Hey, thanks for all the advice! I've taken to heart all of your ideas and criticisms, and I'm ready to get to improving the thread! But first, some direct replies:



The Laughable Frog said: This is cool! But there are a few that seem a tad OP.







Ten plat seems a little bit much. I'd say one plat would be better. Great name, though.







I'm kinda on the fence with this one, it would make farming ML/LC way easier, but then again the Pillars are supposed to be long and difficult and stuff. Maybe increase the numbers to 50, and Expert 100? I dunno.







30 Chloro is not nearly enough for a triple spread rate. I'd suggest adding something to gate it past Plantera or Golem.







Infinite's a lot, I recommend gating it past either Skeletron or WoF, and reduce it to five or ten quests a day.



I think that's all. Click to expand... You've probably already noticed this, but I've edited the thread to adjust it to some of your criticisms! I agree with most of the things you said, and I decided to adjust the strength of certain things. Thanks for the advice!



Steelflame said: In my opinion, 30 bars is honestly about right. Considering how you generally only need like 50 tops unless you want multiple Post Plantera sets, a 30 set back means you traded 30 bars to try and make up for 20 bars worth of Chlorophite. Would be very good for when you have multiple people on a single world trying to all get enough for their own set... Click to expand... Yeah, that's what I was thinking. I added some Beetle Husks to the recipe in order to gate it past Golem, which I feel is still rather fair, but I'm not 100% sure now. Everyone reading this, feel free to express your opinion on this matter. Not saying you all have to, but I'd like to know if it's a good idea to keep the Beetle Husks in the recipe.

...Though one thing's for sure, 25 Beetle Husks is waaaaaaaaay too much. I could've sword that Golem dropped more than just 4-8 of them when he dies...I'm reducing it to 10, pronto.



Steelflame said: On a more stylistic note, this would seem to be the type of thing more magical in focus, not technical. Seems a magic Altar type of deal would make more sense, perhaps place it as a mini-biome in the jungle instead? Click to expand... Perhaps. I'm not quite sure, when I originally made this thread, I imagined it as being a piece of machinery used to inject various elements into the planet's core, hence it's name. Changing its method of obtainment would mean changing the entire title of the item, and thus, the thread, which would possibly mess up some links. Plus, I feel that being able to access it after beating Skeletron is a fair restriction for the kind of thing that you're getting(as well as it being the most expensive item bought from the Mechanic). Being able to just waltz into the underground jungle and grab it just seems...wrong.



Steelflame said: I'd also make it bigger than 2x3 a 3x3 perhaps. Click to expand... Agreed. Changing it afterwards. Thanks for your constructive criticism!



[unassigned] said: My suggestions:



Scroll of Ancients: 100% drop from Normal mode Moon Lord, activates Expert mode.



Chilly chair: 10% drop from WoF, deactivates hardmode (keeps al the blocks and npc already spawned)



Moony Pillow: 100% drop from Expert mode Moon Lord, activates Normal mode.



Insane Power: 20% drop from Moon Lord, makes all multiplyable accesories work 100 times better. Click to expand... Not sure about these. I like the names, and they're certainly creative ideas, but they suffer from some serious balancing issues.



I find Scroll of Ancients and Moony Pillow to be a bit pointless, considering how the player can simply make another world with that difficulty, and if they've already beaten Moon Lord, then there's no point of switching to Normal Mode from Expert Mode. They might work well if they're gotten a bit earlier than, you know, the end of the game.



Insane Power is definitely a no-no. I know that I'm just stating the obvious, but the accessory is quite simply too overpowered. And yes, I know that's the point, but even his other drops are still within reason. You're not gonna see stuff with 1000 attack power even from him. Plus, I'm not certain if you're referring to world accessories, player accessories, or both. If anything, this would make accessories 2 times better, but even that seems a bit out there. Besides, the Moon Lord has too many stupidly rare and OP accessories already.



While I still think it has flaws with it's design, I still think that Chilly Chair might be able to work well. It could be used for players who enter Hardmode prematurely, and aren't ready for the barrage of difficult mobs and stupidly fast corruption spread. However, I feel like being dropped by the Wall of Flesh isn't really the best method of obtaining it - especially since a player could potentially get it their first time killing the Wall of Flesh, or it could take a hundred. Maybe it could be crafted from one of the Hardmode ores? Also, keeping all the blocks and NPCs could be very easily abused - especially while attempting to mine Chlorophyte, and turning off Hardmode in general would open a huge can of worms in bugs. Most of the stuff I suggested would require some testing in order to make sure it works correctly, but the ability to turn off Hardmode would require weeks and weeks of testing and configuring in order to not completely mess up the game. I don't want the developers to be too stressed out, you know?



Regardless of my criticisms, thanks for your ideas!

Sigma90 said: Hmm. Interesting. I like most of these, but have some suggestions on some others. Click to expand... You've probably already noticed this, but I've edited the thread to adjust it to some of your criticisms! I agree with most of the things you said, and I decided to adjust the strength of certain things. Thanks for the advice!Yeah, that's what I was thinking. I added some Beetle Husks to the recipe in order to gate it past Golem, which I feel is still rather fair, but I'm not 100% sure now. Everyone reading this, feel free to express your opinion on this matter. Not saying you all have to, but I'd like to know if it's a good idea to keep the Beetle Husks in the recipe....Though one thing's for sure, 25 Beetle Husks is waaaaaaaaay too much. I could've sword that Golem dropped more than just 4-8 of them when he dies...I'm reducing it to 10, pronto.Perhaps. I'm not quite sure, when I originally made this thread, I imagined it as being a piece of machinery used to inject various elements into the planet's core, hence it's name. Changing its method of obtainment would mean changing the entire title of the item, and thus, the thread, which would possibly mess up some links. Plus, I feel that being able to access it after beating Skeletron is a fair restriction for the kind of thing that you're getting(as well as it being the most expensive item bought from the Mechanic). Being able to just waltz into the underground jungle and grab it just seems...wrong.Agreed. Changing it afterwards. Thanks for your constructive criticism!Not sure about these. I like the names, and they're certainly creative ideas, but they suffer from some serious balancing issues.I find Scroll of Ancients and Moony Pillow to be a bit pointless, considering how the player can simply make another world with that difficulty, and if they've already beaten Moon Lord, then there's no point of switching to Normal Mode from Expert Mode. Theywork well if they're gotten a bit earlier than, you know,Insane Power is definitely a no-no. I know that I'm just stating the obvious, but the accessory is quite simply too overpowered. And yes, I know that's the point, but even his other drops are still within reason. You're not gonna see stuff with 1000 attack power even from him. Plus, I'm not certain if you're referring to world accessories, player accessories, or both. If anything, this would make accessories 2 times better, but even that seems a bit out there. Besides, the Moon Lord has too many stupidly rare and OP accessories already.While I still think it has flaws with it's design, I still think that Chilly Chairbe able to work well. It could be used for players who enter Hardmode prematurely, and aren't ready for the barrage of difficult mobs and stupidly fast corruption spread. However, I feel like being dropped by the Wall of Flesh isn't really the best method of obtaining it - especially since a player could potentially get it their first time killing the Wall of Flesh, or it could take a hundred. Maybe it could be crafted from one of the Hardmode ores? Also, keeping all the blocks and NPCs could beeasily abused - especially while attempting to mine Chlorophyte, and turning off Hardmode in general would open a huge can of worms in bugs. Most of the stuff I suggested would require some testing in order to make sure it works correctly, but the ability to turn off Hardmode would require weeks and weeks of testing and configuring in order to not completely mess up the game. I don't want the developers to bestressed out, you know?Regardless of my criticisms, thanks for your ideas!

Sigma90 said:



Sky Shield: The idea of blocking space spawns is an OK one, but the issue is that if spawns are blocked in space, people will want more to block spawns everywhere. But there is another idea you could use instead that also fulfils another oft-wanted player wish: Sky Shield prevents meteors from spawning. Missing Poster: I'd like to see this expanded to increase the spawn rate of all rare enemies - Paladin. Skeleton Merchant, Tim, Rune Wizard, Tortured Soul, etc. But I assume it already includes the Tortured Soul and Angler in its effect. Maybe also increase the chance of spawning a Travelling Merchant? Solar/Lunar Magnet: I assume with these in effect, that things that reset at 4:30am (e.g. fishing quests) still take effect as normal? Travelling Merchant still spawns / leaves at his normal time? What about blooming - For a Solar Magnet will Daybloom be permanently in bloom and Moonglow never? What about Fireblossom (blooms in the evening) or Deathweed (blooms on a full moon)? Spirit Orb / Truffle Dust: I don't know if these should be added in their current form. It might make collecting the Ectoplasm / Truffle Worms too easy. It's difficult to AFK in a Dungeon because many enemies can attack through walls, but it's really easy to AFK in an Ocean. A player could park themselves in the Ocean and let minions take care of the Sharks for him/her. There are probably easier enemies to farm with 100+HP. Similarly with Truffle Dust. I think I'd prefer they remain restricted to their normal areas, but I think it would be OK to make them spawn more frequently.

Everything else looks good or I'm neutral about it. Click to expand...



Thanks for the constructive criticism! Now, as for what you said:



I understand your point on how people are going to request spawn blocks everywhere if this gets in, but Space spawns are a particularly big issue. The thing with Space is how stupidly powerful the Wyverns are. The Harpies are one thing - they're tough, but they're not that tough: in fact, they're a fairly weak enemy that isn't a big issue. Because of this, some players may want to build a house up in space - after all, it's got a pretty background and some nice music to go along with it...and then they enter Hardmode, and they're pretty much forced to abandon their home that they may have potentially spent a very, very long time creating because of the Wyvern's combination of massive attack power, high HP, and even no-clip. Wasn't this the reason the developers removed the special abilities of Corrupters and Clowns? Because people were complaining about getting their structures ruined? And yes, Peace Candles, NPCs and Sunflowers can lower the spawn rate to minimum, but if you're on Expert Mode...no, not a chance. The spawns are still too high to be blocked even by a Peace Candle, a Sunflower and all of the NPCs. And yes, again, I know that Expert Mode's meant to be hard. But there's a difference between "hard" and "unfair". How on earth is any player going through Terraria blind supposed to know that killing the Wall of Flesh will completely ruin their skydome? Exactly. They won't.



...well, that got rather sidetracked. In other, less angry news, I like your idea of the Sky Shield preventing meteorite spawns instead. Everyone reading this, feel free to give your opinion on the matter.



First off, yes, the Missing Poster increases Tortured Soul spawn rates. He is technically an NPC, after all. Secondly, the Angler actually has a 100% chance of spawning on either side of the world, so needless to say, the Missing Poster won't do anything there. Third, the Traveling Merchant Stand was my way of getting the TM to appear more often - or rather, all the time. Lastly, the Missing Poster does not increase the spawn rate of any enemies other than the Tortured Soul and the Lost Girl. But now that you mention it, I could add in a Wanted Poster to do just that...in fact, I'm adding it right after posting this - as well as a Bulletin Board to combine the two at a Tinkerer's Workshop. Thanks for indirectly inspiring me! I'll make sure to give you a shout-out.(check the changelog)



Yes, the Solar/Lunar Magnets don't affect the time itself. Time will still pass, new days will still occur, the Angler will still give out new quests, etc. The only things it affects are whether the sun or moon is out, what creatures spawn, what goods are sold, etc. Thanks for the constructive criticism! Now, as for what you said:I understand your point on how people are going to request spawn blocks everywhere if this gets in, but Space spawns are a particularly big issue. The thing with Space is how stupidly powerful the Wyverns are. The Harpies are one thing - they're tough, but they're nottough: in fact, they're a fairly weak enemy that isn't a big issue. Because of this, some players may want to build a house up in space - after all, it's got a pretty background and some nice music to go along with it...and then they enter Hardmode, and they're pretty much forced to abandon their home that they may have potentially spent a very,long time creating because of the Wyvern's combination of massive attack power, high HP, and even no-clip. Wasn't this the reason the developers removed the special abilities of Corrupters and Clowns? Because people were complaining about getting their structures ruined? And yes, Peace Candles, NPCs and Sunflowers can lower the spawn rate to minimum, but if you're on Expert Mode...no, not a chance. The spawns are still too high to be blocked even by a Peace Candle, a Sunflower and all of the NPCs. And yes, again, I know that Expert Mode's meant to be hard. But there's a difference between "hard" and "unfair". How on earth is any player going through Terraria blind supposed to know that killing the Wall of Flesh will completely ruin their skydome? Exactly. They won't....well, that got rather sidetracked. In other, less angry news, I like your idea of the Sky Shield preventing meteorite spawns instead. Everyone reading this, feel free to give your opinion on the matter.First off, yes, the Missing Poster increases Tortured Soul spawn rates. He is technically an NPC, after all. Secondly, the Angler actually has a 100% chance of spawning on either side of the world, so needless to say, the Missing Poster won't do anything there. Third, the Traveling Merchant Stand was my way of getting the TM to appear more often - or rather, all the time. Lastly, the Missing Poster does not increase the spawn rate of any enemies other than the Tortured Soul and the Lost Girl. But now that you mention it, I could add in a Wanted Poster to do just that...in fact, I'm adding it right after posting this - as well as a Bulletin Board to combine the two at a Tinkerer's Workshop. Thanks for indirectly inspiring me! I'll make sure to give you a shout-out.(check the changelog)Yes, the Solar/Lunar Magnets don't affect the time itself. Time will still pass, new days will still occur, the Angler will still give out new quests, etc. The only things it affects are whether the sun or moon is out, what creatures spawn, what goods are sold, etc.