Sprites A few device suggestions

Are these ideas good or bad?

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    Votes: 39 100.0%
  • Needs more work.

    Votes: 0 0.0%
  • Bad.

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  • Total voters
    39

Sergo

Official Terrarian
My threads: A few device suggestions | "The Grand Design" menu for other tools! | Some of My Ideas
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First of all, a small suggestion — changing sprites of logic lamps slightly. As you can see on a picture below, original sprites have a bold line between connected lamps, so I propose slightly modified sprites to be used. In this thread I will use these sprites instead of originals.
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In this thread you'll find the following devices:
  • Logic gate modifications (small additions for logic gates)
  • Actuator-like devices (placed over blocks)
  • Gate-like devices (different functions than of logic gates, but the same shape)
  • Displays (better than text statues!)
  • Zone devices (manipulation of zones)
  • Other devices
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Logic gate modification
Lamp extender.
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A small device which allows logic gate to have more lamps in more compact way.
Can be attached only to the left side of a gate-like devices. All lamps placed over it will count for the gate lamps.

Different lamp colors and modes.
For my devices there is a strong need in differentiation of lamp sets, as devices may become too complex for the current system of lamps.
So, I propose some new lamps:

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Colored: copper, silver, golden, platinum, rhodium (made in coin colors; yes, i want 5th coin, and also 5th slot for ammo)
They're all functionally identical, but devices in this suggestion will have different functions for each lamp.​
Input Mode
Lamp transfers input signal to the gate​
Output Mode
Lamp transfers output signal from the gate (Round-Robin)​
Reset Mode
If lamp in this mode activates — it resets all other lamps of same color to the state OFF​
Set Mode
Same as above, but resets lamps to the state ON​

Logic Drivers
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Special devices, which modify the behaviour of logic lamps.
Output drivers:
Round-Robin driver
Reserves all output lamps directly below it, changes default output mode to round-robin for these lamps
Round-Robin changes output after each signal.​
Chance driver
Reserves all output lamps directly below it, changes default output mode to chance for these lamps
The highest lamp gets the highest chance, but no more than 50%
Chance mode puts unique chance of activation for each lamp, for example, we have 5 ouput lamps, then the chances of activation are:
1st lamp: 50%
2nd lamp: 40%
3rd lamp: 30%
4th lamp: 20%
5th lamp: 10%​


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New tool — screwdriver
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A screwdriver allows to modify settings of some devices. Clicking on a device with screwdriver opens a GUI with options. More info about each device — in its part of the post.
The Grand Design now has another mode — screwdriver, on green background.
It allows to either modify settings of block-devices (AND gate on picture) or actuator-like devices (Actuator+wire on picture)

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Actuator-like devices
Sprites here are actually 18x18, instead of 16x16, because they still work the same but allow way more graphics to be inserted into a single sprite. Also 18x18 don't have these bold lines between them.

Actuator.
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Just the original actuator, but with few more possibilities.
With screwdriver, allows blocks to become one-way, totalling in 5 modes:
Mode | Info
Off|Is not passable-through
Center|Fully passable-through
Left|Passable only from the left side of the block
Right|Passable only from the right side of the block
Up|Passable only from the top side of the block
Down|Passable only from the bottom side of the block

Hidden Switch.
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A special device, which sends a signal if some condition is met.
If placed over interactable furniture, like chests, doors, extractinator, etc — sends a pulse when player interacts with it.
If placed over non-interactable furniture, like bookcases, tables, chairs, any tile, any wall, etc — sends a signal only when player right-clicks the tile where this device sits.
Furniture | Condition | Extra info
Storage item|Opened|HS placed over top tiles
Storage item|Opened, then closed (two signals)|HS placed over bottom tiles
Buff-granting furniture (Crystal Ball, Ammo Box, Sharpening Station, Bewitching Table)|Right-clicked|
Extractinator|Putting silt/slush/desert fossil inside|
Grandfather Clock, Ecnhanted Sundial, Lihzahrd Altar, firework fountain, fireworks, etc|Right-clicked|
Sign/Tombstone|Reading|HS placed over top tiles
Sign/Tombstone|Reading, then closing GUI (two signals)|HS placed over bottom tiles
Cannons|Firing|
Target Dummy|Dummy getting damage|
Mannequin, Womannequin|Player putting/getting a part of armor from it|Each part of mannequin (Head slot — top tiles, Body slot — middle tiles, Legs slot — bottom tiles) can be wired up and send signal
Door, Trapdoor, Tall Gate|Opened/closed|Requires "Insulator" in state "centerBlock.OUT"
Bookcase|Right-clicked over the tile where HS was placed|The real use of Hidden Switch! :p
Clay pot (Special)|Flower inside it blooms|The only furniture, that is not interactable, yet works different from just sending a signal if right-clicked in tile
Rope, chain, vine rope, silk rope|Player moves on a pulley through this tile|An equivalent of a pressure plate track for ropes, why not?
Weapon Rack, Item Frame|Player grabs weapon/item from it|
Boss Trophy|Boss has spawned in the world|HS placed over top tiles
Boss Trophy|Boss has spawned in the world, and then got killed (two signals)|HS placed over bottom tiles
With screwdriver you can enable the second mode of the hidden switch — Tile Placement/Destruction Detector (TPDD).
It sends a signal if a block was destroyed or placed into the tile, where TPDD sits.

Insulator.
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The most advanced actuator-like device in the list. As name suggests, it allows to insulate wires from each other. Tile in Terraria have 4 sides + center.
Each side of a tile has 4 states:
IO — allows wire run both inside and outside of a block, through this side
IN — allows wire run only inside of the block, through this side
OUT — allows wire run only outside of the block, through this side
OFF — disallows wire run in both directions, through this side
Center of a tile has 4 states, and also allows to control each wire color
Name | Color of side | Color of corners | Direction of wire signal
IO|
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Light gray|
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Light Color|Both
IN|
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Orange|
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Blinking between wire color and Orange|Only inside of the block
OUT|
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Pink|
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Blinking between wire color and Pink|Only outside of the block
OFF|
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Dark gray|
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Dark Color|None
1. running two wires of same color adjacent to each other, or even running two cables of 4 colors adjacent to each other without colliding
2. even more compact wiring
3. better control over timers: make that only red wire activates the timer (center.red.IN), only blue wire gets signal from it (center.blue.OUT), and yellow wire color can be used both for setting the timer ON and OFF (center.yellow.IO), and green is disabled (center.green.OFF)
4. just plain diodes
5. 64 input AND gate, highly compacted:
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It has 64 lamps, put in a square, with help of Lamp extenders
It has 64 insulators, which allow only one color to touch each lamp each time:
In the center only yellow colors allowed, then only blue, then only green and finally at the side — red.
they also block adjacent wires, so nothing intersects.​
In the end, there are 4 cables with 4 wire colors inside, which can be exapnded, as seen on the right.​
The spritesheet of insulator contains 32 different sprites, an in-game sprite is made by frame overlaying 8 different sprites: 4 side sprites + 4 central sprites.
As both each side and each wire at the center have 4 different states, saving each side will cost 2 bits, and saving each color will cost the same, totalling in 2 bytes per one insulator + 1 bit, signalling to game that there are additional 2 bytes that need to be read.
With Screwdriver you can modify each side and wire color on the center separately in a special GUI.

Block property modifier
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Special device which allows a total control over block beneath it.
If wired — disables modified properties, and brings block back to normal state.
With screwdriver you can modify the properties.
Property slot | Possible properties | Examples from Terraria
Apply buff on contact|All possible buffs|Hellstone(Burning), Liquid Honey (Honey), Lava (On Fire!), Water in Snow Biome (Chilled)
Speed modification|Decrease/Increase speed|Honey(Decrease speed), Asphalt Block (Increase speed)
Jumping|Negate fall damage, Lower jump height, Increase jump height, Auto-jump (trampoline?), Prevent jump|Pink Slime Block (Negate fall damage), Lower jump height (Honey block)
Slipperiness/Friction|Make block slippery, Make block infinitely slippery, Make block infinitely frictinal(prevent movement)|Ice(Slippery), Frozen Slime Block (infinite slippery)
Hardness|Easily-destructible, Indestructible (1000% for any tool), Explosion proof|Easily-destructible(Thin Ice), Explosion proof(Desert fossil, Hellstone before HM)
Passability|For liquids; For player; For NPCs; For Enemies; For Falling blocks| Bubble blocks (For everything besides liquids)
Block modification|Sinking in (Cloud blocks, quicksand, and anything similar); Block falls down (Silt, Slush, Sand); Block "falls" up (Antigravity sand, anyone?)|
Light|Ignore Light System (sprite is shown as bright as possible (like a number on timer)); Cast Light (like torches, with color of light = average color of sprite); Allow light to pass through (Cloud blocks)
Generate liquid|Generate any liquid after block destruction|Hellstone (generates lava), Hive block (generates honey)
Biome|Ignore natural modification by spreading biomes; Ignore Clentaminator; Spread biome by itself|Dungeon bricks (Ignore biome mod); Crimstone (spreads biome by itself)
Server feature|Disallow enemy spawn on this block; Consider this block a suitable house (allows to place NPC banner); Consider this block a player (enemies attack it)|
Weather|Block causes snow to fall; [Block causes rain to fall]| Snow Block (causes snow)
Invisibility (thanks to zadum4ivii) |Hides block entirely, as if there was no block here at all (still requires tool to break, and doesn't allow passing-through)|


All actuator-like devices can be placed into a single tile, and they would change their look accordingly:
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The Grand Design
After all these actuator-like devices, you can see how The Grand Design looks with all of them:
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It not only has 4 wire colors and Actuator, but also a Hidden Switch, Block Property Modifier and Insulator. Also, the third tool.

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Gate-like devices
Binary timer.
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(Timer in delayer mode; measure — seconds; delay — 3)
Description:
A device which allows to set any delay (depending on number of lamps), and allows to choose between tick, second, minute, and hour delays.
Has two modes: timer (sends pulse each n seconds), delayer (waits n seconds, then sends the pulse once)
Allows multiple outputs.​
Controls:
Has 1 golden input which enables/disables the timer
Has 1 silver input which changes mode:
0 — timer mode
1 — delayer mode​
Has 2 copper inputs, which encode in binary, what time measure we use:
00 — tick [there are 60 ticks in one second]
01 — seconds
10 — minutes
11 — hours​
Has N platinum inputs, which determine the delay (in binary)
00 — no delay — instant output of a signal
01 — delay=1
10 — delay=2
...​
Has M outputs, for Round-Robin​
Signal Limiter
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(Allows signal to pass only 3 times)
Description:
A gate-like device, which allows signal to pass through only a limited amount of times.
For example, a signal that can pass through only 5 times, and after that gets locked.
After placing this device down, you first need to place all needed lamps, then encode a number of how many times a signal can pass, and finally attach a wire to the golden lamp. Once golden lamp gets a signal, it will decrement counter by one, and pass the signal to the output. As soon as counter gets to zero, the device becomes locked, and needs to be reseted by a signal on silver lamp.​
Controls:
Has 2^n platinum inputs which encode a number (in binary) of how many times a signal can pass through (The counter max).
Has 1 silver input, which resets the internal counter — resets the number of times a signal can pass.
Has 1 golden input which is used for the signal we're transfering. Decrements internal counter by 1.
Has 1 copper input which is used to increment internal counter by 1.
Has 1 rhodium input, which determines in which mode device works
0 — Signal Limiter
1 — Counter​
Counter mode doesn't transfer the signal, instead it sends a signal only if it has hit maximum, or zero, and of course sends another signal, if decremented from maximum, or incremented from minimum.​
Minimum setup: 1 silver lamp, 1 golden lamp
Allows a signal to pass only once, then needs to be reset. (One-time diode.)​
1. Can be used to open a door only 5 times, for example, disallowing to enter it after that
2. Controlling how many "Lives" the player has in some arcade game.
For example, player always gets teleported to the same room, from the start. Player has 5 lives, and if he dies in that room, he gets respawned and clicks pressure plate — which decrements the counter. Then he gets teleported back into room.
When player will be out of lives, teleport changes it's way and player now always gets teleported away from the room.
Also, there can be made special one-time switches in the room, which can act as extra lives (incrementing the counter, and then locking themselves, to not be reusable)​
3. Another map-type usage: "daily bonus" for the player.
Some timer will increment the counter by one 5 times a game day.
When player clicks the button, it will activate statues, spawning 5 things (or less, if counter allows less)​

Randomizer (Chance Gate)
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(left — Faulty lamp, right — Randomizer gate)
Description:
This is what I propose as a replacement to the Faulty Logic Gate Lamp, as it anyway overrides any gate's function, then why not instead have a special device for that instead of normal gates? The activation of the gate depends on ratio of how many ON lamps and OFF lamps are on.
For example, if there are 1 ON lamp and 9 OFF lamps, the chance of activation is 10%.
Controls:
Has N platinum inputs which control chance of activation.
Has 1 golden input which enables the gate.​
Minimum setup: 1 Golden lamp, 1 platinum lamp
Transistor mode. Allows to control if signal from golden lamp can pass through the gate or not. When platinum lamp is ON, then signal can pass, if it is OFF, then signal can't pass.​

Transformer
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(Transformer[3,1] — Listens for 3 pulses, sends 1 pulse)
Description:
Device, which converts N pulses into M pulses. Basiclly allows to use only one wire to transfer all data, with transformers on both ends, which listen for different amounts of pulses.
This device throws each pulse into a single tick, and as there are 60 ticks per second, the maximum amount of signals transfered — 59, as there must be at least one empty tick between signals, and you can code 59 different inputs and outputs with this system.
For example, we have Transformer[7] at the start, and three different Transformers: [10], [3], [7] at the finish. If we connect them all with wire and turn ON the Transformer[7], then this happens:
Transformer[10] listens for 10 ticks, but finds only 7 signals in a row, and therefore skips this signal.
Transformer[3] listens for 3 ticks, but finds 4th signal, when 4th tick should be empty, therefore it skips the signal.
Transformer[7] listens for 7 ticks, and finds exactly 7 signals in a row, with 8th tick being empty, therefore allows the signal to pass.
Controls:
Has 1 golden input which transfers the signals
Has K platinum inputs, which determine for how many signals we should listen
Has L silver inputs, which determine how many signals we should return to the output​
Minimum setup:
1 golden lamp, N platinum lamps, 1 silver lamp [Condensator mode]
listens for N pulses, converts it into one pulse​
1 golden lamp, 1 platinum lamp, N silver lamps [Reverse condensator mode]
listens for one pulse, converts it into N pulses​
1 golden lamp, 1 platinum lamp, 1 silver lamp [Diode mode]
listens for one pulse, "converts" it into one pulse​

Segmented displays.
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(Showing 16-segment english alphabet and numbers)
Description:
Segmented displays as in your watch. Has 4 different variants: 7-, 9-, 14-, 16-segmented.​
Controls:
Has 7/9/14/16 platinum inputs which turn on/off each segment
Has 4 silver inputs which code the color of the display
0000 — red (ruby)
0001 — green (emerald)
0010 — blue (sapphire)
0011 — yellow (topaz)
0100 — magenta (amethyst)
0101 — white (diamond)
0110 — orange (amber)
0111 — rainbow (all on)
1000 — calculator style
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(All palletes showing the letter "A"; green background is bugged in this gif.)​
Has 2 golden inputs which enable disable decimal point and group divisor
Has N copper inputs which define multiplexing position​
Minimum setup:
For 1 display: 2 golden lamps, 7 platinum lamps
Normal 7-segment alpha-numeric display with additional segments for decimal point and group divisor​
For N displays: 2 golden lamps, 7 platinum lamps, N copper lamps
N displays which are controllable through just two towers of controls.​
Multiplexing is the best feature of these displays, it allows you to not build one giant tower of controls for each display, but instead build just two towers for any amount of displays!
0th display is the rightmost, topmost. 1st display is to the left of 0th display. If we have more rows, they continue counting displays, from right to left.
Main control tower (segment tower) must always be on the rightmost, topmost display. Multiplexing tower can be placed on any other display.
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(This picture shows multiplixed display 6x3 symbols. Segment tower is to the right, and multiplixer tower is to the left.)
Spritesheet contains all possible segments enabled + different backgrounds for displays
Recoloring is intended to be made by game engine.
Spritesheet has 33 sprites (32 without mirrored 9-segment background)
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Nixie tubes.
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(Showing numbers, symbols, english and russian alphabets (without "Ё"))
Description:
Another variant of displays, instead of enabling each segment separately, these allow to show entire symbol.​
Controls:
Has 2^N platinum inputs which encode in binary which symbol to show
000 0000 — empty
000 0001—001 0000 — 0, 1, 2, 3, 4, 5, 6, 8, 9, +, -, ?, ?, %, µ
001 0001—010 0000 — A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P
011 0001—100 0000 — Q, R, S, T, U, V, W, X, Y, Z, :, !, ?, ?, ?, /
100 0001—1000 0000 — [, ], (, )​
Has 1 golden input which controls decimal point
Has M copper inputs which allow multiplexing of nixie, the same way as with segmented displays. Codes position in binary.​
Minimum setup:
For one nixie: 4 platinum inputs (code: empty, numbers, +, -, ?, ?, %)
For M nixies: 4 platinum inputs, K copper inputs (binary coding of position)

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Zone devices
Special devices which allow to manipulate entire zones of blocks. Allows to choose zone the same way as camera mode does. Some devices allow to manipulate more than one zone.

Player sensor
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Should be remade to allow choosing the zone, in which sensor should listen for players.
"Player above" > "Player is in the zone"
Zone color: Cyan.

Light sensor
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A simple sensor of light. When there is enough light for it (Torch in 2 blocks from zone) it sends a signal; When there is not enough light it sends another signal.
Allows to choose a zone.
Zone color: Yellow.

Zone displacer
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Device, that allows to swap two zones of the same size, the block teleporter, in fact.
Allows you to choose two zones, first green, second red; you can change the size only of the green one, red one changes according to the green one.
A 1x1 block, to which lamps can be connected:
Golden lamp — teleport player with the zone
Platinum lamp — teleport NPCs and enemies with the zone
Copper lamp — teleport Walls​
Zone color: Red, Green.
Demonstration:
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(The Zone Displacer swaps these two small zones, copper lamp is needed to teleport walls)

Zone activator
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Device that allows to transfer wire states from one block to another. Simple wireless wiring. It allows to choose zone only 1x1, to transfer any wire states that you put into this block.
It is in fact, extremely useful for making pixel displays. as you can put blocks adjacent to each other, and use Zone activator to transfer states to these blocks.
Zone color: Blue.
Demonstration:
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(Showing with and without Blue Zones)

Block Placer
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Device, which allows placing and breaking blocks in a small zone, good for mapmakers, as it allows creating drawbridges, or mazes with blocking rooms.
It operates on zone from 1x1 to 10x10 in size, It must be connected to inventory to get or put blocks from.
Lamps can be connected:
Golden lamp — must be connected to the chest via wire, allows Block Placer to get/put items from the chest
If there are a block in the zone, Block Breaker will try to destroy it. If there is no block in the zone, Block Placer will try to put it there.
Zone Color: Violet.
Demonstration:
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Other devices

Junction Box
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(all possible modes shown, except 12th mode)
Available modes of wiring (V—vertical, H—horizontal, U—up, D—down, L—left, R—right; [U>R = signal from "up" goes to "right"]):

Mode | Info | Wire connections
1. Normal wiring|Without any modifications|Not a real mode of Junction Box, added here only for completion
2. VH junction|Vertical and horizontal signals don't intersect|U>D, D>U, L>R, R>L
3. UL junction|signals are divided into diagonals|U>L, D>R
4. UR junction|signals are divided into diagonals (mirrored)|U>R, D>L
5. "Vertical priority" junction|Signal from vertical wire goes to all sides, but signal from horizontal goes only to the horizontal.|U>DLR, D>ULR, L>R, R>L
6. "Horizontal priority" junction|Signal from horizontal wire goes to all sides, but signal from vertical goes only to the horizontal.|U>D, D>U, L>RUD, R>LUD
7. Ring junction (UL+UR junction)|signal from vertical goes only to horizontal, but not to the other side of vertical; and vice-versa.|U>LR, D>LR, L>UD, R>UD
8. Right-ring junction|signal always goes in relative right direction|U>L, D>R, L>D, R>U
9. Left-ring junction|signal always goes in relative left direction|U>R, D>L, L>U, R>D
10. UL+VH junction|advanced junction of wires|U>DL, D>UR, L>RU, R>LD
11. UR+VH junction|advanced junction of wires (mirrored)|U>DR, D>UL, L>RD, R>LU
12. Wire interconnector|allows different colors of wire intersect signals|Uses special sprites, which allow connection between any colors
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(these are junctions, which are kinda too advanced to be used, as I think)
Mode | Info | Wire connections
1. V+UL junction||U>DL, D>UR, L>U, R>D
2. V+UR junction||U>DR, D>UL, L>D, R>U
3. H+UL junction||U>L, D>R, L>RU, R>LD
4. H+UR junction||U>R, D>L, L>RD, R>LU

Pressure Plate
I think pressure plate should be able being placed on walls. And It would work the same way as normal pressure plate.
Also, all other types of Pressure Plates (Weighted, Projectile) Should be placeable on all sides of the block and on walls.
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(Top row shows current behavior and placement possibilities of pressure plates in game, bottom row shows what I propose.)
On-wall pressure plates should work like this:
Normal pressure plates palced on walls will activate only from right-click, and will send only one pulse per right click.
Weighted pressure plates will send a pulse at right-click and after you release it.
Projectile on-wall plates will send a signal if projectile flies in front of it.

Dye Fountain
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(Left: Empty Dye Fountain; Right: Dye Fountain with Living Rainbow Dye inside.)
A special fountain, which allows a dye to be placed into it. Changes the color of water accordingly to the dye inside.

Item Frame
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This should be a special device type.
Top tiles must be connected to the chest via wire; Item Frame grabs first available item (starting top-left)
Signaling left bottom tile makes Item Frame drop its contents down.
Signaling right bottom tile makes Item Frame try to use its contents, or if not possible, — drop them.
Item inside Item Frame | Effect
Grenade, Bomb, Dynamite|Item Frame ignites it and drops straight down
Boss Spawner|Spawns respective boss
Any critter|Spawns that critter

Creative Shock Device
creativeshock.png

A small device for adventure map builders.
Crafted with Eternia Crystal and wire.
When activated by wire, enables Creative Shock debuffover some area, disallowing placing or breaking blocks.

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27.06.16 — added some devices to the thread, modified some of existing ones
Changes:
New:
Logic Drivers, Block Placer, Item Frame​
Modified:
Junction Box (added tons of wire junctions)
Block Property Modifier (added invisibility feature, thanks to zadum4ivii)
Hidden Switch (added Boss Trophy usage)
Added spritesheet to segmented displays
22.07.16 — added two new junctions, remade image showing wire junctions
Changes:
Modified:
Junction Box (added two new junctions)

18.01.17 — added Creative Shock Device
If you have any suggestions, post them in the thread, but before posting, be sure to read all info in the main post, or you could end up suggesting already existing idea.
 
Last edited:
It's good, it would expand the wiring mechanic by several dimensions. But in my opinion, what needs to change in wiring before any of this is that wires and devices should be state-based instead of pulse-based. That would give us a more convenient means to control what happens and where in whatever systems we build.
 
It's good, it would expand the wiring mechanic by several dimensions.
Thanks, this thread still doesn't have all my ideas on wiring, and that's only because these ideas need sprites to be done.
But in my opinion, what needs to change in wiring before any of this is that wires and devices should be state-based instead of pulse-based. That would give us a more convenient means to control what happens and where in whatever systems we build.
You certainly have a point here, state-based wiring would help much, though it would require a complete rewrite of wiring code. Basiclly, we'll not see state-based wiring in Terraria
 
This is amazing! Everything here is amazing, great job Sergo! :happy:
Most of all I like the Nixie Tubes

I would suggest to make something that can be placed over blocks like actuator and would make blocks invisible when activated. As for me this will be very useful for map makers like you could make different texts/images/buildings appear from nowhere.
 
This is amazing! Everything here is amazing, great job Sergo! :happy:
Most of all I like the Nixie Tubes
Thanks! (my personal favourites are: binary timer, segmented displays and zone displacer)
I would suggest to make something that can be placed over blocks like actuator and would make blocks invisible when activated. As for me this will be very useful for map makers like you could make different texts/images/buildings appear from nowhere.
Actually, I though about this for Block Property Modifier, this was the last property, and I thought it's better not to add it (I don't remember why), though I surely can add it to the Block Property Modifier, if you think it can be good.
P.S. There will be updates for this thread with some more ideas.
 
I mean good suggestion. I had thought we'd already reached the roof when it came to mechanics.
Thanks! I think we'll never reach the end, there always will be ideas for Terraria, but there's still the limit — Terraria already has too many items, and it needs more and more resources each version.
 
Updated the thread.
27.06.16 — added some devices to the thread, modified some of existing ones
Changes:
New:
Logic Drivers, Block Placer, Item Frame​
Modified:
Junction Box (added tons of wire junctions)
Block Property Modifier (added invisibility feature, thanks to zadum4ivii)
Hidden Switch (added Boss Trophy usage)
Added spritesheet to segmented displays
 
This is a GREAT idea! I never really understood logic gates, but from what I can tell from it, this is going to be really nice for builders!
 
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