Prepared 2026-09-04. Scope: restore the complete mission through Lua using the installed generated SDK, with package-backed identifiers and authored resources.
/home/millie/Games/Sunrise/bin/x64/Sunrise/sdk/lua/missions/mission_ember_80b3c09e.lua.mission_ember_38f926b2.lua, display name 1AU, activity index 281. Daily Heroic variant: mission_ember_231dd291.lua, index 54. Both point to activity root 0x80B3C07D and scenario 0x80B3C09E.sunrise-activity-sdk-v8, format 37, build ID sha256:26b80ec22191c2f87d9079ef1dc90707cf26b10e5299962304aac4e7a9e8c47a./home/millie/Games/Sunrise/packages. Read package directories and checked 154 distinct content references from the mission's slot IDs and content-tag fields: all resolved to nonempty entries across nine package families. This verifies presence, not complete semantic decoding of each payload. Runtime schema constants were excluded from the content-reference check.w64_cabal_ship_activities_019e_{0,1,2,3,5}.pkg, with 8,192 directory entries in the latest installed directory. Root entry: 72 bytes; scenario entry: 1,773 bytes.sdk/scenarios/80B3C09E-446ac6892dd45476cc8b91f8e3a654d92b14eaa6ed4d272f14e93cc43a927082.pack.SunriseMissions, especially lib/mission_lib.lua and the regional dispatch in tangled_shore_freeroam.lua. Its README describes the examples as WIP, so each pattern needs checking against this branch's runtime.| Resource | Count / finding |
|---|---|
| State records | 8; effective region indices 0, 1, 2, 40, 48, 49, 56, 64 |
| Named slots | 2,051 |
| Squad sensors / richer squad definitions | 162 / 31 |
| Device sensors | 69 |
| Objective sensors / directive entries | 28 / 26 |
| Player trigger sensors / trigger volumes | 127 / 211 |
| Scenes / sequence sensors / cinematic sensors | 10 / 9 / 3 |
| Dialogue cue selectors | 55; definition mappings exist for a subset |
| Task targets / performance states | Both generated tables are empty |
Specific assets include sunburn_damage_object, security_placed_interceptor_object, bridge machinery, east/west reactor clamshell devices and damage sensors, the coffin damage sensor, reactor shield, explosion scenes, escape ship and three cinematic bookend sensors. Directive descriptions explicitly identify the grinder, solar-exposure cover mechanic, bridge controls, energy stream, Interceptor, cooling vents, fusion cell and escape.
These findings support an SDK-first implementation. They do not yet prove every required runtime operation works. In particular, the difference between squad sensors and richer squad definitions must be explained before choosing how each encounter is activated. An empty task table means we cannot assume an advance_task target exists for every objective.
Build the mission mapping and prove the SDK bindings.
Implement and test the opening encounter as a complete slice.
scripts/mission_ember.lua and focused modules under scripts/mission_ember/; include the required shared helpers in the same deployable tree.Implement the traversal and combat sequence in order.
| Section | Required behavior | | --- | --- | | Opening / mineral processing | Correct combat groups, entrances/exits, navigation, objectives and dialogue; determine any launch bookend from package ownership. | | Ore tunnels and grinder | Investigation and activation interaction, defend while clearing the obstruction, completion gate and onward route. | | Sunlit deck | Enable the authored solar hazard and cover behavior; activate the correct encounters and remove section-specific effects on exit/reset. | | Interior chambers and machinery | Encounter waves, moving devices, doors, bridge controls and region transitions. Confirm the exact placement of each bridge against trigger ownership. | | Fuel stream and Interceptor route | Energy-stream traversal, vehicle availability/boarding, enemy placement and the transition into the reactor section. | | Reactor sabotage | East/west vent exposure and destruction, linked objectives and scenes, subsequent core/fusion-cell interaction, shield and route changes. Confirm authored ordering and thresholds from data. | | Escape | Explosion sequence, navigation to the getaway ship, escape trigger, terminal mission state and the relevant cinematic handoff. |
Complete presentation and mission lifecycle behavior.
Make recovery and repeated play reliable.
Validate the complete mission.
Keep authored Lua in the mission-ember branch and use the installed SDK as generated input. Start with its existing capabilities. Make a targeted runtime/export fix only after a concrete required operation is shown to be unavailable or broken. Initial work should produce the encounter map and playable opening; the full mission then grows section by section using that verified approach.
No gameplay code, installed game files or runtime settings were changed during this planning pass.