Leaffen
Plantera
Hi! It's me again, compiling multiple of my compilations, plus some new ideas, into one mega last-stand compilation. This has also been edited with more detail, also combining the gem ideas into one, and adding sight blocks.
If there is one thing I STRONGLY believe the community would benefit from, and would increase the longevity of the game infinitely further, is more tools to create custom maps with.
The game already has plenty of map making tools under its belt, but it still feels like an incredibly neglected and ignored part of the game, despite being a sandbox with immense potential for community driven maps. There's so many incredibly useful features you would expect to have, or ones that would fit in incredibly well, that are just completely missing, despite the building and map making being, in my opinion, the best aspect Terraria has to it.
Wiring, while able to do a lot "internally" for custom mechanics, is limited in what it can *physically* do. It's an extremely powerful tool, but it can't do everything.
Buffs and general changes to the player, can only be done in very limited ways. Like giving them armor/accessories, turning off bast statues/campfires, or giving them 9999 potions.
You can do a lot of visual flair and design already, but there's room to make things feel more lively or personal.
And there's some even more lacking areas, that can be massively improved by some small additions.
So here's what I propose we could make use of. There's 4 different categories with 5 suggestions each, using my reasoning, comparisions to the current version, and potential design/execition of the suggestions.
For Extra Designability:
1. Weather Ambience Boxes, like Rain and Wind.
-Reasoning: Sound can add a lot to an experience, making areas feel more natural, beautiful, or peaceful, or even more threatening, somber, and ominous! So having music box-esque items that instead play ambience, would be super nice!
-How this compares to what we have now: We don't have anything like this now aside from spawning mobs and using some noises from interactable blocks.
-Design: Essentially they act as music blocks that play on an ambient layer if possible, crafted with music boxes and relative material. I would also want alongside this a silencing music box that completely stops music when in range, so the ambience can be focused on. Rain, wind, birds, crickets, wood creaking, steam, etc.., would be some examples to start with.
2. Placeable Pets, Light Pets, and Minions.
-Reasoning: Having our pets and minions able to move around would add a TON of extra movement and life to builds, lore to areas, sentimentality to your lil friends, and just generally look great! Placed light pets like the shadow orb could also be used for alternative lighting, which would be nice.
-How this compares to what we have now: We're getting placeable critters, but that's basically the closest we'd have.
-Design: However the placeable critters work, I suppose! Although I see the nonexistant walk cycles being an issue.
3. Improved/Poseable Mannequins.
-Reasoning: The amount of life you could add to a map, if you could give facial features and hair to mannequins, alongside poses and the ablility to remove the stand, would be incredible! Combined with announcement boxes and other features in this list, these are effectively as close to custom npcs as you could get!
-How this compares to what we have now: We have lifeless, forever standing mannequins that barely have any detail aside from armor and accessories. You can't really do much here. It's a start, but not enough.
-Design: Extra buttons in the mannequin menu, chose the poses from various different "poses" the player can already make as to not need extra armor sprites.
4. Shadow Torches.
-Reasoning: Torches that remove light completely when lit, instead of adding to it, would be huge for enshrouding secret areas, puzzles, and hiding things that should be dark but aren't because light can still pass through one block tiles, this is slowly becoming a favorite idea of mine for how much potential it has.
-How this compares to what we have now: We don't have anything similar to this. You have to just turn out the lights and make a VERY thick wall.
-Design: A black torch, that completely cancels out light within an average-sized circular radius when lit.
5. Solid Color Wire Bulbs.
-Reasoning: Wire Bulbs can already make some fancy signs and color changing graphic, but the bulb itself does not look good. Having them be a pure color, would allow for some nice clean designs! This sounds like it would be something small, but it would actually be a pretty big improvement for certain visuals.
-How this compares to what we have now: Making the bulbs invisible and putting them over a white background. It works to some extent, but could be a lot cleaner and cooler.
-Design: Their function would be exactly the same as a normal wire bulb, but with a solid square as the texture. (the color corresponding to the colored wire powring it, similar to the middle of a normal wire bulb). I think a method to obtaining these, could be a shimmering the wire bulb.
Tools for the Player:
1. Status Effect Monoliths.
-Reasoning: This is something I am incredibly surprised we don't have already. This would need to be post-Moon Lord obviously, but the ability to give temporary power-ups, permanent buff upgrades, or even debuffs to players without having to deal with potions, would be HUGE for maps! One of the biggest things you could do for us! Having an area based around featherfall, made inaccessible from poison gas, preventing you from using potions, or making an area dark from blinding, making use of the ring of fire, or having a custom fight reverse your controls, the possibilities are endless!
-How this compares to what we have now: We have campfires and bast statues. That's it. That is all. Unless you give a player 9999 potions and hope they don't abuse them, that's all the effects we can toggle. :/
-Design: Probably a fountain in the shape of a potion, where you can choose the buff or debuff from a menu on right click. Has the same area of effect as monoliths, and can be powered as such.
2. Creative Shock Monoliths.
-Reasoning: This is something that would also have to be post-Moon Lord. It would be hugely useful for survival maps, with custom dungeons or puzzles in a normal Terraria world, so they can't just be mined straight through or easily cheesed. This would also be a great way to give a world spawn protection, or to protect a build for any reason you may have.
-How this compares to what we have now: Using Lihzahrd Bricks for everything and hoping players does your stuff before Golem, and yet this still doesn't work most of the time. :/
-Design: A monolith in the shape of a tower? Works in the same range and can be toggled as such. How do you prevent players from accidentally softlocking themselves from their world? Have an accessory sold alongside ot which can bypass Creative Shock. Again, definitely post-Moon Lord.
3. Toggleable Map Markers.
-Reasoning: Something that could show an icon on the map, and maybe they can be named as well, would be great for mapping out quests or key locations to keep track of things!
-How this compares to what we have now: Nothing really. :/
-Design: Maybe flag statues, probably made by a heavy workbench with some stone and wire, which have their own menu when right clicked. The menu would allow you to choose the shape, color, and name of the markers on the map, and wiring would turn them on and off from being seen.
4. Flashlights.
-Reasoning: A source of light the player holds, that lights up a cone in front of the player, instead of a circle around the player, would be great for spooky themeatic maps, or some puzzles! Combined with blindness from monoliths, you could make some really eerie maps with this!
-How this compares to what we have now: Golf cart's lights, I guess.
-Design: A simple flashlight you hold out, crafted with 1 glass, 1 iron, 8 wire? It can be right clicked on and off as well.
5. Colored Remotes/Receivers.
-Reasoning: A smoother/more official way to do wireless signals, with various options, would be amazing and HUGE for puzzle maps! Imagine progressively getting more clickers with different mechanics in a map, and having to swap between using them all together in the end. Or being able to trigger temporary powerups from buffs with a cooldown represented by potion sickness, or use them for ryhtym games or dialogue or reaction times or- look, the possibilites here are endless, it would be amazing for everyone to use!
-How this compares to what we have now: We can currently use golf tees, golf whistles, and conveyors with pressure pads to do the exact same thing, just with less options. So if this concerns anyone, it's already easily possible and breaks nothing, so a more official way shouldn't be much of a stretch in my opinion.
-Design: A remote with 4 variants, with some antennae-ey blocks corresponding to the 4 wire colors. Of course you should be able to combine these into one Omni-Clicker. The basic jist, you use a red clicker, any red receivers in the world will trigger and send a signal!
Strictly Wiring:
1. Item Dispensers.
-Reasoning: We need something that can give players items, without having multiple large blocked off areas, or giving them access to a chest full of 9999 of the same item, which for a lot of maps, is bad since you generally want consumeables to be a temporary reward. It could also be used in conjunction with a long string of hoppers as a sort of mailing and sorting system, which could be fun!
-How this compares to what we have now: We have, uhhh, item frames that can be broken and drop the item to be sorted away from the item frame and then hoiked to the player. It's even more chunky, slow, janky, and limited than it sounds.
-Design: It would pull an item from a connected chest, then, dispense it. Whether it would be random or start from the closest to the first slot in the chest, is up to you.
2. Item Consumers.
-Reasoning: Basically, the same as above, but for things like spawning critters or bosses (This is the huge use for it! Especially so you don't have to give the player 9999 spanwers in the case they die.), or dropping bombs (This could also be useful for farms!)
-How does this compare to what we have now: We have nothing like this at all aside from some critter statues.
-Design: Pretty much the same thing. Just consumeables are used instead of dispensed, as if a player used them on the spot. Maybe this can even throw potions....
3. Item Pressure Plates.
-Reasoning: With all the talk of items, here's something I'm again surprised we don't have! These would be immensely nice alongside hoppers for farms, especially when using item sorters. Also, these could be used for maps in conjunction with item sorters, to check if you have a specific required item for puzzles, neat!
-How this compares to what we have now:
-Design: Basically just pressure plates, that detect when items are on top of them. Sold by the mechanic.
4. Gem Keys Spawners and Gem Locked Items.
-Reasoning: A double, technically triple whammy. This is an idea which would greatly benefit dungeon crawlers or other maps with progression, that need to be reset, while also having themeatic flare. This can ALSO be used for multiple players to have their own chests and doors locked off with their own designated gems, if they so desire. Having chests and doors that can be simply relocked with wiring, and opened with something that can be restocked with wiring.
-How this compares to what we have now: Boring invisible internal wiring schenanigans, and actuators, but even then that can't basically tell players apart, as these systems are global.
-Design: The Gem Keys would be obtained via a placeable 3x1 platform spawner thing, similar to a teleporter's design, made with one of the different gems (Ex., Ruby makes a Ruby Key Spawner). These spawn a gem key when powered, that disappears and gives the player a buff when collected. If the player dies or logs out, they lose the buff.
Players with the buff can interact with:
Gem Doors and Chests, which are locked doors and chests corresponding to the different gems. These start unlocked, but are locked (also shut) whenever they are powered by wiring. When interacted with while in a locked state, they can be opened if you have the corresponding key buff, and they consumes the buff on use, but stay open after that.
^^^ Thank you Clockwork17 for the some suggestions to change this!
5. Sight Blocks.
-Reasoning: A way to detect players just from them looking at a block, could open up plenty of puzzles and mechanics, and even custom fights, as well as giving us the tools for better player detection systems, and even allowing for us to create better and faster input systems powered by just these blocks and a step stool.
-How this compares to what we have now: Nothing, again. For player detectors you can use player sensors and pressure plates sure, and they're more accurate in terms of location, but they're noisy and take up a lot of space.
-Design: These could be blocks with an eye on them, that start by default with the eye on the center, and can be hammered to change the eye from center-left-right-repeat. The direction the eye is facing determines what direction the block is detecting the player's sight from. So for example, if a player from a right looks at a block facing the left, it doesn't trigger. The eye on the center would creates a signal from any direction. Also, the range it can detect a player's sight, should be about the same as a monolith.
~~Honorable 6th mention, Silent Wiring/Announcement Boxes/Teleporters, but I've posted about this enough.~~
Misc Suggestions:
1. The Ability to put Items in Trapped Chests.
-Reasoning: I just don't see why we can't do this already.
-How this compares to what we have now: Currently, this can only be achieved via the Dead Man's Chest, so being able to use other types of chests would be nice!
-Design: Kinda speaks for itself.
2. Granite Elemental Statues.
-Reasoning: They're unique mobs that seem to be missing from the pool of spawnable mobs we have, especially when we can spawn both of the marble mobs, yet not granite ones.
-How this compares to what we have now: Uhh, hoping a granite elemental spawns in your map and not a cave bat? Which, is super unreliable, lol.
-Design: Also speaks for itself.
3. Hammerable Switches/Torches.
-Reasoning: This has always bugged me to no end when a switch or torch would attach to the wrong thing, so having a solution would be great!
-How this compares to what we have now: Needing to slope blocks next to switches and torches, which can look bad.
-Design: Basically, just the ability to hammer switches and torches that are on a wall, but also next to a block, to change their state from being attached to either the wall or block.
4. Statue Spawned Mimics Should Hold Coins and not Despawn.
-Reasoning: This could add some flare to maps, say you spawn a mimic from a statue and pump them with gold coins via a dispenser, now they can be a nice themeatic bonus chest-themed objective to go after. Sadly, however, unlike most other enemies, they despawn upon being unloaded, even if they have coins. I understand why regular Mimics do this, but if this behavior could be changed for Mimics from statues, that would be really nice.
-How this compares to what we have now: We could use other enemies, sure, but isn't a semi-difficult chest basically perfect for this?
-Design: Do I even have to?
5. Cheaper Wiring.
-Reasoning: Why is a single wire 5 silver, I go through literal stacks of these- that's like 5 platinum a stack, wHY!?
-How this compares to what we have now: It'd be like comparing eternal suffering to a mild inconvenience.
-Design: Just lower the prices of everything wiring related by like, half or something, please,
If you're reading this that probably means you've read through the rest of the post, congrats! I want to give a huge thank you to listening to my ever constant ramblings on wanting new map making tools, thank you! As always, suggest more if you can, no matter how big or small. I whole-heartedly believe we need some of this for the game's longevity!
If there is one thing I STRONGLY believe the community would benefit from, and would increase the longevity of the game infinitely further, is more tools to create custom maps with.
The game already has plenty of map making tools under its belt, but it still feels like an incredibly neglected and ignored part of the game, despite being a sandbox with immense potential for community driven maps. There's so many incredibly useful features you would expect to have, or ones that would fit in incredibly well, that are just completely missing, despite the building and map making being, in my opinion, the best aspect Terraria has to it.
Wiring, while able to do a lot "internally" for custom mechanics, is limited in what it can *physically* do. It's an extremely powerful tool, but it can't do everything.
Buffs and general changes to the player, can only be done in very limited ways. Like giving them armor/accessories, turning off bast statues/campfires, or giving them 9999 potions.
You can do a lot of visual flair and design already, but there's room to make things feel more lively or personal.
And there's some even more lacking areas, that can be massively improved by some small additions.
So here's what I propose we could make use of. There's 4 different categories with 5 suggestions each, using my reasoning, comparisions to the current version, and potential design/execition of the suggestions.
For Extra Designability:
1. Weather Ambience Boxes, like Rain and Wind.
-Reasoning: Sound can add a lot to an experience, making areas feel more natural, beautiful, or peaceful, or even more threatening, somber, and ominous! So having music box-esque items that instead play ambience, would be super nice!
-How this compares to what we have now: We don't have anything like this now aside from spawning mobs and using some noises from interactable blocks.
-Design: Essentially they act as music blocks that play on an ambient layer if possible, crafted with music boxes and relative material. I would also want alongside this a silencing music box that completely stops music when in range, so the ambience can be focused on. Rain, wind, birds, crickets, wood creaking, steam, etc.., would be some examples to start with.
2. Placeable Pets, Light Pets, and Minions.
-Reasoning: Having our pets and minions able to move around would add a TON of extra movement and life to builds, lore to areas, sentimentality to your lil friends, and just generally look great! Placed light pets like the shadow orb could also be used for alternative lighting, which would be nice.
-How this compares to what we have now: We're getting placeable critters, but that's basically the closest we'd have.
-Design: However the placeable critters work, I suppose! Although I see the nonexistant walk cycles being an issue.
3. Improved/Poseable Mannequins.
-Reasoning: The amount of life you could add to a map, if you could give facial features and hair to mannequins, alongside poses and the ablility to remove the stand, would be incredible! Combined with announcement boxes and other features in this list, these are effectively as close to custom npcs as you could get!
-How this compares to what we have now: We have lifeless, forever standing mannequins that barely have any detail aside from armor and accessories. You can't really do much here. It's a start, but not enough.
-Design: Extra buttons in the mannequin menu, chose the poses from various different "poses" the player can already make as to not need extra armor sprites.
4. Shadow Torches.
-Reasoning: Torches that remove light completely when lit, instead of adding to it, would be huge for enshrouding secret areas, puzzles, and hiding things that should be dark but aren't because light can still pass through one block tiles, this is slowly becoming a favorite idea of mine for how much potential it has.
-How this compares to what we have now: We don't have anything similar to this. You have to just turn out the lights and make a VERY thick wall.
-Design: A black torch, that completely cancels out light within an average-sized circular radius when lit.
5. Solid Color Wire Bulbs.
-Reasoning: Wire Bulbs can already make some fancy signs and color changing graphic, but the bulb itself does not look good. Having them be a pure color, would allow for some nice clean designs! This sounds like it would be something small, but it would actually be a pretty big improvement for certain visuals.
-How this compares to what we have now: Making the bulbs invisible and putting them over a white background. It works to some extent, but could be a lot cleaner and cooler.
-Design: Their function would be exactly the same as a normal wire bulb, but with a solid square as the texture. (the color corresponding to the colored wire powring it, similar to the middle of a normal wire bulb). I think a method to obtaining these, could be a shimmering the wire bulb.
Tools for the Player:
1. Status Effect Monoliths.
-Reasoning: This is something I am incredibly surprised we don't have already. This would need to be post-Moon Lord obviously, but the ability to give temporary power-ups, permanent buff upgrades, or even debuffs to players without having to deal with potions, would be HUGE for maps! One of the biggest things you could do for us! Having an area based around featherfall, made inaccessible from poison gas, preventing you from using potions, or making an area dark from blinding, making use of the ring of fire, or having a custom fight reverse your controls, the possibilities are endless!
-How this compares to what we have now: We have campfires and bast statues. That's it. That is all. Unless you give a player 9999 potions and hope they don't abuse them, that's all the effects we can toggle. :/
-Design: Probably a fountain in the shape of a potion, where you can choose the buff or debuff from a menu on right click. Has the same area of effect as monoliths, and can be powered as such.
2. Creative Shock Monoliths.
-Reasoning: This is something that would also have to be post-Moon Lord. It would be hugely useful for survival maps, with custom dungeons or puzzles in a normal Terraria world, so they can't just be mined straight through or easily cheesed. This would also be a great way to give a world spawn protection, or to protect a build for any reason you may have.
-How this compares to what we have now: Using Lihzahrd Bricks for everything and hoping players does your stuff before Golem, and yet this still doesn't work most of the time. :/
-Design: A monolith in the shape of a tower? Works in the same range and can be toggled as such. How do you prevent players from accidentally softlocking themselves from their world? Have an accessory sold alongside ot which can bypass Creative Shock. Again, definitely post-Moon Lord.
3. Toggleable Map Markers.
-Reasoning: Something that could show an icon on the map, and maybe they can be named as well, would be great for mapping out quests or key locations to keep track of things!
-How this compares to what we have now: Nothing really. :/
-Design: Maybe flag statues, probably made by a heavy workbench with some stone and wire, which have their own menu when right clicked. The menu would allow you to choose the shape, color, and name of the markers on the map, and wiring would turn them on and off from being seen.
4. Flashlights.
-Reasoning: A source of light the player holds, that lights up a cone in front of the player, instead of a circle around the player, would be great for spooky themeatic maps, or some puzzles! Combined with blindness from monoliths, you could make some really eerie maps with this!
-How this compares to what we have now: Golf cart's lights, I guess.
-Design: A simple flashlight you hold out, crafted with 1 glass, 1 iron, 8 wire? It can be right clicked on and off as well.
5. Colored Remotes/Receivers.
-Reasoning: A smoother/more official way to do wireless signals, with various options, would be amazing and HUGE for puzzle maps! Imagine progressively getting more clickers with different mechanics in a map, and having to swap between using them all together in the end. Or being able to trigger temporary powerups from buffs with a cooldown represented by potion sickness, or use them for ryhtym games or dialogue or reaction times or- look, the possibilites here are endless, it would be amazing for everyone to use!
-How this compares to what we have now: We can currently use golf tees, golf whistles, and conveyors with pressure pads to do the exact same thing, just with less options. So if this concerns anyone, it's already easily possible and breaks nothing, so a more official way shouldn't be much of a stretch in my opinion.
-Design: A remote with 4 variants, with some antennae-ey blocks corresponding to the 4 wire colors. Of course you should be able to combine these into one Omni-Clicker. The basic jist, you use a red clicker, any red receivers in the world will trigger and send a signal!
Strictly Wiring:
1. Item Dispensers.
-Reasoning: We need something that can give players items, without having multiple large blocked off areas, or giving them access to a chest full of 9999 of the same item, which for a lot of maps, is bad since you generally want consumeables to be a temporary reward. It could also be used in conjunction with a long string of hoppers as a sort of mailing and sorting system, which could be fun!
-How this compares to what we have now: We have, uhhh, item frames that can be broken and drop the item to be sorted away from the item frame and then hoiked to the player. It's even more chunky, slow, janky, and limited than it sounds.
-Design: It would pull an item from a connected chest, then, dispense it. Whether it would be random or start from the closest to the first slot in the chest, is up to you.
2. Item Consumers.
-Reasoning: Basically, the same as above, but for things like spawning critters or bosses (This is the huge use for it! Especially so you don't have to give the player 9999 spanwers in the case they die.), or dropping bombs (This could also be useful for farms!)
-How does this compare to what we have now: We have nothing like this at all aside from some critter statues.
-Design: Pretty much the same thing. Just consumeables are used instead of dispensed, as if a player used them on the spot. Maybe this can even throw potions....
3. Item Pressure Plates.
-Reasoning: With all the talk of items, here's something I'm again surprised we don't have! These would be immensely nice alongside hoppers for farms, especially when using item sorters. Also, these could be used for maps in conjunction with item sorters, to check if you have a specific required item for puzzles, neat!
-How this compares to what we have now:
-Design: Basically just pressure plates, that detect when items are on top of them. Sold by the mechanic.
4. Gem Keys Spawners and Gem Locked Items.
-Reasoning: A double, technically triple whammy. This is an idea which would greatly benefit dungeon crawlers or other maps with progression, that need to be reset, while also having themeatic flare. This can ALSO be used for multiple players to have their own chests and doors locked off with their own designated gems, if they so desire. Having chests and doors that can be simply relocked with wiring, and opened with something that can be restocked with wiring.
-How this compares to what we have now: Boring invisible internal wiring schenanigans, and actuators, but even then that can't basically tell players apart, as these systems are global.
-Design: The Gem Keys would be obtained via a placeable 3x1 platform spawner thing, similar to a teleporter's design, made with one of the different gems (Ex., Ruby makes a Ruby Key Spawner). These spawn a gem key when powered, that disappears and gives the player a buff when collected. If the player dies or logs out, they lose the buff.
Players with the buff can interact with:
Gem Doors and Chests, which are locked doors and chests corresponding to the different gems. These start unlocked, but are locked (also shut) whenever they are powered by wiring. When interacted with while in a locked state, they can be opened if you have the corresponding key buff, and they consumes the buff on use, but stay open after that.
^^^ Thank you Clockwork17 for the some suggestions to change this!
5. Sight Blocks.
-Reasoning: A way to detect players just from them looking at a block, could open up plenty of puzzles and mechanics, and even custom fights, as well as giving us the tools for better player detection systems, and even allowing for us to create better and faster input systems powered by just these blocks and a step stool.
-How this compares to what we have now: Nothing, again. For player detectors you can use player sensors and pressure plates sure, and they're more accurate in terms of location, but they're noisy and take up a lot of space.
-Design: These could be blocks with an eye on them, that start by default with the eye on the center, and can be hammered to change the eye from center-left-right-repeat. The direction the eye is facing determines what direction the block is detecting the player's sight from. So for example, if a player from a right looks at a block facing the left, it doesn't trigger. The eye on the center would creates a signal from any direction. Also, the range it can detect a player's sight, should be about the same as a monolith.
~~Honorable 6th mention, Silent Wiring/Announcement Boxes/Teleporters, but I've posted about this enough.~~
Misc Suggestions:
1. The Ability to put Items in Trapped Chests.
-Reasoning: I just don't see why we can't do this already.
-How this compares to what we have now: Currently, this can only be achieved via the Dead Man's Chest, so being able to use other types of chests would be nice!
-Design: Kinda speaks for itself.
2. Granite Elemental Statues.
-Reasoning: They're unique mobs that seem to be missing from the pool of spawnable mobs we have, especially when we can spawn both of the marble mobs, yet not granite ones.
-How this compares to what we have now: Uhh, hoping a granite elemental spawns in your map and not a cave bat? Which, is super unreliable, lol.
-Design: Also speaks for itself.
3. Hammerable Switches/Torches.
-Reasoning: This has always bugged me to no end when a switch or torch would attach to the wrong thing, so having a solution would be great!
-How this compares to what we have now: Needing to slope blocks next to switches and torches, which can look bad.
-Design: Basically, just the ability to hammer switches and torches that are on a wall, but also next to a block, to change their state from being attached to either the wall or block.
4. Statue Spawned Mimics Should Hold Coins and not Despawn.
-Reasoning: This could add some flare to maps, say you spawn a mimic from a statue and pump them with gold coins via a dispenser, now they can be a nice themeatic bonus chest-themed objective to go after. Sadly, however, unlike most other enemies, they despawn upon being unloaded, even if they have coins. I understand why regular Mimics do this, but if this behavior could be changed for Mimics from statues, that would be really nice.
-How this compares to what we have now: We could use other enemies, sure, but isn't a semi-difficult chest basically perfect for this?
-Design: Do I even have to?
5. Cheaper Wiring.
-Reasoning: Why is a single wire 5 silver, I go through literal stacks of these- that's like 5 platinum a stack, wHY!?
-How this compares to what we have now: It'd be like comparing eternal suffering to a mild inconvenience.
-Design: Just lower the prices of everything wiring related by like, half or something, please,
If you're reading this that probably means you've read through the rest of the post, congrats! I want to give a huge thank you to listening to my ever constant ramblings on wanting new map making tools, thank you! As always, suggest more if you can, no matter how big or small. I whole-heartedly believe we need some of this for the game's longevity!
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