range]&#039;&#039;&#039; - positions of cargo icons on stations&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[12]&#039;&#039;&#039; - Bit 0, use company colored transparency effect (like Passenger Terminus)&lt;br /&gt;
&lt;br /&gt;
auxdata: train stations (TRSTATx) (32 arrays * 57 fields)&lt;br /&gt;
 &lt;br /&gt;
* positions of cargo/passenger on train stations, probably same use in road stations (RDSTATx/RDSTATLx)&lt;br /&gt;
* the arrays are grouped in sets of 4, every set covers one direction (rail build-direction),&lt;br /&gt;
* 1 array per station tile.&lt;br /&gt;
* station cargo arrays are linked to the on-screen orientation of the track build-directions.&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[0,1,2,3]&#039;&#039;&#039; = BottomLeft -&amp;gt; TopRight (45&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[4,5,6,7]&#039;&#039;&#039; = TopLeft -&amp;gt; BottomRight (135&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[8,9,10,11]&#039;&#039;&#039; = TopRight -&amp;gt; BottomLeft (225&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[12,13,14,15]&#039;&#039;&#039; = LowerRight -&amp;gt; UpperLeft (315&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0[16;31]&#039;&#039;&#039; = not sure, probably reserved for diagonal(map) stations (trains only)&lt;br /&gt;
* every array contains ofset values for one station/tile&amp;lt;br&amp;gt;array fields are grouped in sets of 4 fields, (57-1)/4=14 icons per station&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_x[0]&#039;&#039;&#039; = general icon height offset for that array (screen +Y ofset)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_x[+1,+2]&#039;&#039;&#039; = X + Y offset for cargo(non passenger) icon (ofset is map orientated)&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_x[+3,+4]&#039;&#039;&#039; = X + Y offset for passenger icon (offset is map orientated)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 10 - Track mods===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isoverhead&#039;&#039;&#039; - 1 for catenary like look, 0 for extra rail-like look&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 11 - Tracks===&lt;br /&gt;
&lt;br /&gt;
trackst.dat and trackng.dat (the object tree for *.dat object files seems to start here, for a lot of objects being linked to in it and those link to their subobjects...)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;displayoffset&#039;&#039;&#039; - Vertical offset of vehicles in list windows (e.g. train list, new vehicle list, ...)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;bridge[array]&#039;&#039;&#039; - Array of bridges compatible for the track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;curvespeed&#039;&#039;&#039; - Speed of vehicles in curves of track (not mph)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numbridges&#039;&#039;&#039; - Amount of bridge objects for the track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numsignals&#039;&#039;&#039; - Amount of signal objects for the track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numstations&#039;&#039;&#039; - Amount of stations objects for track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;signal[array]&#039;&#039;&#039; - Array of signals available for the track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;station[array]&#039;&#039;&#039; - Array of station objects for track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:trackpieces|stationtrackpieces]]&#039;&#039;&#039; - What trackpieces supports a station&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;tunnel&#039;&#039;&#039; - Tunnel object for track&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;tunnelcostfact&#039;&#039;&#039; - Tunnel cost factor (final cost = basecost[costind]*tunnelcostfact)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_3[array]&#039;&#039;&#039; - [0] has something to do with disallowing junctions&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 12 - Road stations===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &#039;&#039;&#039;Field_B[0]&#039;&#039;&#039; - Describes the function of the road station, per below.&lt;br /&gt;
 ##   Cargo      Where Built        Vehicles&lt;br /&gt;
 --   -----      -----------        ---------&lt;br /&gt;
 0     All        Any straight      (B)us, (T)rucks&lt;br /&gt;
 1     All        Any straight      B,T&lt;br /&gt;
 2     Passenger  Any straight      B,T, Trams**&lt;br /&gt;
 3     Passenger  Any straight      B&lt;br /&gt;
 4     Freight    Any straight      T&lt;br /&gt;
 5     Freight    Any straight      T&lt;br /&gt;
 6     X* &lt;br /&gt;
 7     X*&lt;br /&gt;
 8     All        Ends of roads     B,T&lt;br /&gt;
 9     All        Ends of roads     B,T&lt;br /&gt;
 10    Passenger  Ends of roads     B&lt;br /&gt;
 11    Passenger  Ends of roads     B&lt;br /&gt;
 12    Freight    Ends of roads     T&lt;br /&gt;
 13    Freight    Ends of roads     T&lt;br /&gt;
 14    X*&lt;br /&gt;
 15    X*&lt;br /&gt;
&lt;br /&gt;
 * These values cause non-fatal crashes when loading scenario&lt;br /&gt;
 ** Possibly related to field_29 of trams?&lt;br /&gt;
&lt;br /&gt;
===Class 13 - Road mods===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 14 - Roads===&lt;br /&gt;
&#039;&#039;&#039;Field_B[0&amp;amp;1]&#039;&#039;&#039; - Maximum speed (16-Bit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field_B[2]&#039;&#039;&#039; - Unknown; Is &amp;quot;1&amp;quot; in general and not set in ROADRGH or ROADTRAM&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_B[7]&#039;&#039;&#039; - bitmask:&lt;br /&gt;
:&#039;&#039;Bit_0&#039;&#039; - Is one way road&lt;br /&gt;
:&#039;&#039;Bit_1&#039;&#039; - Appears in build-tracks menu (rather than build-roads) - used for trams, might trigger other things aswell&lt;br /&gt;
:&#039;&#039;Bit_2&#039;&#039; - Road-like intersections; Vehicles can turn in any direction&lt;br /&gt;
:&#039;&#039;Bit_3&#039;&#039; - Vehicle with the anytrack flag set can run on this road. Has other effects aswell, and Locomotion crashes if you change this for a road and load a savegame with it.&lt;br /&gt;
:&#039;&#039;Bit_4&#039;&#039; - Unknown; Used by all roads&lt;br /&gt;
:&#039;&#039;Bit_5&#039;&#039; - Unknown; Not used by original roads&lt;br /&gt;
:&#039;&#039;Bit_6&#039;&#039; - Vehicles can overtake one another. When not set, Terminus stations become impossible. Vehicles still change side after turning if Bit_3 is set.&lt;br /&gt;
:&#039;&#039;Bit_7&#039;&#039; - Unknown; Used by all roads&lt;br /&gt;
&#039;&#039;&#039;Field_B[8]&#039;&#039;&#039; - bitmask:&lt;br /&gt;
:&#039;&#039;Bit_0&#039;&#039; - Can have street lights&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field_15[7]&#039;&#039;&#039; - numstations; Amount of stations objects for road&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numstations&#039;&#039;&#039; - Unknown/Unused&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_1E[6]&#039;&#039;&#039; - bitmask, sprites related:&lt;br /&gt;
:&#039;&#039;Bit_0&#039;&#039; - Three tiles are overlaid (tram track - rail, sleepers and ballast)&lt;br /&gt;
:&#039;&#039;Bit_1&#039;&#039; - Has a direction (ROADUS1); Twice as many sprites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field_1E[7]&#039;&#039;&#039; - [[#Common|nummods]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_29[0]&#039;&#039;&#039; - Unknown; Only used by ROADTRAM and set to &amp;quot;2&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Field_29[5]&#039;&#039;&#039; - Precedence; Roads with higher numbers take precedence over lower roads, that means cities may upgrade the latter with the former. Cities only build roads with Field_B[7]:Bit_3 set.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 15 - Airports===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[allowedplanetypes]]&#039;&#039;&#039; - What plane types are allowed to land&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;numspritesets&#039;&#039;&#039; - Number of sprite sets (sets of four sprites not counting the UI icon) included in the file&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;numtiles&#039;&#039;&#039; - Number of tile definitions&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2x2tiles&#039;&#039;&#039; - Bit mask of tiles that are 2x2 (note, bit numbers are in hex!)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;minx&#039;&#039;&#039;, &#039;&#039;&#039;miny&#039;&#039;&#039;, &#039;&#039;&#039;maxx&#039;&#039;&#039;, &#039;&#039;&#039;maxy&#039;&#039;&#039; - Extent of airport grid&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;numnodes&#039;&#039;&#039; - Number of nodes (vertices) in aircraft movement pattern&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;numedges&#039;&#039;&#039; - Number of edges connecting nodes in aircraft movement pattern&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;field_B6&#039;&#039;&#039; - Bit mask of edges from entrance node to terminals (see [[Aircraft Movement Graph]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;spriteheight&#039;&#039;&#039; (auxdata) - defines height of all spritesets&lt;br /&gt;
:	&#039;&#039;&#039;height[array]&#039;&#039;&#039; - Height of the spritesets&lt;br /&gt;
&#039;&#039;&#039;spriteanimframes&#039;&#039;&#039; (auxdata) - number of animation frames of the spritesets&lt;br /&gt;
:	&#039;&#039;&#039;frames[array]&#039;&#039;&#039; - Number of frames, must be same for all frames of an animation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tile[array]&#039;&#039;&#039; (auxdata) - tile definitions for airport [[Layout]]&lt;br /&gt;
:	&#039;&#039;&#039;spriteset[array]&#039;&#039;&#039; - list of spritesets to use on this tile&lt;br /&gt;
&#039;&#039;&#039;layout&#039;&#039;&#039; (auxdata) - place tiles for airport [[Layout]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;node[array]&#039;&#039;&#039; - node definitions for [[Aircraft Movement Graph]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;edge[array]&#039;&#039;&#039; - edge definitions for [[Aircraft Movement Graph]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 16 - Docks===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 17 - Vehicles===&lt;br /&gt;
&lt;br /&gt;
[[variable:VehicleList|Alphabetical list of all vehicles]] (*.dat file names)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;colourtype&#039;&#039;&#039; - Which colour set to use if e.g. passenger vehicles have different colours&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:cargo|cargo]]&#039;&#039;&#039; - The cargo the vehicle can carry&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;class&#039;&#039;&#039; - What does it run on, 0=rail, 1=road, 2=air, 3=water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;compatible[array]&#039;&#039;&#039; - Array of all compatible objects&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[16]&#039;&#039;&#039; - The ID of the cargo, used in vehicles&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_10E&#039;&#039;&#039; - Position of the Smoke or Steam (value sets height).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4&#039;&#039;&#039; - Number of carriages on the vehicle&lt;br /&gt;
; type - Controls in which tab the vehicle is when you want to buy it&lt;br /&gt;
: &#039;&#039;&#039;0&#039;&#039;&#039; - Trains&lt;br /&gt;
: &#039;&#039;&#039;1&#039;&#039;&#039; - Busses&lt;br /&gt;
: &#039;&#039;&#039;2&#039;&#039;&#039; - Trucks&lt;br /&gt;
: &#039;&#039;&#039;3&#039;&#039;&#039; - Trams&lt;br /&gt;
: &#039;&#039;&#039;4&#039;&#039;&#039; - Planes&lt;br /&gt;
: &#039;&#039;&#039;5&#039;&#039;&#039; - Ships&lt;br /&gt;
; field_24&lt;br /&gt;
: &#039;&#039;&#039;length&#039;&#039;&#039; - Distance of the first pivot point from the start of the vehicle. For buses, trucks and trams this is the center of rotation, for trains it&#039;s the position of the front bogie. Unknown (0) for ships and planes.&lt;br /&gt;
: &#039;&#039;&#039;field_1&#039;&#039;&#039; - Distance of the rear bogie from the end of the vehicle.&lt;br /&gt;
: &#039;&#039;&#039;field_2&#039;&#039;&#039; - Index of the front bogie (255 for no bogie)&lt;br /&gt;
: &#039;&#039;&#039;field_3&#039;&#039;&#039; - Index of the rear bogie&lt;br /&gt;
: &#039;&#039;&#039;field_5&#039;&#039;&#039; - Effect position (spark, exhaust plume, etc.)&lt;br /&gt;
: &#039;&#039;&#039;spriteind&#039;&#039;&#039; - Index of the sprites (0-3 + [128 if reversed])&lt;br /&gt;
&#039;&#039;&#039;field_B4[0]&#039;&#039;&#039; - Number of animation frames for bogie #0 or the shadow (planes)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_B4[1]&#039;&#039;&#039; - Flags Array for bogie sprite #0 (see [[variable:sprites|sprites(array)]]) or the shadow (planes)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_B4[18]&#039;&#039;&#039; - Number of animation frames for bogie #1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_B4[19]&#039;&#039;&#039; - Flags Array for bogie sprite #1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:vehicle_flags|flags]]&#039;&#039;&#039; - Various flags that define the vehicles behaviour. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numcompat&#039;&#039;&#039; - Number of compatible objects, 0 if compatible with all&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;power&#039;&#039;&#039; - Amount of power the vehicle generates, in horsepower (doesn&#039;t seem to have any effect on planes or ships)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;rackspeed&#039;&#039;&#039; - Top speed while on rack rail, or landing/holding pattern speed for planes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;reliability&#039;&#039;&#039; - Reliability of the vehicle, higher values allow a longer operating lifetime&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;runcostfact&#039;&#039;&#039; - Running cost factor (final cost = basecost[runcostind]*runcostfact)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;runcostind&#039;&#039;&#039; - Running cost index (index into a table of base costs), lower means higher final costs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;speed&#039;&#039;&#039; - Top speed, in mph&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:sprites|sprites(array)]]&#039;&#039;&#039; - Sprite properties&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:tracktype|tracktype]]&#039;&#039;&#039; - Track object required for the vehicle to run&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;visfxtype&#039;&#039;&#039; - How to draw the visual effect &#039;visualeffect&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;visualeffect&#039;&#039;&#039; - The object used as visualeffect&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wakefxtype&#039;&#039;&#039; - How to draw the wake effect &#039;wakeeffect&#039; (doesn&#039;t exist in locotool 0.2)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_113&#039;&#039;&#039; - Distance of the two propeller screws for the wake effect&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;weight&#039;&#039;&#039; - Weight of the vehicle, in tons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;startsndtype&#039;&#039;&#039; -  Defines how the driving sound is played and how field_11A[0-63(?)] works.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;startsnd&#039;&#039;&#039; - The sound the vehicle makes while driving&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[variable:driving_noise|field_11A[0-63(?)]]]&#039;&#039;&#039; - Describes the driving noise&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;numsnd&#039;&#039;&#039; - Number of start sound effects (the kinds are set in the required object list)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;soundeffect[array]&#039;&#039;&#039; - Array of start soundeffects of the vehicle&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 18 - Trees===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039; - Height of the tree in 1/16th height units&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4[2]&#039;&#039;&#039; - Number of tree viewpoint images (rotations) [1,2,4]. &#039;&#039;&#039;&#039;&#039;n1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4[3]&#039;&#039;&#039; - Number of tree size images (growth) [1...8]. &#039;&#039;&#039;&#039;&#039;n1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4[4]&#039;&#039;&#039; - (Bit-0) Tree has double season set - used for snow graphics (should realistically only go on coniferous trees)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_4[56]&#039;&#039;&#039; – (Bit-flag) Tree states, seasons + dying&lt;br /&gt;
: Bit 0 – Autum&lt;br /&gt;
: Bit 1 – Winter&lt;br /&gt;
: Bit 2 – Spring&lt;br /&gt;
: Bit 3 – Summer (default)&lt;br /&gt;
: Bit 4 – Dying&lt;br /&gt;
: Bit 5/7 - (not used/ignored)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;n1)&#039;&#039;&#039;&#039;&#039; locked/protected/other values disable object.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 1A - Climates===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;firstseason&#039;&#039;&#039;	- The season that the year starts with, [0,1,2,3]. &#039;&#039;&#039;&#039;&#039;n1&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;seasonlength[array]&#039;&#039;&#039; - Number of days in the four seasons.&amp;lt;br&amp;gt;&lt;br /&gt;
:	seasonlength[0]	&amp;lt;- first season, set by firstseason.&lt;br /&gt;
:	seasonlength[3]	-&amp;gt; after this one, its firstseason again until end of year.&lt;br /&gt;
&#039;&#039;&#039;field_7[0]&#039;&#039;&#039; - Low snow level, starts at begin of Winter season. &#039;&#039;&#039;&#039;&#039;n2&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;field_7[1]&#039;&#039;&#039; - High snow level, starts at begin of Spring season. &#039;&#039;&#039;&#039;&#039;n2&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;n1)&#039;&#039;&#039;&#039;&#039; locked/protected/other values disable object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;n2)&#039;&#039;&#039;&#039;&#039; High &amp;gt;= Low, or object will be disabled.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* seasons: Autum(0) Winter(1) Spring(2) Summer(3), 3 -&amp;gt; Australia/Southern hemisphere climates.&lt;br /&gt;
* snow traveling speed: 4 days per map level.&lt;br /&gt;
* field_7 value = (Level - 1) x 4    Where level is counting up from the lowest ground level (lowest ground is 0)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 1B - Hill Shapes===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;field_0[2]&#039;&#039;&#039; - number of hill height maps&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[3]&#039;&#039;&#039; - number of mountain height maps&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Last image is UI-icon for object-selection(SE)&lt;br /&gt;
* hill shapes will become a selectable option in object-selection(SE), if hill-dat files &amp;gt; 1&lt;br /&gt;
* max HF-image size 255x255. (ok, 256x256, but thats with some extra ribble effect)&lt;br /&gt;
* field_0[12] - bit 1 ... looks buggy to.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Class 1C - Buildings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cargo[array]&#039;&#039;&#039; - The cargo object it produces/accepts&lt;br /&gt;
; flags&lt;br /&gt;
: &#039;&#039;&#039;bit_0 = 1&#039;&#039;&#039; Use 2x2 tile size&lt;br /&gt;
: &#039;&#039;&#039;bit_1 = 1&#039;&#039;&#039; Include under &amp;quot;Miscellaneous Buildings&amp;quot;&lt;br /&gt;
: &#039;&#039;&#039;ishq&#039;&#039;&#039; Is company headquarters building&lt;br /&gt;
&#039;&#039;&#039;clearcostfact&#039;&#039;&#039; - Cost factor to clear the building&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numproduce[array]&#039;&#039;&#039; - Amount of first and second cargo produced. Maximum value of 255 = approx. 12 units/mo. Exceeding 255 is converted to mod[256], so increasing this number beyond 255 does not seem to help. Also, numproduce[0] is the amount added to the city population.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaccept[array]&#039;&#039;&#039; - Units of 1/8 cargo acceptance for the four cargo types&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;useobject desc=&amp;quot;cargo[array]&amp;quot; class=&amp;quot;8&amp;quot;&amp;gt;&#039;&#039;&#039; - First two array elements are types of cargo generated. All four types are accepted.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_0, num=XX&#039;&#039;&#039;   XX=Number of .pngs / 4&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;unknown name=&amp;quot;field_0[0]&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;1&amp;lt;/unknown&amp;gt;&#039;&#039;&#039; not sure what this value means, but seems to increase in order of height?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;unknown name=&amp;quot;field_0[X]&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;1&amp;lt;/unknown&amp;gt;&#039;&#039;&#039; same as aux_0, except increments of x are 2x the aux_0 values, and the value is always 1&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux_2[X]&#039;&#039;&#039;  X=Number of different appearences for this building&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;unknown name=&amp;quot;field_0[1]&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;1&amp;lt;/unknown&amp;gt;&#039;&#039;&#039;   value is the number of png tile to use for level 0, as defined in aux_0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;unknown name=&amp;quot;field_0[2]&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;2&amp;lt;/unknown&amp;gt;&#039;&#039;&#039;   value is the number of png tile to use for level 1, as defined in aux_1&lt;br /&gt;
&amp;lt;br&amp;gt;one entry for every storey of building height&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 1E - Industries===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;firstyear&#039;&#039;&#039; - First year it can appear&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;lastyear&#039;&#039;&#039; - Last year it can appear&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_0[188]&#039;&#039;&#039; - Minimum number of buildings within industry area &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;costind&#039;&#039;&#039; - Index of foundingpricetable&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;costfactor1&#039;&#039;&#039; - How much costs a founding (must be more then 17 or loco.exe will crash)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;field_D2[4], field_D2[6]&#039;&#039;&#039; - Produces without input (only produce[array] where array=0)&lt;br /&gt;
; flags&lt;br /&gt;
: &#039;&#039;&#039;bit_8&#039;&#039;&#039; - Industry can only be built on water (Oil Rig)&lt;br /&gt;
: &#039;&#039;&#039;bit_10&#039;&#039;&#039; - Industry can be founded by user &lt;br /&gt;
: &#039;&#039;&#039;bit_D,E,F,14,16,17,19,1A,1B&#039;&#039;&#039; - ****Unverified: suspected to be related to station names located near this industry (ex: &amp;quot;XXX Mines&amp;quot;, &amp;quot;XXX Wells&amp;quot;, etc.)&lt;br /&gt;
: &#039;&#039;&#039;needall&#039;&#039;&#039; - If it needs all cargo types to produce&lt;br /&gt;
: &#039;&#039;&#039;canincreaseproduction&#039;&#039;&#039; - If it can increase production&lt;br /&gt;
: &#039;&#039;&#039;candecreaseproduction&#039;&#039;&#039; - If it can decrease production&lt;br /&gt;
: &#039;&#039;&#039;field_E8[0,1,2,3,4]&#039;&#039;&#039; - ****Unverified: suspected to be related to industries that vary production according to season and spread out terrain (ex: forests, farms, grapes, etc.)&lt;br /&gt;
&#039;&#039;&#039;produces[array]&#039;&#039;&#039; - The cargo object it produces&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;accepts[array]&#039;&#039;&#039; - The cargo object it accepts&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;fence[array]&#039;&#039;&#039; - The fence object to be placed around the industry&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;numaux4ent&#039;&#039;&#039; = number of different building base tiles available&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux4&#039;&#039;&#039; = groups of buildings/ 1, 23, 45, 56, etc.  ************ Unverified&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aux5&#039;&#039;&#039; = range is aux4 variables, some sort of selection of aux4 to randomize industry appearence?  ****** Unverified&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Class 20 - Companies===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;spritesets&#039;&#039;&#039; - Bits 0..8 indicate to use those sprites, two each&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;intelligence&#039;&#039;&#039; - Intelligence&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;aggressiveness&#039;&#039;&#039; - Aggressiveness&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;competitiveness&#039;&#039;&#039; - Competitiveness&lt;br /&gt;
&lt;br /&gt;
[[Category:Locomotion development]]&lt;/div&gt;</summary>
		<author><name>Fultron78</name></author>
	</entry>
</feed>