Tiberiums
Tiberium is the resource used for energy and money replacement in Tiberian Dawn and Tiberian Sun/Firestorm. In the Red Alert series, the ore and gems are still internally referred to as Tiberium variants.
Game Lore
Tiberium landed on Earth via a meteorite which crashed close to the Tiber River in Italy, hence spawning the name 'Tiberium'. 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. 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.
The 4 Tiberium Types
- Tiberium Riparius : The basic green Tiberium, spawned from Blossom Trees. It has a moderate value.
- Tiberium Vinifera: A more valuable form of Tiberium, its crystals are blue and is spawned from large blue Vinifera seed crystals.
- Tiberium Cruentus: It exists solely as a large dark blue crystal, it can be destroyed, but not harvested .
- Tiberium Aboreus: This form of Tiberium is listed in TS inis, but is unused in game.
Modders sometimes enable usage of Aboreus, giving it the appearance of 'red' Tiberium, and making it an even more valuable, but scarce variant.
In the Game
The [Tiberiums] section of rules(md).ini is a list of all available Tiberium/Ore/Gem types in the game. What's not listed doesn't get parsed and therefore doesn't exist. Tiberium is a special type of overlay, and while adding new types may be possible, they'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's probably smarter to alter them rather than adding new types.
In Red Alert 2 and Yuri's Revenge the basic 'ore' is internally Riparius, and 'gems' are Cruentus.
Applicable INI Flags
These tables show all INI flags applicable[Applicable INI Flags 1] to Tiberiums. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.
Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.
- ↑ "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.
| INI File | Section | Key | Value Type | Default Value | Adds to list |
|---|---|---|---|---|---|
| Rules(md).ini | Object's ID | Name | str | 1 | |
| Rules(md).ini | Object's ID | Image | int | 0 | |
| Rules(md).ini | Object's ID | Spread | int | 0 | |
| Rules(md).ini | Object's ID | SpreadPercentage | float | 0.1 | |
| Rules(md).ini | Object's ID | Growth | int | 0 | |
| Rules(md).ini | Object's ID | GrowthPercentage | float | 0.1 | |
| Rules(md).ini | Object's ID | Value | int | 0 | |
| Rules(md).ini | Object's ID | Power | int | 0 | |
| Rules(md).ini | Object's ID | Color | ColorName | 0 | |
| Rules(md).ini | Object's ID | Debris | vector<Animation> | {} | + |
Note
Image on Tiberium types doesn'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 OverlayType indexes. Note that the position (index) of the overlay in the internal array differs from the [OverlayTypes] list in rules(md).ini.
The possible values of Image are listed below with their corresponding overlay indexes.
| Image | Internal Index | INI Index | Overlays in Set |
|---|---|---|---|
| 1 (Riparius) | 102 | 105 | 20 |
| 2 (Cruentus) | 27 | 28 | 12 |
| 3 (Vinifera) | 127 | 130 | 20 |
| 4 (Aboreus) | 147 | 150 | 20 |
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't typically appear on slopes in Red Alert 2 and Yuri's Revenge.
Bugs/Side-Effects/Unexpected Limitations
There is a commented out Shard tag listed under this section in rules(md).ini, however, it does not actually exist in the game executable. The closest matching the description is Debris.
Adding more Tiberium variants with the TS Engine Extension Vinifera is possible, see: Official Documentation
See also
Creating a new Resource System (Tutorial for RA2/YR at PPM)
Automatic Ore Generation (Tutorial for RA2/YR at Revora)
- To create a new ore mine spawning a new type of resource, combine both tutorials above.