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	<title>ModEnc² - User contributions [en]</title>
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	<updated>2026-04-18T13:58:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=MovementZone&amp;diff=28896</id>
		<title>MovementZone</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=MovementZone&amp;diff=28896"/>
		<updated>2025-10-18T01:55:23Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Strong is not a MovementZone, but a testid hallucination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flag|name=MovementZone|files=rules(md).ini|values=special strings|default=&amp;lt;tt&amp;gt;Normal&amp;lt;/tt&amp;gt;|types=[[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] (to the same extent as [[Locomotor]]s do) |ts=yes|fs=yes|ets=yes|ra2=yes|yr=yes|rp=yes}}&lt;br /&gt;
MovementZone says where the unit is allowed to go and helps the [[AI]] pathfinding routines. The possible values it takes are:&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;6&amp;quot; class=&amp;quot;wikitable table_descrowdesccol&amp;quot;&lt;br /&gt;
!&#039;&#039;MovementZone&#039;&#039;&lt;br /&gt;
!&#039;&#039;Description&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Amphibious&lt;br /&gt;
|When pathfinding, the unit will consider both ground and water as passable.&lt;br /&gt;
This is the only MovementZone that allows amphibious units, like Hover Craft and Robot Tanks or even the TS GDI APC, to dock with all {{f|UnitRepair|yes|link}} buildings for repairs, regardless if it&#039;s land-based Service Depot or a water-based Naval Yard.&lt;br /&gt;
&lt;br /&gt;
Otherwise the unit will stick with land-based OR water-based, never both.&lt;br /&gt;
|-&lt;br /&gt;
!AmphibiousCrusher&lt;br /&gt;
|When pathfinding, the unit will consider both ground and water as passable. In addition, it will assume that it is capable of crushing infantry, but is unarmed.&amp;lt;sup&amp;gt;[[#Notes|1]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!AmphibiousDestroyer&lt;br /&gt;
|Same as &#039;&#039;&#039;AmphibiousCrusher&#039;&#039;&#039;, additionally can destroy terrain obstacles. In RA2 this is tied to being an amphibious infantry.&lt;br /&gt;
|-&lt;br /&gt;
!Crusher&lt;br /&gt;
|When pathfinding, only clear ground is considered passable. Also assumes that it can crush infantry, but is not armed.&amp;lt;sup&amp;gt;[[#Notes|1]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
Units with Subterranean [[Locomotor]] and Crusher MovementZone will only dig in if there are 11 tiles between unit destination. Those tiles were Clear tiles.&lt;br /&gt;
|-&lt;br /&gt;
!CrusherAll{{yro}}&lt;br /&gt;
|Same as &#039;&#039;&#039;Crusher&#039;&#039;&#039;, additionally assumes that it can crush any mobile object, as well as walls.&amp;lt;sup&amp;gt;[[#Notes|2]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Destroyer&lt;br /&gt;
|When pathfinding, considers ground passable. Can destroy terrain obstacles and crush infantry obstacles.&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|When pathfinding, it assumes everything passable.&lt;br /&gt;
|-&lt;br /&gt;
!Infantry&lt;br /&gt;
|When pathfinding, only clear ground is considered passable.&lt;br /&gt;
|-&lt;br /&gt;
!InfantryDestroyer&lt;br /&gt;
|Same as &#039;&#039;&#039;Infantry&#039;&#039;&#039;, but can destroy terrain obstacles such as trees.&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|When pathfinding, considers clear ground passable. Assumes it can destroy terrain obstacles and crush infantry.&lt;br /&gt;
|-&lt;br /&gt;
!Subterannean&amp;lt;sup&amp;gt;[[#Notes|3]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|When pathfinding, considers clear ground passable. When destination is too far away for surface travel, or there is an obstacle in the way, unit will dig underground. In other cases, when subterranean travel is not possible, or surface travel is quicker, acts like a unit with {{f|MovementZone|Crusher}} or {{f|MovementZone|Destroyer}}.&lt;br /&gt;
This MovementZone is what allows units with Subterranean [[Locomotor]] to dig in if target location and/or origin location can&#039;t be dug into courtesy of {{f|AllowBurrowing|no|link}} on the [[TileSets]] and make unit look for the closest cells to dig into and/or out of.&lt;br /&gt;
If a different {{f|MovementZone}} is set the unit will only dig if both origin and target locations can be dug into; else it&#039;ll drive and only re-consider digging after a complete and absolute stop and &#039;&#039;then&#039;&#039; giving a new order manually. If persuaded to get underground then given a new order it&#039;ll try going to new target location, and if it can&#039;t dig out of it it&#039;ll look for closest exit only after it reaches/gets directly below the target.&lt;br /&gt;
|-&lt;br /&gt;
!Water [[Image:Ra2small.png]],{{yro}}&lt;br /&gt;
|When pathfinding, considers only water as passable.&lt;br /&gt;
|-&lt;br /&gt;
!WaterBeach [[Image:Ra2small.png]],{{yro}}&lt;br /&gt;
|Like Water but adds Beach cells to pathfinding. Worth noting that RA2 [[TileSets]] don&#039;t make use of this properly, and a lot of terrain editing will be required to actually make useable Beach.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
[[SpeedType]] is what actually allows or disallows a unit to move over [[LandTypes|specific terrain]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: To actually crush infantry, it needs to be {{f|Crusher|yes|link}}. Infantry which has {{f|Crushable|no|link}} or {{f|DeployedCrushable|no|link}} ([[YR]] only, only works when deployed, obviously) set will not be crushable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: In order to actually crush vehicles, it needs to be {{f|OmniCrusher|yes|link}}. Objects which have {{f|OmniCrushResistant|yes|link}} will not be crushable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;: With a typo, no less. &#039;&#039;Subter&#039;&#039;&#039;r&#039;&#039;&#039;annean&#039;&#039; will &#039;&#039;&#039;not&#039;&#039;&#039; work.&lt;br /&gt;
&lt;br /&gt;
[[Category:INI Flags]]&lt;br /&gt;
[[Category:rules(md).ini Flags]]&lt;br /&gt;
[[Category:InfantryTypes Flags]]&lt;br /&gt;
[[Category:VehicleTypes Flags]]&lt;br /&gt;
[[Category:AircraftTypes Flags]]&lt;br /&gt;
[[Category:BuildingTypes Flags]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberium_(INI_flag)&amp;diff=28199</id>
		<title>Tiberium (INI flag)</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberium_(INI_flag)&amp;diff=28199"/>
		<updated>2025-04-13T13:53:14Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Redirected page to Tiberium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tiberium]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=High&amp;diff=28017</id>
		<title>High</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=High&amp;diff=28017"/>
		<updated>2025-04-12T01:50:54Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Undo imported revision 9345 by user en&amp;gt;Testid123&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name=High&lt;br /&gt;
|files={{Categ|rules(md).ini}}&lt;br /&gt;
|values=boolean&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Projectile|Projectiles}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This flag determines whether this projectile can ignore/destroy walls in its path. If no, the unit firing it will only fire once it finds a firing location not obstructed by walls. It has been superseded by &amp;lt;tt&amp;gt;[[SubjectToWalls]]=&amp;lt;/tt&amp;gt; in RA2/YR.&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Image&amp;diff=27924</id>
		<title>Image</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Image&amp;diff=27924"/>
		<updated>2025-04-10T12:09:22Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: /* On {{f|Tiberiums|link}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== On most objects in rules(md).ini ==&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values={{values|Strings|art(md).ini sections}}&lt;br /&gt;
|default=same as section name&lt;br /&gt;
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Projectile|Projectiles}}, {{Categ|ParticleSystems}}, {{Categ|Particles}}, {{Categ|OverlayTypes}}, {{Categ|VoxelAnims}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the section from {{Tt|[[Art|art(md).ini]]}} which contains this object&#039;s graphical representation parameters such as cameos, firing offsets, and the like.&lt;br /&gt;
(See also [[How The Engine Uses Files]].)&lt;br /&gt;
&lt;br /&gt;
For [[AircraftTypes]]&lt;br /&gt;
if we specify Image=any turret &amp;lt;b&amp;gt;(GTNKTUR,HTNKTUR,LTNKTUR)&amp;lt;/b&amp;gt; We need to add tags. {{f|Voxel|yes|Link}} Go to section &amp;lt;b&amp;gt;GTNKTUR,HTNKTUR,LTNKTUR&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
within [[Artmd.ini]] even though &amp;lt;b&amp;gt;GTNKTUR,HTNKTUR,LTNKTUR&amp;lt;/b&amp;gt; are [[Voxel]] files, If you don&#039;t do this you will get {{f|Internal Error|004145BD|Link}}.&lt;br /&gt;
&lt;br /&gt;
For [[Red Alert]], setting &amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;Image=none&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; for [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] will give the following results.&lt;br /&gt;
&lt;br /&gt;
*[[VehicleTypes]] [[Image]] and [[Cameo]] will be displayed blank. And when it&#039;s completed, there will be a continuous &amp;lt;b&amp;gt;READY&amp;lt;/b&amp;gt; message in the [[Cameo]] section.&lt;br /&gt;
[[File:Image=noe for Ra1.png]]&lt;br /&gt;
*[[AircraftTypes]] [[Image]] and [[Cameo]] will be displayed blank.&lt;br /&gt;
&lt;br /&gt;
*[[BuildingTypes]] [[Cameo]] will be displayed blank.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have SHP file or Voxel file which matches the name [[TechnoTypes]] which is written in [[ rules(md).ini]] such as &amp;lt;b&amp;gt;YAPOWR&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you didn&#039;t specify &amp;lt;b&amp;gt;Image=YAPOWR&amp;lt;/b&amp;gt; In-game images will be available automatically.&lt;br /&gt;
&lt;br /&gt;
== On &#039;&#039;&#039;{{f|Tiberiums|link}}&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values={{values|unsigned integers}}&lt;br /&gt;
|default=-1&lt;br /&gt;
|types={{Categ|Tiberiums}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
See [[Tiberiums#Note|Tiberiums]] for details.&lt;br /&gt;
&lt;br /&gt;
== On Animations and other objects in art(md).ini ==&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|files={{Categ|ini=art}}&lt;br /&gt;
|values={{values|Strings|art(md).ini sections}}&lt;br /&gt;
|default=same as section name&lt;br /&gt;
|types={{Categ|BuildingTypes}}, {{Categ|Animations}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When used in art(md).ini, this flag also refers to an art(md).ini section as well, but it only uses the referred section to derive a filename of the SHP file to use.&lt;br /&gt;
&lt;br /&gt;
This flag does &#039;&#039;&#039;not&#039;&#039;&#039; work on InfantryTypes, VehicleTypes and AircraftTypes in art(md).ini sections. This is evident by looking at the following code snippets from unmodded artmd.ini:&lt;br /&gt;
&amp;lt;pre&amp;gt;[CAML]&lt;br /&gt;
Image=JOSH&lt;br /&gt;
 &lt;br /&gt;
[BFRT]&lt;br /&gt;
Image=SREF&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
*&amp;lt;b&amp;gt;Image&amp;lt;/b&amp;gt; located in the section [[Projectiles]] will ignore file display. &amp;lt;b&amp;gt;voxeltur&amp;lt;/b&amp;gt;,&amp;lt;b&amp;gt;voxelbarl&amp;lt;/b&amp;gt;,&amp;lt;b&amp;gt;voxelwo&amp;lt;/b&amp;gt;.&lt;br /&gt;
*&amp;lt;b&amp;gt;Image&amp;lt;/b&amp;gt; located in the section [[Projectiles]] Will not be affected by new image changes, such as&lt;br /&gt;
&#039;&#039;&#039;[Cannon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Image=120MM&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[120MM]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Image=YACNST&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It&#039;s funny for &amp;lt;b&amp;gt;Image&amp;lt;/b&amp;gt; located in the section [[Projectiles]] if it&#039;s a SHP file, it can have shadows + play animations + remap colors but can&#039;t set it to rotate in 32 directions.&amp;lt;br&amp;gt;&lt;br /&gt;
Using the tag {{f|Rotates|yes|link}} allows the SHP file to rotate in 32 directions but can&#039;t play as animation.&amp;lt;br&amp;gt;&lt;br /&gt;
Voxel files can rotate in 32 directions + but can&#039;t play as animations + can&#039;t remap colors+Images from files with the extensions &#039;&#039;&#039;.TUR&#039;&#039;&#039; and &#039;&#039;&#039;.BRAL&#039;&#039;&#039; cannot be displayed.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Image&amp;diff=27923</id>
		<title>Image</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Image&amp;diff=27923"/>
		<updated>2025-04-10T12:08:55Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: /* On {{f|Tiberiums|link}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== On most objects in rules(md).ini ==&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values={{values|Strings|art(md).ini sections}}&lt;br /&gt;
|default=same as section name&lt;br /&gt;
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Projectile|Projectiles}}, {{Categ|ParticleSystems}}, {{Categ|Particles}}, {{Categ|OverlayTypes}}, {{Categ|VoxelAnims}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the section from {{Tt|[[Art|art(md).ini]]}} which contains this object&#039;s graphical representation parameters such as cameos, firing offsets, and the like.&lt;br /&gt;
(See also [[How The Engine Uses Files]].)&lt;br /&gt;
&lt;br /&gt;
For [[AircraftTypes]]&lt;br /&gt;
if we specify Image=any turret &amp;lt;b&amp;gt;(GTNKTUR,HTNKTUR,LTNKTUR)&amp;lt;/b&amp;gt; We need to add tags. {{f|Voxel|yes|Link}} Go to section &amp;lt;b&amp;gt;GTNKTUR,HTNKTUR,LTNKTUR&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
within [[Artmd.ini]] even though &amp;lt;b&amp;gt;GTNKTUR,HTNKTUR,LTNKTUR&amp;lt;/b&amp;gt; are [[Voxel]] files, If you don&#039;t do this you will get {{f|Internal Error|004145BD|Link}}.&lt;br /&gt;
&lt;br /&gt;
For [[Red Alert]], setting &amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;color:red&amp;quot;&amp;gt;Image=none&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; for [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] will give the following results.&lt;br /&gt;
&lt;br /&gt;
*[[VehicleTypes]] [[Image]] and [[Cameo]] will be displayed blank. And when it&#039;s completed, there will be a continuous &amp;lt;b&amp;gt;READY&amp;lt;/b&amp;gt; message in the [[Cameo]] section.&lt;br /&gt;
[[File:Image=noe for Ra1.png]]&lt;br /&gt;
*[[AircraftTypes]] [[Image]] and [[Cameo]] will be displayed blank.&lt;br /&gt;
&lt;br /&gt;
*[[BuildingTypes]] [[Cameo]] will be displayed blank.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have SHP file or Voxel file which matches the name [[TechnoTypes]] which is written in [[ rules(md).ini]] such as &amp;lt;b&amp;gt;YAPOWR&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Even if you didn&#039;t specify &amp;lt;b&amp;gt;Image=YAPOWR&amp;lt;/b&amp;gt; In-game images will be available automatically.&lt;br /&gt;
&lt;br /&gt;
== On &#039;&#039;&#039;{{f|Tiberiums|link}}&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values={{values|unsigned integers}}&lt;br /&gt;
|default=?&lt;br /&gt;
|types={{Categ|Tiberiums}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
See [[Tiberiums#Note|Tiberiums]] for details.&lt;br /&gt;
&lt;br /&gt;
== On Animations and other objects in art(md).ini ==&lt;br /&gt;
&lt;br /&gt;
{{Flag&lt;br /&gt;
|files={{Categ|ini=art}}&lt;br /&gt;
|values={{values|Strings|art(md).ini sections}}&lt;br /&gt;
|default=same as section name&lt;br /&gt;
|types={{Categ|BuildingTypes}}, {{Categ|Animations}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When used in art(md).ini, this flag also refers to an art(md).ini section as well, but it only uses the referred section to derive a filename of the SHP file to use.&lt;br /&gt;
&lt;br /&gt;
This flag does &#039;&#039;&#039;not&#039;&#039;&#039; work on InfantryTypes, VehicleTypes and AircraftTypes in art(md).ini sections. This is evident by looking at the following code snippets from unmodded artmd.ini:&lt;br /&gt;
&amp;lt;pre&amp;gt;[CAML]&lt;br /&gt;
Image=JOSH&lt;br /&gt;
 &lt;br /&gt;
[BFRT]&lt;br /&gt;
Image=SREF&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
*&amp;lt;b&amp;gt;Image&amp;lt;/b&amp;gt; located in the section [[Projectiles]] will ignore file display. &amp;lt;b&amp;gt;voxeltur&amp;lt;/b&amp;gt;,&amp;lt;b&amp;gt;voxelbarl&amp;lt;/b&amp;gt;,&amp;lt;b&amp;gt;voxelwo&amp;lt;/b&amp;gt;.&lt;br /&gt;
*&amp;lt;b&amp;gt;Image&amp;lt;/b&amp;gt; located in the section [[Projectiles]] Will not be affected by new image changes, such as&lt;br /&gt;
&#039;&#039;&#039;[Cannon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Image=120MM&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[120MM]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Image=YACNST&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It&#039;s funny for &amp;lt;b&amp;gt;Image&amp;lt;/b&amp;gt; located in the section [[Projectiles]] if it&#039;s a SHP file, it can have shadows + play animations + remap colors but can&#039;t set it to rotate in 32 directions.&amp;lt;br&amp;gt;&lt;br /&gt;
Using the tag {{f|Rotates|yes|link}} allows the SHP file to rotate in 32 directions but can&#039;t play as animation.&amp;lt;br&amp;gt;&lt;br /&gt;
Voxel files can rotate in 32 directions + but can&#039;t play as animations + can&#039;t remap colors+Images from files with the extensions &#039;&#039;&#039;.TUR&#039;&#039;&#039; and &#039;&#039;&#039;.BRAL&#039;&#039;&#039; cannot be displayed.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27921</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27921"/>
		<updated>2025-04-10T11:51:32Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[{{PAGENAME}}]}}&lt;br /&gt;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|OverlayType]] indexes. Note that the position of the OverlayType in the list (in other words, the index) is what matters, not the key (value left of the &amp;quot;=&amp;quot; sign).&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Start Index !! Original Key in {{ini|rules}} !! Overlays in Set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 102 || 105 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 27 || 28 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 127 || 130 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 147 || 150 || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t typically appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There is a commented out [[Shard]] flag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The correct flag matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27920</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27920"/>
		<updated>2025-04-10T11:50:41Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[{{PAGENAME}}]}}&lt;br /&gt;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|OverlayType]] indexes. Note that the position of the overlay type in the list is what matters, not the value left of the &amp;quot;=&amp;quot; sign.&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Start Index !! Original Key in {{ini|rules}} !! Overlays in Set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 102 || 105 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 27 || 28 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 127 || 130 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 147 || 150 || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t typically appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There is a commented out [[Shard]] flag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The correct flag matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27919</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27919"/>
		<updated>2025-04-10T11:50:30Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[{{PAGENAME}}]}}&lt;br /&gt;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|OverlayType]] indexes. Note that the position of the overlay type in the list is what matters, not the value left of the &amp;quot;=&amp;quot; sign.&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Start Index !! Original Key in {{ini|rules}} !! Overlays in set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 102 || 105 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 27 || 28 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 127 || 130 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 147 || 150 || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t typically appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There is a commented out [[Shard]] flag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The correct flag matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27918</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27918"/>
		<updated>2025-04-10T11:48:11Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[{{PAGENAME}}]}}&lt;br /&gt;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|OverlayType]] indexes. Note that the position of the overlay type in the list is what matters, not the value left of the &amp;quot;=&amp;quot; sign.&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes. The index in parentheses is the apparent key in vanilla {{ini|rules}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Start Index !! Overlays in set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 102 (105) || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 27 (28) || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 127 (130) || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 147 (150) || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t typically appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There is a commented out [[Shard]] flag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The correct flag matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27917</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27917"/>
		<updated>2025-04-10T11:46:18Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Reverted edit by ATHSE (talk) to last revision by ZivDero&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[{{PAGENAME}}]}}&lt;br /&gt;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|Overlay]] indexes. Note that the position of the overlay type in the list is what matters, not the value left of the &amp;quot;=&amp;quot; sign.&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes. The index in parentheses is the apparent key in vanilla {{ini|rules}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Start Index !! Overlays in set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 102 (105) || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 27 (28) || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 127 (130) || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 147 (150) || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t typically appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There is a commented out [[Shard]] flag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The correct flag matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27915</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27915"/>
		<updated>2025-04-10T11:35:50Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Mention vanilla rules.ini &amp;quot;keys&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[{{PAGENAME}}]}}&lt;br /&gt;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|Overlay]] indexes. Note that the position of the overlay type in the list is what matters, not the value left of the &amp;quot;=&amp;quot; sign.&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes. The index in parentheses is the apparent key in vanilla {{ini|rules}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Start Index !! Overlays in set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 102 (105) || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 27 (28) || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 127 (130) || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 147 (150) || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t typically appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There is a commented out [[Shard]] flag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The correct flag matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27914</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27914"/>
		<updated>2025-04-10T11:30:24Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Reverted edits by ATHSE (talk) to last revision by ZivDero&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[{{PAGENAME}}]}}&lt;br /&gt;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|Overlay]] indexes. Note that the position of the overlay type in the list is what matters, not the value left of the &amp;quot;=&amp;quot; sign.&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Start Index !! Overlays in set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 102 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 27 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 127 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 147 || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There is a commented out [[Shard]] flag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The correct flag matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27911</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27911"/>
		<updated>2025-04-10T11:19:47Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Correct Tiberium overlay indexes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[{{PAGENAME}}]}}&lt;br /&gt;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|Overlay]] indexes. Note that the position of the overlay type in the list is what matters, not the value left of the &amp;quot;=&amp;quot; sign.&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Start Index !! Overlays in set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 102 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 27 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 127 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 147 || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There is a commented out [[Shard]] flag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The correct flag matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27910</id>
		<title>Tiberiums</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Tiberiums&amp;diff=27910"/>
		<updated>2025-04-10T11:18:33Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Adjust the Image section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WrongTitle|[{{PAGENAME}}]}}&lt;br /&gt;
Tiberium is the resource used for energy and money replacement in {{td}} and {{ts}}/{{fs}}. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.&lt;br /&gt;
&lt;br /&gt;
==Game Lore==&lt;br /&gt;
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name &#039;Tiberium&#039;. Tiberium exists as crystalline formations situated on small ground pods. These crystals spawn toxic spores which travel through the air, contaminating and mutating whatever organic material they come into contact with. Tiberium works by creating large roots down into the soil, these roots leach minerals and other valuable materials upward into the ground pod, which then uses them in their crystals, making Tiberium a very valuable resource.&lt;br /&gt;
Sometimes the airborne spores come into contact with plant matter, and, in the case of trees, can mutate them into what are known as Blossom Trees, these spawn more green Tiberium crystals. All Tiberium types, except the basic Riparius are explosive.&lt;br /&gt;
&lt;br /&gt;
==The 4 Tiberium Types==&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Riparius|green}} &amp;lt;/b&amp;gt;: The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Vinifera|blue}}&amp;lt;/b&amp;gt;: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Cruentus|navy}}&amp;lt;/b&amp;gt;: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .&lt;br /&gt;
*&amp;lt;b&amp;gt;{{co|Tiberium Aboreus|red}}&amp;lt;/b&amp;gt;: This form of Tiberium is listed in TS inis, but is unused in game. &lt;br /&gt;
&lt;br /&gt;
Modders sometimes enable usage of Aboreus, giving it the appearance of &#039;red&#039; Tiberium, and making it an even more valuable, but scarce variant.&lt;br /&gt;
&lt;br /&gt;
==In the Game==&lt;br /&gt;
This section of [[Rules|rules(md).ini]] is a list of all available Tiberium/Ore/Gem types in the game. What&#039;s not listed doesn&#039;t get parsed and therefore doesn&#039;t exist. Tiberium is a special type of [[OverlayTypes|overlay]], and while adding new types may be possible, they&#039;ll be subject to the same restrictions as the original unused types, Vinifera and Aboreus. Since these two are at least in the game already, it&#039;s probably smarter to alter them rather than adding new types.&lt;br /&gt;
&lt;br /&gt;
In {{ra2}} and {{yr}} the basic &#039;ore&#039; is internally Riparius, and &#039;gems&#039; are Cruentus.&lt;br /&gt;
&lt;br /&gt;
== Applicable INI Flags ==&lt;br /&gt;
{{Applicable INI Flags}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Applicable INI Flags Header|Tiberiums (Riparius/Vinifera/etc..)}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Name|link}}  || str || 1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Image|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Spread|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|SpreadPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Growth|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|GrowthPercentage|link}}  || float || 0.1 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Value|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Power|link}}  || int || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Color|link}}  || ColorName || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| {{Ini|Rules}} || Object&#039;s ID || {{f|Debris|link}}  || vector&amp;lt;Animation&amp;gt; || {} || +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Note==&lt;br /&gt;
[[Image]] on Tiberium types doesn&#039;t function the way it does on other objects. Instead of an explicitly named image to use, it takes values 1-4, associated with hardcoded [[OverlayTypes|Overlay]] indexes. Note that the position of the overlay type in the list is what matters, not the value left of the &amp;quot;=&amp;quot; sign.&lt;br /&gt;
The possible values of [[Image]] are listed below with their corresponding overlay indexes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Start Index !! Overlays in set&lt;br /&gt;
|-&lt;br /&gt;
| 1 (Riparius) || 105 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Cruentus) || 28 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 3 (Vinifera) || 130 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Aboreus) || 150 || 20&lt;br /&gt;
|}&lt;br /&gt;
For Tiberiums that use 20 overlays, the last 8 overlays are used for overlays placed on slopes. Note that this only works correctly in Tiberian Sun, as Tiberiums don&#039;t appear on slopes in Red Alert 2 and Yuri&#039;s Revenge.&lt;br /&gt;
{{bugs}}&lt;br /&gt;
There is a commented out [[Shard]] flag listed under this section in {{ini|rules}}, however, it does not actually exist in the game executable. The correct flag matching the description is [[Debris]].&lt;br /&gt;
&lt;br /&gt;
Adding more Tiberium variants with the TS [[Vinifera|Engine Extension Vinifera]] is possible, see: [https://vinifera.readthedocs.io/en/latest/New-Features-and-Enhancements.html#new-tiberiums Official Documentation]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[http://ppmsite.com/forum/viewtopic.php?t=2621 Creating a new Resource System] (Tutorial for RA2/YR at PPM)&lt;br /&gt;
&lt;br /&gt;
[http://forums.revora.net/index.php?showtopic=31031 Automatic Ore Generation] (Tutorial for RA2/YR at Revora)&lt;br /&gt;
*To create a new ore mine spawning a new type of resource, combine both tutorials above.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tiberium Wikipedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[http://planetcnc.gamespy.com/View.php?view=Encyclopedia.Detail&amp;amp;id=13#tiberium Planet CnC/C&amp;amp;amp;C Encyclopedia: Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[OverlayTypes]]&lt;br /&gt;
[[Category:Rules(md).ini Sections]]&lt;br /&gt;
[[Category:General Editing Information]]&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Vinifera&amp;diff=27825</id>
		<title>Vinifera</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Vinifera&amp;diff=27825"/>
		<updated>2025-04-09T21:34:12Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Remove the reference to [RIparius]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Vinifera is an open source community project which aims to provide new features and bug-fixes fixes for Tiberian Sun. It&#039;s the successor of [[HyperPatch]] and got started by CCHyper with the goal to fix bugs in the engine and new features.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
For addition information please take a look at the official [https://github.com/Vinifera-Developers/Vinifera GitHub page] and the [https://vinifera.readthedocs.io/en/latest/?badge=latest Offical Documentation]|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; class=&amp;quot;table_parted&amp;quot;&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{ToolBar&lt;br /&gt;
|name=Vinifera&lt;br /&gt;
|image=Vinifera logo.png{{!}}257x96px&lt;br /&gt;
|width=20%&lt;br /&gt;
|dev=CCHyper, ZivDero, Rampastring and [https://vinifera.readthedocs.io/en/latest/CREDITS.html others]&lt;br /&gt;
|version=b296900 nightly&lt;br /&gt;
|dates=2025-04-08&lt;br /&gt;
|site=https://github.com/Vinifera-Developers/Vinifera&lt;br /&gt;
|-}}&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Main_Page&amp;diff=26987</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Main_Page&amp;diff=26987"/>
		<updated>2025-04-02T23:53:25Z</updated>

		<summary type="html">&lt;p&gt;ZivDero: Reword some things to sound better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;position: relative; top: 0px; left: 0px; border: 1px solid ; width: auto; margin-left: auto; margin-right: auto; clear: both; padding-bottom: 0.3em;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;border-bottom: 1px solid #aaaaaa; font-size: xx-large; font-weight: bold; padding: 0.3em;&amp;quot;&amp;gt;Welcome to ModEnc²&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;padding: 0.5em;&amp;quot;&amp;gt;[[Image:Me logo.png|80px|left]]Welcome to the [[CnC Modding Encyclopedia]], the user-expandable guide to modding Command &amp;amp;amp; Conquer. All RA2/YR INI flags are accessable by typing their name into the search box. In addition, we have a wide range of modding-specific pages dealing with with advanced topics and beginner problems alike, conveniently accessable through [[ModEnc²:Categories]] or [[Special:Allpages]]. If you need tools, graphics, or even whole mods, have a look at our [[ModEnc²:Community Portal|Community Portal]], and if you&#039;re just bored, hit [[Special:Random|Random page]] or join us in the [https://discord.gg/n4HHpYe4R2 Mod Haven Discord server] in the #modenc-2 channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy your stay!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For safety reasons, only &#039;community-known&#039; users are able to add/edit pages to prevent trolls like Testid123 from destroying the data.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Disclaimer: EA has not endorsed and does not support this wiki. Command &amp;amp; Conquer, Westwood, Westwood Studios are trademarks of Electronic Arts. All rights reserved.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
===2 April 2025===&lt;br /&gt;
Updates:&lt;br /&gt;
Deleted a bunch of spam sites, fixed the game info boxes and made some info boxes compatible with the dark mode.&lt;br /&gt;
The search suggestions are still broken. Will work on it asap.&lt;br /&gt;
&lt;br /&gt;
===1 April 2025===&lt;br /&gt;
Updates:&lt;br /&gt;
The missing graphics should be available now and 95% of the formating errors should be removed.&lt;br /&gt;
Gameicons now only containing TD, RA, TS, FS, RA2 and YR. Darkmode is now available for everyone, not only registered users.&lt;br /&gt;
&lt;br /&gt;
===31 March 2025===&lt;br /&gt;
ModEnc² is &#039;born&#039;, but empty. This is just a test to figure out how to set up a new ModEnc wiki to prevent trolling from unknown users like Testid123 in the future.&lt;br /&gt;
Some, or many things, needs to be configured, but I&#039;m sure that will be doable. Stay tuned.&lt;/div&gt;</summary>
		<author><name>ZivDero</name></author>
	</entry>
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