For now, the main use for something dead is in antidote recipe, but it is, in fact, overabundant. The economy will definitely be changing as I add new recipes.
Viewing post in Sulphur Memories: Alchemist comments
So far things I'd be interested in seeing:
- Potions, as traps or with creative uses (Possessed weapons vs rust dust? Poison potions as herbicide? A potion as a repellant that makes snakes wander away from you?)
- *Some* gardening aspect. I do need some permanent source of pine sap without having to burn down new herb groves. Perhaps Ricardo allows you to get some potted herbs for your cellar, which regrow periodically?
- An unlockable material stash in your workshop. Once unlocked, you get the ability to leave, say, 10% of any (or all of) your materials there. If you die after leaving that 10%, it appears in a chest in the cellar.
- Golems/elementals! I saw this mentioned by someone else lower down. Unconventional materials on golems would be fun (After all, why not? Why shouldn't I make a golem out of something sticky?). I know I wouldn't be too big on party mechanics though.
>Possessed weapons vs rust dust?
There are animated armours that are specifically weak to this potion.
>*Some* gardening aspect.
That's possible, but not very likely, as I expect the player to go explore anyway.
>An unlockable material stash in your workshop
Probably won't happen, I have certain plans for the story that won't fit with this mechanic. But I do plan the "lives" mechanic instead.
>Golems/elementals!
In all likelyhood, there will be one golem, since I, too, don't enjoy large parties very much. But I haven't yet decided on the details.