tModLoader

tModLoader

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ModLiquid Library
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608.242 KB
1 Aug @ 1:14am
9 Oct @ 3:14pm
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ModLiquid Library

Description
Welcome to ModLiquid Library!



Have you ever wanted to create a modded liquid, but realised that tmodloader lacks support for custom liquids?
This mod is for you!

This mod is a library to be used by mods and developers to allow for the creation of modded liquids. This mod adds no additional content.

This mod handles implementation of liquids in the same way how tmodloader handles modded tiles and walls.



This mod also handles and provides a very wide range of hooks and fields for developers to do whatever they desire with liquids ingame, whether than be adding or editing a liquid to the game.



This mod adds tools for developers to allow them to do the following:
  • Create custom liquids
  • Edit existing or other modded liquids
  • Do more with Waterfalls
  • Do more with Tiles



Relevant Links:
Github Page [github.com]
Mod's Wiki (incomplete) [github.com]
Please report issues here [github.com]



Translation Credits:
  • Spanish - reboot6609
  • Polish - PashaVerti
  • Simplified Chinese - Cyrilly

All other translations were made by myself (Lion8cake), I do not speak any of these languages so please inform me of any inaccuracies if found.



QnA:

What about the 4 liquid, liquid limit?
That has been expanded to 64, allowing modders a whole 59 new liquids to work with.

What is the .TLMap file in player folders?
This file is handled just for map data for liquids, standing as Tmodloader Liquid Map file. When moving players, please move this file as well to keep liquid map data.

How compatable is this with oher mods?
Be careful and aware of other mods that edit or add liquids, as this mod heavily edits everything liquid related in Terraria.
Most mods will work with this library but for mods that don't, please report on the github linked above.
For mods incompatable, do not harrass developers to fix incompatabilities, only ask once and ask politely.
Originally posted by tModLoader ModLiquidLib:
Developed By Lion8cake
46 Comments
Lion8cake  [author] 7 Oct @ 6:59pm 
@Lithobraker This issue is technically resolved on the preview version as the mod has been merged into tmodloader itself. Both me and the owner of liquid slope patcher have attempted to fix compatibility even before the slope patcher's release but due to some weird issues we couldn't get it working properly
Lithobraker 18 Sep @ 2:15am 
I've discovered an incompability between this mod and Liquid Slopes Patch.
Here's the crash log: https://pastebin.com/jfcV57kD
I also shared this on that mod's page. Not sure which side the issue is on, or if it can even be helped.
Lion8cake  [author] 15 Sep @ 9:09am 
Example liquid drawing is planned, but I want to expand more on liquid rendering before I do so.

PreLiquidMerge can be used to do actions rather than creating tiles. Please see ExampleCustomLiquidMerge.cs in the example mod on how to do that.
VENOMFLESH 15 Sep @ 7:37am 
Suggestion: PostLiquidMerge to handle stuff after a successful liquid merge, such as removing the newly created tile in favor of something else like an explosion. And maybe an example for Advanced Liquid Drawing?
Lion8cake  [author] 14 Sep @ 9:47am 
Unable to be used with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3567964103 (Liquid Slope Patch) but a future hotfix is planned to address the liquid rendering issues
Lion8cake  [author] 5 Sep @ 1:03am 
@VENOMFLESH the same as spawning a vanilla liquid either by using:
tile.LiquidType = LiquidLoader.LiquidType<MYLIQUIDHERE>();
or
Worldgen.PlaceLiquid(x, y, LiquidLoader.LiquidType<MYLIQUIDHERE>(), amount);
VENOMFLESH 4 Sep @ 9:36am 
How would I go about spawning a custom liquid via worldgen?
The only issue that I encountered is that this mod really tanks my fps while playing (approximately by 20-40 fps) and when I disable this mod fps goes back to normal
<R3d> 2 Sep @ 3:29pm 
It was a problem with the world itself. Even though TModloader said it was with the mod. I don't have the log.
Lion8cake  [author] 1 Sep @ 8:51pm 
What was the issue specifically, if certain worlds are crashing, that’s still an issue I can adress