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 borderm5 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 | m6 bits 7..6 : Possibility of a bridge above, in the direction specifiedm6 bits 1..0 : Tropic zone definition | 
  
   | 1 | Railway tracks | 
  
   |  | 
     m5 bit 7 clear: railway track
      
       m1: owner of the trackm3 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 |  
          | D | on grass with fence and water on the lower halftile | 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 / checkpointm2: For waypoints, index into the array of waypoints.m3 bits 3..0 = track typem4 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:
     
      m4 bits 7..4: bit clear = signal shows red; same bits as in m3m2 bit 2 (6): set = semaphore signals, clear = light signals (lower and right tracks)m2 bits 1..0 (5..4): type of signal (lower and right tracks)
       
         
          | 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 | m6 bits 7..6 : Possibility of a bridge above, in the direction specifiedm6 bits 1..0 : Tropic zone definition | 
  
   | 2 | Roads | 
  
   |  | 
     m5 bits 7..6 clear: road
      
       m1: owner of the road type #1m2: Index into the array of towns, 0 for non-town roadsm3 bit 7 set = on snow or desertm3 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 roadworksm4 bits 3..0: road layout road type #1: bit set = road piece present:
        
         
          | bit 0: | NW piece |  
          | bit 1: | SW piece |  
          | bit 2: | SE piece |  
          | bit 3: | NE piece | m4 bits 7..4: road layout road type #2
       m5 bits 5..4: bits to disallow vehicles to go a specific direction
       m5 bits 3..0: owner of road type #2
       m6 bits 5..2: road layout road type #3
       m7 bits 7..5: road types
       m7 bits 4..0: owner of road type #3
       m5 bit 7 set, bit 6 clear: road depot
      
       m1: owner of the depotm3 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 = NWm7 bits 7..5: road types
      m5 bit 6 set, bit 7 clear: level crossing
      
       m1: owner of the railway trackm2: Index into the array of towns, 0 for non-town roadsm3 bit 7 set = on snow or desertm3 bits 6..4: 0 - on bare land, 1 - on grass, 2 or higher - pavedm3 bits 3..0: track typem4 bit 6: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)m4 bit 5: set if crossing lights are onm4 bits 4..0: owner of the road type #1m5 bits 3..0: owner of road type #2
       m7 bits 7..5: road types
       m7 bits 4..0: owner of road type #3
      m6 bits 7..6 : Possibility of a bridge above, in the direction specifiedm6 bits 1..0 : Tropic zone definition | 
  
   | 3 | Town building | 
  
   |  | 
     Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).m1 : Random bits (newhouses) m2 : index into the array of industriesm3 bit 7 :
      
        set : House is complete
        
         m5 : age of House. Maximum been 255, which means 255 years and more clear : House is in construction
        
         m5 bits 7..5 : freem5 bits 4..3 : construction stagem5 bits 2..0 : construction counterm3 bit 6 : 9th bit of house type (m4), allowing 512 different types.m3 bits 5..0 : triggers activated (newhouses)m4 : town building type (with m3[6] bit)m5 : see m3 bit 7m6 :
      
       If newhouses is activated
        
         bits 7..3 : Current animation framebit 2 : freeStandard behaviour
        
         bits 7..2 : lift position (for houses type 04 and 05)bits 1..0 : tropic zone specifierm7 :
      
       If newhouses is activated
        
         Periodic processing time remainingStandard behaviour (only for houses type 04 and 05)
        
         bits 7..4 : freebits 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 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: 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:
      
       Note: the actually displayed set of trees depends on both type and number 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 | 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 onem5 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 | m6 bits 1..0 : Tropic zone definition | 
  
   | 5 | Station tiles | 
  
   |  | 
     m1: owner of the stationm2: index into the array of stationsm3 bits 7..4: persistent random data for newstationsm3 bits 3..0: track type for railway stations, must be 0 for all the other stationsm4: custom station id; 0 means standard graphicsm5: 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..8F | all airports |  
        | 00..03 | lorry loading area/truck station : exit towards: |  
        | 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 3..5: the station type (rail, airport, truck, bus, oilrig, dock, buoy)m6 bit 2: 1 when a drive through road stop is built over a town owned road, otherwise 0m6 bits 1..0 : Tropic zone definition | 
  
   | 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) |  | m4: Owner of the waterm6 bits 7..6 : Possibility of a bridge above, in the direction specifiedm6 bits 1..0 : Tropic zone definition | 
  
   | 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 processingm1 bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps aroundthe 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 industriesm5: 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 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 |  
        | 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 |  
        | 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) |  |  
        | AF..1FF | NewGRF industries industry | m6 bits 1..0 : Tropic zone definitionm3: animation statem4: animation loopm6 bits 3..5: random triggers (NewGRF)m7: random bits (NewGRF) | 
  
   | 9 | Tunnel / bridge | 
  
   |  | 
     m5 bits 7..4 clear: tunnel entrance/exit
      
       m1: owner of the tunnelm3 bits 3..0 = track type for railway tunnel, must be 0 for road tunnelm4 bit 7 set = on snow or desertm5 bits 3..2: 0 - railway tunnel, 1 - road tunnelm5 bits 1..0 - direction: entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NWm5 bit 7 set: bridge ramp
      
       m1: owner of the bridgem2 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 bridgem4 bit 7 set = on snow or desertm5 bits 3..2: 0 - railway bridge, 1 - road bridgem5 bits 1..0: DiagDirection onto the bridgem6 bits 7..6 : Possibility of a bridge above, in the direction specifiedm6 bits 1..0 : Tropic zone definition | 
  
   | A | Unmovables | 
  
   |  | 
     m1 : owner of the object (for lighthouses and transmitters normally 10)m2 :
      
       for company statue (m5 = 02), TownID on which the statue is built inm5 : 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) | m6 bits 7..6 : Possibility of a bridge above, in the direction specifiedm6 bits 1..0 : Tropic zone definition | 
  
   | Classes B through F are reserved. The presence
      of a tile in one of the reserved classes will crash OTTD. |