tModLoader  0.12 Alpha
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.

Public Member Functions

virtual void BiomeVisuals (Player player)
 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. More...
 
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. More...
 
virtual void OnInBiome (Player player)
 Override this hook to make things happen when the player is in the biome. More...
 
virtual void OnLeave (Player player)
 Override this hook to make things happen when the player leaves the biome. More...
 
virtual 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 More...
 
- Public Member Functions inherited from Terraria.ModLoader.ModType
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 void Unload ()
 Allows you to safely unload things you added in Load. More...
 

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...
 

Properties

virtual ? Color BackgroundColor [get]
 The color of the bestary background. More...
 
virtual string BackgroundPath [get]
 The path to the background texture that will appear for this biome behind npcs in the bestiary. More...
 
virtual string BestiaryIcon [get]
 The path to the 30x30 texture that will appear for this biome in the bestiary. More...
 
ModTranslation DisplayName [get]
 The display name for this biome in the bestiary. More...
 
virtual bool IsPrimaryBiome [get]
 Whether or not this biome impacts NPC shop prices. More...
 
GameContent.Bestiary.ModBiomeBestiaryInfoElement ModBiomeBestiaryInfoElement [get, set]
 
override int Music [get]
 
override SceneEffectPriority Priority [get]
 
- Properties inherited from Terraria.ModLoader.ModSceneEffect
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. More...
 
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. More...
 
int Type [get, set]
 
virtual ModUndergroundBackgroundStyle UndergroundBackgroundStyle [get]
 
virtual ModWaterStyle WaterStyle [get]
 
- Properties inherited from Terraria.ModLoader.ModType
string FullName [get]
 The internal name of this, including the mod it is from. More...
 
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...
 

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

◆ BiomeVisuals()

virtual void Terraria.ModLoader.ModBiome.BiomeVisuals ( Player  player)
virtual

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.

◆ 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.

◆ OnEnter()

virtual void Terraria.ModLoader.ModBiome.OnEnter ( Player  player)
virtual

Override this hook to make things happen when the player enters the biome.

◆ OnInBiome()

virtual void Terraria.ModLoader.ModBiome.OnInBiome ( Player  player)
virtual

Override this hook to make things happen when the player is in the biome.

◆ OnLeave()

virtual void Terraria.ModLoader.ModBiome.OnLeave ( Player  player)
virtual

Override this hook to make things happen when the player leaves the biome.

◆ Register()

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

If you make a new ModType, seal this override.

Implements Terraria.ModLoader.ModType.

◆ SetStaticDefaults()

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

This is where you can set values for DisplayName.

Reimplemented from Terraria.ModLoader.ModType.

◆ 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.

Property Documentation

◆ BackgroundColor

virtual ? Color Terraria.ModLoader.ModBiome.BackgroundColor
get

The color of the bestary background.

◆ BackgroundPath

virtual string Terraria.ModLoader.ModBiome.BackgroundPath
get

The path to the background texture that will appear for this biome behind npcs in the bestiary.

◆ BestiaryIcon

virtual string Terraria.ModLoader.ModBiome.BestiaryIcon
get

The path to the 30x30 texture that will appear for this biome in the bestiary.

◆ DisplayName

ModTranslation Terraria.ModLoader.ModBiome.DisplayName
get

The display name for this biome in the bestiary.

◆ IsPrimaryBiome

virtual bool Terraria.ModLoader.ModBiome.IsPrimaryBiome
get

Whether or not this biome impacts NPC shop prices.