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API reference

Generated from the Teal definition files (*.d.tl) that ship with the game. Text from the game files is shown as is; text in highlighted boxes was written for this site.

  • Engine API (api/tealdef): the scripting interface of the game engine (api.engine, api.cmd, api.gui, api.res, api.type, api.util, …).
  • Base game scripts (base/tealdef): the Lua/Teal libraries of the base game (construction utilities, vehicles, stations, GUI framework, missions, …) that mods can require and reuse.

Coverage: 13794 of 14598 symbols have a description (94 %). See coverage.

Engine API

Module Description
api/cmd The module is available on both the GUI State and the Engine State (and the Console State as well). However, it works in a slightly different manner depending on where it is used from. On the engine states, commands are
api/engine/index Contains API for reading the game engine state. This module is available as read-only access to the entire engine state (in particular to the entire entity component system). It can be accessed from both the GUI State an
api/engine/system Contains definitions for of api.engine.system
api/engine/util Contains definitions for of api.engine.util
api/gui Contains all GUI functionality apart from react.
api/index Declares the global api table, the entry point of the engine scripting API, and the globals app and loaderHelper. api.engine reads the entity component system, api.cmd changes it through commands, api.res hol
api/modhub Contains all api definitions for the modhub interface.
api/res Repositories containing game resources (models, tracks, streets, ...)
api/type/index Contains game command objects and related utilities.
api/type/mod Contains all type definitions for the mods.
api/type/modhub Contains all type definitions for the modhub.
api/type/transformator Types used by transformator scripts: the per-frame scripting info a model's update script reads (vehicle, aircraft, ship, industry, world, ...), and the output objects it writes to (Transformator.TransfOutput, `Transfo
api/util Contains generic util functions that are not associated with a specific game instance. All functions in this namespace can be called from anywhere.
api_def Aggregate definition file: requires every engine API definition module in order (api.type, api.type.mod, api.type.modhub, api.type.transformator, api.res, api.engine, api.engine.system, api.engine.util, `
app Module controlling high level functions for the application, can be used to manipulate save games.
main Basic definitions for all APIs

Base game scripts

Module Description
base/difficulty_util Types of /base/difficulty_util.tl (DifficultyUtil): the difficulty presets of the new-game settings and the value tables that map a settings level to a scale factor.
base/model_metadata_util Types of /base/model_metadata_util.lua (ModelMetadataUtil). Each (fileName, data) function is a loadModel modifier that the base mod registers with addModifier("loadModel", ...): it receives a model file's data
base/post_run_util Types of /base/post_run_util.tl (PostRunUtil), which applies the game's cost scale settings to loaded resources after all mods have run.
climates/gen/map_gen_util_serialized Types of the map generator's river and ridge helpers, /climates/gen/mapgenutil.tl (MapGenUtil) and /climates/gen/rivermapgenutil.tl (RiverMapGenUtil). The map editor's node editor (`gui/node_editor/layer_nodes.sc
content_def
game_mechanics/achievements/sound/achievement_sfx Sound played when an achievement is earned (achievement_sfx.gres).
game_mechanics/celebrations/celebration_react_util Celebration types, the GUI event that shows a celebration and the recipe that displays them.
game_mechanics/celebrations/gui/celebration_colors GUI color of celebration callouts (celebration_colors.gres).
game_mechanics/celebrations/gui/sound/celebration_sfx Sound of celebration callouts (celebration_sfx.gres).
game_mechanics/company/company State of the company game script (::/game_mechanics/company/company.gs) and the params of its notifications.
game_mechanics/company/company_metadata Company metadata of constructions (metadata.company), which ties perks, landmarks and the headquarters to company ranks and permits.
game_mechanics/company/company_progression_util Company experience and rank, read from the ::game_mechanics/company/company_progression.gs game script.
game_mechanics/company/company_react_util GUI helpers of the company window.
game_mechanics/company/company_static_util Rank names and permit-key definitions (company_permit_key resources).
game_mechanics/company/company_util Permit counting, disable reasons and state access of the company.
game_mechanics/company/explorations/exploration_plane State of the plane that flies over a town during a prospection.
game_mechanics/company/prospection_metadata Company metadata used when a construction is placed with the prospection tool.
game_mechanics/company/sound/company_sfx Sound effects of the company window (company_sfx.gres).
game_mechanics/emission/emission_config_metadata Noise and pollution figures of station modules shown in the construction menu (metadata.emissionConfig).
game_mechanics/emission/emission_metadata Noise and pollution emitted by constructions (metadata.emission), and the emission config.
game_mechanics/emission/emissions State of the emissions game script (eco levels of industries).
game_mechanics/finance/account Params of the finances window.
game_mechanics/finance/finances_react_util Chart, legend and slider recipes of the finances window.
game_mechanics/finance/finances_util Labels and ordering of journal entries in the finances window.
game_mechanics/finance/loan Loans offered to and taken by the player (state of loan.gs).
game_mechanics/finance/loan_util Creation and payment calculation of loans.
game_mechanics/finance/sound/finance_sfx Sound effects of the finances window.
game_mechanics/fun_elements/blimp_util Airship that circles a town during a marketing campaign.
game_mechanics/fun_elements/custom_entity_util Helpers to spawn, move and remove custom entities (script-controlled models), plus movement maths for flying ones.
game_mechanics/fun_elements/fun_elements State and helpers of the fun elements game script (airships over towns, UFOs abducting cows).
game_mechanics/fun_elements/rocket_util Rockets for the fireworks and for the rocket launch in campaign mission 8.
game_mechanics/fun_elements/ufo_util UFO that flies in, abducts a cow from a livestock farm and leaves.
game_mechanics/game_time/game_time State, config and events of the game script that drives the time of day and the cloud coverage.
game_mechanics/industries/industries State and config of the industries game script (expansion and closure of industries).
game_mechanics/notifications/gui/notification_colors GUI colors of the notification categories (notification_colors.gres).
game_mechanics/notifications/gui/sound/notification_sfx Sounds of notification pop-ups (notification_sfx.gres).
game_mechanics/notifications/notification_legacy_util Initial state and save-game migration of the notifications game-script state.
game_mechanics/notifications/notification_util Helpers that read notification type resources and change or read the notifications game-script state.
game_mechanics/notifications/notifications Records of the notification system, the state of its game script and the event params for adding, dismissing and ignoring notifications.
game_mechanics/notifications/types/notification_react_util GUI recipes for notification icons, HUD icons and progress bars.
game_mechanics/notifications/types/notification_types Params and sim params of the base game's notification types in game_mechanics/notifications/types/.
game_mechanics/subventions/specific_subvention Parameters for spawning one of the four base game subsidy types for a given target, as missions do.
game_mechanics/subventions/subvention Types of the subsidy system, its saved state and the interface each subsidy type script implements.
game_mechanics/subventions/subvention_legacy_util Upgrade of subsidy state from older savegames.
game_mechanics/subventions/subvention_util Helpers shared by the subsidy type scripts (default timeouts, rewards and penalties, card and notification data).
game_mechanics/subventions/subventions_gui Window content for a single subsidy.
game_mechanics/towns/district_colors Colour ranges of the three district types, loaded from district_colors.gres.
game_mechanics/towns/sound/town_sfx Sound effect lists for town events, loaded from sound/town_sfx.gres.
game_mechanics/towns/town_cargo Town experience and level state of the town growth script (town_cargo.gs) and its configuration.
game_mechanics/towns/town_growth_metadata Construction metadata (town_growth) for town bonuses of landmarks, and the town level-up notification records.
game_mechanics/towns/town_marketing_metadata Construction metadata (town_marketing) of marketing campaigns.
game_mechanics/towns/town_react_util React recipes and label helpers for the town window and town rating icons.
game_mechanics/towns/town_util Town ratings, reputation bookkeeping and helper functions (game_mechanics/towns/town_util.tl).
game_mechanics/towns/town_util_parallel Town functions for GUI widgets that run through engine_react_util.useStepStateParallel and return plain tables.
game_mechanics/towns/towns State records of the town reputation script (town.gs) and the shared town types (ratings, supply and demand, proposal statistics).
gui/construction/construction_colors Colors of the construction tools, loaded from the GUI resource ::/gui/construction/construction_colors.gres.
gui/construction/construction_desc_react_util Helper module for the info panel of construction menu entries (::/gui/construction/construction_desc_react_util.tl): collects the numbers (cost, maintenance, emissions, effects, permits) from a definition and its metad
gui/construction/construction_menu Shared types of the construction menu: menu tabs and categories, menu entries (ConstructionDefinition), their parameters (ConstructionMenuParam), the parameter API of the menu, HUD icon configuration and custom tool
gui/construction/construction_react_util Helper module of the construction menu (::/gui/construction/construction_react_util.tl). Builds the menu entries from the resource repositories (constructions, streets, tracks, modules, terrain materials, `construction
gui/construction/sound/construction_sfx Sound effects of the construction tools, loaded from the GUI resource ::/gui/construction/sound/construction_sfx.gres.
gui/construction/track_description_metadata Metadata accessor (track_description) that attaches the speed and lane count of a street or track type to its construction menu entry.
gui/construction/track_modifier_metadata Metadata accessor (track_modifier) that attaches the noise, pollution and speed modifiers of a street type or edge decoration to its construction menu entry.
gui/context_helper/context_helper State of the context helper game script (context_helper.script.tl).
gui/entity_window/animal/animal_eow Extension point and plugins of the animal window (/gui/entity_window/animal/animal_eow.script.tl).
gui/entity_window/empty_construction/empty_construction_eow Extension point and plugins of the window of constructions without a more specific window (empty_construction_eow.script.tl).
gui/entity_window/entity_window_hud HUD icon masters, pre-filters and tooltip filters used while an entity window is open: they decide which world entities get HUD icons (and hover tooltips) related to the selected entity, e.g. the suppliers and consumers
gui/entity_window/entity_window_util Shared React recipes and helpers for the entity windows (info windows of vehicles, stations, industries, towns, persons ...): stock bars, charts, action button bars, rating and progress bars, person tables, notification
gui/entity_window/eow_extension_util Shared parameter interface and ownership helper for the extension points (plugins) of the entity windows.
gui/entity_window/fun_elements/fun_elements_eow Extension point and plugins of the window of fun elements such as UFOs and blimps (fun_elements_eow.script.tl).
gui/entity_window/gameplay_colors Colours of gameplay concepts used in the GUI, loaded from /gui/entity_window/gameplay_colors.gres.
gui/entity_window/industry/industry_eow Plugin types of the industry window (industry_eow.script.tl).
gui/entity_window/industry_react_util React recipes of the industry and perk windows that show production rules (inputs, outputs, progress and duration) and the workers boost.
gui/entity_window/line/line_eow Plugins and widgets of the line window (line_eow.script.tl).
gui/entity_window/maintenance_station/maintenance_station_eow Plugin types of the maintenance station (maintenance building) window (maintenance_station_eow.script.tl).
gui/entity_window/perk/perk_eow Plugin types of the perk window (landmarks, headquarters and other company buildings) (perk_eow.script.tl).
gui/entity_window/sim_person/sim_person_eow Plugin types of the resident (sim person) window (sim_person_eow.script.tl).
gui/entity_window/station_group/station_group_eow Extension point of the station window (station_group_eow.script.tl); the base game registers no plugins for it.
gui/entity_window/town/town_eow Plugin types and charts of the town window (town_eow.script.tl).
gui/entity_window/town_building/town_building_eow Extension point of the town building window (town_building_eow.script.tl); the base game registers no plugins for it.
gui/entity_window/vehicle/vehicle_eow Plugin types of the vehicle window (vehicle_eow.script.tl).
gui/entity_window/view_manager Types of the entity window manager (/gui/entity_window/view_manager.tl) and of the functions that build entity window contents (make_entity_window.tl, make_non_entity_window.tl). Also the return type that a constru
gui/entity_window/view_manager_util Helpers that decide whether and for which entity a window is opened when an entity is selected.
gui/entity_window/warehouse/warehouse_eow Plugin types of the warehouse window (warehouse_eow.script.tl).
gui/game_bar/game_bar The game bar at the bottom of the game screen (money, construction and tool buttons, statistics, calendar, speed controls) and the main radial menu. Both are created in gui/main/game.tl.
gui/game_bar/game_bar_widgets Widgets shown in the game bar: game speed buttons, calendar display and the "Weather and Time" editor, camera and music player buttons, and the info display that mods can extend through GameBarInfoDisplayExtension.
gui/guidesystem/sound/guidesystem_sfx Sound effects of the guide system, loaded from the GUI resource ::/gui/guidesystem/sound/guidesystem_sfx.gres.
gui/hud/hud_gui_config Type of the GUI resource ::/gui/hud/hud_gui_config.gres (defined in hud_gui_config.gres.lua): distance scales, colors and vehicle icon offsets for the HUD icons drawn in the 3D view.
gui/hud/hud_react_util Helpers for configuring HUD icons in the 3D view: building and editing Builtin.Type.VisibilityThresholds, the default line-viewer snap factors and per-carrier vehicle icon offsets.
gui/layers/layer_cargo The "Cargo Satisfaction" map layer (button menu.layers.cargoButton).
gui/layers/layer_cargo_flow The "Cargo Flow" map layer (button menu.layers.cargoFlowButton).
gui/layers/layer_colors Type of the GUI resource ::/gui/layers/layer_colors.gres (defined in layer_colors.gres.lua): the colors every map layer uses. Read it with `api.gui.genericRep.get(api.gui.genericRep.find("::/gui/layers/layer_colors.g
gui/layers/layer_hud_filter The "HUD Filters" layer window, where the player hides HUD icons per building type and per vehicle carrier.
gui/layers/layer_noise The "Noise" map layer (button menu.layers.noiseButton).
gui/layers/layer_pollution The "Pollution" map layer (button menu.layers.pollutionButton).
gui/layers/layer_public_transport The "Passenger Satisfaction" map layer (button menu.layers.publicTransportButton).
gui/layers/layer_react_util Shared building blocks of the map layers: gradient legend colors, town rating and demand HUD icons, filtered entity tooltips, legend containers and fallback colors for a LayerConfig.
gui/layers/layer_traffic The "Traffic" map layer (button menu.layers.trafficButton).
gui/layers/layers_button_ridge The layers button and its expandable ridge of layer buttons (terrain, towns, traffic, flows, noise, pollution, HUD filters), plus the parameter types shared by all layer windows.
gui/line_vehicle_mgmt/cargofilter_window The per-stop cargo filter popover of the line manager (/gui/line_vehicle_mgmt/cargofilter_window.tl, which returns the window recipe directly).
gui/line_vehicle_mgmt/feedback_list_util A feedback strip that shows one timed message at a time (info, warning, error or a question with an accept button), used by the line and vehicle manager and the vehicle entity window.
gui/line_vehicle_mgmt/line Types for the GUI-side copy of a line that the Line & Vehicle Manager edits before it is sent to the engine with api.cmd.makeLineCreateCmd / api.cmd.makeLineUpdateCmd.
gui/line_vehicle_mgmt/line_react_util Small React widgets and helpers used by the Line & Vehicle Manager and the entity windows: line colour dots and colour picker, name labels with rename and locate buttons, line balance, transported items, cargo display an
gui/line_vehicle_mgmt/line_util Line utilities of the Line & Vehicle Manager (LVM): converting between the engine LINE component and the editable Line.ReactLine, stop/waypoint index conversion, automatic terminal and cargo-load assignment, the sele
gui/line_vehicle_mgmt/manager_hud_util HUD icon recipe used by the Line & Vehicle Manager for stations, depots, vehicles, towns and industries while the manager tool is active.
gui/line_vehicle_mgmt/manager_tooltips_util Tooltip recipes shown next to the cursor while the Line & Vehicle Manager tool is active (prefix LM = line management, VM = vehicle management).
gui/line_vehicle_mgmt/manager_window The Line & Vehicle Manager window and tool, its line/depot list and vehicle list APIs, and the data types of the auto-rename and "first stop to send" schemes (loaded from rename_scheme, rename_scheme_component and `f
gui/line_vehicle_mgmt/sound/lvm_sfx Sound-effect lists of the line and vehicle manager, loaded from ::/gui/line_vehicle_mgmt/sound/lvm_sfx.gres.
gui/line_vehicle_mgmt/vehicle_list_react_util The vehicle list table of the line and vehicle manager (vehicle selection checkbox, line or depot, name and icons per row).
gui/line_vehicle_mgmt/vehicle_react_util GUI recipes for vehicles (icons, condition, balance) and HandleVehicleChanges, which turns store results into buy, replace and sell commands.
gui/line_vehicle_mgmt/vehicle_store Shared types of the vehicle store (buy / replace / modify vehicles window): store mode, browser filter and sort settings, and the shopping-cart API.
gui/line_vehicle_mgmt/vehicle_store_table Parameters of the table layout of the vehicle store (/gui/line_vehicle_mgmt/vehicle_store_table.tl, which returns the recipe directly).
gui/line_vehicle_mgmt/vehicle_store_util Helpers of the vehicle store: collect displayable vehicle data from model metadata, filter vehicles, match depot filter tags and transport modes, and small filter widgets.
gui/line_vehicle_mgmt/vehicle_store_window The vehicle store window and its entry point, which listens for the buyVehicles, replaceVehicles and modifyVehicles GUI events.
gui/line_vehicle_mgmt/vehicle_util Small helpers for vehicles and depots - lifespan and age, condition text and icons, carrier of a depot, vehicle type, capacity checks and the year-dependent value ranges used to scale the store's progress bars.
gui/main/button_react_util Shortcut functions that build builtin.Button and builtin.ToggleButton nodes with a text, an icon or both as content. Load the module with ug_require "/gui/main/button_react_util.tl".
gui/main/callout_react_util Recipes for callouts (small popups anchored to a node): a toggle button that opens a callout while it is pressed, and a default wrapper that draws callout content with an arrow. Callouts are shown by the callout containe
gui/main/cargo_react_util React recipes and node builders for cargo: cargo icons, cargo lists of vehicles, lines and warehouses (count/capacity per cargo type with tendency, quality and loading state), the input/output arrow display of industries
gui/main/cargo_util Functions that collect cargo data for the UI: stock contents of industries, warehouses and town buildings, cargo loaded in vehicles and on lines, cargo type icons, names and colours, and cargo flow counts. All functions
gui/main/collapsible_checkbox_list Lists of checkbox entries under a header button: either collapsible in place (CollapsibleCheckboxList) or opened as a callout (CheckboxListCallout). Both support mouse and gamepad.
gui/main/color_util Colour types of GUI resource files (*.gres) and helpers that turn them into Vec3f/Vec4f values, add transparency, mix colours and derive hover/active shades.
gui/main/content_card Note: collapsible elements should not get extraChildren
gui/main/credits_react_util The credits slide show of the main menu. The slides come from gui/menu/configs/credits_screen_data.lua, which returns a table of the form { slides = {...} }.
gui/main/default_colors The base colour palette of the GUI, from the resource ::/gui/main/default_colors.gres. Style sheets (*.css.lua) read it with api.gui.genericRep.get(api.gui.genericRep.find("::/gui/main/default_colors.gres")).data.
gui/main/disable_features Names of game UI features that a mission can switch off. Missions return them as disableFeatures = { ["Layers"] = true }; the mission script fires the setDisableFeatures React event and the game UI keeps the set in `
gui/main/engine_react_util React hooks that mirror engine data into React state. Each hook re-reads the engine through a getFromEngine callback (every step, on a timer or in a worker thread), updates the state only when the value changed, and mo
gui/main/free_cam_options The free camera tool of the game UI: a tool for the tool stack that switches to the free camera (or the cockpit camera of a vehicle) and a recipe that handles leaving it.
gui/main/game_context Types for the shared in-game GUI context (GameContext), the dialogue overlay and callout APIs, the game speed API and the base game's GUI save data.
gui/main/game_react_globals Global access to the main parts of the in-game GUI for code that has no GameContext, loaded with ug_require "/gui/main/game_react_globals.tl".
gui/main/game_tooltips Tooltip recipes for the 3D view, loaded with ug_require "/gui/main/game_tooltips.tl".
gui/main/game_windows Parameter types of some in-game windows and tools, notably the context help window and the construction tool.
gui/main/gui_react_util General React helpers of the game UI: icon/label indicators (the icon with a number used in HUD icons and entity windows), small layout shortcuts, colour contrast helpers, focus and input-action wrappers, the emote icon,
gui/main/gui_res_modding
gui/main/hudIconMaster Older declaration of the HUD icon parameter types. The base game uses the identical types from HudIconToolbox (gui/main/hud_icon_toolbox).
gui/main/hud_icon_toolbox Recipes for the HUD icons drawn above entities in the 3D view (vehicles with their cargo, stocks, waiting passengers at stations, towns, perk icons, notifications), and the parameter types that custom HUD icon scripts re
gui/main/industry_util Helpers for the industry UI: production boosts (worker boost and booster rules), input and output data per rule, production numbers, satellite slots, connection checks, removing industries, and finding suppliers and cons
gui/main/input_action_colors Colours of the four face buttons of a gamepad, as a GUI resource (::/gui/main/input_action_colors.gres), used for key binding hints.
gui/main/main_mod_button_area Horizontal button bar for mods in the game UI. Mods add buttons through the MainModButtonAreaExtension extension point; when at least one plugin exists, the radial menu gets a "Mods" entry that focuses the bar.
gui/main/menu_category_util Filtering of selectable objects (bridges, tunnels, street types, ...) by menu category. Filter categories are menu_filter_category resources; objects carry a menuCategory in their metadata. Includes the filter panel,
gui/main/mod_entry_point Extension point through which mods add their own top-level React UI to the game view.
gui/main/particle_colors Colours of GUI particle effects, as a GUI resource (::/gui/main/particle_colors.gres), used by ParticleReactUtil.
gui/main/particle_react_util Helpers for 2D GUI particle effects (builtin.ParticleSystem2d): presets for the company level-up and unlock animations and a builder that turns a plain table into a ParticleSystem2dEmitter.
gui/main/popover_react_util Popover windows: small windows that open next to a toggle button and close when the user clicks outside of them or presses back.
gui/main/radial_menu_extension Extension point through which mods add entries to the main radial menu of the game bar.
gui/main/script_param_util Widgets for script parameters (ScriptParam): the settings of the base game and of mods that are shown as buttons, icon buttons, sliders, combo boxes or checkboxes, e.g. in the new-game and mod settings and in the const
gui/main/selection_colors Colours of the selection highlight in the 3D view, as a GUI resource (::/gui/main/selection_colors.gres).
gui/main/selector Result and parameter types of a line/station/vehicle selector. No base-game script uses these types; the selectors of the game UI are built with SelectorReactUtil and builtin.Selector.
gui/main/selector_react_util The default entity selector of the game view: picking entities with the mouse (hover highlight, tooltips, selecting an entity opens its window), the HUD icon configuration that goes with it, and the gamepad inspector too
gui/main/styleutil Helper that builds an api.gui.StyleSheet from a plain Lua table.
gui/main/tile_list_react_util Tile lists: grids of tiles with an image, a title, info icons and buttons, as used for save games and mods in the main menu.
gui/main/tool_react_util Helpers for tools of the tool stack (gameCtx.toolStack): register a tool that opens a window while it is active, and delegating tools that are pushed through React events.
gui/main/town_hud_react_util The HUD icon of towns (name, population, growth progress and received cargo types).
gui/map_editor/map_editor Windows of the map editor for generating or importing the height map, generating towns and industries and generating main connections, loaded with ug_require "/gui/map_editor/map_editor.tl".
gui/menu/dialog_react_util Generic modal dialog window (title, text, a row of choice buttons) used throughout the menus and the in-game GUI.
gui/menu/difficulty_react_util Toggle-button row that applies one of the difficulty presets (Easy, Medium, Hard, Very Hard) to a set of game-mechanic parameters.
gui/menu/graphics_presets_util Graphics quality presets (desktop and console) and helpers to detect or apply a preset on an AppConfig.
gui/menu/main_menu Shared types of the main menu and the in-game pause menu: page names, the common parameters every menu page receives, save-game groups and release-note data.
gui/menu/map_preview_colors Colour resource for the town and industry markers of the map preview (MapPreviewComp) in the new-game menu.
gui/menu/menu_icon_react_util Building blocks of the main menu pages (buttons, image cards, paged card grids, page frame, hint panel), loaded with ug_require "/gui/menu/menu_icon_react_util.tl".
gui/menu/menu_util Small main-menu recipes: the user profile badge and the animated game-edition logo.
gui/menu/mod_colors Colour resource for the mod browser.
gui/menu/mod_manager_react_util Building blocks of the Mod Hub (mod browser, mod details, upload form, login, report and dependency dialogs) and helpers around the api.modhub backends.
gui/menu/mod_util Checks the dependencies, load order and incompatibilities of a list of active mods and turns the findings into a readable message.
gui/menu/new_game_react_util Helpers of the "new game" and "new map" settings pages, loaded with ug_require "/gui/menu/new_game_react_util.tl".
gui/menu/paradox_react_util Paradox account recipes and texts (login, account creation, account linking, profile name), loaded with ug_require "/gui/menu/paradox_react_util.tl".
gui/menu/releasenotes_util Builds the pages of the release-notes window from ReleaseNoteData.
gui/menu/savegame_react_util Savegame helpers and recipes of the load, save and new game pages, loaded with ug_require "/gui/menu/savegame_react_util.tl".
gui/menu/sound/main_menu_sfx Sound resource of the main menu.
gui/sound/gui_comp_sfx specific on exits:
gui/statistics/statistics The statistics window (lists of lines, vehicles, stations, towns, industries, warehouses and depots) and the parameter types of its tabs, loaded with ug_require "/gui/statistics/statistics.tl".
gui/statistics/statistics_react_util Helpers shared by the statistics tabs (filter bars, search field, cargo columns, problem column), loaded with ug_require "/gui/statistics/statistics_react_util.tl".
industries/industry_productivity_util Types of /industries/industry_productivity_util.tl (IndustryProductivityUtil): helpers for the worker boost of industries, which raises an industry's productivity while enough workers arrive by line.
industries/industry_workers State of the ::/industries/industry_workers.gs game script, which records the workers that reach each industry by line.
infrastructure/traffic_light/traffic_light
landmarks/hq/headquarter_util_serialized Types of the company headquarter construction (/landmarks/hq/hq/headquarter.script.tl): a modular construction on an 8 m grid whose modules add further slots around themselves.
landmarks/landmark State and notification types of the landmarks game script (/landmarks/landmarks.script.tl).
landmarks/landmark_util Types of /landmarks/landmark_util.tl (LandmarkEngineUtil), which adds up the town bonuses that finished landmarks and the headquarter grant to their closest town.
landmarks/landmark_util_serialized Types of /landmarks/landmark_util_serialized.tl (LandmarkUtilSerialized), the shared update function of the landmark constructions.
mission/arrival_tracker Client of the arrival-tracker game script, which counts passengers and cargo delivered between two places.
mission/builder_util Small geometry helpers for checking build proposals in mission tasks.
mission/calendar Date helper for missions.
mission/guide_system/guide_system_react GUI recipe that shows the hints (guides) of the guide system.
mission/guide_system/guides/guide_event Guide task triggered by a matching script event.
mission/guide_system/guides/guide_generic Guide task triggered by a custom condition function.
mission/guide_system/guides/guide_state State interface shared by all guide task scripts.
mission/guide_system/guides/guide_timer Guide task triggered after a delay that depends on its importance.
mission/guide_system/guides/guide_ui_event Guide task triggered by a matching GUI event.
mission/mission_boot_util Helpers that turn a task-data factory and a list of boot tasks into the script module that the mission or guide-system game script boots from.
mission/mission_colors Colour palette (gui_res ::/mission/mission_colors.gres) used by mission markers, zones and highlights.
mission/mission_framework/mission_end_window_util GUI content of the window shown at the end of a mission (stars, medals, success).
mission/mission_framework/mission_framework_react GUI of the mission window (task list and task details).
mission/mission_framework/mission_framework_react_util GUI building blocks of the mission window (task progress, option buttons, instruction buttons, links).
mission/mission_framework/mission_framework_util Low-level access to task vtables, task contexts and the mission state.
mission/mission_framework/mission_framework_util_entity Commands that change ownership of, build, upgrade or bulldoze entities during a mission.
mission/mission_framework/mission_framework_util_line Finds lines that connect stations in two areas.
mission/mission_framework/mission_interface onCompleteScriptFn : string onCompleteScriptFnParams : any getTaskInfoScriptFn : string getTaskInfoScriptFnParams : any
mission/mission_pathfinding_util Path finding between entities and areas on the transport network, used by mission tasks.
mission/mission_react_util GUI parameters of the mission dialogue / voice-over overlay.
mission/mission_task_util Declarative task description (StaticTaskInfo) used by mission stories, plus helpers for task keys and areas.
mission/mission_types MissionOutline: helpers that build zone polygons and circles for mission tasks.
mission/modifier Resource-modifier helper that missions use to patch loaded game resources by file path.
mission/name_util Helpers that rename entities of a mission savegame and check that all of them got a name.
mission/tasks/assign_vehicle/mission_task_assign_vehicle Task that waits until player vehicles run on a given line or on a line between two areas.
mission/tasks/assign_vehicle/mission_task_visit_stations_ordered Task that waits until a player vehicle stops in one area and then in another.
mission/tasks/auto_builder/mission_task_electrify Task that electrifies the track between node pairs.
mission/tasks/auto_builder/mission_task_track_builder Task that builds a prepared track segment by segment.
mission/tasks/auto_builder/prepare_track_building_util Development helper that writes track segments to a file for the track-builder task.
mission/tasks/build_construction/mission_task_build_construction Task that waits until the player builds something that passes a set of proposal checks.
mission/tasks/build_construction/mission_task_build_construction_util Proposal checks used by the build-construction task and by other tasks that filter what the player may build.
mission/tasks/build_construction/mission_task_build_construction_variant Task that waits until constructions of given files exist in given areas.
mission/tasks/build_path/mission_task_build_path Task that waits until the transport network connects pairs of entities or areas.
mission/tasks/bulldoze/mission_task_auto_bulldoze Task that removes constructions.
mission/tasks/bulldoze/mission_task_bulldoze Task that waits until the player bulldozes given entities.
mission/tasks/buy_vehicle/mission_task_buy_vehicle Task that waits until the player owns or buys suitable vehicles.
mission/tasks/buy_vehicle/mission_task_clone_vehicle Task that waits until the player clones a suitable vehicle in the vehicle store.
mission/tasks/click_and_collect_custom_entity/mission_task_collect_entity Task in which the player collects custom entities by clicking them.
mission/tasks/click_and_collect_custom_entity/mission_task_spawn_entity Task that spawns custom entities for the player to collect.
mission/tasks/click_entity/mission_task_click_entity Task that waits until the player clicks given entities or markers.
mission/tasks/connect_nodes/mission_task_connect_nodes Task that only allows street or track proposals that connect given nodes.
mission/tasks/create_line/mission_task_create_line Task that waits until a line serves given station areas.
mission/tasks/create_line/mission_task_create_line_for_towns Task that waits until one line serves stations in all given towns.
mission/tasks/create_line/mission_task_stop_config Task that waits until a line loads a cargo at a stop.
mission/tasks/cutscene/mission_task_cutscene Task that plays a camera cutscene.
mission/tasks/dialogue/mission_task_dialogue Task that plays a dialogue (voice-overs, subtitles, portraits).
mission/tasks/finish/mission_task_finish Task that ends the mission and shows the mission-end window.
mission/tasks/guide/mission_task_guide Task that plays one queued instruction and completes when it has finished.
mission/tasks/guide/mission_task_guide_collect_entity Decorator for the collect-entity task that points the player to one entity after the other.
mission/tasks/join/mission_task_join Task that waits until other tasks are complete.
mission/tasks/mission_dialogue_data Data format of dialogue and cutscene keyframe files and of task instructions.
mission/tasks/non_bulldozable/mission_task_non_bulldozable Task that keeps entities from being bulldozed.
mission/tasks/observe_entity/mission_task_observe_entity Task that waits until a condition holds for each of a set of entities.
mission/tasks/page/mission_task_page Task that only shows its task info and completes through an option button.
mission/tasks/spawn_sims/mission_task_spawn_sims Task that places custom person entities on footpaths.
mission/tasks/spawn_sims/sampling_util Poisson-disk sampling of points in a rectangle.
mission/tasks/subsidies/mission_task_guide_subsidies Decorator for the subsidies task that queues an instruction when a subsidy is won or lost.
mission/tasks/subsidies/mission_task_subsidies Task that offers subsidies (subventions) and waits until all are completed or failed.
mission/tasks/task_decorator Wraps a task script with a second script (decorator) that adds behaviour.
mission/tasks/town_rating/mission_task_town_rating Task that reports whether a town rating and a cargo amount are good enough.
mission/tasks/town_rating/mission_task_town_rating_observer Task that turns several town-rating tasks into one rising or falling progress value.
mission/tasks/town_size/mission_task_town_size Task that waits until a town reaches a residential capacity.
mission/tasks/town_size/town_size_task_util Shared update function of the town-size tasks.
mission/tasks/transfer_ownership/mission_task_transfer_ownership Task that gives lines and constructions to the player or takes them away.
mission/tasks/transfer_ownership/transfer_ownership_util Ownership helpers used by mission tasks.
mission/tasks/transport_cargo/mission_task_empty_stocks Task that waits until industry stocks are emptied, optionally within a time limit.
mission/tasks/transport_cargo/mission_task_industry_boosted Task that waits until an industry is boosted.
mission/tasks/transport_cargo/mission_task_transport_cargo Task that waits until an amount of cargo was delivered to targets.
mission/tasks/transport_cargo/mission_task_transport_cargo_faster Delivery race against a simulated adversary within a time limit.
mission/tasks/transport_cargo/mission_task_transport_cargo_observer Task that shows the progress of several transport-cargo tasks and completes when all are done.
mission/tasks/transport_cargo/mission_task_transport_passengers Task that counts passengers travelling by line between two towns.
mission/tasks/utility/mission_task_cargo_needs Task that sets the cargo needs of a town.
mission/tasks/utility/mission_task_check_entities Task that checks that all entities referenced by the mission params exist.
mission/tasks/utility/mission_task_check_landmark_level Task that waits until a landmark construction reaches a level.
mission/tasks/utility/mission_task_clouds Task that fades the cloud coverage to a target value.
mission/tasks/utility/mission_task_highlight Task that shows markers and zones.
mission/tasks/utility/mission_task_industry_activity Task that turns the stocks or the station of an industry on or off.
mission/tasks/utility/mission_task_landmark_requirements Task that swaps a landmark construction for a variant chosen at runtime.
mission/tasks/utility/mission_task_play_sound Task that plays a sound effect.
mission/tasks/utility/mission_task_protected_entities Task that protects entities from player changes.
mission/tasks/utility/mission_task_relay_update Task that runs a custom update function until it reports completion.
mission/tasks/utility/mission_task_send_command Task that sends an engine command.
mission/tasks/utility/mission_task_send_event Task that sends a script event or a GUI React event.
mission/tasks/utility/mission_task_store_any Task that stores a value computed at runtime for other tasks to read.
mission/tasks/utility/mission_task_substitute_constructions Task that replaces or refreshes constructions.
mission/tasks/utility/mission_task_time_of_day Task that moves the time of day to a target time.
mission/tasks/utility/mission_task_town_development Task that switches the development of towns on or off.
mission/tasks/utility/mission_town_util Town helper used by mission tasks.
mission/tasks/vehicle_util/mission_task_replace_vehicles Task that replaces vehicles with a single-part vehicle of another model.
mission/tasks/vehicle_util/mission_task_sell_vehicles Task that sells vehicles, optionally deleting their lines.
mission/tasks/vehicle_util/mission_task_start_vehicles Task that starts or stops vehicles.
mission/tasks/vehicle_util/mission_task_vehicle_modifier Task that changes vehicle modifiers (top speed, comfort, noise, pollution).
mission/tasks/vehicle_util/mission_task_vehicle_position Task that waits until a vehicle is near a position.
mission/tasks/vehicle_util/mission_vehicle_util Vehicle and line helpers used by mission tasks.
mission/tasks/wait/mission_task_wait Task that completes after a fixed time.
mission/tasks/wait/mission_task_wait_event Task that completes when a matching engine-side script event arrives.
mission/tasks/wait/mission_task_wait_for Task that completes when a condition function returns true, optionally with a countdown.
mission/tasks/wait/mission_task_wait_ui_event Task that completes when a matching GUI event arrives.
mission/tasks/waypoints/mission_task_waypoints Task that waits for a line from a station group that passes given waypoints.
mission/tutorial/tasks/mission_task_tutorial_init Task that prepares the map at the start of the tutorial.
mission/tutorial/tutorial_story_util Helpers of the base-game tutorial story (capital town, industries, areas, vehicle lists).
scripts/app_util Types of /scripts/app_util.tl (AppUtil) for choosing between mouse and gamepad behaviour.
scripts/audio_util Types of /scripts/audioutil.lua (AudioUtil), helpers that build and sample the gain and pitch curves of sound sets (lists of {x, y} nodes).
scripts/builtin/index marker interface for emitter shapes
scripts/construction/asset_util Types of /scripts/construction/asset_util.tl (AssetUtil), the table of named asset groups that addModelsAndGroups picks random models from.
scripts/construction/collider_util_serialized Types of /scripts/construction/collider_util_serialized.tl (ColliderUtilSerialized): plain-table colliders (box, cylinder, point cloud) for construction results.
scripts/construction/construction_config_metadata Types of /scripts/construction/construction_config_metadata.tl: the constructionConfig metadata of constructions that are built up in levels by delivering cargo (the landmarks), with their requirements, stocks and th
scripts/construction/construction_specialization_metadata Types of /scripts/construction/construction_specialization_metadata.tl: metadata accessors for a construction's constructionSpecialization and a module's specialization entry.
scripts/construction/construction_util_serialized Plain lua table type definitions for construction resource scripts. These types describe the format of lua tables produced by construction scripts and read by C++ via converters. They must NOT reference C++ userdata type
scripts/construction/lane_util_serialized Types of the lane helper (/scripts/construction/laneutil.lua, LaneUtilSerialized) that turns generated curve data into lane lists.
scripts/construction/modules_util_serialized Types of the module helpers in /scripts/construction/modulesutil.lua (ModulesUtilSerialized) used by modular constructions and their module scripts.
scripts/construction/param_util Types of /scripts/construction/param_util.tl (ParamUtil), ready-made construction parameters (track type, catenary, rotation).
scripts/construction/street_util_serialized Types of /scripts/construction/street_util_serialized.tl (StreetUtilSerialized): helpers that append street/track edges (position, tangent, optional tag) to an edge list.
scripts/entity_util Types of /scripts/entity_util.tl (EntityUtil): helpers to remember an entity together with its revision (so a script can detect later that it changed or was removed), and ownership/position lookups.
scripts/gamescript Types for game scripts (*.gs.lua files whose updateScript, postUpdateScript, handleEventScript and guiHandleEventScript entries point to functions as "file.script@functionName"), their persistent state object
scripts/journal Type of the engine's finance journal entry (api.type.JournalEntry): one booking of money with its time, amount and category. Scripts create one with api.type.JournalEntry.new() and book it with `api.cmd.makeJournalBo
scripts/lang_util Types of /scripts/lang_util.tl (LangUtil): formatting of translated texts and numbers for the GUI. It wraps StringUtil.format and the engine's api.util.lang functions. Load it with `local lang_util = ug_require "
scripts/log Types of the global log table, the game's script logging functions.
scripts/mat4 Types of the plain-Lua 4x4 matrix library /scripts/mat4.tl (Mat4Serialized). A matrix is a flat table of 16 numbers in column-major order (elements 13, 14, 15 hold the translation), the same layout the game uses for
scripts/math_util Types of the scalar math helpers in /scripts/mathutil.lua (MathUtil): interpolation, clamping, range mapping and Hermite curves. Loading the file also installs the same functions into Lua's global math table (`math
scripts/metadata_util Types of /scripts/metadata_util.tl (MetadataUtil): typed accessors for the free-form metadata tables of construction descriptions, construction instances, subconstruction instances and savegame scripts. Each featur
scripts/polygon_util Types of /scripts/polygon_util.tl (PolygonUtil) for 2D polygons given as lists of Vec2f points.
scripts/random_util Types of /scripts/random_util.tl (RandomUtil) for weighted random selection.
scripts/react Types of the GUI's React-style library, ::/gui/main/react.lua (React). A recipe is a function that returns GUI nodes; it is registered once with React.RegisterRecipe and called like a function to create nodes. Insi
scripts/soundset Types used by sound-set update scripts (see /scripts/soundset_default.script.tl): the output object that receives track and event gain/pitch values, and the parameter records of custom and curve-based update functions.
scripts/string_util Types of /scripts/string_util.tl (StringUtil): {placeholder} string interpolation and prefix/suffix tests. The functions come from the legacy /scripts/stringutil.lua.
scripts/table_util Types of /scripts/table_util.tl (TableUtil): deep comparison and copying of tables and simple array search helpers. Load it with local table_util = ug_require "/scripts/table_util.tl" as TableUtil.
scripts/tex_util Types of /scripts/tex_util.tl (TexUtil), helpers that build texture descriptions with common filter and wrap settings.
scripts/transformator_util Types for transformator scripts, the per-frame scripts that animate vehicle and building models (wheels, doors, lights, pantographs, emitted person models, particles). TransformatorParams is what an update function rec
scripts/util/config_util Types of /scripts/util/config_util.tl (ConfigUtil) for editing the data of a generic script resource.
scripts/util/index Types of /scripts/util.tl (Util): resolving script function references and formatting game-time durations. Load it with local util = ug_require "/scripts/util.tl" as Util.
scripts/util/listutil Types of /scripts/util/listutil.tl (ListUtil).
scripts/util/romberg_util Types of /scripts/util/romberg.tl (RombergUtil), numerical integration with Romberg's method.
scripts/util/town_growth_function Types of /scripts/util/town_growth_function.tl (TownGrowthFunction), the polynomials that scale town and company growth with level.
scripts/vec2 Types of the plain-Lua 2D vector library /scripts/vec2.tl (Vec2Serialized). Unlike the engine's api.type.Vec2f, these vectors are ordinary Lua tables {x = ..., y = ...} with arithmetic metamethods, so they can be
scripts/vec3 Types of the plain-Lua 3D vector library /scripts/vec3.tl (Vec3Serialized): vectors are ordinary tables {x = ..., y = ..., z = ...} with +, -, * (number times vector) and / (vector by number). Construction
scripts/vec4 Types of the plain-Lua 4D vector library /scripts/vec4.tl (Vec4Serialized); mat4 uses these vectors as matrix columns. Load it with local vec4 = ug_require "/scripts/vec4.tl" as Vec4Serialized.
stations/station_metadata Types of /stations/station_metadata.tl (StationMetadata), accessors for station module metadata.
vehicle/vehicle_modifier Types of the VehicleModifier game script (/vehicle/vehicle_modifier.script.tl), which combines speed, noise, pollution and comfort modifiers from several sources per vehicle.