Attention: Do not use these information to reconstruct addons whose contents you found somewhere else. That's not how we want you to use the plugin system. Please use it only for your own graphics/graphics others explicitly provided you for usage in the game.
So here we present (almost) all tags which can be used in your plugin description file, and to which type of plugins you can put them in:
Note: RCI means Residential Commerical Industrial
All Plugins
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active(optional)
If not set, plugin won't be loaded. Default is true.
If not set, plugin won't be loaded. Default is true.
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id
Unique identifier for each plugin.
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type
States the type of the plugin. Possible values are:
- residential
- commercial
- industrial
- farm
- harbor ind
- harbor pier
- park
- sport
- public
- religion
- award
- energy
- water
- medic
- police
- swat
- fire brigade
- education
- bus depot
- destroyed
- decoration
- buoy
- railway station
- waste disposal
- body disposal
- military
- building
- category
- notification
- ground
- terrain
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title (optional)
Title for the building. Should be English if distributed. Default is null.
Title for the building. Should be English if distributed. Default is null.
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text (optional)
Description for the building. Should be English if distributed. Default is null. If type is notification, it will set the notification text
Description for the building. Should be English if distributed. Default is null. If type is notification, it will set the notification text
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author (optional)
Author name of the plugin.
Author name of the plugin.
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category
The ID of the category the plugin is in
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ordinal
Plugins with a lower ordinal will be listed first
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width
Tile width of the base of the building.
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height
Has to be the same as width.
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frames
Graphic frames definition of the plugin. Is an array of frames. Each frame has the form
At least one frame has to be given. If multiple frames are given, player may select one of them in the game (default).
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{"bmp":"image_name.png"}
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frames winter (optional)
Works as frames. If you define it you have to provide the same number of frames as in frames. These frames will be used when winter is enabled.
Works as frames. If you define it you have to provide the same number of frames as in frames. These frames will be used when winter is enabled.
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preview frames
The thumbnail/icon of our plugin
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random frame
Every time you place the building, a random frame from the frame array will be selected
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smoke (optional)
List of smoke sources. Have a look at the listing of defined smoke types for more information. Position is relative to pivot point of the building.
List of smoke sources. Have a look at the listing of defined smoke types for more information. Position is relative to pivot point of the building.
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animation (optional)
Similar to smoke, can be used to place smaller animations on your building. Position is relative to pivot point of the building. May look like
to position a 3x3 pixel sized blinking red light at the specified relative position.
Similar to smoke, can be used to place smaller animations on your building. Position is relative to pivot point of the building. May look like
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"animation":[{"id":"$animationblinkingredlight3x3","x":70,"y":-107}],
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animation fg (optional)
It is like animation, but instead of putting the animation in the background, it puts it in the foreground
It is like animation, but instead of putting the animation in the background, it puts it in the foreground
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level (rci only)
For residential, commercial and industrial buildings only: Building level, should be 1, 2 or 3.
For residential, commercial and industrial buildings only: Building level, should be 1, 2 or 3.
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needs road (optional)
Determines whether a road connection is needed for this building. Default is true.
Determines whether a road connection is needed for this building. Default is true.
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needs land (optional)
Determines whether building can only be built if at least one ground tile is land (not water). Default is true.
Determines whether building can only be built if at least one ground tile is land (not water). Default is true.
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needs water (optional)
Determines whether building can only be built if at least one ground tile is water. Default is false.
Determines whether building can only be built if at least one ground tile is water. Default is false.
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build time (rci only, optional)
Build time in days. By default this value is inferred by height of the building.
Build time in days. By default this value is inferred by height of the building.
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influence *
Sets the influence of the building
Possible keys are:
Example
Possible keys are:
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influence pollution"
"influence noise"
"influence health"
"influence police"
"influence fire department"
"influence park"
"influence sport"
"influence education low"
"influence education high"
"influence culture"
"influence management"
"influence religion"
"influence passenger bus"
"influence passenger train"
"influence residential"
"influence commercial"
"influence industrial"
"influence level0"
"influence level1"
"influence level2"
"influence radioactive"
"influence nature"
"influence waste disposal"
"influence body disposal"
"influence noise"
"influence health"
"influence police"
"influence fire department"
"influence park"
"influence sport"
"influence education low"
"influence education high"
"influence culture"
"influence management"
"influence religion"
"influence passenger bus"
"influence passenger train"
"influence residential"
"influence commercial"
"influence industrial"
"influence level0"
"influence level1"
"influence level2"
"influence radioactive"
"influence nature"
"influence waste disposal"
"influence body disposal"
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"influence noise":82,
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provide aspect *
Can be used to set the student capacity of a school
Possible keys are:
"provide aspect education high"
"provide aspect education low"
"provide aspect health care"
For example:
Possible keys are:
"provide aspect education high"
"provide aspect education low"
"provide aspect health care"
For example:
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"provide aspect education high":5000,
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animated (optional)
If true, multiple frames will be used for animation. Use may not select specific frame anymore. Default is false.
If true, multiple frames will be used for animation. Use may not select specific frame anymore. Default is false.
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price (not rci, optional)
Price of the building in Ͳheos. Default is 0.
Price of the building in Ͳheos. Default is 0.
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monthly price (optional)
Monthly price of the building in Ͳheos. Default is 0. Can't be negative to avoid cheating.
Monthly price of the building in Ͳheos. Default is 0. Can't be negative to avoid cheating.
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diamond price (not rci, optional)
Price of the building in Ͳheos. Default is 0.
Price of the building in Ͳheos. Default is 0.
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power (optional)
Produced amount of energy by this building in kWh. Default is estimated by building size.
Produced amount of energy by this building in kWh. Default is estimated by building size.
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water (optional)
Produced amount of water by this building in L/h (negative values for need). Default is estimated by building size.
Produced amount of water by this building in L/h (negative values for need). Default is estimated by building size.
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max count (optional, not rci)
Max number of buildings of this type in the city. Default is -1 (no limitation).
Max number of buildings of this type in the city. Default is -1 (no limitation).
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draw ground (optional)
If set, ground tiles of the building will be drawn. Useful for buildings that are partly transparent on ground. Default is false.
If set, ground tiles of the building will be drawn. Useful for buildings that are partly transparent on ground. Default is false.
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rotation aware (optional)
If set, given frames will be used for rotation. In this case you have to provide a multiple of 4 frames. Default is false.
If set, given frames will be used for rotation. In this case you have to provide a multiple of 4 frames. Default is false.
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workers (optional, rci only)If residential, same as "habitants". If commericial or industrial, same as "workers". Is inferred based on size of the building by default.
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habitants (deprecated, optional, r only)
Number if habitants in this building. Is inferred based on size of the building by default.
Number if habitants in this building. Is inferred based on size of the building by default.
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workers (deprecated, optional, ci only)
Number of workers in this building. Is inferred based on size of the building by default.
Number of workers in this building. Is inferred based on size of the building by default.
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auto build (optional, rci only)
If set, building can be built automaticially. Default is true.
If set, building can be built automaticially. Default is true.
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burnableIf set, building can be burnt. Default is true.
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conductive (optional)
If true, this building will conduct energy. Default is true.
If true, this building will conduct energy. Default is true.
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super conductive (optional)
If true, this building will conduct high voltage energy like transmission lines. Default is false.
If true, this building will conduct high voltage energy like transmission lines. Default is false.
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destroyable (optional)
If false, the building cannot burn. Default is true.
If false, the building cannot burn. Default is true.
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removeable (optional)
If false, the building is locked so that it cannot be removed by the player. Default is true.
If false, the building is locked so that it cannot be removed by the player. Default is true.
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meta
Can be used, for example, in cars to set in which kind of building do they spawn
Scroll down to see all tags appliable inside the "tags" node.
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"meta":{"tags":{"carres0":{}}}
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fun
Fun executed when the building is placed
See this
See this
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on click fun
Fun executed when the building is clicked
See this
See this
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random fun
Fun evaluated every day
See this
See this
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upgrades
Sets the upgrades the building can have
Value is an array of plugins.
Some additional notes:
Value is an array of plugins.
Some additional notes:
- price, monthly price, water, power and influences will be added to corresponding values of the building when the upgrade is applied
- You can also provide animations as for regular buildings, but no smoke
- You can set "only one":true in an upgrade to state that no other upgrade may be active at the same time. We use this for example for the radio station were you can have selected only one program at the same time.