tModLoader v2023.01
A mod to make and play Terraria mods
Terraria.ModLoader.ModBiome Class Reference

This class represents a biome added by a mod. It exists to centralize various biome related hooks, handling a lot of biome boilerplate. More...

Inherits Terraria.ModLoader.ModSceneEffect, and Terraria.GameContent.Personalities.IShoppingBiome.

Public Member Functions

virtual bool IsBiomeActive (Player player)
 Return true if the player is in the biome. More...
 
sealed override bool IsSceneEffectActive (Player player)
 IsSceneEffectActive is auto-forwarded to read the result of IsBiomeActive. Do not need to implement when creating your ModBiome. More...
 
virtual void OnEnter (Player player)
 Override this hook to make things happen when the player enters the biome.
 
virtual void OnInBiome (Player player)
 Override this hook to make things happen when the player is in the biome.
 
virtual void OnLeave (Player player)
 Override this hook to make things happen when the player leaves the biome.
 
override void SetStaticDefaults ()
 This is where you can set values for DisplayName. More...
 
sealed override void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
- Public Member Functions inherited from Terraria.ModLoader.ModSceneEffect
virtual float GetWeight (Player player)
 Is invoked when two or more modded SceneEffect layers are active within the same Priority group to attempt to determine which one should take precedence, if it matters. It's uncommon that need to assign a weight - you'd have to specifically believe that you don't need higher SceneEffectPriority, but do need to be the active SceneEffect within the priority you designated Analogously, if SceneEffect were competing in a wrestling match, this would be how likely the SceneEffect should win within its weight class. Is intentionally bounded at a max of 100% (1) to reduce complexity. Defaults to 50% (0.5). Typical calculations may include: 1) how many tiles are present as a percentage of target amount; 2) how far away you are from the cause of the SceneEffect
 
virtual bool IsSceneEffectActive (Player player)
 
virtual void SpecialVisuals (Player player, bool isActive)
 Allows you to create special visual effects in the area around the player. For example, the blood moon's red filter on the screen or the slime rain's falling slime in the background. You must create classes that override Terraria.Graphics.Shaders.ScreenShaderData or Terraria.Graphics.Effects.CustomSky, add them in your mod's Load hook, then call Player.ManageSpecialBiomeVisuals. See the ExampleMod if you do not have access to the source code.
 
virtual TModType Clone (TEntity newEntity)
 Create a copy of this instanced global. Called when an entity is cloned. More...
 
virtual bool IsLoadingEnabled (Mod mod)
 Allows you to stop Mod.AddContent from actually adding this content. Useful for items that can be disabled by a config. More...
 
virtual void Load ()
 Allows you to perform one-time loading tasks. Beware that mod content has not finished loading here, things like ModContent lookup tables or ID Sets are not fully populated. More...
 
virtual TModType NewInstance (TEntity entity)
 Create a new instance of this ModType for a specific entity More...
 
virtual void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed. More...
 
virtual void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual void Unload ()
 Allows you to safely unload things you added in Load. More...
 
virtual bool IsLoadingEnabled (Mod mod)
 Whether or not this type should be loaded when it's told to. Returning false disables Mod.AddContent from actually loading this type. More...
 
abstract void Load (Mod mod)
 Called when loading the type. More...
 
abstract void Unload ()
 Called during unloading when needed. More...
 
virtual TModType Clone (TEntity newEntity)
 Create a copy of this instanced global. Called when an entity is cloned. More...
 
virtual bool IsLoadingEnabled (Mod mod)
 Allows you to stop Mod.AddContent from actually adding this content. Useful for items that can be disabled by a config. More...
 
virtual void Load ()
 Allows you to perform one-time loading tasks. Beware that mod content has not finished loading here, things like ModContent lookup tables or ID Sets are not fully populated. More...
 
virtual TModType NewInstance (TEntity entity)
 Create a new instance of this ModType for a specific entity More...
 
virtual void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed. More...
 
virtual void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual void Unload ()
 Allows you to safely unload things you added in Load. More...
 
bool IsInBiome (Player player)
 

Protected Member Functions

sealed override void Register ()
 If you make a new ModType, seal this override. More...
 
- Protected Member Functions inherited from Terraria.ModLoader.ModSceneEffect
override void Register ()
 If you make a new ModType, seal this override. More...
 
- Protected Member Functions inherited from Terraria.ModLoader.ModType< TEntity, TModType >
abstract TEntity CreateTemplateEntity ()
 
virtual void InitTemplateInstance ()
 Create dummy objects for instanced mod-types More...
 
override void InitTemplateInstance ()
 Create dummy objects for instanced mod-types More...
 
abstract void Register ()
 If you make a new ModType, seal this override. More...
 
virtual void ValidateType ()
 Check for the correct overrides of different hook methods and fields and properties More...
 
- Protected Member Functions inherited from Terraria.ModLoader.ModType< TEntity >
abstract TEntity CreateTemplateEntity ()
 
virtual void InitTemplateInstance ()
 Create dummy objects for instanced mod-types More...
 
override void InitTemplateInstance ()
 Create dummy objects for instanced mod-types
 
abstract void Register ()
 If you make a new ModType, seal this override. More...
 
virtual void ValidateType ()
 Check for the correct overrides of different hook methods and fields and properties More...
 

Properties

virtual ? Color BackgroundColor [get]
 The color of the bestiary background.
 
virtual string BackgroundPath [get]
 The path to the background texture that will appear for this biome behind npcs in the bestiary. Defaults to adding "_Background" onto the usual namespace+classname derived texture path.
 
virtual string BestiaryIcon [get]
 The path to the 30x30 texture that will appear for this biome in the bestiary. Defaults to adding "_Icon" onto the usual namespace+classname derived texture path.
Vanilla icons use a drop shadow at 40 percent opacity and the texture will be offset 1 pixel left and up from centered in the bestiary filter grid.
 
ModTranslation DisplayName [get]
 The display name for this biome in the bestiary.
 
GameContent.Bestiary.ModBiomeBestiaryInfoElement ModBiomeBestiaryInfoElement [get, set]
 
override int Music [get]
 
override SceneEffectPriority Priority [get]
 
- Properties inherited from Terraria.ModLoader.ModSceneEffect
virtual string MapBackground [get]
 
virtual int Music [get]
 
virtual SceneEffectPriority Priority [get]
 The SceneEffectPriority of this SceneEffect layer. Determines the relative postion compared to vanilla SceneEffect. Analogously, if SceneEffect were competing in a wrestling match, this would be the 'Weight Class' that this SceneEffect is competing in.
 
virtual ModSurfaceBackgroundStyle SurfaceBackgroundStyle [get]
 
virtual CaptureBiome.TileColorStyle TileColorStyle [get]
 Used to apply secondary colour shading for the capture camera. For example, darkening the background with the GlowingMushroom style.
 
int Type [get, set]
 
virtual ModUndergroundBackgroundStyle UndergroundBackgroundStyle [get]
 
virtual ModWaterStyle WaterStyle [get]
 
- Properties inherited from Terraria.ModLoader.ModType< TEntity, TModType >
virtual bool CloneNewInstances [get]
 Whether to create new instances of this mod type via Clone(TEntity) or via the default constructor Defaults to false (default constructor).
 
TEntity Entity [get, set]
 
string FullName [get]
 The internal name of this, including the mod it is from. More...
 
virtual bool IsCloneable [get]
 Whether or not this type is cloneable. Cloning is supported if
all reference typed fields in each sub-class which doesn't override Clone are marked with [CloneByReference]
 
Mod Mod [get, set]
 The mod this belongs to. More...
 
virtual string Name [get]
 The internal name of this. More...
 
- Properties inherited from Terraria.ModLoader.IModType
string FullName [get]
 => $"{Mod.Name}/{Name}" More...
 
Mod Mod [get]
 The mod this belongs to. More...
 
string Name [get]
 The internal name of this instance. More...
 
- Properties inherited from Terraria.ModLoader.ModType< TEntity >
virtual bool CloneNewInstances [get]
 Whether to create new instances of this mod type via Clone(TEntity) or via the default constructor Defaults to false (default constructor).
 
TEntity Entity [get, set]
 
string FullName [get]
 The internal name of this, including the mod it is from. More...
 
virtual bool IsCloneable [get]
 Whether or not this type is cloneable. Cloning is supported if
all reference typed fields in each sub-class which doesn't override Clone are marked with [CloneByReference]
 
Mod Mod [get, set]
 The mod this belongs to. More...
 
virtual string Name [get]
 The internal name of this. More...
 
- Properties inherited from Terraria.GameContent.Personalities.IShoppingBiome
string NameKey [get]
 

Detailed Description

This class represents a biome added by a mod. It exists to centralize various biome related hooks, handling a lot of biome boilerplate.

Member Function Documentation

◆ IsBiomeActive()

virtual bool Terraria.ModLoader.ModBiome.IsBiomeActive ( Player  player)
virtual

Return true if the player is in the biome.

Returns

◆ IsSceneEffectActive()

sealed override bool Terraria.ModLoader.ModBiome.IsSceneEffectActive ( Player  player)
virtual

IsSceneEffectActive is auto-forwarded to read the result of IsBiomeActive. Do not need to implement when creating your ModBiome.

Reimplemented from Terraria.ModLoader.ModSceneEffect.

◆ Register()

sealed override void Terraria.ModLoader.ModBiome.Register ( )
protectedvirtual

If you make a new ModType, seal this override.

Implements Terraria.ModLoader.ModType< TEntity, TModType >.

◆ SetStaticDefaults()

override void Terraria.ModLoader.ModBiome.SetStaticDefaults ( )
virtual

This is where you can set values for DisplayName.

Reimplemented from Terraria.ModLoader.ModType< TEntity, TModType >.

◆ SetupContent()

sealed override void Terraria.ModLoader.ModBiome.SetupContent ( )
virtual

If you make a new ModType, seal this override, and call SetStaticDefaults in it.

Reimplemented from Terraria.ModLoader.ModType< TEntity, TModType >.