tModLoader v2024.11
A mod to make and play Terraria mods
ModPylon Class Reference

Extension to

See also
ModTile

that streamlines the process of creating a modded Pylon. Has all of ModTile's hooks for customization, but additional hooks for Pylon functionality. More...

Inherits ModTile.

Public Member Functions

virtual bool CanPlacePylon ()
 Whether or not this Pylon can even be placed. By default, it returns false if a Pylon of this type already exists in the world, otherwise true. If you want to allow an infinite amount of these pylons to be placed, simply always return true. More...
 
bool DefaultDrawMapIcon (ref MapOverlayDrawContext context, Asset< Texture2D > mapIcon, Vector2 drawCenter, Color drawColor, float deselectedScale, float selectedScale)
 Draws the passed in map icon texture for pylons the exact way that vanilla would draw it. Note that this method assumes that the texture is NOT framed, i.e there is only a single sprite that is not animated. Returns whether or not the player is currently hovering over the icon. More...
 
void DefaultDrawPylonCrystal (SpriteBatch spriteBatch, int i, int j, Asset< Texture2D > crystalTexture, Asset< Texture2D > crystalHighlightTexture, Vector2 crystalOffset, Color pylonShadowColor, Color dustColor, int dustChanceDenominator, int crystalVerticalFrameCount)
 Draws the passed in pylon crystal texture the exact way that vanilla draws it. This MUST be called in SpecialDraw in order to function properly. More...
 
void DefaultDrawPylonCrystal (SpriteBatch spriteBatch, int i, int j, Asset< Texture2D > crystalTexture, Color crystalDrawColor, int frameHeight, int crystalHorizontalFrameCount, int crystalVerticalFrameCount)
 
void DefaultMapClickHandle (bool mouseIsHovering, TeleportPylonInfo pylonInfo, string hoveringTextKey, ref string mouseOverText)
 Handles mouse clicking on the map icon the exact way that vanilla handles it. In normal circumstances, this should be called directly after DefaultDrawMapIcon. More...
 
override void DrawEffects (int i, int j, SpriteBatch spriteBatch, ref TileDrawInfo drawData)
 Allows you to make stuff happen whenever the tile at the given coordinates is drawn. For example, creating dust or changing the color the tile is drawn in. SpecialDraw will only be called if coordinates are added using Main.instance.TilesRenderer.AddSpecialLegacyPoint here. More...
 
virtual void DrawMapIcon (ref MapOverlayDrawContext context, ref string mouseOverText, TeleportPylonInfo pylonInfo, bool isNearPylon, Color drawColor, float deselectedScale, float selectedScale)
 Called when the map is visible, in order to draw the passed in Pylon on the map. In order to draw on the map, you must use

See also
MapOverlayDrawContext

's Draw Method. By default, doesn't draw anything. More...

 
virtual NPCShop.Entry GetNPCShopEntry ()
 Creates the npc shop entry which will be registered to the shops of all NPCs which can sell pylons.
Override this to change the sold item type, or alter the conditions of sale.
Return null to prevent automatically registering this pylon in shops.
By default, the pylon will be sold in all shops when the provided conditions are met, if the pylon has a non-zero item drop.

The standard pylon conditions are Condition.HappyEnoughToSellPylons, Condition.AnotherTownNPCNearby, Condition.NotInEvilBiome
 
override bool HasSmartInteract (int i, int j, SmartInteractScanSettings settings)
 Whether or not the smart interact function can select this tile. Useful for things like chests. Defaults to false. More...
 
virtual void ModifyTeleportationPosition (TeleportPylonInfo destinationPylonInfo, ref Vector2 teleportationPosition)
 Called right BEFORE the teleportation of the player occurs, when all checks succeed during the ValidTeleportCheck process. Allows the modification of where the player ends up when the teleportation takes place. Remember that the teleport location is in WORLD coordinates, not tile coordinates. More...
 
override bool RightClick (int i, int j)
 Allows you to make something happen when this tile is right-clicked by the player. Return true to indicate that a tile interaction has occurred, preventing other right click actions like minion targeting from happening. Returns false by default. More...
 
override bool TileFrame (int i, int j, ref bool resetFrame, ref bool noBreak)
 Called whenever this tile updates due to being placed or being next to a tile that is changed. Return false to stop the game from carrying out its default TileFrame operations. Returns true by default. More...
 
virtual bool ValidTeleportCheck_AnyDanger (TeleportPylonInfo pylonInfo)
 Step 2 of the ValidTeleportCheck process. This is the second vanilla check that is called when checking the destination pylon. This check should be where you check if there is any "Danger" nearby, such as bosses or if there is an event happening. It is unlikely you will need to use this. By default, returns true if there are not any events happening (Lunar Pillars do not count) and there are no bosses currently alive. More...
 
virtual bool ValidTeleportCheck_BiomeRequirements (TeleportPylonInfo pylonInfo, SceneMetrics sceneData)
 Step 3 of the ValidTeleportCheck process. This is the fourth vanilla check that is called when checking both the destination pylon and any possible nearby pylons. This check should be where you check biome related things, such as the simple check of whether or not the Pylon is in the proper biome. By default, returns true. More...
 
virtual void ValidTeleportCheck_DestinationPostCheck (TeleportPylonInfo destinationPylonInfo, ref bool destinationPylonValid, ref string errorKey)
 The 4th check of the ValidTeleportCheck process. This check is for modded Pylons only, called after ALL other checks have completed pertaining the pylon clicked on the map (the destination pylon), but before any nearby pylon information is calculated. This is where you an do custom checks that don't pertain to the past destination checks, as well as customize the localization key to give custom messages to the player on teleportation failure. By default, does nothing.
If you're confused about the order of which the ValidTeleportCheck methods are called, check out the XML summary on the ModPylon class. More...
 
virtual void ValidTeleportCheck_NearbyPostCheck (TeleportPylonInfo nearbyPylonInfo, ref bool destinationPylonValid, ref bool anyNearbyValidPylon, ref string errorKey)
 The 5th and final check of the ValidTeleportCheck process. This check is for modded Pylons only, called after ALL other checks have completed for the destination pylon and all normal checks have taken place for the nearby pylon, if applicable. This is where you can do custom checks that don't pertain to the past nearby pylon checks, as well as customize the localization key to give custom messages to the player on teleportation failure. By default, does nothing.
If you're confused about the order of which the ValidTeleportCheck methods are called, check out the XML summary on the ModPylon class. More...
 
virtual bool ValidTeleportCheck_NPCCount (TeleportPylonInfo pylonInfo, int defaultNecessaryNPCCount)
 Step 1 of the ValidTeleportCheck process. This is the first vanilla check that is called when checking both the destination pylon and any possible nearby pylons. This check should be where you check how many NPCs are nearby, returning false if the Pylon does not satisfy the conditions. By default, returns true if there are 2 or more NPCs nearby. More...
 
- Public Member Functions inherited from ModTile
void AddMapEntry (Color color, LocalizedText name, Func< string, int, int, string > nameFunc)
 

Overload specific: This overload has an additional nameFunc parameter. This function will be used to dynamically adjust the hover text. The parameters for the function are the default display name, x-coordinate, and y-coordinate. This function is most typically used for chests and dressers to show the current chest name, if assigned, instead of the default chest name. ExampleMod's ExampleChestis one example of this functionality.
 
void AddMapEntry (Color color, LocalizedText name=null)
 Adds an entry to the minimap for this tile with the given color and display name. This should be called in SetDefaults.
For a typical tile that has a map display name, use ModBlockType.CreateMapEntryName as the name parameter for a default key using the pattern "Mods.{ModName}.Tiles.{ContentName}.MapEntry".
If a tile will be using multiple map entries, it is suggested to use this.GetLocalization("CustomMapEntryName"). Modders can also re-use the display name localization of items, such as ModContent.GetInstance<ItemThatPlacesThisStyle>().DisplayName.

Multiple map entries are suitable for tiles that need a different color or hover text for different tile styles. Vanilla code uses this mostly only for chest and dresser tiles. Map entries will be given a corresponding map option value, counting from 0, according to the order in which they are added. Map option values don't necessarily correspond to tile styles.
ModBlockType.GetMapOption will be used to choose which map entry is used for a given coordinate.

Vanilla map entries for most furniture tiles tend to be fairly generic, opting to use a single map entry to show "Table" for all styles of tables instead of the style-specific text such as "Wooden Table", "Honey Table", etc. To use these existing localizations, use the Language.GetText(string) method with the appropriate key, such as "MapObject.Chair", "MapObject.Door", "ItemName.WorkBench", etc. Consult the source code or ExampleMod to find the existing localization keys for common furniture types.
 
void AddToArray (ref int[] array)
 A convenient method for adding this tile's Type to the given array. This can be used with the arrays in TileID.Sets.RoomNeeds.
 
virtual void AnimateIndividualTile (int type, int i, int j, ref int frameXOffset, ref int frameYOffset)
 Animates an individual tile. i and j are the coordinates of the Tile in question. frameXOffset and frameYOffset should be used to specify an offset from the tiles Tile.TileFrameX and Tile.TileFrameY. frameYOffset = modTile.AnimationFrameHeight * Main.tileFrame[type]; will already be set before this hook is called, taking into account the TileID-wide animation set via AnimateTile(ref int, ref int). Use this hook for off-sync animations (lightning bug in a bottle), state specific animations (campfires), temporary animations (trap chests), or TileEntities to achieve unique animation behaviors without having to manually draw the tile via ModBlockType.PreDraw(int, int, SpriteBatch). More...
 
virtual void AnimateTile (ref int frame, ref int frameCounter)
 Allows you to animate your tile. Use frameCounter to keep track of how long the current frame has been active, and use frame to change the current frame. This is called once an update. AnimationFrameHeight must be set for the animation timing set in this method to actually apply to the tile drawing. Use AnimateIndividualTile(int, int, int, ref int, ref int) to animate specific tile instances directly. More...
 
virtual bool AutoSelect (int i, int j, Item item)
 Allows you to determine whether the given item can become selected when the cursor is hovering over this tile and the auto selection keybind is pressed. More...
 
virtual bool CanDrop (int i, int j)
 Allows prevention of item drops from the tile dropping at the given coordinates. Return false to stop the game from dropping the tile's item(s). Returns true by default. See GetItemDrops to customize the item drop. More...
 
virtual bool CanKillTile (int i, int j, ref bool blockDamaged)
 Allows you to determine whether or not the tile at the given coordinates can be hit by anything. Returns true by default. blockDamaged currently has no use. More...
 
virtual bool CanReplace (int i, int j, int tileTypeBeingPlaced)
 Allows you to stop this tile at the given coordinates from being replaced via the block swap feature. The tileTypeBeingPlaced parameter is the tile type that will replace the current tile.
This method is called on the local client. This method is only called if the local player has sufficient pickaxe power to mine the existing tile.
Return false to block the tile from being replaced. Returns true by default.
Use this for dynamic logic. ID.TileID.Sets.DoesntGetReplacedWithTileReplacement, ID.TileID.Sets.DoesntPlaceWithTileReplacement, and ID.TileID.Sets.PreventsTileReplaceIfOnTopOfIt cover the most common use cases and should be used instead if possible. More...
 
virtual void ChangeWaterfallStyle (ref int style)
 Allows you to change the style of waterfall that passes through or over this type of tile. More...
 
virtual LocalizedText DefaultContainerName (int frameX, int frameY)
 Returns the default name for a chest or dresser with the provided FrameX and FrameY values.
A typical implementation of a tile with only a single name might return CreateMapEntryName()
A container with multiple styles might return this.GetLocalization("MapEntry" + option) where option is determined using similar logic to ModBlockType.GetMapOption to match the AddMapEntry(Color, LocalizedText) entries. Another option is using return Lang._mapLegendCache[MapHelper.TileToLookup(Type, option)];, this will reuse the localizations used for the map entries. More...
 
virtual void DrawEffects (int i, int j, SpriteBatch spriteBatch, ref TileDrawInfo drawData)
 Allows you to make stuff happen whenever the tile at the given coordinates is drawn. For example, creating dust or changing the color the tile is drawn in. SpecialDraw will only be called if coordinates are added using Main.instance.TilesRenderer.AddSpecialLegacyPoint here. More...
 
virtual void DropCritterChance (int i, int j, ref int wormChance, ref int grassHopperChance, ref int jungleGrubChance)
 Allows you to modify the chance the tile at the given coordinates has of spawning a certain critter when the tile is killed. More...
 
virtual void FloorVisuals (Player player)
 Allows you to make something happen when a player stands on this type of tile. For example, you can make the player slide as if on ice. More...
 
virtual IEnumerable< ItemGetItemDrops (int i, int j)
 Allows customization of the items the tile at the given coordinates drops.

The default item drop is determined by finding an item with Item.createTile and Item.placeStyle matching the type and style of this tile. ModTile.RegisterItemDrop(int, int[]) can be used to manually register item drops for tile styles with no corresponding item. It can also be used to register a fallback item, which will be dropped if no suitable item is found.

The default behavior should cover 99% of use cases, meaning that overriding this method should only be necessary in extremely unique tiles, such as tiles dropping multiple items, tiles dropping items with custom data, or tiles with custom tile style code.

When overriding, use yield return new Item(ItemTypeHere); for each spawned item. Note that a random prefix will be applied to these items, if applicable, so if specific prefixes or no prefix is needed for an item drop, it will have to be spawned in manually using KillMultiTile(int, int, int, int) or KillTile(int, int, ref bool, ref bool, ref bool).

The style based drop logic is based on TileObjectData. If a tile has custom 'styles' but still wants to make use of ModTile.RegisterItemDrop(int, int[]), TileLoader.GetItemDropFromTypeAndStyle(Type, style) can be used to retrieve the associated item drop.

Use CanDrop to conditionally prevent any item drops. Use KillMultiTile(int, int, int, int) or KillTile(int, int, ref bool, ref bool, ref bool) for other logic such as cleaning up TileEntities or killing chests or signs.
More...
 
virtual float GetTorchLuck (Player player)
 Only called for torches, when there is one nearby. Use this to contribute to vanilla torch luck calculations. Typical return values are 1f for a torch in its biome, 0.5f for a weak positive torch, -1f for a torch in an opposing biome, and -0.5f for a weak negative torch. More...
 
virtual bool HasSmartInteract (int i, int j, SmartInteractScanSettings settings)
 Whether or not the smart interact function can select this tile. Useful for things like chests. Defaults to false. More...
 
virtual bool HasWalkDust ()
 Whether or not this tile creates dust when the player walks on it. Returns false by default. Customize the dust spawned using WalkDust(ref int, ref bool, ref Color). The default dust is DustID.Snow otherwise.
 
virtual void HitWire (int i, int j)
 Allows you to make something happen when a wire current passes through this tile. Both Wiring.SkipWire(int, int) and NetMessage.SendTileSquare(int, int, int, int, TileChangeType) are usually required in the logic used in this method to correctly work.
Only called on the server and single player. All wiring happens on the world, not multiplayer clients. More...
 
virtual bool IsLockedChest (int i, int j)
 Return true if this Tile corresponds to a chest that is locked. Prevents Quick Stacking items into the chest. More...
 
virtual bool IsTileBiomeSightable (int i, int j, ref Color sightColor)
 Allows you to determine whether this tile glows sightColor while the local player has the Biome Sight buff.
Return true and assign to sightColor to allow this tile to glow.
This is only called on the local client. More...
 
virtual bool IsTileDangerous (int i, int j, Player player)
 Allows you to determine whether this tile glows red when the given player has the Dangersense buff.
This is only called on the local client. More...
 
virtual bool IsTileSpelunkable (int i, int j)
 Allows you to customize whether this tile can glow yellow while having the Spelunker buff, and is also detected by various pets.
This is only called if Main.tileSpelunker[type] is false. More...
 
virtual void KillMultiTile (int i, int j, int frameX, int frameY)
 This hook is called exactly once whenever a block encompassing multiple tiles is destroyed. Use this to clean up extra data such as Chests, Signs, or TileEntities. For tiles that are 1x1, use KillTile(int, int, ref bool, ref bool, ref bool). The i and j coordinates will be the top left tile of a multi-tile. More...
 
virtual void KillTile (int i, int j, ref bool fail, ref bool effectOnly, ref bool noItem)
 Allows you to determine what happens when the tile at the given coordinates is killed or hit with a pickaxe. Fail determines whether the tile is mined, effectOnly makes it so that only dust is created, and noItem stops items from dropping. Use this to clean up extra data such as Chests, Signs, or TileEntities. For tiles larger than 1x1, use KillMultiTile(int, int, int, int). More...
 
virtual bool LockChest (int i, int j, ref short frameXAdjustment, ref bool manual)
 Allows customization of how locking a chest is accomplished. By default, frameXAdjustment will be 36, shifting the frameX over to the right by 1 chest style. If your chests are in a different order, adjust frameXAdjustment accordingly. This hook is called on the client, and if successful will be called on the server and other clients as the action is synced. Make sure that the logic is consistent and not dependent on local player data. More...
 
virtual void ModifyFrameMerge (int i, int j, ref int up, ref int down, ref int left, ref int right, ref int upLeft, ref int upRight, ref int downLeft, ref int downRight)
 Allows you to change the merge type of the adjacent tiles before Tile.TileFrameX and Tile.TileFrameY is picked by vanilla framing code. Useful to make tiles that only selectively connect with others, or for tiles
Tiles can be easily made to use custom merge frames with non-dirt tiles by using TileID.Sets.ChecksForMerge in combination with WorldGen.TileMergeAttempt(int, bool[], ref int, ref int, ref int, ref int, ref int, ref int, ref int, ref int) to set the adjacent tile's merge type to -2
Only called if TileFrame(int, int, ref bool, ref bool) returns true More...
 
virtual void ModifySittingTargetInfo (int i, int j, ref TileRestingInfo info)
 Modify the parameters for the entity sitting on this furniture tile with its type registered to TileID.Sets.CanBeSatOnForPlayers.
This is also called on NPCs sitting on this tile! To access the entity (player or NPC), use info.restingEntity.
This gets called when calling PlayerSittingHelper.SitDown, when the town NPC decides to sit, and each tick while the player is sitting on a suitable furniture. i and j derived from "(entity.Bottom + new Vector2(0f, -2f)).ToTileCoordinates()" or from the tile coordinates the player clicked on.
Formula: anchorTilePosition.ToWorldCoordinates(8f, 16f) + finalOffset + new Vector2(0, targetDirection * directionOffset). More...
 
virtual void ModifySleepingTargetInfo (int i, int j, ref TileRestingInfo info)
 Modify the visual player offset when sleeping on this tile with its type registered to TileID.Sets.CanBeSleptIn.
This gets called when calling PlayerSleepingHelper.SetIsSleepingAndAdjustPlayerRotation, and each tick while the player is resting in the bed, i and j derived from "(player.Bottom + new Vector2(0f, -2f)).ToTileCoordinates()" or from the tile coordinates the player clicked on.
Formula: new Point(anchorTilePosition.X, anchorTilePosition.Y + 1).ToWorldCoordinates(8f, 16f) + finalOffset + new Vector2(0, targetDirection * directionOffset). More...
 
virtual void ModifySmartInteractCoords (ref int width, ref int height, ref int frameWidth, ref int frameHeight, ref int extraY)
 Allows you to modify the smart interact parameters for the tile. Parameters already preset by deriving from TileObjectData defined for the tile.
Example usage: Beds/Dressers which have separate interactions based on where to click. More...
 
virtual void MouseOver (int i, int j)
 Allows you to make something happen when the mouse hovers over this tile. Useful for showing item icons or text on the mouse. More...
 
virtual void MouseOverFar (int i, int j)
 Allows you to make something happen when the mouse hovers over this tile, even when the player is far away. Useful for showing what's written on signs, etc. More...
 
virtual void NearbyEffects (int i, int j, bool closer)
 Allows you to make things happen when this tile is within a certain range of the player, such as how banners, campfire, and monoliths work. This method will be called on tiles within 2 specific ranges, once for calculating visual effects and another time for calculating gameplay effects: When calculating visual effects, the closer parameter will be true. The visual effect range depend on the game window resolution, zoom level, and lighting mode, so it will not be reliable for gameplay effects but rather it adjusts to the players view of the game world. This is suitable for monoliths, water fountains, and music boxes. When calculating gameplay effects, the closer parameter will be false. The gameplay effect range will always be a 169x124 tile rectangle centered on the player. This is suitable for tiles that give buffs like the sunflower, banners, heart lantern, and campfire. Make sure to check closer when using this method to ensure the effects of this tile are applying to the intended range. More...
 
virtual void PostSetDefaults ()
 Allows you to override some default properties of this tile, such as Main.tileNoSunLight and Main.tileObsidianKill.
 
virtual void PostSetupTileMerge ()
 Can be used to adjust tile merge related things that are not possible to do in ModBlockType.SetStaticDefaults due to timing.
 
virtual void PostTileFrame (int i, int j, int up, int down, int left, int right, int upLeft, int upRight, int downLeft, int downRight)
 Allows you to modify the frame of a tile after the vanilla framing code has set Tile.TileFrameX and Tile.TileFrameY. Useful for offsetting the final frame position without entirely overriding the vanilla framing logic
Only called if TileFrame(int, int, ref bool, ref bool) returns true More...
 
void RegisterItemDrop (int itemType, params int[] tileStyles)
 Manually registers an item to drop for the provided tile styles. Use this for tile styles that don't have an item that places them. For example, open door tiles don't have any item that places them, but they should drop an item when destroyed. A tile style with no registered drop and no fallback drop will not drop anything when destroyed.

This method can also be used to register the fallback item drop. The fallback item will drop for any tile with a style that does not have a manual or automatic item drop.
To register the fallback item, omit the tileStyles parameter.

If a mod removes content, manually specifying a replacement/fallback item allows users to recover something from the tile.
If more control over tile item drops is required, such as conditional drops, custom data on dropped items, or multiple item drops, use GetItemDrops(int, int).
More...
 
virtual bool RightClick (int i, int j)
 Allows you to make something happen when this tile is right-clicked by the player. Return true to indicate that a tile interaction has occurred, preventing other right click actions like minion targeting from happening. Returns false by default. More...
 
virtual void SetDrawPositions (int i, int j, ref int width, ref int offsetY, ref int height, ref short tileFrameX, ref short tileFrameY)
 Allows you to customize the position in which this tile is drawn. Width refers to the width of one frame of the tile, offsetY refers to how many pixels below its actual position the tile should be drawn, height refers to the height of one frame of the tile. More...
 
virtual void SetSpriteEffects (int i, int j, ref SpriteEffects spriteEffects)
 Allows you to determine whether or not the tile will draw itself flipped in the world. If flipping, consider setting TileObjectData.DrawFlipHorizontal or TileObjectData.DrawFlipVertical as well to ensure that the tile placement preview is also flipped. More...
 
sealed override void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual bool Slope (int i, int j)
 Allows you to control how hammers slope this tile. Return true to allow it to slope normally. Returns true by default. Called on the local Client and Single Player. More...
 
virtual void SpecialDraw (int i, int j, SpriteBatch spriteBatch)
 Special Draw. Only called if coordinates are added using Main.instance.TilesRenderer.AddSpecialLegacyPoint during DrawEffects(int, int, SpriteBatch, ref TileDrawInfo). Useful for drawing things that would otherwise be impossible to draw due to draw order, such as items in item frames. More...
 
virtual bool TileFrame (int i, int j, ref bool resetFrame, ref bool noBreak)
 Called whenever this tile updates due to being placed or being next to a tile that is changed. Return false to stop the game from carrying out its default TileFrame operations. Returns true by default. More...
 
virtual bool UnlockChest (int i, int j, ref short frameXAdjustment, ref int dustType, ref bool manual)
 Allows customization of how a chest unlock is accomplished. By default, frameXAdjustment will be -36, shifting the frameX over to the left by 1 chest style. If your chests are in a different order, adjust frameXAdjustment accordingly. This hook is called on the client, and if successful will be called on the server and other clients as the action is synced. Make sure that the logic is consistent and not dependent on local player data. More...
 
virtual void WalkDust (ref int dustType, ref bool makeDust, ref Color color)
 Allows you to modify the dust created when the player walks on this tile. The makeDust parameter is whether or not to make dust; you can randomly set this to false to reduce the amount of dust produced. The default dust (dustType ) is DustID.Snow More...
 
- Public Member Functions inherited from ModBlockType
virtual bool CanExplode (int i, int j)
 Whether or not the tile/wall at the given coordinates can be killed by an explosion (ie. bombs). Returns true by default; return false to stop an explosion from destroying it. More...
 
virtual bool CanPlace (int i, int j)
 Allows you to stop this tile/wall from being placed at the given coordinates. This method is called on the local client. For tiles this is also checked during block replacement, but ModTile.CanReplace(int, int, int) should be used for replace-specific logic. Return false to stop the tile/wall from being placed. Returns true by default. More...
 
virtual bool CreateDust (int i, int j, ref int type)
 Allows you to modify the default type of dust created when the tile/wall at the given coordinates is hit. Return false to stop the default dust (the type parameter) from being created. Returns true by default. The type parameter defaults to DustType. More...
 
LocalizedText CreateMapEntryName ()
 Legacy helper method for creating a localization sub-key MapEntry More...
 
virtual ushort GetMapOption (int i, int j)
 Allows you to choose which minimap entry the tile/wall at the given coordinates will use. 0 is the first entry added by AddMapEntry, 1 is the second entry, etc. Returns 0 by default. More...
 
virtual bool KillSound (int i, int j, bool fail)
 Allows you to customize which sound you want to play when the tile/wall at the given coordinates is hit. Return false to stop the game from playing its default sound for the tile/wall. Returns true by default. More...
 
virtual void ModifyLight (int i, int j, ref float r, ref float g, ref float b)
 Allows you to determine how much light this tile/wall emits.
If it is a tile, make sure you set Main.tileLighted[Type] to true in SetDefaults for this to work.
If it is a wall, it can also let you light up the block in front of this wall.
See Terraria.Graphics.Light.TileLightScanner.ApplyTileLight(Tile, int, int, ref Terraria.Utilities.FastRandom, ref Microsoft.Xna.Framework.Vector3) for vanilla tile light values to use as a reference.
More...
 
virtual void NumDust (int i, int j, bool fail, ref int num)
 Allows you to change how many dust particles are created when the tile/wall at the given coordinates is hit. Use CreateDust(int, int, ref int) to customize the dust spawned. More...
 
virtual void PlaceInWorld (int i, int j, Item item)
 Allows you to do something when this tile/wall is placed. Called on the local Client and Single Player. Note that the coordinates in this method account for the placement origin and are not necessarily the coordinates of the top left tile of a multi-tile. More...
 
virtual void PostDraw (int i, int j, SpriteBatch spriteBatch)
 Allows you to draw things in front of the tile/wall at the given coordinates. This can also be used to do things such as creating dust.Note that this method will be called for tiles even when the tile is Tile.IsTileInvisible due to Echo Coating. Use the GameContent.Drawing.TileDrawing.IsVisible(Tile) method to skip effects that shouldn't show when the tile is invisible. This method won't be called for invisible walls. More...
 
virtual bool PreDraw (int i, int j, SpriteBatch spriteBatch)
 Allows you to draw things behind the tile/wall at the given coordinates. Return false to stop the game from drawing the tile normally. Returns true by default. More...
 
virtual void RandomUpdate (int i, int j)
 Called whenever the world randomly decides to update this tile/wall in a given tick. Useful for things such as growing or spreading. More...
 
override void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed.
This is where you would set the properties of this tile/wall. Many properties are stored as arrays throughout Terraria's code.
For example:

More...
 
- Public Member Functions inherited from ModType< TEntity, TModType >
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...
 
string PrettyPrintName ()
 
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...
 
- Public Member Functions inherited from ModType< TEntity >
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...
 
string PrettyPrintName ()
 
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...
 

Properties

TeleportPylonType PylonType [get, set]
 What type of Pylon this ModPylon represents. More...
 
- Properties inherited from ModTile
int[] AdjTiles = new int[0] [get, set]
 An array of the IDs of tiles that this tile can be considered as when looking for crafting stations.
 
int AnimationFrameHeight [get, set]
 The height of a group of animation frames for this tile. Defaults to 0, which disables animations. Used in conjunction with AnimateTile(ref int, ref int) to automatically animate tiles. Use AnimateIndividualTile(int, int, int, ref int, ref int) as well if needed. An easy way to set this correctly without doing any math is to set this to the value of TileObjectData.CoordinateFullHeight. Note that this assumes animation frames are laid out vertically in the tile spritesheet, if that is not the case then AnimateIndividualTile will need to be used to apply AnimationFrameHeight to X coordinates instead.
 
virtual string HighlightTexture [get]
 The highlight texture used when this tile is selected by smart interact. Defaults to adding "_Highlight" onto the main texture.
 
bool IsDoor [get]
 
override string LocalizationCategory [get]
 The category used by this modded content for use in localization keys. Localization keys follow the pattern of "Mods.{ModName}.{Category}.{ContentName}.{DataName}". The Localization wiki pageexplains how custom ModType classes can utilize this. More...
 
float MineResist = 1f [get, set]
 A multiplier describing how much this block resists harvesting. Higher values will make it take longer to harvest.
Defaults to 1f. For example a MineResist value of 2f, such as used by TileID.Pearlstone, would require roughly twice as many hits to mine. Conversely, a MineResist value of 0.5f, such as used by TileID.Sand, would require roughtly half as many hits to mine To find an appropriate value, see the wiki. Use MinPick to adjust the minimum pickaxe power required to mine this tile.
 
int MinPick [get, set]
 The minimum pickaxe power required for pickaxes to mine this block.
Defaults to 0. For example a MinPick value of 50, such as what TileID.Meteorite uses, would require a pickaxe with at least 50% pickaxe power (Item.pick) to break. To find an appropriate value, see the wiki. Use MineResist to adjust how long a tile takes to be mined.
 
- Properties inherited from ModBlockType
int DustType [get, set]
 The default type of dust made when this tile/wall is hit. Defaults to 0, which is DustID.Dirt. To prevent spawning any hit dust, set this to -1 instead.
 
SoundStyleHitSound = SoundID.Dig [get, set]
 The default style of sound made when this tile/wall is hit.
Defaults to SoundID.Dig, which is the sound used for tiles such as dirt and sand.
 
abstract string LocalizationCategory [get]
 The category used by this modded content for use in localization keys. Localization keys follow the pattern of "Mods.{ModName}.{Category}.{ContentName}.{DataName}". The Localization wiki pageexplains how custom ModType classes can utilize this. More...
 
ushort Type [get, set]
 The internal ID of this type of tile/wall.
 
ushort VanillaFallbackOnModDeletion = 0 [get, set]
 The vanilla ID of what should replace the instance when a user unloads and subsequently deletes data from your mod in their save file. Defaults to 0.
 
- Properties inherited from ModTexturedType
virtual string Texture [get]
 The file name of this type's texture file in the mod loader's file space.
 
- Properties inherited from 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 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 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 ILocalizedModType
abstract string LocalizationCategory [get]
 The category used by this modded content for use in localization keys. Localization keys follow the pattern of "Mods.{ModName}.{Category}.{ContentName}.{DataName}". The Localization wiki pageexplains how custom ModType classes can utilize this. More...
 

Additional Inherited Members

- Protected Member Functions inherited from ModTile
sealed override void Register ()
 If you make a new ModType, seal this override. More...
 
- Protected Member Functions inherited from 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 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...
 

Detailed Description

Extension to

See also
ModTile

that streamlines the process of creating a modded Pylon. Has all of ModTile's hooks for customization, but additional hooks for Pylon functionality.

One of the key features of this class is the ValidTeleportCheck process. At first glance it can look a bit messy, however here is a rough break-down of the call process to help you if you're lost:
1) Game queries if the specified player is near a Pylon (

See also
TeleportPylonsSystem.IsPlayerNearAPylon, ValidTeleportCheck_DestinationPostCheck, Player.InInteractionRange, ValidTeleportCheck_NearbyPostCheck, GlobalPylon, GlobalPylon.PostValidTeleportCheck, ModifyTeleportationPosition

)
2) Assuming Step 1 has passed, game queries if the DESTINATION PYLON (the pylon the player CLICKED on the map) has enough NPCs nearby (NPCCount step)
3) Assuming Step 2 has passed, game queries if there is ANY DANGER at ALL across the entire map, ignoring the lunar pillar event (AnyDanger step)
4) Assuming Step 3 has passed, game queries if the DESTINATION PYLON is in the Lihzahrd Temple before Plantera is defeated.
5) Assuming Step 4 has passed, game queries if the DESTINATION PYLON meets its biome specifications for whatever type of pylon it is (BiomeRequirements step)
6) Regardless of all the past checks, if the DESTINATION PYLON is a modded one, is called on it.
7) The game queries all pylons on the map and checks if any of them are in interaction distance with the player (), and if so, checks Step 2 on it. If Step 2 passes, Step 5 is then called on it as well (NPCCount & BiomeRequirements step). If Step 5 also passes, the loop breaks and no further pylons are checked, and for the next steps, the pylon that succeeded will be the designated NEARBY PYLON.
8) Regardless of all the past checks, if the designated NEARBY PYLON is a modded one, is called on it.
9) Any instances run .
10) Finally, if all previous checks pass AND the DESTINATION pylon is a modded one, is called on it, right before the player is teleported.

Member Function Documentation

◆ CanPlacePylon()

virtual bool ModPylon.CanPlacePylon ( )
virtual

Whether or not this Pylon can even be placed. By default, it returns false if a Pylon of this type already exists in the world, otherwise true. If you want to allow an infinite amount of these pylons to be placed, simply always return true.

Note that in Multiplayer environments, granted that any GlobalPylon instances do not return false in

See also
GlobalPylon.PreCanPlacePylon

, this is called first on the client, and then is subsequently called & double checked on the server.
If the server disagrees with the client that the given pylon CANNOT be placed for any given reason, the server will reject the placement and subsequently break the associated tile.

◆ DefaultDrawMapIcon()

bool ModPylon.DefaultDrawMapIcon ( ref MapOverlayDrawContext  context,
Asset< Texture2D mapIcon,
Vector2  drawCenter,
Color  drawColor,
float  deselectedScale,
float  selectedScale 
)

Draws the passed in map icon texture for pylons the exact way that vanilla would draw it. Note that this method assumes that the texture is NOT framed, i.e there is only a single sprite that is not animated. Returns whether or not the player is currently hovering over the icon.

Parameters
contextThe draw context that will allow for drawing on thj
mapIconThe icon that is to be drawn on the map.
drawCenterThe position in TILE coordinates for where the CENTER of the map icon should be.
drawColorThe color to draw the icon as.
deselectedScaleThe scale to draw the map icon when it is not selected (not being hovered over).
selectedScaleThe scale to draw the map icon when it IS selected (being hovered over).

◆ DefaultDrawPylonCrystal()

void ModPylon.DefaultDrawPylonCrystal ( SpriteBatch  spriteBatch,
int  i,
int  j,
Asset< Texture2D crystalTexture,
Asset< Texture2D crystalHighlightTexture,
Vector2  crystalOffset,
Color  pylonShadowColor,
Color  dustColor,
int  dustChanceDenominator,
int  crystalVerticalFrameCount 
)

Draws the passed in pylon crystal texture the exact way that vanilla draws it. This MUST be called in SpecialDraw in order to function properly.

Parameters
spriteBatchThe sprite batch that will draw the crystal.
iThe X tile coordinate to start drawing from.
jThe Y tile coordinate to start drawing from.
crystalTextureThe texture of the crystal that will actually be drawn.
crystalHighlightTextureThe texture of the smart cursor highlight for the corresponding crystal texture.
crystalOffsetThe offset of the actual position of the crystal. Assuming that a pylon tile itself and the crystals are equivalent to vanilla's sizes, this value should be Vector2(0, -12).
pylonShadowColorThe color of the "shadow" that is drawn on top of the crystal texture.
dustColorThe color of the dust that emanates from the crystal.
dustChanceDenominatorEvery draw call, this is this the denominator value of a Main.rand.NextBool() (1/denominator chance) check for whether or not a dust particle will spawn. 4 is the value vanilla uses.
crystalVerticalFrameCountHow many vertical frames the crystal texture has.

◆ DefaultMapClickHandle()

void ModPylon.DefaultMapClickHandle ( bool  mouseIsHovering,
TeleportPylonInfo  pylonInfo,
string  hoveringTextKey,
ref string  mouseOverText 
)

Handles mouse clicking on the map icon the exact way that vanilla handles it. In normal circumstances, this should be called directly after DefaultDrawMapIcon.

Parameters
mouseIsHoveringWhether or not the map icon is currently being hovered over.
pylonInfoThe information pertaining to the current pylon being drawn.
hoveringTextKeyThe localization key that will be used to display text on the mouse, granted the mouse is currently hovering over the map icon.
mouseOverTextThe reference to the string value that actually changes the mouse text value.

◆ DrawEffects()

override void ModPylon.DrawEffects ( int  i,
int  j,
SpriteBatch  spriteBatch,
ref TileDrawInfo  drawData 
)
virtual

Allows you to make stuff happen whenever the tile at the given coordinates is drawn. For example, creating dust or changing the color the tile is drawn in. SpecialDraw will only be called if coordinates are added using Main.instance.TilesRenderer.AddSpecialLegacyPoint here.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
spriteBatch
drawDataVarious information about the tile that is being drawn, such as color, framing, glow textures, etc.

Reimplemented from ModTile.

◆ DrawMapIcon()

virtual void ModPylon.DrawMapIcon ( ref MapOverlayDrawContext  context,
ref string  mouseOverText,
TeleportPylonInfo  pylonInfo,
bool  isNearPylon,
Color  drawColor,
float  deselectedScale,
float  selectedScale 
)
virtual

Called when the map is visible, in order to draw the passed in Pylon on the map. In order to draw on the map, you must use

See also
MapOverlayDrawContext

's Draw Method. By default, doesn't draw anything.

Parameters
contextThe current map context on which you can draw.
mouseOverTextThe text that will overlay on the mouse when the icon is being hovered over.
pylonInfoThe pylon that is currently needing its icon to be drawn.
isNearPylonWhether or not the player is currently near a pylon.
drawColorThe draw color of the icon. This is bright white when the player is near a Pylon, but gray and translucent otherwise.
deselectedScaleThe scale of the icon if it is NOT currently being hovered over. In vanilla, this is 1f, or 100%.
selectedScaleThe scale of the icon if it IS currently being over. In vanilla, this is 2f, or 200%.

◆ HasSmartInteract()

override bool ModPylon.HasSmartInteract ( int  i,
int  j,
SmartInteractScanSettings  settings 
)
virtual

Whether or not the smart interact function can select this tile. Useful for things like chests. Defaults to false.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
settingsUse if you need special conditions, like settings.player.HasItem(ItemID.LihzahrdPowerCell)
Returns

Reimplemented from ModTile.

◆ ModifyTeleportationPosition()

virtual void ModPylon.ModifyTeleportationPosition ( TeleportPylonInfo  destinationPylonInfo,
ref Vector2  teleportationPosition 
)
virtual

Called right BEFORE the teleportation of the player occurs, when all checks succeed during the ValidTeleportCheck process. Allows the modification of where the player ends up when the teleportation takes place. Remember that the teleport location is in WORLD coordinates, not tile coordinates.

You shouldn't need to use this method if your pylon is the same size as a normal vanilla pylons (3x4 tiles).

Parameters
destinationPylonInfoThe information of the pylon the player intends to teleport to.
teleportationPositionThe position (IN WORLD COORDINATES) of where the player ends up when the teleportation occurs.

◆ RightClick()

override bool ModPylon.RightClick ( int  i,
int  j 
)
virtual

Allows you to make something happen when this tile is right-clicked by the player. Return true to indicate that a tile interaction has occurred, preventing other right click actions like minion targeting from happening. Returns false by default.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
Returns
Return true to indicate that a tile interaction has occurred, preventing other right click actions like minion targeting from happening. Returns false by default.

Reimplemented from ModTile.

◆ TileFrame()

override bool ModPylon.TileFrame ( int  i,
int  j,
ref bool  resetFrame,
ref bool  noBreak 
)
virtual

Called whenever this tile updates due to being placed or being next to a tile that is changed. Return false to stop the game from carrying out its default TileFrame operations. Returns true by default.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
resetFrame
noBreak

Reimplemented from ModTile.

◆ ValidTeleportCheck_AnyDanger()

virtual bool ModPylon.ValidTeleportCheck_AnyDanger ( TeleportPylonInfo  pylonInfo)
virtual

Step 2 of the ValidTeleportCheck process. This is the second vanilla check that is called when checking the destination pylon. This check should be where you check if there is any "Danger" nearby, such as bosses or if there is an event happening. It is unlikely you will need to use this. By default, returns true if there are not any events happening (Lunar Pillars do not count) and there are no bosses currently alive.

Note that it's important you put the right checks in the right ValidTeleportCheck step, as whatever one returns false (if any) will determine the error message sent to the player.
If you're confused about the order of which the ValidTeleportCheck methods are called, check out the XML summary on the ModPylon class.

Parameters
pylonInfoThe internal information pertaining to the current pylon being teleported TO.

◆ ValidTeleportCheck_BiomeRequirements()

virtual bool ModPylon.ValidTeleportCheck_BiomeRequirements ( TeleportPylonInfo  pylonInfo,
SceneMetrics  sceneData 
)
virtual

Step 3 of the ValidTeleportCheck process. This is the fourth vanilla check that is called when checking both the destination pylon and any possible nearby pylons. This check should be where you check biome related things, such as the simple check of whether or not the Pylon is in the proper biome. By default, returns true.

Note that it's important you put the right checks in the right ValidTeleportCheck step, as whatever one returns false (if any) will determine the error message sent to the player.
If you're confused about the order of which the ValidTeleportCheck methods are called, check out the XML summary on the ModPylon class.

Parameters
pylonInfoThe internal information pertaining to the current pylon being teleported to or from.
sceneDataThe scene metrics data AT THE LOCATION of the destination pylon, NOT the player.

◆ ValidTeleportCheck_DestinationPostCheck()

virtual void ModPylon.ValidTeleportCheck_DestinationPostCheck ( TeleportPylonInfo  destinationPylonInfo,
ref bool  destinationPylonValid,
ref string  errorKey 
)
virtual

The 4th check of the ValidTeleportCheck process. This check is for modded Pylons only, called after ALL other checks have completed pertaining the pylon clicked on the map (the destination pylon), but before any nearby pylon information is calculated. This is where you an do custom checks that don't pertain to the past destination checks, as well as customize the localization key to give custom messages to the player on teleportation failure. By default, does nothing.
If you're confused about the order of which the ValidTeleportCheck methods are called, check out the XML summary on the ModPylon class.

Parameters
destinationPylonInfoThe Pylon information for the Pylon that the player is attempt to teleport to.
destinationPylonValidWhether or not after all of the checks, the destination Pylon is valid.
errorKeyThe localization key for the message sent to the player if destinationPylonValid is false.

◆ ValidTeleportCheck_NearbyPostCheck()

virtual void ModPylon.ValidTeleportCheck_NearbyPostCheck ( TeleportPylonInfo  nearbyPylonInfo,
ref bool  destinationPylonValid,
ref bool  anyNearbyValidPylon,
ref string  errorKey 
)
virtual

The 5th and final check of the ValidTeleportCheck process. This check is for modded Pylons only, called after ALL other checks have completed for the destination pylon and all normal checks have taken place for the nearby pylon, if applicable. This is where you can do custom checks that don't pertain to the past nearby pylon checks, as well as customize the localization key to give custom messages to the player on teleportation failure. By default, does nothing.
If you're confused about the order of which the ValidTeleportCheck methods are called, check out the XML summary on the ModPylon class.

Parameters
nearbyPylonInfoThe pylon information of the pylon the player in question is standing NEAR. This always has a value.
destinationPylonValidWhether or not after all of the checks, the destination Pylon is valid.
anyNearbyValidPylonWhether or not after all of the checks, there is a Pylon nearby to the player that is valid.
errorKeyThe localization key for the message sent to the player if destinationPylonValid is false.

◆ ValidTeleportCheck_NPCCount()

virtual bool ModPylon.ValidTeleportCheck_NPCCount ( TeleportPylonInfo  pylonInfo,
int  defaultNecessaryNPCCount 
)
virtual

Step 1 of the ValidTeleportCheck process. This is the first vanilla check that is called when checking both the destination pylon and any possible nearby pylons. This check should be where you check how many NPCs are nearby, returning false if the Pylon does not satisfy the conditions. By default, returns true if there are 2 or more NPCs nearby.

Note that it's important you put the right checks in the right ValidTeleportCheck step, as whatever one returns false (if any) will determine the error message sent to the player.
If you're confused about the order of which the ValidTeleportCheck methods are called, check out the XML summary on the ModPylon class.

Parameters
pylonInfoThe internal information pertaining to the current pylon being teleported to or from.
defaultNecessaryNPCCountThe default amount of NPCs nearby required to satisfy a VANILLA pylon.

Property Documentation

◆ PylonType

TeleportPylonType ModPylon.PylonType
getset

What type of Pylon this ModPylon represents.

The TeleportPylonType enum only has string names up until Count (9). The very first modded pylon to be added will technically be accessible with the enum type of "Count" since that value isn't an actual "type" of pylon, and modded pylons are assigned IDs starting with the Count value (9). All other modded pylons added after 9 (i.e 10+) will have no enum name, and will only every be referred to by their number values.