Table of Contents

Class Food

Tiny Life.dll

A furniture is an instance of a FurnitureType which is placed in the world, or in a PersonLike's hand. To register a custom furniture, use Register(TypeSettings).

public class Food : FoodTypedItem, IGenericDataHolder, IUpdatingObject
Inherited Members
Extension Methods


Food(Guid, FurnitureType, int[], Map, Vector2, float)

Creates a new furniture instance. By default, this is done using Construct<T>(int[], Map, Vector2, float, Guid?).

public Food(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos, float floor)


id Guid

The id to apply to the created furniture instance

type FurnitureType

The type to create an instance of

colors int[]

The colors to apply to the furniture

map Map

The map to create the furniture on

pos Vector2

The position that the furniture should have

floor float

The floor that this object is on.



The amount of food that this food item has left. This value starts out at 100, so it represents a percentage.

public float FoodLeft

Field Value



A field that stores whether this food item currently has candles on it. This is generally only set to true by the AddCandle action for cakes which have had no slices removed yet.

[DataMember(EmitDefaultValue = false)]
public bool HasCandle

Field Value



Draw(GameTime, object, Vector2, float, Vector2, Color?, Direction2, int[], float, bool, ParentInfo, float, List<Item>)

Draws this furniture in the world with the given settings. This is a more generalized version of Draw(GameTime, object, Vector2, Color?, List<Item>)

public override void Draw(GameTime time, object batch, Vector2 pos, float floor, Vector2 drawPos, Color? overrideColor, Direction2 rotation, int[] colors, float drawScale, bool pivot, ParentInfo parent, float depthOffset, List<StaticSpriteBatch.Item> items)


time GameTime

The game time

batch object

The sprite batch to draw with, which is either a Microsoft.Xna.Framework.Graphics.SpriteBatch or MLEM.Graphics.StaticSpriteBatch.

pos Vector2

The position, in world space, that the furniture is at

floor float

The floor to draw at.

drawPos Vector2

The position, in draw space, to draw the furniture at

overrideColor Color?

An optional color to override the default colors of the furniture

rotation Direction2

The rotation of the furniture

colors int[]

The colors to draw the furniture with

drawScale float

The scale to draw the furniture with

pivot bool

Whether or not to move the furniture by its texture's pivot point

parent ParentInfo

The object that this furniture is latched on to, or null if there is none

depthOffset float

A value that is added onto the calculated depth of the object

items List<StaticSpriteBatch.Item>

A list of sprite batch items that items should be added to if the batch is a MLEM.Graphics.StaticSpriteBatch.

GetDescription(List<string>, bool)

This method allows adding a set of strings to the description list that get displayed when the object is hovered over in the build mode or household storage UIs. By default, this method adds various strings related to the ElectricityRating, Quality, Creator, and also invokes the OnGetDescription event.

public override void GetDescription(List<string> description, bool forHoverInfo)


description List<string>

The description to add to.

forHoverInfo bool

Whether this method is being called by GetHoverInfo(Tooltip) (or by build mode).

Update(GameTime, TimeSpan, float)

The update method, which is called every update frame by the underlying Map, as well as additional places like the FurnitureStorage. Because of this, some actions might only want to be invoked if an object IsInWorld. To call this method while invoking all required events, use DoUpdate(GameTime, TimeSpan, float).

public override void Update(GameTime time, TimeSpan passedInGame, float speedMultiplier)


time GameTime

The game's time

passedInGame TimeSpan

The amount of time that has passed since the last call

speedMultiplier float

The game speed multiplier, which represents how fast things should happen, which is usually determined by Speed