#Resource Generation idea: transmute glyph

8 messages · Page 1 of 1 (latest)

fiery wren
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From the initial post it seems like resource generation is going to be via crushing things via the crush glyph, but imo that's pretty similar to normal skyblocks, just replacing a hammer with magic. What if instead you had a transmute glyph that let you transform blocks in-world? It would be very expensive mana-wise, like touch+transmute would be your entire starter mana bar. Transmuting cobble could give you basic resources like coal and copper, and maybe you have to transmute multiple times for more advanced materials. For instance: cobble->coal, then coal->lead, then amplified transmute on lead gives gold. This would give a very different-feeling progression to normal skyblocks, where it might be slower to aquire an abundance of materials, but it lets you pick exactly what you get instead of the randomness of sieving.

loud sentinel
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I suggested a similar idea, but wanted to use the magic essences, for making one matter into another
potentially with a ritual to summon enhanced enemy mobs that drop essence when defeated, since that can be automated with turrets later on in game

zenith sigil
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some talk had been made with using potions early to transmute blocks, making potion crafting + automation core gameplay early

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it would be a cool mechanic to fit in somewhere

loud sentinel
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potions is way cooler than my idea

zenith sigil
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on one hand, crush is more true to the vanilla AN experience, just with slightly tweaked recipes. Potion infusion would be a skyblock only mechanic, unless there was some way to shoehorn those into the base mod. Thats not necessarily a bad thing, but an entire progression chain would have to be rewritten to support early potions, changed recipes, etc

loud sentinel
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I like crush, especially to get the basic stuff, but how are things like vines, lilypads, and ocean temple stuff, supposed to be done without a transformation/transmutation ability/recipe/ritual?

sand dew