tModLoader v2024.03
A mod to make and play Terraria mods
TileID.Sets Class Reference

Classes

class  Conversion
 
class  FallingBlockProjectileInfo
 Used in FallingBlockProjectile. More...
 
class  ForAdvancedCollision
 
class  RoomNeeds
 
class  TileCutIgnore
 

Static Public Member Functions

static void AddCorruptionTile (ushort type, int strength=1)
 
static void AddCrimsonTile (ushort type, int strength=1)
 Functions to simplify modders adding a tile to the crimson, corruption, or jungle regardless of a remix world or not. Can still add manually as needed.
 
static void AddJungleTile (ushort type, int strength=1)
 

Static Public Attributes

static bool[] AllBlocksWithSmoothBordersToResolveHalfBlockIssue = Factory.CreateBoolSet(false, 321, 157, 208, 159, 190, 80, 251, 202, 229, 56, 38, 39, 152, 118, 151, 148, 206, 119, 175, 46, 176, 45, 140, 347, 370, 121, 122, 680, 681, 682, 685, 686, 346, 687, 688, 689, 690, 691, 692, 160, 226, 54, 156, 155, 153, 154, 150, 250, 198, 273, 274, 325, 284, 348, 385, 327, 326, 345, 328, 329, 357, 369, 268, 261, 262, 255, 267, 260, 265, 258, 266, 259, 264, 257, 263, 256, 311, 431, 426, 433, 430, 434, 432, 272, 145, 146, 350, 127, 472, 473, 477, 478, 479, 492, 496, 507, 508, 563, 618)
 If true for a given tile type (Tile.TileType), then that tile has smooth borders and is drawn differently when hammered to be a half-block.
Defaults to false.
 
static bool[] AllowLightInWater = Factory.CreateBoolSet(false, 54, 541, 328)
 
static bool[] AllowsSaveCompressionBatching = Factory.CreateBoolSet(true, 520, 423)
 If true for a given tile type (Tile.TileType), then that tile can be compressed when syncing or saving the world.
Defaults to true.
 
static bool[] AllTiles = Factory.CreateBoolSet(true)
 
static bool[] Ash = Factory.CreateBoolSet(57)
 
static bool[] AvoidedByMeteorLanding = Factory.CreateBoolSet(226, 470, 475, 448, 597)
 Whether or not this tile prevents a meteor from landing near it. More...
 
static bool[] AvoidedByNPCs = Factory.CreateBoolSet(21, 467, 55, 85, 395, 88, 463, 334, 29, 97, 99, 356, 663, 425, 440, 209, 441, 468, 471, 491, 510, 511, 520, 573)
 If true, Town NPCs will try to avoid standing still in front of the tile, allowing the player to interact with the tile rather than accidentally interacting with the Town NPC. Some tiles that set this include TileID.Containers, TileID.Signs, and TileID.Tombstones.
 
static bool[] BasicChest = Factory.CreateBoolSet(21, 467)
 
static bool[] BasicChestFake = Factory.CreateBoolSet(441, 468)
 
static bool[] BasicDresser = Factory.CreateBoolSet(88)
 
static bool[] BlockMergesWithMergeAllBlock = Factory.CreateBoolSet()
 Set to true automatically for all tiles that are Main.tileSolid and not Main.tileSolidTop. These tiles will merge with other tiles that are Main.tileBlendAll.
You can force a value to be assigned using BlockMergesWithMergeAllBlockOverride in ModType.SetStaticDefaults, as this is set is populated afterwards, ignoring edits to it.
 
static ? bool[] BlockMergesWithMergeAllBlockOverride = Factory.CreateCustomSet<bool?>(null, 10, false, 387, false, 541, false)
 The value a tile forces to be set for BlockMergesWithMergeAllBlock regardless of default conditions (see its documentation). null by default.
 
static bool[] BlocksStairs = Factory.CreateBoolSet(386, 387, 54, 541)
 
static bool[] BlocksStairsAbove = Factory.CreateBoolSet(386, 387)
 
static bool[] BlocksWaterDrawingBehindSelf = Factory.CreateBoolSet(false, 54, 541, 328, 470)
 
static bool[] Boulders = Factory.CreateBoolSet(138, 484, 664, 665)
 
static bool[] BreakableWhenPlacing = Factory.CreateBoolSet(324, 186, 187, 185, 165, 530, 233, 227, 485, 81, 624)
 
static bool[] Campfire = Factory.CreateBoolSet(TileID.Campfire)
 Whether or not this tile behaves like a campfire. Campfires must be 3x2 and need to follow the vanilla layout with the on state being at the top of the texture. Padding must also be present in the same manner, resulting in a 54x36 section for each style. The animation, however, can be done with a separate flame texture if desired.
Necessary for block swap and Marshmallow on a Stick features.
 
static bool[] CanBeClearedDuringGeneration = Factory.CreateBoolSet(true, 396, 400, 401, 397, 398, 399, 404, 368, 367, 226, 237)
 
static bool[] CanBeClearedDuringOreRunner = Factory.CreateBoolSet(0, 1, 23, 25, 40, 53, 57, 59, 60, 70, 109, 112, 116, 117, 147, 161, 163, 164, 199, 200, 203, 234, 396, 397, 401, 403, 400, 398, 399, 402)
 Tiles within this set are allowed to be replaced by generating ore.
 
static bool[] CanBeDugByShovel = Factory.CreateBoolSet(false, 0, 668, 59, 57, 123, 224, 147, 2, 109, 23, 661, 199, 662, 60, 70, 477, 492, 53, 116, 112, 234, 40, 495, 633)
 If true for a given tile type (Tile.TileType), then that tile can be mined using a shovel.
Defaults to false.
 
static bool[] CanBeSatOnForNPCs = Factory.CreateBoolSet(false, 15, 497)
 
static bool[] CanBeSatOnForPlayers = Factory.CreateBoolSet(false, 15, 497, 89, 102, 487)
 
static bool[] CanBeSleptIn = Factory.CreateBoolSet(false, 79)
 
static bool[] CanBeSloped = Factory.CreateBoolSet()
 Allows non-solid tiles to be sloped (solid tiles can always be sloped, regardless of this set).
 
static bool[] CanDropFromRightClick = Factory.CreateBoolSet(4)
 
static bool[] CanGrowCrystalShards = Factory.CreateBoolSet(117, 116, 164, 402, 403)
 
static bool[] CanPlaceNextToNonSolidTile = Factory.CreateBoolSet(false, Cobweb, CopperCoinPile, SilverCoinPile, GoldCoinPile, PlatinumCoinPile, LivingFire, LivingCursedFire, LivingDemonFire, LivingFrostFire, LivingIchor, LivingUltrabrightFire, ChimneySmoke, Bubble)
 Allows tiles to be placed next to any tile or wall. (Tiles normally need a Main.tileSolid tile, Rope tile, IsBeam tile, or a wall adjacent to the target position to be placeable.)
Used by: Cobweb, Coin Piles, Living Fire Blocks, Smoke Blocks, Bubble Blocks
 
static bool[] ChecksForMerge = Factory.CreateBoolSet(0, 668, 2, 661, 60, 70, 199, 662, 109, 477, 492, 633, 57, 58, 75, 76, 684, 147, 161, 164, 163, 200, 162, 189, 196, 460, 224, 191, 383, 211, 225, 59, 226, 396, 397, 398, 399, 402, 400, 401, 403, 404, 234, 112, 407)
 
static bool[] Clock = Factory.CreateBoolSet(GrandfatherClocks)
 Whether or not this tile is a clock.
 
static int[] CloseDoorID = Factory.CreateIntSet(-1)
 The ID of the tile that a given open door transforms into when it becomes CLOSED. Defaults to -1, which means said tile isn't an open door.
 
static bool[] Clouds = Factory.CreateBoolSet(189, 196, 460)
 
static bool[] CommonSapling = Factory.CreateBoolSet(false, 20, 590, 595, 615)
 
static int[] ConveyorDirection = Factory.CreateIntSet(0, 421, 1, 422, -1)
 If != 0 for a given tile type (Tile.TileType), then that tile functions as a conveyor belt.
A positive value pushes entities to the right, and a negative value to the left. The actual value does not matter, only the sign.
Defaults to 0.
 
static bool[] Corrupt = Factory.CreateBoolSet(23, 661, 25, 112, 163, 398, 400, 636)
 
static int[] CorruptBiome = Factory.CreateIntSet(0, 23, 1, 24, 1, 25, 1, 32, 1, 112, 1, 163, 1, 400, 1, 398, 1, 27, -10)
 New created sets to facilitate vanilla biome block counting including modded blocks. To replace the current hardcoded counts in SceneMetrics.cs.
 
static bool[] CorruptBiomeSight = Factory.CreateBoolSet(23, 661, 25, 112, 163, 398, 400, 636, 24, 32)
 
static List< int > CorruptCountCollection
 
static bool[] CountsAsGemTree = Factory.CreateBoolSet(false, 583, 584, 585, 586, 587, 588, 589)
 If true for a given tile type (Tile.TileType), then that tile is categorized as a Gem Tree.
Vanilla only uses this for displaying a special message when using Lucy the Axe.
Defaults to false.
 
static bool[] CountsAsHoneySource = Factory.CreateBoolSet()
 Whether or not this tile counts as a honey source for crafting purposes.
 
static bool[] CountsAsLavaSource = Factory.CreateBoolSet()
 Whether or not this tile counts as a lava source for crafting purposes.
 
static int[] CountsAsPylon
 What tiles count as Pylons, which allow the player to teleport to any other valid Pylons on the map. More...
 
static bool[] CountsAsShimmerSource = Factory.CreateBoolSet()
 Whether or not this tile counts as a shimmer source for crafting purposes.
 
static bool[] CountsAsWaterSource = Factory.CreateBoolSet(172)
 Whether or not this tile counts as a water source for crafting purposes.
 
static bool[] CrackedBricks = Factory.CreateBoolSet(481, 482, 483)
 
static bool[] Crimson = Factory.CreateBoolSet(199, 662, 203, 234, 200, 399, 401, 205)
 
static int[] CrimsonBiome = Factory.CreateIntSet(0, 199, 1, 203, 1, 200, 1, 401, 1, 399, 1, 234, 1, 352, 1, 27, -10)
 
static bool[] CrimsonBiomeSight = Factory.CreateBoolSet(199, 662, 203, 234, 200, 399, 401, 205, 201, 352)
 
static List< int > CrimsonCountCollection
 
static int[] CritterCageLidStyle = Factory.CreateIntSet(-1, 275, 0, 276, 0, 277, 0, 278, 0, 279, 0, 280, 0, 281, 0, 558, 0, 554, 0, 553, 0, 551, 0, 550, 0, 542, 0, 413, 0, 309, 0, 297, 0, 296, 0, 645, 0, 643, 0, 644, 0, 632, 0, 640, 0, 559, 1, 414, 1, 359, 1, 358, 1, 605, 2, 604, 2, 603, 2, 602, 2, 601, 2, 599, 2, 600, 2, 612, 2, 611, 2, 610, 2, 609, 2, 608, 2, 606, 2, 607, 2, 285, 3, 286, 3, 582, 3, 555, 3, 538, 3, 533, 3, 532, 3, 394, 3, 393, 3, 392, 3, 391, 3, 339, 3, 310, 3, 299, 3, 298, 3, 629, 3, 619, 3, 556, 4, 544, 4, 364, 4, 363, 4, 362, 4, 361, 4)
 
static bool[] Dirt = Factory.CreateBoolSet(0, 668)
 
static bool[] DisableSmartCursor = Factory.CreateBoolSet(4, 10, 11, 13, 21, 29, 33, 49, 50, 55, 79, 85, 88, 97, 104, 125, 132, 136, 139, 144, 174, 207, 209, 212, 216, 219, 237, 287, 334, 335, 338, 354, 386, 387, 388, 389, 411, 425, 441, 463, 467, 468, 491, 494, 510, 511, 573, 621, 642)
 Whether or not the smart cursor function is disabled when the cursor hovers above this tile.
 
static bool[] DisableSmartInteract = Factory.CreateBoolSet(4, 33, 334, 395, 410, 455, 471, 480, 509, 520, 657, 658)
 Whether or not the smart tile interaction function is disabled when the cursor hovers above this tile.
 
static bool[] DoesntGetReplacedWithTileReplacement = Factory.CreateBoolSet(58, 225, 171, 127, 481, 482, 483, 423)
 Indicates that this tile can't be replaced with another tile via the block swap feature.
Use ModTile.CanReplace(int, int, int) or GlobalTile.CanReplace(int, int, int, int) to dynamically prevent tile replacement for situations with more complex logic.
 
static bool[] DoesntPlaceWithTileReplacement = Factory.CreateBoolSet(2, 60, 70, 109, 199, 23, 661, 662, 633)
 Indicates that this tile can't replace another tile via the block swap feature.
Use ModTile.CanReplace(int, int, int) or GlobalTile.CanReplace(int, int, int, int) to dynamically prevent tile replacement for situations with more complex logic.
 
static bool[] DontDrawTileSliced = Factory.CreateBoolSet(false, 137, 235, 388, 476, 160, 138, 664, 665, 630, 631)
 Set to true to prevent this tile from drawing with more detailed lighting, if the user is using a detailed lighting mode. If true, a single lighting value will be used to draw this tile instead of drawing the tile in 9 sections with different interpolated lighting values. Traps and Boulder are examples of tiles that use this. This is only relevant for tiles set as Main.tileSolid.
 
static int[] DrawFlipMode = Factory.CreateIntSet(0, 3, 1, 13, 1, 20, 1, 24, 1, 49, 1, 372, 1, 646, 1, 50, 1, 52, 1, 61, 1, 62, 1, 71, 1, 73, 1, 74, 1, 81, 1, 82, 1, 83, 1, 84, 1, 91, 1, 92, 1, 93, 1, 110, 1, 113, 1, 115, 1, 135, 1, 141, 1, 165, 1, 174, 1, 201, 1, 205, 1, 227, 1, 270, 1, 271, 1, 382, 1, 184, 2, 185, 3, 528, 1, 529, 1, 590, 1, 595, 1, 615, 1, 624, 1, 638, 1, 636, 1, 656, 1)
 
static bool[] DrawsWalls = Factory.CreateBoolSet(10, 54, 138, 664, 484, 388, 191, 137, 328, 162, 387, 48, 232, 127, 459, 541, 546)
 
static ? bool[] DrawTileInSolidLayer
 
static int[] DungeonBiome = Factory.CreateIntSet(0, 41, 1, 43, 1, 44, 1, 481, 1, 482, 1, 483, 1)
 
static SetFactory Factory = new SetFactory(TileLoader.TileCount)
 
static bool[] Falling = Factory.CreateBoolSet(53, 234, 112, 116, 224, 123, 330, 331, 332, 333, 495)
 Set to true for falling tiles, such as sand, coin piles, and shell pile. Affects block swapping falling tiles requiring 110% pickaxe power and causes blocks with this set to call WorldGen.SpawnFallingBlockProjectile, where FallingBlockProjectile is used to spawn the falling block projectile. See the ExampleSand tileand corresponding projectiles for an example.
 
static FallingBlockProjectileInfo[] FallingBlockProjectile
 Maps tile type for Falling tiles to their corresponding falling block projectile and associated falling projectile damage. Falling coins use 0 damage while all other tiles use 10 damage. More...
 
static bool[] ForcedDirtMerging = Factory.CreateBoolSet(75, 76, 508, 507, 226, 409, 669, 670, 671, 672, 673, 674, 675, 676, 683, 684, 273, 274, 459, 458, 326, 327, 345, 328, 329, 192, 384, 284, 325, 272, 268, 262, 267, 265, 266, 264, 263, 261, 255, 260, 258, 259, 257, 256, 54, 357)
 
static bool[] FramesOnKillWall = Factory.CreateBoolSet(440, 240, 241, 242, 245, 246, 4, 136, 334, 132, 55, 395, 425, 440, 471, 510, 511, 573, 630, 631)
 
static bool[] FriendlyFairyCanLureTo = Factory.CreateBoolSet(8, 169, 21, 467, 107, 108, 111, 221, 222, 223, 211, 12, 665, 639, 236, 227)
 
static ushort[] GemsparkFramingTypes = Factory.CreateUshortSet(0, 265, 265, 258, 258, 264, 264, 257, 257, 267, 267, 260, 260, 266, 266, 259, 259, 263, 263, 256, 256, 262, 262, 255, 255, 268, 268, 261, 261, 385, 385, 446, 446, 447, 447, 448, 448)
 
static bool[] GeneralPlacementTiles = Factory.CreateBoolSet(true, 225, 41, 481, 43, 482, 44, 483, 226, 203, 112, 25, 70, 151, 21, 31, 467, 12, 665, 639)
 
static bool[] GetsCheckedForLeaves = Factory.CreateBoolSet(false, 5, 323, 72, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634)
 
static bool[] GetsDestroyedForMeteors = Factory.CreateBoolSet(false, 5, 32, 352, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634)
 
static bool[] Grass = Factory.CreateBoolSet(2, 23, 109, 199, 477, 492, 633)
 
static bool[] GrassSpecial = Factory.CreateBoolSet(70, 60, 661, 662)
 
static bool[] Hallow = Factory.CreateBoolSet(109, 117, 116, 164, 402, 403, 115)
 
static int[] HallowBiome = Factory.CreateIntSet(0, 109, 1, 492, 1, 110, 1, 113, 1, 117, 1, 116, 1, 164, 1, 403, 1, 402, 1)
 
static bool[] HallowBiomeSight = Factory.CreateBoolSet(109, 117, 116, 164, 402, 403, 115, 110, 113)
 
static List< int > HallowCountCollection
 
static bool[] HasOutlines = Factory.CreateBoolSet(10, 11, 15, 21, 29, 55, 79, 85, 88, 89, 97, 102, 104, 125, 132, 136, 139, 144, 207, 209, 212, 215, 216, 237, 287, 335, 338, 354, 356, 377, 386, 387, 388, 389, 410, 411, 425, 441, 455, 463, 467, 468, 470, 475, 487, 480, 494, 497, 509, 510, 511, 621, 464, 657, 658, 663)
 Indicates that this tile has an outline texture to be drawn to indicate that it is interactable. If set to true for a modded tile, ModTile.HighlightTexture will be used to autoload the highlight texture and must exist for the mod to load.
 
static bool[] HasSlopeFrames = Factory.CreateBoolSet(421, 422)
 
static bool[] HellSpecial = Factory.CreateBoolSet(58, 76, 75)
 
static bool[] HousingWalls = Factory.CreateBoolSet(11, 389, 386)
 
static bool[] Ices = Factory.CreateBoolSet(161, 200, 163, 164)
 
static bool[] IceSkateSlippery = Factory.CreateBoolSet(161, 162, 127, 163, 164, 200, 659)
 If true for a given tile type (Tile.TileType), then players will slip on that tile.
If players have Ice Skates (Player.iceSkate) equipped, however, they will be much faster on this tile.
Defaults to false.
 
static bool[] IcesSlush = Factory.CreateBoolSet(161, 200, 163, 164, 224)
 
static bool[] IcesSnow = Factory.CreateBoolSet(161, 200, 163, 164, 147)
 
static bool[] IgnoredByGrowingSaplings = Factory.CreateBoolSet(3, 24, 32, 61, 62, 69, 71, 73, 74, 82, 83, 84, 110, 113, 201, 233, 352, 485, 529, 530, 637, 655)
 Whether or not saplings count this tile as empty when trying to grow.
 
static bool[] IgnoredByNpcStepUp = Factory.CreateBoolSet(14, 16, 18, 134, 469)
 Whether or not the tile will be ignored for automatic step up regarding town NPC collision.
Only checked when Collision.StepUp with specialChecksMode set to 1 is called
 
static bool[] IgnoredInHouseScore = Factory.CreateBoolSet(4, 3, 73, 82, 83, 84, 386)
 
static bool[] IgnoreSmartCursorPriorityAxe = Factory.CreateBoolSet(false, 488)
 
static bool[] IgnoresNearbyHalfbricksWhenDrawn = Factory.CreateBoolSet(380, 476, 235, 138, 664, 137, 484, 421, 422)
 Set to true to prevent this tile from being drawn slightly warped to fit with nearby half bricks. Tiles such as Traps and PlanterBox use this. This is only relevant for tiles set as Main.tileSolid and not Sets.NotReallySolid.
 
static bool[] IgnoresTileReplacementDropCheckWhenBeingPlaced = Factory.CreateBoolSet(false, 158, 30)
 
static bool[] InteractibleByNPCs = Factory.CreateBoolSet(17, 77, 133, 12, 665, 639, 26, 35, 36, 55, 395, 471, 21, 467, 29, 97, 88, 99, 463, 491, 33, 372, 174, 49, 646, 100, 173, 78, 79, 94, 96, 101, 50, 103, 282, 106, 114, 125, 171, 172, 207, 215, 220, 219, 244, 228, 237, 247, 128, 269, 354, 355, 377, 287, 378, 390, 302, 405, 406, 411, 425, 209, 441, 468, 452, 454, 455, 457, 462, 470, 475, 494, 499, 505, 511, 510, 520, 543, 565, 573, 597, 598, 617, 621, 464, 642)
 If true, Town NPCs might occasionally palm their hand at this tile, suggesting that they are using the tile. Crafting stations typically set this. Some tiles that set this include TileID.Furnaces, TileID.Sawmill, and TileID.AlchemyTable.
 
static bool[] IsAContainer = Factory.CreateBoolSet(21, 467, 88)
 
static bool[] IsAMechanism = Factory.CreateBoolSet(137, 443, 105, 349, 141, 142, 143, 42, 34, 130, 131, 506, 546, 557, 593, 594)
 Indicates that the tile is an appropriate tile to be connected to a trigger tile (IsATrigger). Used during the "Remove Broken Traps" world generation step to remove wires and tiles in situations where the mechanism or trigger have been orphaned (not connected anymore).
 
static bool[] IsATreeTrunk = Factory.CreateBoolSet(false, 5, 72, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634)
 If true for a given tile type (Tile.TileType), then that tile is categorized as a tree trunk.
Tree trunks are a type of tile anchor (Enums.AnchorType.Tree), targettable by axes, and are replanted when using the ItemID.AcornAxe.
Defaults to false.
 
static bool[] IsATrigger = Factory.CreateBoolSet(135, 136, 132, 144, 411, 441, 468)
 Indicates that the tile is an appropriate tile to be connected to a mechanism tile (IsAMechanism). Used during the "Remove Broken Traps" world generation step to remove wires and tiles in situations where the mechanism or trigger have been orphaned (not connected anymore).
 
static bool[] IsBeam = Factory.CreateBoolSet(124, 561, 574, 575, 576, 577, 578)
 
static bool[] isDesertBiomeSand = Factory.CreateBoolSet(53, 397, 396, 400, 403, 401)
 
static bool[] IsMultitile = Factory.CreateBoolSet(Pots, ShadowOrbs, PlantDetritus, LifeFruit, PlanteraBulb, OasisPlants)
 Tiles within this set are multi-tiles that don't have a TileObjectData. This is only used to prevent TileLoader.Drop from being called multiple times when breaking these tiles, as might be expected. Trees and Cactus are not included in this, since each of those tiles drop items.
 
static bool[] IsShakeable = Factory.CreateBoolSet(false, 5, 72, 323, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634)
 If true for a given tile type (Tile.TileType), then that tile can be shaken on hit.
This set only applies to trees..
Defaults to false.
 
static bool[] IsSkippedForNPCSpawningGroundTypeCheck = Factory.CreateBoolSet(false, 421, 422)
 
static bool[] IsValidSpawnPoint = Factory.CreateBoolSet(Beds)
 Whether or not this tile is a valid spawn point.
 
static bool[] IsVine = Factory.CreateBoolSet(52, 382, 62, 115, 205, 528, 636, 638)
 
static int[] JungleBiome = Factory.CreateIntSet(0, 60, 1, 61, 1, 62, 1, 74, 1, 226, 1, 225, 1)
 
static bool[] JungleSpecial = Factory.CreateBoolSet(226, 225, 211)
 
static bool[] Leaves = Factory.CreateBoolSet(384, 192)
 
static bool[] MergesWithClouds = Factory.CreateBoolSet(196, 460)
 
static bool[] Mud = Factory.CreateBoolSet(59)
 
static int[] MushroomBiome = Factory.CreateIntSet(0, 70, 1, 71, 1, 72, 1, 528, 1)
 
static bool[] NeedsGrassFraming = Factory.CreateBoolSet(633)
 
static int[] NeedsGrassFramingDirt = Factory.CreateIntSet(0, 633, 57)
 
static bool[] NonSolidSaveSlopes = Factory.CreateBoolSet(false, 131, 351)
 
static bool[] NotReallySolid = Factory.CreateBoolSet(387, 388, 10)
 
static int[] OpenDoorID = Factory.CreateIntSet(-1)
 The ID of the tile that a given closed door transforms into when it becomes OPENED. Defaults to -1, which means said tile isn't a closed door.
 
static bool[] Ore = Factory.CreateBoolSet(7, 166, 6, 167, 9, 168, 8, 169, 22, 204, 37, 58, 107, 221, 108, 222, 111, 223, 211)
 Indicates that the tile is an ore. Used in worldgen code for various purposes and by Fairies.
 
static bool[] OreMergesWithMud = Factory.CreateBoolSet(7, 166, 6, 167, 9, 168, 8, 169, 22, 204, 37, 58, 107, 221, 108, 222, 111, 223)
 
static bool[] Paintings = Factory.CreateBoolSet(245, 246, 240, 241, 242)
 
static bool[] Platforms = Factory.CreateBoolSet(19, 427, 435, 436, 437, 438, 439)
 
static bool[] PreventsSandfall = Factory.CreateBoolSet(26, 77, 80, 323, 470, 475, 597)
 Whether or not this tile will prevent sand/slush from falling beneath it. More...
 
static bool[] PreventsTileRemovalIfOnTopOfIt = Factory.CreateBoolSet(false, 5, 323, 72, 488, 26, 583, 584, 585, 586, 587, 588, 589, 596, 616, 470, 475, 634)
 Prevents a tile immediately below a tile of this type from being mineable.
Use ModTile.CanKillTile(int, int, ref bool) or GlobalTile.CanKillTile(int, int, int, ref bool) to dynamically prevent tile removal for situations with more complex logic. Note that block swap will still work.
To affect tile replace behavior in a similar manner, see PreventsTileReplaceIfOnTopOfIt
Used mostly by demon altar, trees, and item display tiles (Mannequin, Hat Rack).
 
static bool[] PreventsTileReplaceIfOnTopOfIt = Factory.CreateBoolSet(false, 5, 323, 72, 583, 584, 585, 586, 587, 588, 589, 596, 616, 634)
 Prevents a tile immediately below a tile of this type from being replaceable via the block swap feature.
Use ModTile.CanReplace(int, int, int) or GlobalTile.CanReplace(int, int, int, int) to dynamically prevent tile replacement for situations with more complex logic.
To affect tile mining behavior in a similar manner, see PreventsTileRemovalIfOnTopOfIt
Used mostly by trees tiles.
 
static int[] RemixCorruptBiome = Factory.CreateIntSet(0, 23, 1, 24, 1, 25, 1, 32, 1, 112, 1, 163, 1, 400, 1, 398, 1, 27, -10, 474, 1)
 
static int[] RemixCrimsonBiome = Factory.CreateIntSet(0, 199, 1, 203, 1, 200, 1, 401, 1, 399, 1, 234, 1, 352, 1, 27, -10, 195, 1)
 
static int[] RemixJungleBiome = Factory.CreateIntSet(0, 60, 1, 61, 1, 62, 1, 74, 1, 225, 1)
 
static bool[] ReplaceTileBreakDown = Factory.CreateBoolSet(205, 115, 62, 52, 382, 444, 528, 638, 636)
 
static bool[] ReplaceTileBreakUp = Factory.CreateBoolSet(27, 20, 227, 24, 201, 110, 113, 61, 74, 71, 3, 73, 186, 187, 185, 233, 530, 236, 238, 254, 484, 485, 84, 82, 83, 529, 549, 590, 595, 615, 624, 637)
 
static bool[] ResetsHalfBrickPlacementAttempt = Factory.CreateBoolSet(true, 2, 23, 661, 60, 70, 199, 662, 109, 477, 492, 179, 512, 180, 513, 181, 514, 182, 515, 183, 516, 381, 517, 534, 535, 536, 537, 539, 540, 625, 626, 627, 628, 633)
 
static bool[] ReverseVineThreads = Factory.CreateBoolSet(549)
 Sets the tile to use the wind physics drawing for reverse vines, vines that go up instead of hanging down. This is required for adding wind to any type of reverse vine to properly draw the reverse vines when blowing in the wind.This is only used for TileID.Seaweed (549).NOTE: This does NOT add wind to reverse vines, this just allows them to be drawn using wind physics.
 
static int[] SandBiome = Factory.CreateIntSet(0, 53, 1, 112, 1, 116, 1, 234, 1, 397, 1, 398, 1, 402, 1, 399, 1, 396, 1, 400, 1, 403, 1, 401, 1)
 
static bool[] SlowlyDiesInWater = Factory.CreateBoolSet(3, 20, 24, 27, 73, 201, 80, 110, 529, 530, 590, 595, 615, 637)
 
static int[] SmartCursorPickaxePriorityOverride = Factory.CreateIntSet(0, 12, 1, 665, 1, 639, 1)
 
static bool[] Snow = Factory.CreateBoolSet(147)
 
static int[] SnowBiome = Factory.CreateIntSet(0, 147, 1, 148, 1, 161, 1, 162, 1, 164, 1, 163, 1, 200, 1)
 
static bool[] SpreadOverground = Factory.CreateBoolSet(2, 23, 661, 32, 60, 70, 109, 199, 662, 352, 477, 492, 633)
 
static bool[] SpreadUnderground = Factory.CreateBoolSet(23, 661, 109, 199, 662, 60, 70, 633)
 
static bool[] Stone = Factory.CreateBoolSet(1, 117, 25, 203)
 
static bool[] Suffocate = Factory.CreateBoolSet(53, 112, 116, 123, 224, 234)
 If true, the tile will apply the BuffID.Suffocation buff if the player is overlapping the tiles. Used by sand tiles.
 
static bool[] SwaysInWindBasic = Factory.CreateBoolSet(3, 20, 24, 61, 71, 73, 74, 83, 84, 110, 113, 201, 227, 529, 590, 595, 615, 624, 656, 637)
 
static bool[] TeamTiles = Factory.CreateBoolSet(426, 430, 431, 432, 433, 434, 427, 435, 436, 437, 438, 439)
 
static bool[] TileInteractRead = Factory.CreateBoolSet(55, 85, 425, 573)
 
static bool[] tileMossBrick = Factory.CreateBoolSet(false, 512, 513, 514, 515, 516, 517, 535, 537, 540, 626, 628)
 
static bool[] Torch = Factory.CreateBoolSet(TileID.Torches)
 Whether or not this tile behaves like a torch. If you are making a torch tile, then setting this to true is necessary in order for tile placement, tile framing, and the item's smart selection to work properly. Each item that places torch tiles should also set ItemID.Sets.Torches.
 
static bool[] TouchDamageBleeding = Factory.CreateBoolSet(48, 232)
 Applies the BuffID.Bleeding buff to any player touching the tile. The duration is random from 4 to 10 seconds. Used by TileID.Spikes and TileID.WoodenSpikes. Used in conjunction with TouchDamageImmediate to deal damage on contact.
 
static bool[] TouchDamageDestroyTile = Factory.CreateBoolSet(32, 69, 352, 655)
 
static bool[] TouchDamageHot = Factory.CreateBoolSet(37, 58, 76, 684, 230)
 Applies the BuffID.Burning buff to any player touching the tile without Player.fireWalk. Used by TileID.Meteorite, TileID.Hellstone, TileID.HellstoneBrick, TileID.CrispyHoneyBlock, and TileID.AncientHellstoneBrick
 
static int[] TouchDamageImmediate = Factory.CreateIntSet(0, 32, 10, 69, 17, 80, 6, 352, 10, 655, 100, 48, 60, 232, 80, 484, 25)
 Deals the provided amount of damage to any player in contact with the tile. Used by cactus, thorn, and spike tiles.
 
static bool[] TreeSapling = Factory.CreateBoolSet(Saplings)
 Whether or not this tile is a sapling, which can grow into a tree based on the soil it's placed on. Be sure to set CommonSapling with this too.
 
static bool[] VineThreads = Factory.CreateBoolSet(382, 62, 115, 205, 52, 528, 636, 638)
 Sets the tile to use the wind physics drawing for vines. This is required for adding wind to any type of vine to properly draw the vines when blowing in the wind.NOTE: This does NOT add wind to vines, this just allows them to be drawn using wind physics.
 
static bool[] WallsMergeWith = Factory.CreateBoolSet(Glass)
 Tiles that are interpreted as a wall by nearby walls during framing, causing them to frame as if merging with this adjacent tile. Prevents wall from drawing within bounds for transparent tiles.
 

Member Data Documentation

◆ AvoidedByMeteorLanding

bool [] TileID.Sets.AvoidedByMeteorLanding = Factory.CreateBoolSet(226, 470, 475, 448, 597)
static

Whether or not this tile prevents a meteor from landing near it.

Note: Chests and Dungeon tiles are not in this set, but also prevent landing (handled through BasicChest and Main.tileDungeon)

◆ CorruptCountCollection

List<int> TileID.Sets.CorruptCountCollection
static
Initial value:
= new List<int> {
23,
661,
25,
112,
163,
398,
400,
636,
24,
32
}

◆ CountsAsPylon

int [] TileID.Sets.CountsAsPylon
static
Initial value:
= new int[] {
597
}

What tiles count as Pylons, which allow the player to teleport to any other valid Pylons on the map.

◆ CrimsonCountCollection

List<int> TileID.Sets.CrimsonCountCollection
static
Initial value:
= new List<int> {
199,
662,
203,
234,
200,
399,
401,
205,
201,
352
}

◆ DrawTileInSolidLayer

? bool [] TileID.Sets.DrawTileInSolidLayer
static
Initial value:
= Factory.CreateCustomSet<bool?>(null, new object[10] {
(ushort)11,
true,
(ushort)470,
true,
(ushort)475,
true,
(ushort)78,
true,
(ushort)579,
true
})

◆ FallingBlockProjectile

FallingBlockProjectileInfo [] TileID.Sets.FallingBlockProjectile
static
Initial value:
= Factory.CreateCustomSet<FallingBlockProjectileInfo>(null,
Sand, new FallingBlockProjectileInfo(ProjectileID.SandBallFalling),
Ebonsand, new FallingBlockProjectileInfo(ProjectileID.EbonsandBallFalling),
TileID.Mud, new FallingBlockProjectileInfo(ProjectileID.MudBall),
Pearlsand, new FallingBlockProjectileInfo(ProjectileID.PearlSandBallFalling),
Silt, new FallingBlockProjectileInfo(ProjectileID.SiltBall),
Slush, new FallingBlockProjectileInfo(ProjectileID.SlushBall),
Crimsand, new FallingBlockProjectileInfo(ProjectileID.CrimsandBallFalling),
CopperCoinPile, new FallingBlockProjectileInfo(ProjectileID.CopperCoinsFalling, 0),
SilverCoinPile, new FallingBlockProjectileInfo(ProjectileID.SilverCoinsFalling, 0),
GoldCoinPile, new FallingBlockProjectileInfo(ProjectileID.GoldCoinsFalling, 0),
PlatinumCoinPile, new FallingBlockProjectileInfo(ProjectileID.PlatinumCoinsFalling, 0),
ShellPile, new FallingBlockProjectileInfo(ProjectileID.ShellPileFalling)
)
Definition: ProjectileID.cs:10
Definition: TileID.cs:8

Maps tile type for Falling tiles to their corresponding falling block projectile and associated falling projectile damage. Falling coins use 0 damage while all other tiles use 10 damage.

◆ HallowCountCollection

List<int> TileID.Sets.HallowCountCollection
static
Initial value:
= new List<int> {
109,
117,
116,
164,
402,
403,
115,
110,
113
}

◆ PreventsSandfall

bool [] TileID.Sets.PreventsSandfall = Factory.CreateBoolSet(26, 77, 80, 323, 470, 475, 597)
static

Whether or not this tile will prevent sand/slush from falling beneath it.

Note: This Set does not include the values within the Sets

See also
BasicChest, BasicChestFake, BasicDresser

, , and , but Tile IDs within those sets will also prevent sandfall.