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PipScale

The quantity the pip row under a selected object counts, and how many pips that row has.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
PipScaleType
When omitted
none
rules.ini
[MYAPC] ; a UnitType registered in [VehicleTypes]
Passengers=5
PipScale=Passengers

The setting does two jobs at once: it chooses which quantity the row reports, and it fixes how long the row is. Left unset, the row has no pips at all, so a transport or a harvester with no PipScale shows nothing however full it is. Omitting the key keeps whatever an earlier rules layer set, but a value that matches none of the pip scales does not: it discards the stored value and leaves the row empty.

ValueRow lengthWhat fills it
AmmoAmmo, capped at 5rounds remaining, drawn as filled markers with no empty ones behind them
Tiberium5 on a vehiclestored Tiberium against Storage
PassengersPassengers, capped at 5the hold
Power10nothing — no drawing branch answers to this value
Charge8a vehicle’s charge against MaxCharge

A structure sizes its row differently. Its width allowance is six pips per cell of footprint width; Tiberium caps that by its own Storage — or by [General] WeedCapacity on a Weeder=yes structure — and Power grants the whole allowance. A structure set to Tiberium with no storage of its own is given a row of no length and shows nothing; only a Weeder=yes structure reaches the house-wide reading, and a weeder reports its house’s weed fraction.

The row’s contents change once the type carries Passengers above zero. Such an object draws one pip per slot, colored by an infantry passenger’s own Pip, and green for anything else, instead of the scaled fraction above. The scale is still what decides how many slots are drawn, so a transport set to PipScale=Ammo shows its cargo in a row sized by its ammunition.

A vehicle set to Tiberium splits its row by what it is carrying: the first Tiberium type draws green pips and everything else draws blue.