Facility Source Commodities and Class production types

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Certain facilities require commodities to produce. For example biofuels produces petrol by consuming agri. This is set using a bitmask as follows:

  • 1 - Agri
  • 2 - Water
  • 4 - Timber
  • 8 - Petrol
  • 16 - Coal
  • 32 - Ore
  • 64 - Uranium
  • 128 - Electricity
  • 256 - Consumer Goods
  • 512 - Industrial Goods
  • 1024 - Military Goods

So for a facility to need Timber and Ore you would use a value of 36 (4+32)

The same system is used to determine which class of units can be built by a facility in the UBuildClassMask field:

(Note: As of version 9.1.89, UBuildClassMask is not fully implemented, and will not restrict production to a single class)

  • 1 - Infantry
  • 2 - Recon
  • 4 - Tank
  • 8 - Anti-Tank
  • 16 - Artillery / MLRS / Launch Vehicle / Mortar
  • 32 - Air Defense
  • 64 - Transport/Bridging
  • 128 - Helicopter
  • 256 - Missiles
  • 512 - Fighter/Interceptor
  • 1024 - Fighter/Bomber
  • 2048 - Fighter/Multi Role
  • 4096 - Strategic Bomber
  • 8192 - Patrol/AWACS / Recon/Surveillance / Surveillance / ECM/Recce
  • 16384 -Transport / Tanker
  • 32768 - Submarine
  • 65536 - Carrier
  • 131072 - Battleship / Cruiser / Destroyer
  • 262144 - Frigate / Corvette
  • 524288 - Patrol/Recon
  • 1048576 - Transport/Support

Quick Reference for added up values of all land/air/naval:

  • 127 - All Land Units
  • 32384 - All Air Units
  • 2064384 - All Naval Units