Emilia's Mod
1. Environment: Space & Subworlds
-
Subworld Library: Integrate this to handle the "Space" dimension without hitting the 163,840-tile height limit of the main world.
-
Physics Overrides: Create a ModSceneEffect or Subworld hook to set gravity = 0f and windSpeed = 0f.
-
Oxygen Logic: A ModPlayer timer that drains health if HasSpaceSuit == false while in the Space subworld.
2. Ship Construction & The Launch Pad
-
The Anchor (Launch Pad): A ModTile that acts as the origin point (0,0) for your ship scan.
-
Integrity Scan: A method to check a 50×50 (or larger) area for "Hull" tiles (Luminite bricks, etc.) and at least one "Engine" tile.
-
Serialization: A CaptureShip() function that saves the TileType, WallType, and TileEntity data of the ship into a TagCompound.
-
Launch Animation: * Spawn a large Projectile with the ship’s sprite.
- Set ship tiles in the world to type = 0 (Air).
- Apply upward velocity to the projectile and trigger the subworld transfer once it hits the "top" of the screen.
3. Pilot Mode (Top-Down Combat)
-
The Controller: A ModTile (Pilot Seat) that toggles IsPiloting = true.
-
Physics Hack: * In PreUpdateMovement, set Player.gravity = 0.
-
Apply Player.velocity *= 0.95f for linear drag.
-
Map WASD to 2D vector movement (Top-down style).
-
-
Visual Masking: Use PlayerDrawLayer to hide the player sprite and draw the Ship sprite rotated toward Main.MouseWorld.
-
Ship Systems: Implement a "Shield" variable in ModPlayer that recharges over time and absorbs damage before the player takes hits.
4. Automation & Logistics
-
The Registry: A List or List in a ModSystem to track active machines (extractors, assemblers).
-
Heartbeat Loop: Run automation logic in PostUpdateWorld every 10–20 ticks to save CPU.
-
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.
-
Resource Nodes: Create "Asteroid" tiles in the subworld that can only be harvested by an automated LaserDrill TileEntity.
5. Progression Flow (Post-Moon Lord)
-
Crafting: Combine Luminite and Moon Lord drops to create the Launch Pad and Ship Engines.
-
Assembly: Build the ship on the pad in the Main World.
-
Exploration: Launch to the Orbit Subworld to mine "Exotic Matter" from asteroids.
-
Automation: Use Exotic Matter to build the Star-Chart (Remote Teleporter) and auto-farms.
-
Expansion: Use the ship's Top-Down mode to fight "Star-Beast" bosses in Deep Space.
6. Other Point
- Navigator (move in after moonlord)
- Physicist (move in after moonlord)
- Martian (move in after martian invasion, but access shop after moonlord) * hint about space travel
- Martian spaceship can drop ship part after moonlord
- Cleanse Reforge
- spacesuit (Terrarian upgrade + Mystical Conch + Diving gear)
- Alien Surf (Sigil + Celestial Starboard)
- Space Combat (Top Down Ship Control).
- Drill Containment Unit need to be integrated as it come very nicely into the mods as a post moonlord mount