Industry tiles are used to compose industries. The code for industry tiles consists of three parts:
The definition sets the feature properties of the industry tile like climate availability, cargo types and amounts, etc. Please note that an industry tile definition may only occur after a prior grfinit() function call for the grf file.
The industry tile performance functions are used to group sets of graphics sprites from a previous spriteblock(), or to evaluate game-intrinsic variables, and make both of them accessible to the industry tile's activation function.
The industry tile activation instantiates the industry tile by finally assigning graphics sets and/or callback or other variable-referencing functions to this particular industry tile-ID. This is done by supplying a list of references to the industry tile's activation function. See below.
| Function | Meaning |
| defineindustrytile(<Industrytile-ID>, <block>) | Industry tile definition |
| makeindustrytile(<Industrytile-ID>, <List::ref()>) | Industry tile activation |
This function defines an industry tile. Its parameters are the industry tile's ID and a block of property-defining functions, where the relative position of the property functions is irrelevant.
defineindustrytile(_SALTER1, substitutetype(_OILRIG) cargoamounts(0, 0, 0) flags(ONWATER) callbacks(CB_FOUNDATION, CB_FRAME, CB_SPEED) anim_info(234, LOOP) anim_speed(3) animtriggers(SYNCHRON) )
makeindustrytile(<Industrytile-ID>, <List::ref()>)
This function activates a previously defined industrytile. Its parameters are an industrytile-ID and a list of references. The number of references given must match the number of industrytiles to assign the references, respectively the number of consecutive industry tile-IDs allocated internally:
makeindustrytile(_SALTER1, ref(10)) makeindustrytile(_SALTER2, ref(11), ref(12), ref(13))