Hie the Badger
The Destroyer
Lets be honest the GD itself really doesn't get you much in terms of power. You can just now wire up buildings without having to bounce off the walls like a spastic beach ball.
Giving it to the Steampunker seems like a logical way to achieve that.Mechanics lens can be bought in hardmode, or maybe after 1 mech boss.
that could work, but I think the and, or, etc. logic gates could go to the regular mechanic, and the more specialized ones (liquid sensor, night/day sensor, etc.) could be bought from the cyborg. Maybe even give the cyborg timers? why not? (not as a replacement for crafting them, more as a convenience. I feel like the cyborg deserves more stuff).Giving it to the Steampunker seems like a logical way to achieve that.
And personally, I would move the logic gates to the cyborg, just to space things out, plus it makes more sense for him to have them.
@Agastya Not sure about that (the logic weirds me), but I guess there could be something like a "Lizhard Circuit Breaker" generated with the temple that takes a Picksaw level tool to smash, and you can't cut (maybe even see) wires in the temple until it's broken. That would eliminate my biggest complaint.
To me this seems like the right solution.this is a way better idea, yeah. i mean, even the golem's altar could be the circuit breaker if you didn't want to add another block or anything. as long as the altar is in the temple, you can't see the wires in the temple. that way you can just go in and smash the altar and then harvest a bunch of wire and traps and the like
i'm okay with a lot of things as long as we don't have to defeat golem on every new world just to harvest a few traps.
I don't have a problem with the item at all; I love it! I'm just a little concerned, as you've rightly outlined about how pathetic the Jungle temple is - the traps are the main danger. I totally agree - Temple wires seem viable, or as previously outlined - making it so the altar prevents anything being placed/broken inside it until the altar breaks (which is after Golem is defeated) which could be possible, since you can't teleport in there until the door is open.The whole point is for you to not use it if you are offended by it's function. In the name of constructive criticism you should be making the jungle temple unbreakable by early game tools instead of the other way around. Thats one good way to look at it. But everyone seems to hiss at the item.
Temple wires. Make it happen.
To me this seems like the right solution.
IMO you shouldn't even be able to place blocks in the temple until the altar has been broken.
That'd be pretty neat as well, yeah. Golem becomes a fair bit more threatening when it doesn't spawn in a pre-constructed box that traps it. Especially so if there's still traps laying around.To me this seems like the right solution.
IMO you shouldn't even be able to place blocks in the temple until the altar has been broken.
You want players to be instantly killed for trying to place/remove blocks in a pre-Golem temple? That sounds terrible.They had it right with how they locked up the dungeon. The skeleton heads appearing to one hit you. With the temple it could be voodoo heads or something. That will fix this issue straight away. No more need for nerf knights to flail around.
That'd be pretty neat as well, yeah. Golem becomes a fair bit more threatening when it doesn't spawn in a pre-constructed box that traps it. Especially so if there's still traps laying around. You want players to be instantly killed for trying to place/remove blocks in a pre-Golem temple? That sounds terrible.
Well, if that's not what you meant, then what? Insta killing heads sounds more of a pre-plantera entry solution than a disarming traps solution. So either you listed a solution for the wrong issue, or you wanted insta kill on attempt to disarm, unless I'm missing something?Since that's a strawman, I will take the liberty of adding it to my idea.
Entering the temple as well as placing temple blocks/walls should cause voodoo heads to come and one hit you.
That will also keep me from always finding another way to get in dispite the fixes. Theoretically.
It is only a way to keep players from entering the Temple Pre-Plantera, which isn't an issue, since you can only get in if you already have the Picksaw or the Temple Key from another world.Well, if that's not what you meant, then what? Insta killing heads sounds more of a pre-plantera entry solution than a disarming traps solution. So either you listed a solution for the wrong issue, or you wanted insta kill on attempt to disarm, unless I'm missing something?
Actually, that doesn't address the problem at-all. The temple already quite effectively prevents players from entering early. The issue is that even at the correct level of progression, there are numerous items a player can have that would completely negate a large part of the intended challenge.They had it right with how they locked up the dungeon. The skeleton heads appearing to one hit you. With the temple it could be voodoo heads or something. That will fix this issue straight away. No more need for nerf knights to flail around.