![]() This will add an entry into the bee book as well as give you a bee you can use and breed with. Total "glitched" element - any glitched items, currently just cubes and random jelly Total "hallowed" element - any hallowed items, apise, dye10, dye18, honeycore, blessed pearls Total "man-made" element - any man-made items (this is a catch all for any item not in the other element types) ![]() Total "nature" element - any naturally found items, logs, flora, acorns etc Total "bee" element - any bee products count as this element Total "flower" elements - any flowers or seeds count as this element Represents the current "counts" of each element in the alchemy bench Key Represents a definition for a new solitary bee Represents a set of scripts for a menu definition Represents a crafting recipe for the workbench Represents a definition for a new NPC (v2.1.0+) Represents a definition for a new NPC (deprecated in v2.1.0+) Represents a definition for a new menu object Represents a layout of slots for a menu definition Represents a generic instance, used for items, objects, buttons, gui, and menu objects Represents an ingredient for a crafting recipe Represents the help information shown on a menu Represents an x/y coordinate, relative to the top-left of the world Represents a bounding box for an instance Represents a blueprint instruction for the worldgen ![]() Represents a definition for a new butterfly Represents a definition for a new social bee Represents the current alchemy pot when checking combinations through api_define_incense() In reality all of these datatypes are just table elements with different key values set that you can access with datatype Datatype These are custom "datatypes" to help make the API clearer. Whenever we mentiond an OID we are referring to the item's unique game ID, check the OID Reference for more info. Methods, like api_create_log(), are in orange and can also be clicked on for more details. Hooks, like register(), are in blue and can also be clicked on for more details. Methods related to using up items the player hasĭatatypes, like table, are in yellow and can be clicked on for more details. Methods to check if the player is in a multiplayer game Methods to access and call other loaded mod methods ![]() Methods to give the player items or money Methods to draw sprites or shapes in draw cycles Methods to describe game metadata like dictionary definitions Methods to define things like items, objects, bees, butterflies or recipes Methods to create new instances or effects Methods to get all instances of specific types Worst that happens is things break and you reinstall base game.LUA datatypes that are referenced in the APIĬustom datatypes (LUA tables) that are referenced in the APIĬustom hooks your mod can implement to react to certain game events or cycles Last point, there is no anti-cheat aning that if you wanted to try and see if you can use the mods without the loader you won't end up vac-banned for altered files either. With the users this game had in the past, I can guarantee thousands before you have tested ModAPI, and as sketchy as it may appear, it doesn't seem to actually be malicious, even if a lot of the available mods for various games can be used maliciously in their respective games. It's used incredibly often here, whether others like it or not since there is also no anti-cheat in this game and the only effective way to combat the mods is with other mods. If you search these forums for "griefer, cheater, hacker, or modder" its all the same, people complaining about the commonality of ModAPI users utilizing the available mods exclusively to troll public servers. To that end, I have to begrudgingly agree. I don't really mod but I think that what 2High2Tell was trying to say is that while you may not be familiar with ModAPI, several in this community (and others) are and have been using it extensively over the years without issue, so it's unlikely that you would have issue either if you do require their loader.
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