tModLoader v2024.09
A mod to make and play Terraria mods
ModBlockType Class Reference

This is the superclass for ModTile and ModWall, combining common code More...

Inherits ModTexturedType, and ILocalizedModType.

Inherited by ModTile, and ModWall.

Public Member Functions

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

int DustType [get, set]
 The default type of dust made when this tile/wall is hit. Defaults to 0.
 
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 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

This is the superclass for ModTile and ModWall, combining common code

Member Function Documentation

◆ CanExplode()

virtual bool ModBlockType.CanExplode ( int  i,
int  j 
)
virtual

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.

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

◆ CanPlace()

virtual bool ModBlockType.CanPlace ( int  i,
int  j 
)
virtual

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.

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

◆ CreateDust()

virtual bool ModBlockType.CreateDust ( int  i,
int  j,
ref int  type 
)
virtual

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.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
typeThe dust type that will be spawned by the calling code

◆ CreateMapEntryName()

LocalizedText ModBlockType.CreateMapEntryName ( )

Legacy helper method for creating a localization sub-key MapEntry

Returns

◆ GetMapOption()

virtual ushort ModBlockType.GetMapOption ( int  i,
int  j 
)
virtual

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.

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

Reimplemented in UnloadedChest.

◆ KillSound()

virtual bool ModBlockType.KillSound ( int  i,
int  j,
bool  fail 
)
virtual

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.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
failIf true, the tile/wall is only partially damaged. If false, the tile/wall is fully destroyed.

◆ ModifyLight()

virtual void ModBlockType.ModifyLight ( int  i,
int  j,
ref float  r,
ref float  g,
ref float  b 
)
virtual

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.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
rThe red component of light, usually a value between 0 and 1
gThe green component of light, usually a value between 0 and 1
bThe blue component of light, usually a value between 0 and 1

◆ NumDust()

virtual void ModBlockType.NumDust ( int  i,
int  j,
bool  fail,
ref int  num 
)
virtual

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.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
failIf true, the tile is spawning dust for reasons other than the tile actually being destroyed. Worms, projectiles, and other effects cause dust to spawn aside from the usual case of the tile breaking.
numThe number of dust that will be spawned by the calling code

◆ PlaceInWorld()

virtual void ModBlockType.PlaceInWorld ( int  i,
int  j,
Item  item 
)
virtual

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.

Parameters
iThe x position in tile coordinates. Equal to Player.tileTargetX
jThe y position in tile coordinates. Equal to Player.tileTargetY
itemThe item used to place this tile/wall.

◆ PostDraw()

virtual void ModBlockType.PostDraw ( int  i,
int  j,
SpriteBatch  spriteBatch 
)
virtual

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.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
spriteBatch

◆ PreDraw()

virtual bool ModBlockType.PreDraw ( int  i,
int  j,
SpriteBatch  spriteBatch 
)
virtual

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.

Parameters
iThe x position in tile coordinates.
jThe y position in tile coordinates.
spriteBatch

◆ RandomUpdate()

virtual void ModBlockType.RandomUpdate ( int  i,
int  j 
)
virtual

Called whenever the world randomly decides to update this tile/wall in a given tick. Useful for things such as growing or spreading.

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

◆ SetStaticDefaults()

override void ModBlockType.SetStaticDefaults ( )
virtual

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:

Reimplemented from ModType< TEntity >.

Property Documentation

◆ LocalizationCategory

abstract string ModBlockType.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.

Implements ILocalizedModType.