82 lines
4.1 KiB
Markdown
82 lines
4.1 KiB
Markdown
# Emilia's Mod
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### 1. Environment: Space & Subworlds
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- Subworld Library: Integrate this to handle the "Space" dimension without hitting the 163,840-tile height limit of the main world.
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- Physics Overrides: Create a ModSceneEffect or Subworld hook to set gravity = 0f and windSpeed = 0f.
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- Oxygen Logic: A ModPlayer timer that drains health if HasSpaceSuit == false while in the Space subworld.
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### 2. Ship Construction & The Launch Pad
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- The Anchor (Launch Pad): A ModTile that acts as the origin point (0,0) for your ship scan.
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- Integrity Scan: A method to check a 50×50 (or larger) area for "Hull" tiles (Luminite bricks, etc.) and at least one "Engine" tile.
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- Serialization: A CaptureShip() function that saves the TileType, WallType, and TileEntity data of the ship into a TagCompound.
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- Launch Animation: * Spawn a large Projectile with the ship’s sprite.
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- Set ship tiles in the world to type = 0 (Air).
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- Apply upward velocity to the projectile and trigger the subworld transfer once it hits the "top" of the screen.
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### 3. Pilot Mode (Top-Down Combat)
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- The Controller: A ModTile (Pilot Seat) that toggles IsPiloting = true.
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- Physics Hack: * In PreUpdateMovement, set Player.gravity = 0.
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- Apply Player.velocity *= 0.95f for linear drag.
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- Map WASD to 2D vector movement (Top-down style).
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- Visual Masking: Use PlayerDrawLayer to hide the player sprite and draw the Ship sprite rotated toward Main.MouseWorld.
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- Ship Systems: Implement a "Shield" variable in ModPlayer that recharges over time and absorbs damage before the player takes hits.
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### 4. Automation & Logistics
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- The Registry: A List<Guid> or List<Point16> in a ModSystem to track active machines (extractors, assemblers).
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- Heartbeat Loop: Run automation logic in PostUpdateWorld every 10–20 ticks to save CPU.
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- Push/Pull Logic: Instead of complex pipes, use a "Transferer" tile that checks for an IItemStorage (Chest or TileEntity) in the 4 cardinal directions and moves 1 item per tick.
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- Resource Nodes: Create "Asteroid" tiles in the subworld that can only be harvested by an automated LaserDrill TileEntity.
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### 5. Progression Flow (Post-Moon Lord)
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- Crafting: Combine Luminite and Moon Lord drops to create the Launch Pad and Ship Engines.
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- Assembly: Build the ship on the pad in the Main World.
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- Exploration: Launch to the Orbit Subworld to mine "Exotic Matter" from asteroids.
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- Automation: Use Exotic Matter to build the Star-Chart (Remote Teleporter) and auto-farms.
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- Expansion: Use the ship's Top-Down mode to fight "Star-Beast" bosses in Deep Space.
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### 6. Other Point
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- Navigator (move in after moonlord)
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- Physicist (move in after moonlord)
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- Martian (move in after martian invasion, but access shop after moonlord) * hint about space travel
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- Martian spaceship can drop ship part after moonlord
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- Cleanse Reforge
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- spacesuit (Terrarian upgrade + Mystical Conch + Diving gear)
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- Alien Surf (Sigil + Celestial Starboard)
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- Space Combat (Top Down Ship Control).
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- Drill Containment Unit need to be integrated as it come very nicely into the mods as a post moonlord mount
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Item: {
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EmiliasWand: {
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DisplayName: Emilias Wand
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Tooltip: What is this ?
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```
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"Where did you find this ?!(never used ?)"
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```
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}
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Spacesuit: {
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DisplayName: Spacesuit
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Tooltip: PowerFull Suit !!
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```
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"Are you ready for Space ?"
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```
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}
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Spacesurf: {
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DisplayName: Spacesurf
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Tooltip: A nice Device !
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```
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"Surfing with the aliens !!"
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```
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}
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}
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Things to do : use no autoload : https://github.com/JavidPack/AllTheWalls good ref
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REF:
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https://github.com/tModLoader/tModLoader/wiki/Open-Source-Mods
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https://github.com/tModLoader/tModLoader/blob/stable/ExampleMod/Content/Items/Weapons/ExampleSpecificAmmoGun.cs#L82
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https://github.com/pathofyggdrasil-stack/tModLoader/blob/1.4.4/ExampleMod/ExampleMod.ModCalls.cs
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https://github.com/tModLoader/tModLoader/wiki/Basic-Projectile#animationmultiple-frames
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https://github.com/tModLoader/tModLoader/wiki/Useful-Resources
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FK someone already made a mods, but not really the direction i wanted to go to, i will try to make my mod work with the other one
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