1 using System.Collections.Generic;
32 public virtual bool Autoload(ref
string name) {
33 return mod.Properties.Autoload;
virtual void NetSend(BinaryWriter writer)
Allows you to send custom data between clients and server. This is useful for syncing information suc...
virtual void NetReceive(BinaryReader reader)
Allows you to do things with custom data that is received between clients and server.
virtual void ModifyWorldGenTasks(List< GenPass > tasks, ref float totalWeight)
A more advanced option to PostWorldGen, this method allows you modify the list of Generation Passes b...
virtual void PostUpdate()
Use this method to have things happen in the world. In vanilla Terraria, a good example of code suita...
virtual void PreUpdate()
Use this method to have things happen in the world. In vanilla Terraria, a good example of code suita...
virtual void ResetNearbyTileEffects()
Use this to reset any fields you set in any of your ModTile.NearbyEffects hooks back to their default...
virtual void PostWorldGen()
Use this method to place tiles in the world after world generation is complete.
virtual void ChooseWaterStyle(ref int style)
Allows you to change the water style (determines water color) that is currently being used...
virtual TagCompound Save()
Allows you to save custom data for this world. Useful for things like saving world specific flags...
virtual bool Autoload(ref string name)
Allows you to automatically add a ModWorld instead of using Mod.AddModWorld. Return true to allow aut...
virtual void Initialize()
Called whenever the world is loaded. This can be used to initialize data structures, etc.
virtual void PostDrawTiles()
Called after drawing Tiles. Can be used for drawing a tile overlay akin to wires. Note that spritebat...
virtual void TileCountsAvailable(int[] tileCounts)
Allows you to store information about how many of each tile is nearby the player. This is useful for ...
virtual void Load(TagCompound tag)
Allows you to load custom data you have saved for this world.
A ModWorld instance represents an extension of a World. You can store fields in the ModWorld classes ...
Mod is an abstract class that you will override. It serves as a central place from which the mod's co...
virtual void PreWorldGen()
Allows a mod to run code before a world is generated.
virtual void ModifyHardmodeTasks(List< GenPass > list)
Similar to ModifyWorldGenTasks, but occurs in-game when Hardmode starts. Can be used to modify which ...
virtual void LoadLegacy(BinaryReader reader)
Allows you to load pre-v0.9 custom data you have saved for this world.