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Outdated Electric Home Defense 1.8.1

Invasions, traps, an electric power system and so much more!

  1. feryaz
    I've joined the community project Starfoundry. We'll integrate some parts of Electric Home Defense into Starfoundry while the rest will most likely become an combat addon for it. Till then there won't be any updates but compatibility ones.

    With invasions, traps and an electricity system to balance it this mod aims to give more reason to housing on planets.

    BALANCED FOR TIER 1-2; RECIPES AND BALANCE IS TEMPORARY FOR TESTING
    RIGHT NOW THERE'S A BUG IN STARBOUND THAT WIRES DISAPPEAR RANDOMLY
    Please report problems and make suggestions!

    [​IMG]

    Invasions
    Many bloodthirsty enemies try to get into your walls, but your prepared fort won't let one in.
    After beating their leader and his guards all their treasures are yours.
    It should be hard, but possible and fun.

    Instructions
    Craft the "Glitch Memorial", set it in your base and interact (e) with it to start the invasion.
    It'll spawn different enemies who only want to kill you. They deactivate turrets or dispensers on their way.
    At the end of the invasion there's a final fight against stronger enemies. After winning that you'll get a reward.
    If you die or the invaders can't find a way to you the invasion stops and you need to craft the Memorial again.

    You can control the direction from which the invasion will come by placing the Memorial closer to the sides outer wall.

    Currently it spawns NPCs as of their better AI, but is able spawn monsters as well.
    The cake is a lie. As of the debugging state the reward is only a placeholder. Later on it'll be the next tier of invasion and traps and maybe something unique.​

    Electricity
    With electricity you power the traps, liquid dispenser and many other things later on. You transfer energy through wires.

    Energy Generation
    You can connect energy generators directly to energy using objects or over a battery to store the energy till usage.

    [​IMG]
    The solar panel is the basic and low power source. The generated amount varies by the light level, but it also works on the ship for now.

    [​IMG]
    The Water- and Geothermal Turbines generate energy from water and lava. While they need liquids they'll also generate a lot more energy.
    To get the liquid to the turbine you'll need to connect it with pipes. See in the network part how to do that.

    Energy Storage Unit
    [​IMG]
    With it you can store energy and get an overview of your networks energy generation and usage.
    The fill level represents the energy state.

    Wiring
    [​IMG]
    To operate machines that require energy you need to connect it's output (purple) to the input (red) of an energy source or battery.
    You can do that with the normal wiring tool. A recipe to get it easy is included.
    Above you see an example of a solar panel connected to a battery which is connected to a turret.​

    Traps
    Sawblade- and Spear-trap
    [​IMG]
    https://imageshack.com/a/img513/9333/chv.gif
    [E] Requires electricity to run
    These traps only do damage to a limited amount of space, but they're steady and can't be turned off by invaders.
    The spear trap does more damage but has a small cooldown. They can be placed on the bottom and at the top.
    You can de-/activate them by interaction and wire signal.

    Wall Trap
    [​IMG]
    https://imageshack.com/a/img31/7738/uw2.gif
    [E] Requires electricity to run
    The wall trap fires different projectiles in a straight path. They can be placed on the right, left, top and bottom.
    By interacting with it you can switch through the projectiles Rocket, Arrow, Bullet, Fire or Lightning.
    Each projectile varies in damage and energy usage.
    You can de-/activate them by wire signal. When invaders come close enough they'll deactivate the wall trap.

    Turrets
    [​IMG]
    https://imageshack.com/a/img59/2249/nvc.gif
    [E] Requires electricity to run
    The turret of starbound got changed to use electricity. You can give it enough energy for two shoots by interacting with it.
    Additionally there's a second wood turret shooting arrows. It's thought to be the first tiers turret later on and does less damage as the original one.
    When invaders come close enough they'll deactivate the turrets.

    Monster Fan
    [​IMG]

    http://imageshack.com/a/img42/2214/ohr.gif
    [E] Requires electricity to run
    The monster fan pushes monsters and NPCs hardly into one direction. It can be placed in all four directions and use energy while running.
    Multiple fans work with each other to push the enemies in different angles. Later one there'll be multiple with different ranges and forces.

    Spring Trap
    [​IMG]
    [E] Requires electricity to run

    The spring trap tosses away your enemies at a high cost of energy. It's very useful to get a bit time between incoming invaders.
    It's cooldown is fairly high. You can deactivate it with a wire signal.
    Wire & Automatism
    The Quarry
    [​IMG]

    https://imageshack.com/a/img811/5372/ypj.gif
    [E] Requires electricity to run
    [N] Can be part of a network

    The quarry mines out blocks at the cost of energy. To use it place down the quarry and then a quarry marker in it's direction.
    The distance of these two defines the width of blocks to mine. After interacting with the quarry and giving it energy it'll start.
    When interacting with it again or when the quarry stucks it comes back up again. It saves his progress and will try to resume next time.
    An animation shows in which direction it's currently moving.
    While mining it collects and stores the blocks. When the quarry is back up it displays if it has items and you can get them by interacting with it.
    If you go away or leave the game it'll resume at the correct spot when you come back.
    You can place a magnetic chest next to the quarry so it directly
    receives items when it's finished.

    The quarry stucks on blocks with vines and if he gets buried under falling blocks like sand or gravel.
    It's maximum depth has yet to be tested but I've seen some going down over 300 blocks.

    When the quarry is more then 70 blocks down it's rope stops showing.
    I could "fix" it by spawning a second entity that makes the same movements as the quarry and only shows a rope, but that would waste resources.
    Need some opinions on what's more important.

    Block breaker
    [​IMG]
    With the block breaker you can toggle blocks with a wire signal.
    It breaks the block when receiving a signal and places them again when the signal goes off.
    While this sounds simple it can be used for a wide variety of different contraptions.​

    • A secure entrance to your home or secret room.
    • As a plug for a pool of lava. As soon as the enemies arrive you pull a lever and the lava melts them.
    • A pitfall. Connected to a detector at the end of a bridge each approaching hostile falls into his death.
    • Farming. When the crops are ready hit the button, the blocks disappear and the fruits fall down for you to collect.
      The dirt comes back again so you can plant again. (we have a farming dedicated object in work)
    With multiple block breakers controlling different blocks and the right timing of signals it could lead to some nifty systems.

    Instructions
    [​IMG]
    To set it up craft a block breaker and placeholders. Place the placeholders at the positions you want to toggle.
    When done place the block breaker and interact (e) with it. You'll see the placeholders being replaced by stone bricks.
    You can always replace the material - just mine it out and place the ones you wish.
    You can also add more positions by placing additional placeholders and interact with the block breaker again.
    Now wire it to any output, like a lever, and see it's magic.​
    Detector
    The detector is used to activate a wire on certain conditions - mostly as a motion detector.
    You can switch through these conditions by interacting (e) with it.
    More conditions like Liquids, Monsters and NPCs and temperature will follow.​
    Networks
    [​IMG]
    https://imageshack.com/a/img823/2416/8kz.gif
    Network objects connect when placed directly beneath or above each other or through pipes.
    It takes some time for all objects in a system to take note of recent changes, so wait ~30 seconds before testing it.
    Alternatively you can interact with them with a wrench in the hand to force a new mapping of the network.

    Basics, Plumbers Station and Pipes
    At the plumbers station you can craft pipes that are used to transport liquids or items.
    There are multiple kinds of pipes to precisely control the flow of the network.
    They can be placed in the foreground or the background.

    Types
    - Horizontal, Vertical and the four bendings allow the flow in both directions
    - Four directions left, top, right, bottom restricts the flow in one direction​

    Liquids
    [​IMG]
    Tank and portable tank

    [N] Can be part of a network
    The tanks are used to store liquids for later use. It can store one liquid at the time and will try to pump the stored liquid out when receiving an active wire signal.
    The portable tank stores less liquid but saves the amount after breaking and can be used to transport liquids over planets or to the ship.
    And they save you from placing pipes all over the place.

    Pump
    [N] Can be part of a network

    The pump is used to get any liquid into the network. When it can't find more water it searches the five blocks under it for more.
    It'll only pump if it finds an connected object that can receive the liquid.

    Dispenser
    [N] Can be part of a network

    The dispenser simply spits out any item or liquid it receives.
    It can be turned on or off by interaction or with a wire signal.
    Items
    Magnetic Chest
    [​IMG]
    http://imageshack.com/a/img35/3051/tjm.gif
    http://imageshack.com/a/img546/305/m9fr.gif
    [N] Can be part of a network

    The magnetic chest attracts and takes nearby dropped items and stores up to 50 different of them. On interaction it spits them out again.
    You can connect multiple together by building them above each other. While receiving an active wire signal they'll try to pass their items to the chest above.
    When placed on top of an item teleporter it'll directly store it's receiving items without them being spawned in the world.
    A teleporter above the magnetic chest will be used on wire signal to teleport the items away.
    Item Teleporter
    [​IMG]

    http://imageshack.com/a/img839/5521/77d.gif
    [N] Can be part of a network
    With it you can teleport dropped items instantly from one place to another. For example to get your loot out of a monster trap.
    Simply place two of them down and connect the output (red) of the item sender to the input (purple) of the item receiver.
    It works with every item and they won't lose their attributes. You can place it on the top and on the bottom.
    Others
    Mannequin or Armor Stand
    [​IMG]
    Mannequins to show off your items. Interact with him to equip him with armor, weapons or tools.
    Currently he can only get the name of the item in the players hand so information's like color will be lost.
    Generated weapons and shields will be randomly generated too. I think that'll get improved in upcoming starbound patches.

    Heal Station
    [​IMG]

    [E] Requires electricity to run
    It heals you at the cost of energy and can store up to three charges.
    Videos
    Thanks for making videos about this mod!
    PwnnTV

    VOID CG
    Installation
    Just extract the downloaded .zip archive and drop it into your /starbound/mods/ folder. All objects are craftable at the electric craft table which you must make at the wooden one.

    It can be used with Mod Loaders and the recipes are available on the Tabula Rasa crafting table as well. It should be compatible to every other mod.​
    Info
    Plans:
    - Add invasions and traps for each tier once the system is finished and fun
    - Add ore refining with energy as soon as it's technically possible
    - Add objects to control the energy flow
    - Add a matter manipulator to generate something out of unused energy when that's balanced

    Known Problems:
    - Sometimes the block breaker can't destroy the items after breaking the block
    - Pump's pipe is displayed at the wrong place when placed from right

    Notes:
    - I've liked the energy mods for minecraft. It was really hard to obtain and really challenging to control. Please share your thoughts on how to balance that.
    - We're not sure if the electricity over wiring won't be to messy at some point. Technically it's perfectly as the other way would be to check for other objects in a radius. Maybe we get an option to add different wiring colors to only show with certain tools.
    For other modders
    This mod comes with three API's to ease development.
    - Energy handels checking, requesting and supplying
    - Items for storing and dropping
    - Transfer to connect multiple entities to a network and transfer things (not done yet)
    As of quite a few questions about how things in this mod work I've documented them. While they surely need some time to evolve I hope it'll help those who try to get into LUA and Starbound modding. If there's any request in actually using them I would add hooks and make them more accessible. But please write me and don't copy the code.​

    Credits
    feryaz - Coding and Concept
    antonia - Spriting and QA
    Contributors
    dw420 - made the crafting table's sprite​
    Mod Pack Permissions:
    You must get the author's consent before including this mod in a compilation.
    Mod Assets Permissions:
    You must get the author's consent before altering/redistributing any assets included in this mod.

Recent Updates

  1. Furious update
  2. Plumbers Update
  3. The Quarry!

Recent Reviews

  1. jerico1234
    jerico1234
    5/5,
    Version: 1.8.1
    676
  2. soul_eater
    soul_eater
    2/5,
    Version: 1.8.1
    it looks awesome, but it won't seem to work with ANY of my other mods
  3. Mahx
    Mahx
    3/5,
    Version: 1.8.1
    Would be the greatest mod if it would work. Keep it up! needs update
  4. silentdiety
    silentdiety
    3/5,
    Version: 1.8.1
    looks like a great mod, but after i installed it my game wouldnt even start without crashing...is it a bug on my part?
  5. KidCarnage
    KidCarnage
    3/5,
    Version: 1.8.1
    Looks promising, but I can't get it running. Might be cuz of other mods.
    Error-message reads:
    StarException: An error occurred during loading: MaterialException: Eror loading material file /tiles/materials/ele_pipebottom.material caused by: MaterialException: Material id 72810 does not fall in the valid range (...)

    Help'll be appreciated :)
  6. narlindo
    narlindo
    1/5,
    Version: 1.8.1
    Update plz
  7. 772167695
    772167695
    5/5,
    Version: 1.8.1
    well,at first please do not laugh at me,i'm a player from China my English is not good. this mod is amazing,but one thing I want to ask is how to let the water out from the tank???
  8. snatvb
    snatvb
    4/5,
    Version: 1.8.1
    when update Koala?! we wait...
  9. gavlo
    gavlo
    4/5,
    Version: 1.8.1
    It Always Says That Its Not A Valid Spawn For The Invasion Glitch Memorial.... D:
  10. Tarmg
    Tarmg
    5/5,
    Version: 1.8.1
    Very nice package of useful things