Ideas  

7 members have voted

  1. 1. Want some more ideas?

    • Ruins theme
      3
    • Regular theme
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    • Special events
      1
    • Caves
      2
    • Other (post in comments)
      2
  2. 2. How do rate this thread? (1-5)

    • 1, TERRIBLE
      3
    • 2, slightly less terrible
      1
    • 3, meh
      1
    • 4, it's good..ish
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    • it's a great thread!
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Drill:
Crafting: x5 gears, x10 thulecite, x4 purple gems

Use: I believe cave-earthquake loot should be stone related (flint, stone, nitre, etc.) and then the drill will dig up valuables (gems, gold, palladium, thulecite, etc.)

Tier: Prestithator

Creates a sinkhole (unplugged) after 25 days

 

Jeweler's Table

Crafting: x10 planks, x4 purple gems, x2 gold

Use: Socket tools to give them different attributes

Tier: Alchemy Engine

Red gem: Weapons light mobs on fire, tools refine 1 item (i.e. 1 log= 1 charcoal, 1 stone= 1 gold, 1 marble= 1 thulecite, etc.)

Blue: Freeze mobs on attack (75% chance) for 1 minute, tools increase time away from fire by 45 seconds

Green: Summons a T1 treeguard to kill that mob (10% chance), tools drop double

Yellow: Attacked mobs get struck by lightning (15% chance), tools when held emit the light of a heatstone

Orange: Weapons knock (teleport) mobs 1 'turf' square back, tools autocollect

Purple: Deal x2 damage when insane (x2.5 to hallucinations), chop/mine twice as fast, at the cost of 5 sanity per action

 

Springy Trap

Crafting: x4 rope, x2 living logs, x10 hounds teeth

Tier: Shadow Manipulator

Use: Attack bats for x2 the damage of a tooth trap, but other mobs get hurt x.5 as much as a tooth trap

Is this okay, or should it be a better tooth trap?

 

Berry 'Pult:
Crafting: x5 twigs, x2 silk, x10 berries

Use: People wanted more ranged weapons (think of it as the hambat of ranged weapons)\

Tier: Science Machine

Berries do 95 damage and stun for 5 seconds, and durians (yes, finally a use) can be used for 175 damage and no stun

 

Palladium:
Crafting: x2 gold, x5 nightmare fuel

Use: Palladium tools, which are x3 more durable and x2 as fast as gold tools
Tier: Shadow Manipulator

Palladium tools cannot be socketed because that would be OP

 

T4 (Tallbird C4):

Crafting: x1 tallbird egg (you monster), x5 gunpowder, x4 slurtle slime

Use: Mobs are attracted to it, and after 10 seconds it will blow up

Tier: Alchemy Engine

 

Holy Grenade:

Crafting: x2 blue gems, x2 yellow gems, x4 slurper pelts

Use: Can be thrown to smite target(with lightning) but the gods hunger, and you must feed them

Tier: Ancient Altar

When used it will remove 50 hunger and 25 sanity (75 hunger if insane or 75 sanity if starving, if insane and starving will take away 75 HP)

Bucket:
Crafting: x3 boards, x3 rope

Use: Place/Remove water

Tier: Science Machine

If you think this OP because you can barricade yourself with water, the GUI (will be similar to turf) and prevent water barricading, there must be at least 1 adjacent land tile

 

Snail Link Armor

Crafting: x20 snurtle shell shards, x5 beefalo wool

Use: Really? People asked for a use for shell shards, so here you go

Tier: Prestithator

It should last x2 as long as the Shell Suit but protect 1/2 as much
 

Mark of Serenity:

Crafting: Needs to be found (grave digging? set piece?)

Use: Allows short-ranged teleportation, at the cost of 25 PERMANENT sanity points

Tier: N/A

 

Mosquito Air Mine:
Crafting: x5 mosquitos, x3 boards, x2 batilisk wings

Use: Like a beemine but it can also affect bats!

Tier: Alchemy Engine
 

Golden Glaive:

Crafting: x5 gold, x7 nightmare fuel, x1 dark sword

Use: Spear+blowdart, BUT a weapon like this has a cost

Tier: Shadow Manipulator

Drains sanity like the Dark Sword

 

 

Bat Suit:
Crafting: x2 batilisk wings, x5 monster meat, x10 nightmare fuel

Use: Similar to the beefalo hat, makes bats neutral, so you can collect guano

Tier: Prestithator

Sanity drain is -5/min

 

Cog:

Crafting: x1 gear, x2 gold

Use: carries signal

Tier: Science Machine

 

Switch:
Crafting: x2 gears, x1 cut stone, x2 twigs

Use: Creates a signal to be carried by cogs

Tier: Science Machine

 

Signal-Activated Tooth Trap:
Crafting: x5 hounds teeth, x2 boards, x1 gear

Use: Now Chester won't set your traps off!

Tier: Alchemy Engine
To lazy to write the one for springy trap so springy trap+gears

Door n' Switch

Crafting: x5 boards(ex. for example hay wall, 5 grass and 2 twigs, cutstone, etc.),  x4 gears

Use: Finally a door for walls!

Tier: Science Machine

 

Cold2Touch Suit

Crafting: x10 gears, x5 blue gems, x1 krampus sack

Use: Like a backpack fridgerator

Tier: Shadow Manipulator

Needs to be fed blue gems to freeze food (1 gem for 5 days)

 

Magician's Hat

Crafting: x1 tophat, x5 rabbits, x10 palladium

Use: You can wear it, to be used as a headslot backpack (thank you Sporb for the idea) but you can feed it 4 nightmare fuel to create a rabbit, but lose 50 sanity in the progress

Tier: Shadow Manipulator

 

Decoy:

Crafting: x10 boards, x1 charcoal, x6 beard hair

Use: Can be destroyed, however attracts mobs and they will attack it (same health as effigy), you can give it gear for it to last longer, mobs will attack you, if you attack or nudge them?
Tier: Alchemy Engine

Krampus. 'Nuff said

 

Nature Staff

Crafting: x1 green gem, x1 blue gem, x1 spear

Use: Similar to manure, but you can also use it to grow mobs, or attack them to freeze them

Tier: Presitithator

Spider>Spider Warrior> Cave Spider> Spitter> DDD> Spider Queen

Spider Den 1> Spider Den 2> Spider Den 3

Baby Beefalo> Teenage Beefalo> Beefalo

Slurtle> Snurtle

 

Sky Staff:
Crafting: x1 yellow gem, x1 blue gem, x1 spear

Use: Strike your foes with lightning

Tier: Presitithator
 

Hell Crown:
Crafting: x1 thulecite crown, x5 nightmare fuel, x2 red gems 

Use: An upgraded thulecite headgear which uses sanity (x5) when attacked but is a high tier item

Tier: Shadow Manipulator

ForceField+ Lighting attackers on fire

 

(Dapper) Ice Vest

Crafting: x10 petals (opposite of nightmare fuel), x1 dapper vest, x4 blue gems

Use: Protection of a Marble Suit, without slowdown, but you take freezing damage away from a fire or without a heatstone

Tier: Shadow Manipulator
Can be mitigated by the Hell Crown

 

Crown of Horns:

Crafting: x5 twigs, x10 blood, x2 korp teeth

Use: Head armor, reduces max HP by 10 but has armor value of a football helmet

Tier: Presitithator

Damages attackers

 

Hungering Scythe:

Crafting: x2 ham bats, x4 twigs, x10 blood

Use: A version of the Dark Sword that, upon attack will give you back 15 hunger

Tier: Shadow Manipulator

Who says HamBats are useless

 

Vampiric Cloak:
Crafting: x5 slurper pelts, x10 blood, x2 nightmare fuel

Use: Upon hitting a mob you will regain 2 health

Tier: Ancient Altar

Weapons and armor for blood

 

Cobble:

Crafting: x1 stone

Use: It's pretty a subsitute for throwable flint

Tier: N/A, Hands

 

 

Mobs:

Kaled:

Half mushtree, half metal

HP: 500

Attack: Ranged- 75 Melee-25

Speed: x2 of player

Drops: 3-7 (type of mushroom, x1-5 gears, x2 living logs

Notes: Melee is AoE and a lot faster than a ranged attack

Originally envisioned to be like a Dalek, but DS is ORIGINAL, and I remembered the mushtree guard requests sooo...
 

Leech: 

Friend or foe?

HP: 5

Attack: 1

Speed: 1/2 that of a player's

Drops: x0-1 Tentacle Spots

It can attach to player ( you will lose 1 point of max health) and if you eat fatty foods (taffy, bacon and eggs, etc.) it will drop off and be tamed, but if you eat HEALTHY (carrots, cooked meat, berries, etc.) it will drop off, attack and summon, 10-15 leeches, if a friendly leech sees a another friendly leech it will mate to make another, and you can feed leeches fatty food to increase their health (from 1-10 pts. each time) BUT tamed leeches can't attack

 

 

Nightmare Construct:

HP: 1000

Attack: 75, it's an AoE

Speed: hound speed

Drops: x10-15 nightmare fuel, x0-1 amulet, x2-10 thulecite

Only spawns below 5 sanity in the ruins level (and below?)

 

Abrasion Whirlwind:

HP: 100

Attack: None, however, when it's attacked (melee) it will deal 30 damage

Speed: slurtle

Drops: x0-3 flint , x1-2 hounds teeth, x0-1 thulecite

NO! NOT THE FLINT! MY FACE!
 

Clockwerk Daemon:
HP: 250

Attack: lightning projectile similar to bishop, charge similar to knight

Speed: knight

Drops: x2-5 gears, x0-1 yellow gem, x0-5 nightmare fuel

Rare combo of the clockwork bishop and knight, but it can fly

 

Tremor Terrapin:

HP: 2500

Attack: digs similar to depth worm and resurface to do an AoE

Speed: hound

Drops: x5-10 thulecite, x1-3 marble, x2-7 flint, x7-15 monster meat

A 'Terrapin' is a turtle

 

Korp:
HP: 500

Attack: Charge- 25, Burrow- 75, upon you attacking them, all Korps/Pigs will attack you

Speed: Beefalo

Drops: 2-5 Korp Chops, x0-2 Pig Skin, x0-5 Korp Teeth

A crude imitation of the Pig (Pork=Korp), similar to beefalo except they spawn around Pigs, are undead and have a -10/min sanity aura, can be given an amulet to ressurect/tame them (yes they are rideable)

 

Tantibus:

HP: 700

Attack: 45

Speed: hound

Drops: x5-10 nightmare fuel

A hallucination that spawns when you sleep, it can teleport, and is Latin for 'nightmare'

 

Penumbra Aberration:

HP: 350

Attack: 20

Speed: hound

Drops: x10-20 nightmare fuel

Shadow [character], to be a shadow character, the character has to have gone on the Throne

 

Food:

Pork Rinds:
Cooked in crockpot

x2 morsels, x1 cooked meat, x1 filler

HP: -15

Hunger: 20

Sanity: 35

 

Pine Nuts:
After burning a pinecone in a campfire/ firepit you will receive pine nuts

Used in crockpot recipes

HP: 5

Hunger: 20

Sanity: -40

 

Fried Banana:
Cooked in crockpot

x2 Cave Bananas, x2 Honey (or Miel if your Spanish)

HP: 5

Hunger: 20
Sanity: 25

 

...Disturbing... Salad?
Cooked in crockpot

x1 deerclops eyeball, x1 glowberry, x1 koalaphent trunk, x1 butterfly wings

HP: 10

Hunger: 30

Sanity: -50

Doesn't rot

Makes you glow

 

Filet min Jerky:

Cooked in crockpot

x2 cooked meat, x2 jerky

HP: 2

Hunger: 50

Sanity: 20

Rots REALLLY fast

 

Temportal Sandwich:
Cooked in crockpot

x1 monster meat, x1 light bulb, x1 meat, x1 carrot

HP: 5

Hunger: 25

Sanity: -30

All the elements. Teleports you to a random location

 

Korp Chop: 

Dropped by Korps

Due to the fact they are undead piggehs, it's a quirky food item

HP: -5

Hunger: 20

Sanity: -35

DOES NOT ROT!

 

 

 

Tweaks:
 

-If left unharvested, tallbird eggs will hatch into tallbirds (directly) and make their own nest.

 

-At low health, adrenaline will make the characters hands shake, potentially doubling task time

 

-Bunnymen have no ruler, but you can trade them fruits/veggies [excluding carrots] for gems (rarer= better gem)

 

-Harmful foods can cause the player to hemorrage (scares monsters)

 

-Honey should be able to be put in the crock pot (singularly) and refreshened

 

-Honey has a low chance of damage ( 1, Honey Poltice= overused, 2, harmful bacteria live in oxygen devoid honey

 

-the Walking Cane should have less effects on spider/ swamp turf ( personally I use it when I've bitten off more than I can chew)

 

- Flint should be throwable for (2-10) damage [not sure about this]

 

-Burning should mitigate the cold

 

-Pigskin is edible (pigs can eat it, why can't you?)

 

-Crops now spoil but rather 'stale' crops there are Fresh->Unripe->Spoiled->Rot

 

 

 

World Generation:

Archipelagos

Generates after the player has gone to the caves once

Generates in the ocean, with endgame mobs/ resources

 

Somnium Caelestis:

Generates in the world, more endgame resources, less mobs, really rare

Latin for 'Celestial Dream'

 

Crypt:

3rd level of the caves, more resources

 

Other:

 

Peaches of Eden:

A tree that CANNOT BE CUT DOWN, but picked for gold and Golden Pinecones

 

Thulecite (Gem) Spire:

Hammer it to produce 5 thulecite and 1 (GEM)

 

Weeping Crag:

Surrounded by blood puddles, constantly spawning Nightmarebeaks and Nightmarecrawlinghorrors

 

Pentagram:

Highest tier crafting station, found only in Maxwell areas, constant sanity loss around it

Craftable with x5 korp teeth, x10 blood, x25 nightmare fuel
 

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All of the new biome type things seem a little OP like the Celestial Dream having few mobs and a ton of loot? Maybe instead have no mobs except that nightmare mob would spawn there regardless of wheather you sleep or not. Also try and keep magic and science separate, as in the drill, the drill is probably a more sciene-y thing so it's kind of odd that it requires a magic machine thing and purple gems, how about the alchemy engine and some gold. Also, the refrigerator backpack probably shouldn't have the whole blue gem thing but instead have a simple durability bar, if you're going to carry a refrigerator on your back you're going to mess something up plus the normal refrigerator doesn't need blue gens, right. Also the whole flint throwable thing, instead of having a sort of figety mechanic like that (which I can tell you aren't sure about) just have them be craftable into a throwing knife using 1 flint and 1 twig. Just wanted to put in my 2 cents.

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All of the new biome type things seem a little OP like the Celestial Dream having few mobs and a ton of loot? Maybe instead have no mobs except that nightmare mob would spawn there regardless of wheather you sleep or not. Also try and keep magic and science separate, as in the drill, the drill is probably a more sciene-y thing so it's kind of odd that it requires a magic machine thing and purple gems, how about the alchemy engine and some gold. Also, the refrigerator backpack probably shouldn't have the whole blue gem thing but instead have a simple durability bar, if you're going to carry a refrigerator on your back you're going to mess something up plus the normal refrigerator doesn't need blue gens, right. Also the whole flint throwable thing, instead of having a sort of figety mechanic like that (which I can tell you aren't sure about) just have them be craftable into a throwing knife using 1 flint and 1 twig. Just wanted to put in my 2 cents.

 

1) Celestial Dream is VERY LOW when it comes to generating (less than 1/75) , with less mobs (not lacking) and more resources (by 1.5x) and the biome is very SMALL, I really don't think that (in)sanity should apply here, since it should be a form of (less dangerous) safe zone

 

2)The Cold2Touch Suit is supposed to discourage itself, I mean it is supposed to be an alternative to placing MILLIONS  of iceboxes but not completely discourge the icebox, that's why the big cost

 

3)The Drill, is supposed to be high tier, to discourage it compared to caves, and it is supposed to be high tiered (P.S. I think it should be powered by nightmare fuel, I mean I think, more reasons fore insanity)

 

4) Throwable flint, you need to DRAG onto the mob to throw, for very little damage, but a throwing dagger might be better later on, but I will still keep that tweak

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