WARNING: LONG INSTRUCTIONS As y'all might be able to tell from my loadout in the picture, what I'm asking for ideas/advice for has to do with Minecraft. Except, it's not in Minecraft. I recently started working on a Terraria world that progresses (and works, in some ways) like Minecraft. Its most notable factors are that I have the ores the world generated (and will generate, for Hardmode ores) modified manually (via TEdit) to Copper, Iron, Silver, Gold, Cobalt, Mythril, and Titanium. Another is the fact that the underworld (required to reach HM via Wall of Flesh) is blocked off by Lihzhard (pronounced lizard) bricks, the strongest block in the game, only breakable with the Picksaw (dropped by Golem, a late-HM boss) or stronger. The only way to access the underworld is to enter a room in the Dungeon (exploration is blocked by a Dungeon guardian (who does 1000 damage) until defeating Skeletron, a Pre-HM boss) that has a teleporter. However, not only is that room guarded by the guardian because it's in his territory, but it's also blocked off via an actuator door only unlocked by placing a Large Diamond, crafted with 15 diamonds at an Iron anvil (there's also a lead anvil, but again, the world has iron) into a lock. Finally, the last feature I implemented that I want advice on is the fact that, while the world was generated without a special seed, via TEdit, I made the world The Constant to implement the hunger feature. However, hunger isn't the only feature The Constant adds. It also adds a constant shader to the world which, without the Radio Thing accessory, can only be disabled by setting the lighting mode to Retro or Trippy. Also, it is pitch dark at night unless it's a new, full, or Blood moon. On the topic of darkness, when in complete darkness, after 5 seconds of staying in it, the player takes 250 base damage per second. The last two negative features of notability are touching or harvesting Cacti will hurt the player with 6 base damage, and that if a torch, campfire, tiki torch, or lamp is exposed to the elements, and it rains, they will be put out. In my testing, the Constant elements were complained of. To help make this easier, I plan on adding a room in space (at the very top) in which the player starts that contains chests containing food that provides the Well Fed buff to help make the world a little easier. This room, to prevent constantly restocking these items, will have an actuated floor that, when the player believes they are ready, will deactivate, dropping the player into the world below. When the player respawns, they will spawn on the surface of the world rather than the room due to how Terraria's respawning handles altitude. If you have read this far, thank you, and please leave your advice and any suggestions you have in the comments. If, at any point in the explanation above, you didn't understand something, I will be adding visual aids to help soon.