Jump to content

make mad science station not locked to hallowed nights? New potions


Make potions not hallowed nights exclusive?  

37 members have voted

  1. 1. Make it available without the need to activate the event?

    • Yes.
      20
    • Not sure.
      2
    • No.
      15
    • Other (explain)
      0
  2. 2. Expand upon it if it gets added?

    • Yes
      26
    • Unsure
      2
    • No
      8
    • Other
      1


Recommended Posts

I feel this game needs more things that feel like magic, and like science. The mad science station does both, but this item is locked to hallowed nights. This feature is too cool and revolutionary to lock behind an event as a gimmick, so lets expand on it too. They can add trick or treating pigs as a replacement.

 

Potion Buffs

Some potions are literally useless, so we will buff these:

 

Phobic Potion

Its only use is making the hallowed nights bats not scare you, which is useless, even in the event. So, a new effect has been added:

  • Consuming the potion will decrease negative sainity auras by 30% temporarly. The size of the potion only effects the duration.
  • But, during the duration, every 2 points of sainity drained will drain 1 hunger point (or 0.33 weremeter). Stats of both abilities can be adjusted to balance.

 

Sulfuric Experiments

Its purely decorational, so here is an idea to make it a little more useful for bases:

  • Adding it to campfires, or any other fuelable sources (even mast lights) will also increase their light radius and lower their fuel consumption for a day.
  • Feeding it to an adorable larvae will do the same, lowering their hunger drain and increasing their light radius and their movement speed.

 

The rest of the experiments are good, but what about new ones?

 

Tree Petrification Lotion

2 nitre, 4 rocks, 1 moleworm, 10 sainity.

  • It creates a new potion which you can apply to a tree to petrify them. 2-4 are made per craft.

 

Sticky Solution (Based off the unimplemented phlegm trap)

1 phlegm, 1 guacamoley, 15 sainity. 2 per craft, with a chance of making a large area of temporary sticky solution on the ground.

  • You can place it on the ground, like a turf. It slows non-flying creatures and players down by 70% (functions like spider web).
  • Insects will get caught in it if they touch it, giving you an oppertunity to catch them with your bare hands. They will escape after some time. Try use bait.

 

Potion of Savage hunger/Potion of Filling

3 hound teeth, 1 slurper pelt, 10 sainity. It has a chance of also creating 1-3 small Potions of filling as a side-product.

  • Potions of savage hunger increase your hunger drain by 3 times the amount.
  • The lower your hunger, the faster your movement speed, and working actions.
  • The lower your hunger, the higher your damage too. Works for 3 days, so be prepared for the side effects.

Potion of filling

  • The potion of filling can be crafted using  2 hound teeth, 1 monster meat, and 10 sainity. It has a 33% chance to create a large version instead.
  • It will half your hunger drain for a day. The large potion will half your hunger drain for 2 days instead.

 

What about hallowed Nights?

Here is an exclusive potion:

 

Grave Gravy (name sounds like a crock pot dish, but i wanted a pun )

12 of any candy, 2 batwing, 10 sainity.

  • When crafted, 33% chance to also spawn an angry ghost. 10% chance for the hallowed nights bats. 5% chance for normal bats. They can happen all at once if unlucky.
  • Using it on a grave you have dug will refresh it, adding new loot.
  • Each grave has a cooldown.

I say yes because the Lunar Experiment is extremely useful and locking that out to an event seems not right. Alternatively just let us craft that item without the event and everything else can be locked out.

I just want the Lunar Experiment man...

Yeees ive wanted this since forever. 

its one of the most fun/unique event features imo and has so much potential for further development. 

Its like a unique cooking station! And collecting the wacky ingredients and brewing the potions is just fun. 

and thematically i feel like it represents the core of what DS/T is about. 

——

I always use crafting commands to let me make the station without turning on hallowed nights because i dont want my world flooded with a tsunami of literal garbage :wilsondisapproving:

41 minutes ago, Well-met said:

if you do that then the halloween event becomes worthless.

 

Normally people who desire the potions turn it on to prototype the station and then are done with it.

 

 

2 hours ago, Ohan said:

and thematically i feel like it represents the core of what DS/T is about. 

Yeah, despite being advertised as a main thing, science and magic in this game is mostly theming and dont have much mechanics that feel like you are doing science or magic.

Keep them event locked, but make them ridiculously powerful. Bring new potions in that do unreasonably powerful things like create new basic and gold vein boulders. Another CRAZY addition that would not be reasonable at all for normal play would be to introduce a potion that made new hound mounds. That would break the game if it were added under normal circumstances, but once a year would be ok.

2 hours ago, Jakepeng99 said:

Normally people who desire the potions turn it on to prototype the station and then are done with it.

 

 

Yeah, despite being advertised as a main thing, science and magic in this game is mostly theming and dont have much mechanics that feel like you are doing science or magic.

*sad Wilson sound* (give him science! He CRAVES to finally being successful at it for ONCE [without the result being a maxwelldoor that pulls him to his doom])

I would have preferred its functionality to be dispersed to more meaningful things in the game, such as adding a new Celestial Champion loot/ a new Celestial crafting tab item to transform things into their corresponding lunar form.

8 hours ago, chirsg said:

Keep them event locked, but make them ridiculously powerful. Bring new potions in that do unreasonably powerful things like create new basic and gold vein boulders. Another CRAZY addition that would not be reasonable at all for normal play would be to introduce a potion that made new hound mounds. That would break the game if it were added under normal circumstances, but once a year would be ok.

That would make it more problematic to be season locked.

1 hour ago, Cassielu said:

I would have preferred its functionality to be dispersed to more meaningful things in the game, such as adding a new Celestial Champion loot/ a new Celestial crafting tab item to transform things into their corresponding lunar form.

Thats not the idea here. Its more than just gaining access to the lunar potion.

Also, i added two new potions for fun. I made them feel more experimental.

There could be a new potion post rifts that forces a brightshade to spawn on a plant, or converts a rock into pure brilliance.

Brightshade husk  --- pure brilliance

pure brilliance --- brightshade husk

Often brightshade husks just flood inventories, so having a way to convert it would be cool

I like this proposal. The refining potion function should not be locked behind events. Potions can provide various bonus effects to characters, assist players in survival, or be used to change creatures, which can bring a lot of playability to the game. And Halloween can still add more entertaining potions to make the event more fun.

1 hour ago, Mr.Oshiro said:

I like this proposal. The refining potion function should not be locked behind events. Potions can provide various bonus effects to characters, assist players in survival, or be used to change creatures, which can bring a lot of playability to the game. And Halloween can still add more entertaining potions to make the event more fun.

I had a lot of ideas of potions. So much i might make a lot more in this thread for the fun of it. if they add a lot of potions they may need a new interface or somethihg to make it less cluttered and overwhelming. I thought of maybe the possibility of permanent buffs once drunk? For example:

Scouting Potion

1 deerclops eyeball, 1 glommer wings, 50 sainity.

Permantly increases the map reveal range by 2x.

 

One permanent buff could be active at one time if we want to add something bigger, and they could each have a downside to balance things.

 

As for hallowed nights, maybe the event exclusive potions should be tied to  mechanics in the event? Maybe you can brew a special potion using candy you collect which can respawn gravestone loot? That would be interesting and add some value to the event, and a place to dump candy that isn't in your stomach.

Edit: Added the hallowed night potion to the main post.

22 hours ago, Well-met said:

if you do that then the halloween event becomes worthless.

 

I decided to address this.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...