tModLoader

tModLoader

ModeGoop (ModLiquid)
Showing 1-10 of 13 entries
< 1  2 >
Update: 17 Jul @ 8:55pm

Version 0.22 has been published to Stable tModLoader v2025.5

- Added extension GetWetLiquid() to Player, NPC, Projectile, and Item. This will return the liquid ID the entity is currently in, or -1 if they are not in any liquid
- Made ModLiquid.IsLoadingEnabled(Mod mod) virtual
- ModLiquid.OnEnter() renamed to ModLiquid.OnEnterEffects()
- ModLiquid.OnLeave() renamed to ModLiquod.OnLeaveEffects()
- Added ModeWater.SolidityChannelValue()
- Added ModeWater.ShouldAlloyTo(), which allows the merging of 2 liquids to result in another liquid
- Added ModeWater.GetSaveFallDirection()
- Made the unloaded liquid not tile merge with other liquids
- Made it so that liquids who's SaveType() is 255 are no longer saved with the world, meaning they will not exist if ModeGoop is removed

Update: 23 Jun @ 12:02am

Version 0.21 has been published to Stable tModLoader v2025.4

- Custom lily pads can only live under their specific conditions
- Purification powder now cleanses contounously, using ModeWater.ShouldConvertTo() every frame of contact

Update: 15 May @ 1:18am

Version 0.20 has been published to Stable tModLoader v2025.3

- Added "documentation file"

Added "ModBucket" class. This extends the ModePot class, but seals most of the functions. This version only requires
that you set 3 values in ModItem.SetDefaults()
-- ModeWater LiquidType
-- bool InfinitePour
-- int PourSize

Update: 4 May @ 5:36am

Version 0.19 has been published to Stable tModLoader v2025.3

- Changed bool ModeWater.ShouldBeConsumed(int otherLiquidType) to return an int
- Added int ModeWater.ShouldConsume(int otherLiquid type)

Update: 1 May @ 4:37am

Version 0.18 has been published to Stable tModLoader v2025.3

- Updated to work with the recent update?

Update: 30 Apr @ 9:49pm

Version 0.17 has been published to Stable tModLoader v2025.2

- Added some more description to the ModLiquid class
- ModeWater.ShouldDestroyGrass() now works with liquids with a gravity direction of 0
- Removed bool ModeWater.ShouldSolidify(int otherLiquidType)
- Added ulong ModeWater.SolidifyChannel()
- bool ModeWaterLoader.ShouldSolidify(int thisLiquid, int otherLiquid) now returns true if the liquid of the first argument is to infect the liquid of the second argument
- bool ModeWaterLoader.ShouldSink(int thisLiquid, int otherLiquid) now returns false if either liquid type should infect the other
- int ModeWater.ShouldInfect() is now called for purification powder and when generating hardmode biomes
- ModeWater_Water now uses virtual properties for the splash dust's color and type
- ExampleLiquidBucket now takes TestItem to make and GoldenExampleLiquidBucket now takes ExampleLiquid to craft

Update: 26 Apr @ 3:27am

Version 0.16 has been published to Stable tModLoader v2025.2


- Fixed some things?
- Added "mapColor" parameter to ModeWaterLoader.AddLoadedWaterType()
- Added "resolution" system for deciding liquid merge tile types. You can now return -1 when you have no preference or default.
- Things that have LavaCollision() can now have custom OnEnterWater(). If none is define, they will default to lava's
- Default leaf floating speed scales with ModeWater.MoveSpeed()


Changed some ModeWater class function Parameter. Old functions overloads are called by the new ones, by default
- Added (x,y) parameter to ModeWater.DefaultOpacity
- Added "isBackgroundDraw" parameter to ModeWater.Draw
- Added "ent" parameter to ModWater.ShouldCauseDrownBubbles

New ModeWater class functions
- Added bool ShouldExtinguish(Player ply)
- Added void OnMap()
- Added float GetMoveSpeed(Entity ent)
- Added void ApplySurfaceLight(ref float r, ref float g, ref float b)
- Added int ShouldConvertTo(int convertType)
- Added bool IsHazard()
- Added bool ShouldUpdateLiquid(int x, int y, ref Tile tile, ref Tile upTile, ref Tile rightTile, ref Tile downTile, ref Tile leftTile)
- Added bool ShouldInfectLiquid(int otherLiquidType)
- Added byte SaveType()
- Added void RandomUpdate(int x, int y, ref Tile tile)
- Added void ModifyFishingZones(Player ply, ref FishingAttempt attempt, ref bool Corrupt, ref bool Crimson, ...
- Added bool SpawningNeedsFloor()
- Added bool ShouldGrowSeaOat()
- Added bool ShouldGrowOasisPlants()
- Added bool UseEasyFrame()
- Added void ModifyOldTileFrame(ref Rectangle frame)
- Added void ModifyTileFrame(ref Rectangle frame)
- Added void ModifySlopeFrame(ref Rectangle frame)
- Added bool ShouldBeConsumed(int otherLiquidType)
- Added int GetDensity()
- Added bool ShouldSolidify(int otherLiquidID)
- Added bool ShouldBlockStepDown()
- Added bool ShouldBlockWaterWalk()
- Added void ShouldTileMerge(int tileType, ref int side)
- Added bool ShouldBackgroundDraw()
- Added bool ShouldUseDefaultTarget()
- Added int MapType()
- Added Condition GetCraftCondition()



Added "ModeFloatTile" class. This class extends "ModTile" and will make the tile act like lilypads do. ModTile.RandomUpdate() and ModTile.SetDrawPositions() are overriden, so remember to call base on those.
-- bool CanSurviveOnLiquid(int liquidType)
-- int GetFrameY(int tileType)
-- int GetDrawOffsetY()

Added "ModLiquid" class. This class extends "ModeWater" and implements "ILoadable". The main purpose of this class is so that this mod can be said
to have "ModLiquid". When making a class that extends this one, you do not have to manually load anything and are only required to override the map
color and ModLiquid.SetDefaults(). ModLiquid.SetDefaults() is the same as ModeWater.OnMap() and is where you are intended to set the many properties
of the class the describe its simple features.
-- void SetDefaults()
-- bool OnEnter(Entity ent)
-- bool OnLeave(Entity ent)
-- int LiquidMergeTile(int otherLiquidType)


New ModePot class functions
- Added int MaxLiquidConsumeAmount(int liquidType)
- Added void OnConsumeLiquid(int liquidType, int amount)
- Added bool ShouldPourLiquid(ref Tile tile)
- Added int MaxLiquidPourAmount(int liquidType, int targetLiquidAmount)
- Added void OnPourLiquid(int liquidType, int amount)
- Added int PourWidth

Update: 17 Feb @ 5:01pm

Version 0.15 has been published to Stable tModLoader v2024.12

- included file that was not included before

Update: 17 Feb @ 4:50pm

Version 0.14 has been published to Stable tModLoader v2024.12

- fixed mod icon

Update: 17 Feb @ 4:47pm

Version 0.13 has been published to Stable tModLoader v2024.12

- maybe fixed particle spawning for lava (unclear)
- something i forgot
- something else i forgot