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 ships 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 1020 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

Item: { EmiliasWand: { DisplayName: Emilias Wand Tooltip: What is this ? "Where did you find this ?!(never used ?)" }

Spacesuit: {
	DisplayName: Spacesuit
	Tooltip: PowerFull Suit !!
	```
	"Are you ready for Space ?"
	```
}

Spacesurf: {
	DisplayName: Spacesurf
	Tooltip: A nice Device !
	```
	"Surfing with the aliens !!"
	```
}

}

Things to do : use no autoload : https://github.com/JavidPack/AllTheWalls good ref REF: https://github.com/tModLoader/tModLoader/wiki/Open-Source-Mods https://github.com/tModLoader/tModLoader/blob/stable/ExampleMod/Content/Items/Weapons/ExampleSpecificAmmoGun.cs#L82 https://github.com/pathofyggdrasil-stack/tModLoader/blob/1.4.4/ExampleMod/ExampleMod.ModCalls.cs https://github.com/tModLoader/tModLoader/wiki/Basic-Projectile#animationmultiple-frames https://github.com/tModLoader/tModLoader/wiki/Useful-Resources 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

Description
No description provided
Readme 99 KiB
Languages
C# 100%