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tModLoader Expanded Sentries

TheLoneGamer

Steampunker
icon.png


>Wiki Link (heavily WIP)<

>Discord Link<

Thanks for 34k+ downloads on this mod!

This open source mod adds a new-ish class, the Defender, who uses Sentry damage weapons. These are traps and turrets that unlike minions, don’t follow the player. This is a playstyle that allows for the player to create deadly choke points without using tile based traps and effectively play tower defense style

This mod currently has an alpha release (0.980) on the Mod Browser. There's enough content up to the end of hardmode. In general this mod covers...

  • New class, the Defender, that deals Sentry damage.
  • Plenty of new weapons.
  • Four new armor sets and seven hardmode ore helmets.
  • Some new accessories.
  • Sentries require line of sight to place. A late game accessory can bypass this.
  • This mod's sentries can be used for the DD2 event at the cost of Etherian Mana after the turret slot limit is reached.
  • Sentries last for 24 real life hours.
  • HUD displays max number of sentries if it is greater than one.
  • A buff gets added if any sentries are out, which can be canceled to remove all sentries.

  • All vanilla turrets now scale from sentry damage.
  • Crimson Rod, Nimbus Rod, and Clinger Staff now scale from sentry damage instead of magic damage and obeys the player's max sentries limit.
  • DD2 armors and accessories now boost sentry damage instead of summon damage.
  • Buffed Frost Hydra to penerate up to 5 times (only if re-balanced turrets setting isn't on) and cause Frostburn on hit.
  • DD2 turrets can be used before defeating the Old One's Army for the first time. This had to be done due to hardcoding to be able to freely use this mod's sentires.
  • Tier 2 and 3 DD2 helmets increases sentry limit by one.
  • Tier 3 DD2 armor set bonuses increases sentry limit by one.
  • All vanilla sentry weapons now have auto reuse.
  • Engineering Helmet is no longer vanity, but now an armor piece that provides some stats.

Spikes
These are the most common sentry weapons. Their damage greatly varies depending on the material they’re made out of. All spikes except True and Terra spikes have no knockback, affecting the prefixes they can receive, with Demonic being the best. Hardmode spikes float. They ignore all but the most extreme (1000+) defense.

  • Wooden: 3
  • Rich Mahogany: 4
  • Boreal Wood: 4
  • Palm Wood: 4
  • Ebonwood: 5
  • Shadewood: 5
  • Dynasty Wood: 6
  • Copper: 6
  • Tin: 7
  • Iron: 8
  • Lead: 9
  • Silver: 10
  • Tungsten: 11
  • Gold: 12
  • Platinum: 13
  • Demonite: 15
  • Crimtane: 17
  • Jungle: 18 + poisoned
  • Burudoraiba (Aqua): 21. Obtainable from locked golden chests on worlds created with 0.980+ loaded or from golden lockboxes.
  • Molten: 24 + on fire
  • Night: 30
  • Pearlwood: 18
  • Cobalt: 27
  • Palladium: 30
  • Mythril: 33
  • Orichalcum: 36
  • Adamantite: 39
  • Titanium: 42
  • Gritharvollr (Hallowed): 48
  • Chlorophyte: 60
  • Spooky Wood: 54
  • True Night: 72
  • True Gritharvollr (Hallowed): 72
  • Terra: 90

Gem Layers
These are large gems that float in place. These can be upgraded to powered versions that all share the same damage with 50 Crystal Shards and the original gem layer at a hardmode anvil. Powered gem traps explode every second (less with increased player sentry speed) in a wide radius.

  • Amethyst: 12
  • Topaz: 14
  • Sapphire: 16
  • Emerald: 18
  • Ruby: 20
  • Diamond: 22
  • Amber: 24
  • Powered: 40

Cactus Pillar
CactusPillar.png

This is a tall trap that does 8 damage and ignores all but the most extreme (1000+) defense.

Eboncactus Pillar
DemoniteCactusPillar.png

This is a tall trap that does 15 damage and ignores all but the most extreme (1000+) defense.

Crimcactus Pillar
CrimtaneCactusPillar.png

This is a tall trap that does 17 damage and ignores all but the most extreme (1000+) defense.

Slime Spiker
SlimeSpiker.png

This is a stationary spiky slime that every second, fires out five needles in random upward directions, dealing 14 damage apiece. It drops from the King Slime with a 33% chance or 50% chance from its treasure bag.

Spit Lobber
ShadowOrbTrap.png

This is a trap that fires up vile spit that then breaks into four smaller projectiles that fire downward. It drops from Shadow Orbs with a 50% chance after the first broken Shadow Orb.

Sangri Scepter
SangriScepter.png

This isn't a sentry weapon, but rather a magic weapon to give back to that class for making the normally magic Crimson Rod a sentry weapon. This acts like a weaker, bloody version of the Aqua Scepter. It drops from Crimson Hearts with a 50% chance after the first broken Crimson Heart.

Meteor Breaker
MeteorBreaker.png

This fires a big meteor that then splits into eight projectiles each at a 45 degree angle from each other, dealing 18 damage apiece.

Spiky Baller
SpikyBaller.png

This trap shoots out six spiky balls every second and a half, three on each side for 12 damage apiece. It is sold by the Goblin Tinkerer for 10 gold.

Bee Emitter
BeeEmitter.png

This trap spawns a bee every half a second to seek out nearby enemies, dealing 21 damage. The bees benefit from the owner having the Hive Pack equipped. It is crafted from 14 Beewax at an anvil.

Turrets
These directly target enemies and can be right clicked in order to target a specific enemy. The damage values shown are for their non-rebalanced damage, and then their rebalanced damage, which depends on the config setting used.

Snowball Turret
This turret fires out snowballs at enemies, dealing 13/10 damage per hit.

Demonite Turret
This turret fires out high velocity vile spit at enemies, dealing 25/12 damage per hit. Weaker but faster than the Crimtane Turret.

Crimtane Turret
This turret fires out high velocity blood shots at enemies, dealing 30/15 damage per hit. Stronger but slower than the Demonite Turret.

Jungle Turret
This turret fires out three stingers at once toward enemies, dealing 11 damage per stinger plus can cause poisoned.

Tide Turner
This turret rapidly fires out short range penetrating water toward enemies, dealing 16/12 damage per hit. Obtainable from locked golden chests on worlds created with 0.980+ loaded or from golden lockboxes.

Molten Turret
This turret fires out penetrating projectiles style toward enemies, dealing 40/20 damage per hit plus can cause on fire.

Night Turret
This turret fires out homing shots toward enemies that explodes on impact, dealing 40/20 damage per hit. It is crafted from a Demonite/Crimtane Turret, Jungle Turret, Aqua Turret, and Molten Turret at a demon/crimson altar.

Auto Turret
This turret rapidly fires bullets toward enemies, dealing 20/14 damage per hit. Drops from the Wall of Flesh with 25% chance or 33% chance from its treasure bag.

Hardmode Ore Turrets
These turrets fires out high velocity shots at enemies. Hallowed Turrets shouldn't miss. Chlorophyte Turrets fire out five mid speed projectiles at once.

  • Cobalt: 45/22
  • Palladium: 50/24
  • Mythril: 55/26
  • Orichalcum: 60/28
  • Adamantite: 65/30
  • Titanium: 70/32
  • Skiptilykiller (Hallowed): 80/35
  • Chlorophyte: 35x3/22x3
  • True Night: 100/40
  • True Skiptilykiller (Hallowed): 100/40
  • Gaiac Gyre (Terra): 120/45

Cursed Flame Turret
CursedFlameTurret.png

This turret rapidly shoots cursed fireballs toward enemies, dealing 30/24 damage per hit. Crafted with 20 Cursed Flames and 15 Souls of Night at a hardmode anvil.

Ichor Turret
IchorTurret.png

This turret rapidly shoots out a ichor shower toward enemies, dealing 16/12 damage per hit. Crafted with 20 Ichor and 15 Souls of Night at a hardmode anvil.

Shadowflame Spiky Baller
ShadowflameTrap.png

This floating trap shoots out six shadowflame spiky balls every second and a half, three on each side for 30 damage apiece. It is dropped by the Goblin Summoner with a 16.7% chance or 33.3% chance on expert worlds.

Ball of Frost Spitter
BallOfFrostSpitter.png

This is a floating trap that every second, fires out five balls of frost in random upward directions, dealing 42 damage apiece. Drops from the Ice Mimic 50% of the time or always on expert worlds.

Balance
Balance.png

This is a floating trap that every second, fires out a light and dark projectile, alternating between left and right, up and down, dealing 50 damage apiece. Crafted with a dark shard, light shard, 7 souls of night, and 7 souls of light at a hardmode anvil.

Chiller Turret
FrostCoreTurret.png

This turret fires projectiles that can nearly stop all non-boss and non-DD2 enemies for 40/20 damage per hit. It is crafted from a Frost Core and 12 Adamantite/Titanium Bars at a hardmode anvil.

Taboo Trap
ForbiddenFragmentTrap.png

This trap creates a Sandnado that can trap hit enemies for 25 damage per hit. It is crafted from a Forbidden Fragment and 12 Adamantite/Titanium Bars at a hardmode anvil.

Sticker Spray
CrimsonMimicTrap.png

This trap creates a floating projectile that sprays out ichor fumes in a two way rotating pattern that deal 26 damage per hit. Drops from the Crimson Mimic 25% of the time or 50% of the time on expert worlds.

Crystal Orbit
HallowedMimicTrap.png

This trap creates a floating crystal that then creates another crystal that orbits around it, dealing 50 damage per hit. Drops from the Hallowed Mimic 25% of the time or 50% of the time on expert worlds.

Freezethrower Turret
FreezethrowerTurret.png

This turret shoots out projectiles like a flamethrower that usually causes Frostburn on hit for 16 damage per hit. Drops from any vanilla Frost Legion mob with 1% or 2% chance on expert worlds.

Midas Touch Turret
CoinTurret.png

This turret shoots out coins (not drained from the player's supply) with varying chances on different coin types. By default these are copper coins for 20/15 damage per hit. Each coin doubles the damage from the previous. Silver coins are fired at a 25% chance, gold coins at a 1% chance, and platinum coins at a 0.1% chance. All of these cause Midas on hit targets. Drops from the Flying Dutchman at an 1/6 chance or an 1/3 chance on expert worlds.

Pearlcactus Pillar
This is a tall floating trap that does 48 damage and ignores all but the most extreme (1000+) defense.

Wasp Emitter
This floating trap spawns a wasp every half a second to seek out nearby enemies, dealing 64 damage. It is dropped by Plantera with a 33.3% chance on non-expert worlds or 50% chance from its treasure bag.

Spiky Ball Dropper
This floating trap drops spiky balls, similar to the traps except they don't hurt the user, dealing 100 damage each hit with reduced enemy immune time. It is dropped by the Golem with a 33.3% chance on non-expert worlds or 50% chance from its treasure bag.

Water Tornado
This floating trap is a series of water tornados stacked on top of each other. They suck in enemies, dealing 100 damage each hit with reduced enemy immune time. It is dropped by Duke Fishron with a 33.3% chance on non-expert worlds or 50% chance from its treasure bag.

Bubble Turret
This floating turret rapidly fires short range bubbles, dealing 55/25 damage per hit. It is dropped by Duke Fishron with a 33.3% chance on non-expert worlds or 50% chance from its treasure bag.

Betsy Turret
BetsyTurret.png

This floating turret rapidly fires a flamethrower like Betsy's fire breath, dealing 30 damage per hit. It is dropped by Betsy with a 50% chance either from herself on non-expert worlds, or her treasure bag.

UFO Deathray
This floating trap emits a deathray similar to the Martian Saucer's, dealing 150 damage per hit with reduced enemy immune time. It is dropped by the Martian Saucer with a 33.3% chance.

LGM-1
This floating trap is a massively upgraded Meteor Breaker, with explosions, dealing 180 damage per hit. It is crafted with 18 Pulsar Fragments at an Ancient Manipulator.

Magnetar Deployer
This floating trap fires out two projectiles at once that chase enemies, even through tiles, dealing 120 damage per hit. It is crafted with 18 Pulsar Fragments at an Ancient Manipulator.

HMG Turret
HMGTurret.png

This floating turret rapid fires high velocity bullets, dealing 40 damage per hit. Single target only, but great against tougher mobs. It is dropped by the Moon Lord with a 25% chance on non-expert worlds or 33.3% chance from his treasure bag.
Frozen Armor
FrozenBreastplate.png

Crafted from iron/lead bars and ice blocks at an Ice Machine. Each piece gives 5% increased sentry damage. Full set bonus increases sentry slots by one and provides immunity to Chilled.

Sky Armor
SkyBreastplate.png

Crafted from sunplate blocks and feathers at a Sky Mill. Each piece gives 5% increased sentry damage. Full set bonus increases sentry slots by one, immunity to fall damage, and able to slow down by holding jump while falling.

Engineering Armor
EngineeringShirtGRA.png

Brought from the Mechanic. Costs 20 gold for the full set. Each armor piece increases sentry reaction speed and turret detection range. A full set removes mana costs from sentry weapons, which can be handy for taking on the Wall of Flesh, and grants 10% increased sentry damage. This can be dyed to a select few colors based off of team colors with a matching color dye and shirt at a Dye Vat.

Hardmode Ore Helmets
Crafted like the other hardmode ore helmets. These increase sentry damage and limits, along with getting the special effects of any alternate and Chlorophyte hardmode ores.

Pulsar Armor
EclipseBreastplate.png

Each piece gives 25% increased sentry damage and two (one on legs) extra sentry slots. A full set grants 25% sentry reaction speed and mana free placement of sentries. A full set is crafted from 36 luminite bars and 45 Pulsar Fragments at an Ancient Manipulator.
Sentry Potion
SentryPotion.png

Buffs sentry limit by one for six minutes. Crafted from bottled water, shiverthorn, and a neon tetra at a placed bottle or Alchemy Table.

Defender Potion
DefenderPotion.png

Buffs sentry damage by 20% for 20 minutes. Crafted from bottled water, fireblossom, and an actuator at a placed bottle or Alchemy Table.
Chips
These increase the player’s sentry limit. By design, as a balance attempt, only one of these can be equipped at a time, including the below Hallowed Circuit.

Enchanted: Increases sentry limit by one. Crafted from 10 gold/platinum bars and 18 obsidian at an anvil.
Night: Increases sentry limit by one and 25% increased sentry knockback. Crafted from 8 shadow scales or tissue samples, 5 stingers, 10 bones, and 3 hellstone bars at a demon/crimson altar.
Hallowed: Increases sentry limit by two and 50% increased sentry knockback. Crafted from 6 hallowed bars, a Frost Core, and a Forbidden Fragment at a Mythril/Orichalcum anvil.
Terra: Increases sentry limit by two and 75% increased sentry knockback. Crafted from 3 beetle husks, 12 shroomite bars, 6 ectoplasma, and 150 spooky wood at a Lihzahrd furniture.
Celestial: Increases sentry limit by three and 100% increased sentry knockback. Crafted from 10 Pulsar fragments and 10 luminite bars at an Ancient Manipulator.

Gears, Scopes, and Toolbelts
Gears increase sentry reaction speed. Scopes increase turret detection range. Both of these currently only work for this mod's sentries. Toolbelts are combined gears and scopes of the same tier crafted at a Thinkerer's Workshop. By design, as a balance attempt, only one combo of reaction speed or detection range accessories can be equipped. For example, you can wear one gear and one scope or only one toolbelt at once.

Basic: Increases respective stat by 5/10%. Crafted from 12 iron/lead bars at an anvil.
Evil: Increases respective stat by 10/20%. Crafted from 12 demonite/crimtane bars at an anvil.
Molten: Increases respective stat by 15/30%. Crafted from 12 hellstone bars at an anvil.
Hallowed: Increases respective stat by 20/40%. Crafted from 12 hallowed bars at a Mythril/Orichalcum anvil.

Defender Emblem
DefenderEmblem.png

Increases sentry damage by 15%. Drops from the Wall of Flesh with a 25% chance or 33% chance from its treasure bag. Can be crafted into an Avenger Emblem the same way the vanilla emblems can.

Hallowed Circuit
HallowedCircuit.png

Increases sentry limit by three and sentry damage by 12%. Crafted from a Hallowed Chip and Avenger Emblem at a Tinkerer's Workshop.

Beetle Gear
BeetleGear.png

Increases sentry reaction speed by 25%. Crafted from 8 Beetle Husks at a Mythril/Orichalcum anvil.

Shroomite Scope
ShroomiteScope.png

Increases turret detection distance by 50%. Crafted from 12 Shroomite bars at a Mythril/Orichalcum anvil.

Spectre Lens
SpectreLens.png

Allows placing sentries through solid tiles. Crafted from 12 Spectre bars at a Mythril/Orichalcum anvil.

Terra Toolbelt
TerraToolbelt.png

Combines the effects of the three above accessories. Crafted from each of the above at a Tinkerer's Workshop.

Pulsar Jetpack
PulsarJetpack.png

Has the same stats as Solar Wings. Crafted from 10 luminite bars and 14 Pulsar Fragments at an Ancient Manipulator.
Broken Hero Sentry Parts
BrokenSentryParts.png

Used to craft the true versions of Night and Hallowed Spikes and Turrets. Drops from a Mothron with 33.3% chance on non-expert worlds and 50% chance on expert worlds.

Pulsar Fragment
EclipseFragment.png

Used to craft end game sentry items. Drops 8-15 (12-23 on expert worlds) at a time from each celestial pillar.
Wrangler
Wrangler.png

Brought from the Mechanic for 10 gold. While using, this mod's turrets will fire at your cursor if they're in range. Overrides any automatic targeting while in use. Changes color based on what team you're on.

Pulsar Pickaxe
PulsarPickaxe.png

Has the same stats as other fragment based tools. Crafted from 10 luminite bars and 12 Pulsar Fragments at an Ancient Manipulator.

Pulsar Hamaxe
PulsarHamaxe.png

Has the same stats as other fragment based tools. Crafted from 10 luminite bars and 12 Pulsar Fragments at an Ancient Manipulator.

Pulsar Drill
PulsarDrill.png

Has the same stats as the 1.4 drills. Crafted from 10 luminite bars and 12 Pulsar Fragments at an Ancient Manipulator.
Engineer Toolkit
EngineerToolkit.png

This is the buff station for Defenders. When placed and used, it grants a buff that allows sentries to crit 15% of the time for 10 minutes. Brought from the Mechanic for 10 gold.

Engineer Chest
EngineerChest.png

A chest that looks similar to the Engineer Toolkit. Crafted from a regular chest and 10 wires at a workbench.

Banners
These are Team Fortress 2 inspired banners with colors for each of the six Terraria multiplayer teams. Crafted with 3 loom at a Loom.

Pulsar Fragment Block
PulsarFragmentBlock.png

This is similar to the vanilla fragment blocks. Crafted with a Pulsar Fragment and 5 stone blocks for 5 a piece at an Ancient Manipulator.

I felt among the five classes, that a playstyle wasn’t being accounted for, that of traps and turrets to effectively play tower defense style. The DD2 update planted the seeds for such a playstyle by making sentry summons a separate limit from minions. However I felt it could have gone further with its own damage type, much like how throwing became separated from ranged. I think this would be the closest to an official sixth class.

The Frost Armor is an early game armor intentionally easy to obtain so the player isn’t stuck with only one sentry max for a while. This is in line with mods where early game summoner armors tend to add two extra minion slots so the player isn’t stuck with only one minion prior to defeating the Queen Bee. The nature of the Sky Armor means it can technically be obtained from the start of the game as long as you can take down some harpies. I couldn’t figure out any other way to make a difficult to obtain armor for pre-hardmode without sharing materials from the other class armors. By comparison, The Molten Armor requires mining obsidian and hellstone ore, which you normally can only do with at least an evil pickaxe or getting lucky by getting a Reaver Shark. The Necro Armor requires beating Skeletron before you get a chance at getting bones. The Jungle Armor requires braving the jungle, but can technically be done from the start. The Bee Armor requires beating Queen Bee. The Fossil Armor requires at least an evil pickaxe to mine the required materials. It’s not exactly perfectly balanced between the classes especially since two of them require beating bosses and the rest don’t.

I feel that due to the nature of sentries, the player should have more of them than minions. They are static and I think the player needs a certain amount of them to really effectively set up choke points. This is the opposite of the very few mods I’ve seen that have means to increase the sentry limit at all. It tends to be lower than the minion limits increased.

The main weakness of this class is the lack of mobility in attacking. You can say, drop spikes on enemies easily, but if you have a sentry arena set up somewhere, it can remove sentries used for that set up. Therefore the player may be forced to dodge, attack with other class weapons if they’re not doing a strict class play through, or use certain accessories that can damage enemies. I found myself using modded accessories that either damage enemies from being near them or on hit as not to ruin my sentry setups, accessories that I might have otherwise not used.

The Sentry Potion requires a Neon Tetra because it’s not used in any vanilla crafting recipes so I thought I should give it an use. The Defender Potion is not easily craftable early game and only lasts two minutes because sentires will have whatever damage bonuses the player has when first summoned, even if the player later loses those damage bonuses.

Aside from the Snowball Turret, there are no early game bars that can be crafted into turrets because I feel turrets have an edge over the usual trap sentries. They can aim at specific enemies from a much greater distance than more trap sentries can reach. I also wanted to kind of treat them like guns in that those ain’t gained from early game bars. The Snowball Turret is an exception so that the player has a fighting chance against something like the Eye of Cthulhu. However, trap sentries can deal a lot more DPS if they manage to keep hitting an enemy.

The Wall of Flesh can drop an Auto Turret so I could keep in theme of him dropping a weapon for every class except for summoners and throwers. I’m not sure why a summoner drop wasn’t added. I know in vanilla the throwing class ends at the start of hardmode. I made the weapon steampunk themed to keep in line with the three other weapons dropped. I didn’t want to make it flesh based like how mods add a flesh based summon because it didn’t fit the theme of the other weapon drops. It also does 25 damage and is a rapid fire, so it seems like a lot of DPS. However, the defense of hardmode enemies would cut that damage below quite a bit from 25. However, I may or may not nerf the damage of the Auto Turret, especially when combined with damage bonuses in which the defense difference would matter little.

The hardmode trap sentries float because I feel it’s an upgrade in line of bows being replaced by auto swing repeaters. The post mecha boss turrets floating I feel is an upgrade in line of all swords past that point shooting some sort of projectile. There are however the gem layers that even pre-hardmode, float in place. However they have a small hitbox and have no knockback at all. They could be recasted on fast flying enemies over and over again.

The reason I added the restriction of not being able to place sentries through solid tiles is because I felt it was a bit OP to be able to attack in that manner. Minions can somewhat do that too, but only within a certain distance from the player where sentries are not bound by that. There is however an accessory to lift this restriction because by then the player starts becoming really powerful and I feel by then it’s fitting to have more control of sentry placement.

The reason for there being a lack of a mod added armor post Plantera is because I feel the tier 3 DD2 armors already cover that niche in line with the Beetle Armor, Shroomite Armor, Spectre Armor, Tiki Armor, and Spooky Armor. I also wouldn’t know where to add fitting materials for a sentry armor set at that point in the game.

I feel that sentry armor should have defense somewhere between summoners and mages. I did this with the end game armor. Sentry weapons are a passive play style beyond setting the positions for what sentries you want in an area and therefore I gave them lower defense than mages. Since they don’t follow the player, I decided sentry armor should have a leg up in defense compared to summoner armor. However, since there are no vanilla summoner helmets for the hardmode ore tier armors, I simply gave hardhats the same defense as the mage helmets. From most to least defense, ideally I would have it be warriors, rangers, throwers, mages, defenders, and summoners.

I didn’t added Moon Lord weapon drops because he already drops two sentry weapons. This does leave summoners without post Moon Lord weapons. I could in theory make a couple of new summoner weapon drops from the Moon Lord to give something back to summoners. However, how would the Stardust summoner weapons be topped, especially the dragon?

The reason the powered gem layers all share the same damage is because I feel by the time you’re in hardmode, there’s really no struggle to find anything from amethysts to diamonds. However early game, there is a rarity to different gem types being found so I made the gem layers do different damage based on gem rarity, much like how the gem magic staves work.

  • Some of my older projectile sprites are still in, looking poor next to the resprites.
  • Water Tornado sometimes doesn't behave properly, causing parts of it to remain while others are missing.
  • Due to how I had to attempt to remove any summon damage bonuses from sentry weapons, there might be rounding errors which mean summon damage bonuses alone might have a minute effect on sentry weapon damage, usually amounting to one less damage.
  • DD2 accessories gives turret slot and minion damage bonus based on accessory slot it's equipped in. This happens even with no mods enabled so it might be a tModLoader issue. I've attempted to fix this, but it won't work correctly if you decide to equip more than one DD2 accessory at once, use extra accessory slots through Cheat Sheet, or have the Antisocial mod enabled.
  • Sometimes during the DD2 event, attempting to place sentries might end up wasting Etherian Mana without actually placing the sentry.
  • The wrong player may be given credit for kills done by another player's sentries. It's been a while since I was able to test this, so it may or may not be true anymore.
  • The Taboo Trap's Sandnado currently lacks the full visual effects of vanilla Sandnados till I figure out how to code it correctly.
    Cross mod end game armors added don't yet have all the features of their respective armors. For JoostMod, no special key press ability yet. For Shadows of Abaddon, one of the helmets is crafted instead of brought from a NPC since I have yet to code adding the item to the shop properly with custom currency. For Spirit Mod, sentries don't get an on hit benefit yet.
  • Betsy Turret may not reach far away targets if the player has increased sentry range. The vanilla code I've used I had much trouble attempting to make work properly.

  • More weapons.
  • Cross mod support to add new sentries and items to fit within the themes of the mods.
  • Better balancing.

  • Satellence: For spriting.
  • Derp?: For spriting.
  • Technotoad64: For the new Pulsar item sprites, among others like the updated Defender Emblem, hardmode hardhats, some turrets, and Engineering Armor sprites. As of 0.970, she has done the majority of the sprites, including all the item resprites.
  • Re-Logic: For creating Terraria.
  • tModLoader Development Team: For creating tModLoader.
  • Tremor GitHub: For having code on how to create a new damage type. However I have since replaced the code with the custom damage type example from the Example Mod and it appears Tremor's latest update has done the same.
  • DarkLight: For help with code in the Discord channel.
  • jopojelly: For the Summoners Association code used to display the max turrets in my mod and misc help in the Discord channel.
  • imkSushi: For allowing me to do cross mod support with his mod.
  • Caseratis: For allowing me to do cross mod support with his Boss Materials Plus mod.
  • Geronimo: For allowing me to do cross mod support with his Geronimo's Tinkerings mod.
  • Yuyutsu: For cross mod content with Spirit Mod.
  • Joost8910: For cross mod content with JoostMod.
  • Dan Yami: For cross mod content with Sacred Tools.

This is currently content in this mod that's inspired by other mods.
Soil Spikes
SoilSpikes.png

Inspired by the other Soil weapons from JoostMod. By default this only does 1 damage, but every 666 dirt blocks in your inventory will increase the damage by 1. The spikes will have fixed damage once set and does not update in real time with your inventory dirt blocks. Crafted from 100 dirt blocks at a Demon/Crimson Altar. This is actually fully functional without JoostMod enabled, but the recipe won't be enabled.

Orange Genji Armor
GenjiArmorSentry.png

This chest armor increases max sentries by 4, gives 250 more max life, and provides 35 defense. It is crafted with a single Genji Token anywhere.

Orange Genji Helm
GenjiHelmSentry.png

This helmet armor increases max sentries by 2, sentry damage by 80%, and provides 32 defense. When wore with Orange Genji Armor and Genji Leggings, the set bonus is no sentry mana costs and increases sentry critical chance by 30%. It is crafted with a single Genji Token anywhere.
Flarium Hardhat
FlariumHardhat.png

This armor increases sentry damage by 30%, player health by 20, max sentries by 5, and sentry recharge rate and turret range by 20%. Wearing this with other Flarium armor gives the set bonus of those. It is crafted with 80 Flarium Crystals and 45 Draconium Alloys at a Flarium Forge.

Asthraltite Hardhat
AsthraltiteHardhat.png

This armor increases sentry damage by 18%, player health by 30, max sentries by 8, and sentry recharge rate and turret range by 30%. Wearing this with other Asthraltite armor gives the set bonus of those. It is crafted with 80 Asthraltite Platings at a Flarium Forge. Shadows of Abaddon updated just one day after I updated this mod and it no longer has the Challenger, so depending on how you're supposed to get Asthraltite armor, I will update the method for the next release as this might be uncraftable at the moment.
Shadowspirit Hardhat
ShadowspiritHardhat.png

This armor increases sentry damage by 40%, movement speed by 25%, max sentries by 5, and sentry recharge rate and turret range by 30%. Wearing this with other Shadowspirit armor gives the set bonus of those, although currently minus sentries having extra features. It is crafted with 6 Essences of Eternity at a hardmode anvil.

Any mod that adds sentry weapons should be detected as such by this mod and benefit from the damage type, along with having the Defender Class tag if that config is enabled. However, the sentry recharge and range stats, along with the Wrangler, won't work on sentries from other mods. Also due to the specific coding I used to be able to summon this mod's weapons past the sentry limit for the Old One's Army event, none of the mods listed below will be able to do the same except perhaps those that only allows one hardcoded summon at once.

If you would like your mod to be better supported for this mod, don't use code to remove more then one copy of a sentry weapon's projectile. Have the actual sentry projectile set to projectile.sentry = true. Also the sentry item in its Shoot method will need player.UpdateMaxTurrets() to be called so the sentries obey the player's max turrets.

The Omni-Hammer mod, another one of my mods, has an example of how to make a sentry weapon work in line with how this mod does it, including summoning past the turret limit for the Old One's Army event and using the sentry speed variable introduced by this mod. For example in the item's SetDefaults method...

Code:
Mod otherMod = ModLoader.GetMod("ExpandedSentries");
item.DD2Summon = otherMod != null;

And in the Shoot method for allowing summoning past the turret limit for the Old One's Army event...

Code:
Mod otherMod = ModLoader.GetMod("ExpandedSentries");
if (otherMod != null && !DD2Event.Ongoing)
    player.UpdateMaxTurrets();
else
    player.UpdateMaxTurrets();
using Terraria.GameContent.Events; will be needed at the top of the file to get that to work. Here's what the projectile code looks like...

Code:
float delay = 60;
Mod otherMod = ModLoader.GetMod("ExpandedSentries");
if (otherMod != null)
    delay /= (float)otherMod.Call("UseSentrySpeed");

There are five functions included from using Mod.Call...

Mod.Call("IncreaseSentryDamage", amount);
Mod.Call("IncreaseSentrySpeed", amount);
Mod.Call("IncreaseSentryRange", amount);
Mod.Call("UseSentrySpeed");
Mod.Call("UseSentryRange");

No need to use Weak References. I hope that covers everything. Originally the part below contained various mods with sentry weapons, but by now, it would be very outdated and very hard to manage, so I've edited the list down to cross support mods I've coded directly.

  • Boss Materials Plus: Five of the materials dropped from certain bosses can be used to craft items for this mod related to that boss at an anvil.
  • Geronimo's Tinkerings: Materials dropped from bosses can be used to craft some weapons from this mod.
  • Luiafk: Unlimited versions of the potions and Engineer Toolkit can be crafted. For potions, 30 of each at a bottle and for the Unlimited Engineer Toolkit, 5 at a bottle. These three can be combined into Unlimited Sentry Buffs at a bottle. Unlike native Luiafk items, these won't enable certain items to function in the piggy bank. They work by being in your inventory. These items are fully function without Luiafk enabled, but they won't have crafting recipes.
  • imkSushi's Mod: Added support so the boss loot swapping token sold by the Goblin Tinkerer can be used to switch certain items around with this mod's items and vice versa at a Tinkerer's Workshop.

  • 0.980: Updated for tModLoader v0.11.7.8
    - Even more resprites, including updated mod icon.
    - Spectre Lens and Terra Toolbelt will no longer block each other from being equipped, although equipping both at once offers no benefit beyond accessory prefixes.
    - Fixed Engineer Chest tile having bad offsets, so now it should look and animate correctly.
    - True weapons can also now be crafted with two Broken Hero Fragments from Thorium if it is loaded.
    - Added Mod Config settings including rebalanced, nerfed turret damage (on by default), allowing sentry through solid tiles placement, and restricting equipping of multiple accessory types. Clientside options include at what sentry limit the sentry count UI will show, if at all. Also includes an option to display which items are Defender class items. Off by default.
    - Shadows of Abaddon's Frigid Aura Staff now counts as a sentry weapon. It still only allows one sentry, but will now benefit from sentry damage bonuses.
    - Fixed grammar on the tooltip for the Active Sentries buff.
    - Chlorophyte Turret base damage reduced from 42 to 35 ((22 on rebalanced damage) and only fires three instead of five projectiles at once.
    - In keeping in with how JoostMod changed its soil weapons, the Soil Spikes now gain damage for every 666 dirt blocks held instead of 100.
    - Renamed [True] Night Spikes to [True] Night's Burrow.
    - Light color on turret bases should finally match the color the turret itself is, instead of always bright.
    - Spiky Ball Dropper now shoots out 4 projectiles instead of 3
    - Magnetar Deployer projectiles will now chase wet targets instead of not homing in on them.
    - Added Betsy's Turret.
    - Added HMG Turret.
    - Fixed sentry crits not working on any sentries that fired projectiles.
    - Improved the sentry weapon and projectile detection, mainly with removing the old code used to detect sentry projectiles, as it was mostly causing issues and shouldn't be needed.
    - All of this mod's sentries now have an use time of 15, but no more auto use, allowing quicker, more controlled sentry placements.
    - The old code used to handle global damage increases has been removed. It had issues like not working with lowered damage like from debuffs. Now the player global damage variable is depended on, which certain mods might not be using yet.
    - Terra weapons now have additional materials in their crafting, specifically shroomite bars, spectre bars, and spooky wood. This is so True weapons are not outdated the moment you get both.
    - The dungeon weapons are no longer crafted (except with imkSushi's mod), but are now found in locked golden chests. They can also be collected from golden lock boxes.
    - Adjusted cost of many weapons, making them far cheaper to reforge and more consistent with vanilla weapons of the same tier. A few minor crafting adjustments on specific weapons to also be better in line with vanilla crafting costs.
    - Bee Emitter actually properly functions as a bee weapon now, over three years later. This means very slight random base damage and strong bees form using the Hive Pack now actually do more damage and knockback.
    - Many sources that increase sentry speed have been reduced to half. Also max sentry speed is now 200% instead of 300%.
    - Sentry Potion buff now only gives 1, instead of 2 max sentries. Reduced sentry count on many pieces of armor.
    - Sky armor gives 5% increased sentry damage per piece instead of 6%, along with only one sentry slot added to the set bonus and taken away from each piece.
    - Due to the rebalance, frost hydra projectiles once again no longer penetrate as not to completely outclass this mod's turret. This puts frost hdyras in the role of dealing with stronger targets like bosses while other turrets are better at crowds.
    - The equipment UI no longer displays your max sentry count if Summoners Association is enabled, as it has a similar UI element as to avoid clutter.
  • 0.971: Jungle Turret damage reduced from 14 to 11.
    - Certain renamed items now have their original names in (), like "Burudoraiba (Aqua Spikes)".
    - Resprited some more items and projectiles.
    - Sentries drawing in the lighting value of the player instead of what the projectile should be should, especially noticeable in multiplayer, should finally be fixed.
    - Suitable projectiles now count as cold damage. More so for the sake of completation than anything else.
    - Added Titan Hardhat to work with Thorium's Titan armor set.
    - Started process for adding in turrets to fit into the Loot Bags mod's tiered core weapons. So far just tier 1, Novice Turret, is in.
    - Fixed offsets of Mythril and Orichalcum Hardhats when wore.
    - Added the Vile Orb, a magic weapon that can drop from Corrupt Mimics, to give back for making the Clinger Staff into a sentry weapon.
    - Turrets will no longer fire at enemies that cannot be hurt.
    - Changed a line of code for the Active Sentries buff so it no longer ceases to function as intended when the Unlimited Buff Slots mod is loaded.
    - Celestial Chip renamed to Pulsar Chip. Like with all other renames, this is a display name only change, not code name change, so anyone who already has this item won't lose it.
    - Added tooltips to make it clear which accessories cannot be equipped with other accessories.
  • 0.970: Greatly toned-down particle effects from Night Turret and True Night Turret projectiles.
    - Buffed Bee Emitter damage from 14 to 21 and Wasp Emitter from 42 to 64. They also spawn projectiles twice as fast (30 frames instead of 60 frames).
    - Lowered crafting costs of most turrets to be in line with spike costs and no longer 50% extra.
    - Added Engineer Toolkit, sold by the Mechanic. This is a buff table that gives a 15% chance for sentries to crit.
    - Added Luiafk style unlimited buffs which can be crafted when that mod is active. Unlike the actual Luiafk unlimited buffs, these alone don't enable items in the piggy bank to work.
    - Added Pulsar Pickaxe and Pulsar Hamaxe.
    - Updated sprites of all Pulsar related items.
    - Updated all trap weapon sprites to visually look like screwdrivers.
    - Updated all turret weapon sprites to visually look like wrenches.
    - Updated Defender Potion and Sentry Potion sprites.
    - Added Dynasty Wood Spikes.
    - Changed recipes of the chip accessories, generally making them easier to craft.
    - Updated sprites for Frozen and Sky armors. They are no longer vanilla armor recolors.
    - [True] Hallowed Spikes renamed to [True] Gritharvollr.
    - [True] Hallowed Turret renamed to [True] Skiptilykiller.
    - Aqua Spikes renamed to Burudoraiba.
    - Aqua Turret renamed to Tide Turner.
    - Terra Turret renamed to Gaiac Gyre.
    - Demonite Cactus Pillar renamed to Eboncactus Pillar, Crimtane Cactus Pillar renamed to Crimcactus Pillar, and Hallowed Cactus Pillar to Pearlcactus Pillar.
    - All trap sentries had their use time set to 20 (down from 30) to keep in line with the rest of the trap sentries' use times.
    - Added decoration banners in the style of Team Fortress 2 teams, plus the team colors used in Terraria.
    - Added more early hardmode weapons, which includes the Chiller Turret, Taboo Trap, Sticker Spray, Freezethrower Turret, Midas Touch Turret, and Crystal Orbit.
    - Added Spit Lobber that can drop from Shadow Orbs to act as a Corruption counterpart for the Crimson Rod.
    - Crystilium Mod no longer has the True Topaz Staff falsely detected as a sentry weapon. However due to the mod failing to load for me, I can't quite test this change out.
    - Early hardmode ore turrets, including Hallowed Turret, now penetrate at least twice as many targets.
    - Added a Crimson magic weapon that can drop from Crimson Hearts, to give back for making the Crimson Rod into a sentry weapon.
    - Added Shadowspirit Hardhat for Spirit Mod, Flarium and Asthraltite Hardhats for Sacred Tools, and Genji body and helm armor pieces, along with Soil Spikes for JoostMod.
    - Added Engineer Chest which is visually similar to the Engineer Toolkit.
    - Added Pulsar Fragment Blocks.
    - Snowball Turret now requires Snow Blocks instead of Ice Blocks.
    - Jungle Turret has been slowed down from firing every 45 frames to 60 frames.
    - Dart Trap sentry weapon now fires every 90 frames instead of 120.
    - Gem Layers do 6 damage less each. Powered Gem Layers do 20 less damage.
    - Auto Turret once again does 20 damage instead of 25.
    - Pearlcactus Pillar damage buffed from 30 to 48.
    - Updated mod icon.
  • 0.960: Cactus Pillar now requires Iron/Lead Bars on top of Cactus to craft and damaged reduced from 10 to 8.
    - Lowered the sell price of many accessories to allow for cheaper reforging.
    - Gem Layers now have recipes matching that of Gem Staves. While this adds an additional cost to them, the gems required to craft them are also lower. They also have a lower value.
    - Toned down the spawning of particle effects from LGM-1 projectiles.
    - Improved detection of sentry items and projectiles. This means the Thorium barrier wands will no longer count as sentries. Spirit Mod sentries are detected better.
    - Removed Shroomite Gear. It was an old item made unobtainable by normal means, but left in to allow easier replacing to Beetle Gear.
    - Engineering Helmet is no longer a vanity item. It's now armor and costs 5 gold, but gives some sentry stats. There is a shirt and pants sold by the Mechanic to go with it for a full armor set, an alternate to Sky Armor.
    - Added Wrangler, a tool of the same name from Team Fortress 2 that allows the user to aim and fire their turrets where they aim.
    - Frozen Armor now requires an Ice Machine to craft instead of an anvil to add a bit more flavor to the crafting.
    - Added recipe for Ice Machine and Sky Mill to help counter bad luck or trouble finding them in chests.
    - Several Calamity projectiles from summoner armor set bonuses no longer counts as sentries.

  • 0.950: Updated for tModLoader v0.10.1.5.
    - Several new sprites added which include the rest of the turrets and Pulsar items.
    - Added Pulsar Jetpack.
    - Renamed Pulsar Breaker to LGM-1.
    - Renamed Pulsar Chaser to Magnetar Deployer.
    - Added Dart Trap Sentry and Geyser Sentry.
    - Accessories that increase the same stat can no longer be stacked on top of each other with the exception of the Defender Emblem.
    - Molten Turret projectile is much smaller.
    - Attempted to fix what might be a tModLoader bug in which DD2 accessories gives turret slot and minion damage bonus based on accessory slot it's equipped in.
    - Most turrets had their damage reduced to account for the amount that can be placed.
    - Greatly toned down amount of dusts spawned from many of this mod's projectiles.
    - Aqua Spikes and Aqua Turret projectiles now cause wet on hit targets.
    - Toned down damage bonuses from hardmode ore helmets.
    - Thorium's Void Planter projectiles no longer falsely count as sentries.
    - Certain traps like spikes and cactus pillars do less damage against multiple segmented enemies.
    - If an UFO Deathray loses its beam, like from Calamity's Revengeance Mode, it will now disappear instead of remaining with no beam.

  • 0.943: Made the Clinger Staff a sentry weapon. Renamed Eclipse items to Pulsar. This is a display name only change so nothing will be lost. Calamity's Siren Lure minion will no longer count as a sentry.

  • 0.942: Sentry weapons should no longer benefit from summon damage bonuses alone. I can't believe I missed this for so long.

  • 0.941: The Antiaris' Royal Stave alt fire crystal projectile will no longer count as a sentry due to this mod's detection method. Added Mod.Call methods for easier cross mod support.

  • 0.940: Updated some sprites thanks to Satellence. They'll be mixed in with older sprites. Spikes, except True and Terra Spikes, no longer have knockback.

  • 0.935: Added the Balance and UFO Deathray weapons. Added Geronimo's Tinkerings support. The Shadowflamer Spiky Baller, Wasp Emitter, Spiky Ball Dropper, and UFO Deathray can be crafted with the related boss drops from this mod and other materials.

  • 0.934: Added imkSushi's Mod support. The boss loot swapping token sold from the Goblin Tinkerer can be used to swap certain boss drops with related items from this mod and vice versa at a Tinkerer's Workshop. Added Boss Materials Plus support. Crafting materials from that mod can be used to craft related boss RNG drops from this mod, 5 each at an anvil.

  • 0.933: Added toolbelt combinations for lower end gears and scopes. Attempting to place a sentry inside a solid tile when at or over the turret limit during the DD2 event should no longer waste Etherian Mana. Cursor showing sentry weapon icon now no longer shows inside solid tiles or when at or over the turret limit without enough Etherian Mana during the DD2 event. Ice Mimics spawned from chest statures will no longer drop a Ball of Frost Spitter. Sentry weapons no longer benefit from minion knockback.

  • 0.932: Multiplayer issues with sentries disappearing unexpectly should be fixed.

  • 0.931: Fixed vanilla DD2 sentry weapons costing extra Etherian Mana to summon during the DD2 event when they shouldn't be.

  • 0.930: Added a new potion and several new accessories.

  • 0.921: Fixed modded weapons costing 20 Etherian Mana to summon or wasting 10 if at or above the sentry limit during the DD2 event.

  • 0.920: Added code to attempt to detect modded sentry weapons to change to sentry damage. Results vary greatly between mods.

  • 0.911: Fixed Water Tornado not lasting longer than 2 minutes.

  • 0.910: Added new accessories. Sentries should now last 24 real life hours instead of 6 minutes. Eclipse Armor set bonus now also makes sentry weapons mana free.

  • 0.900: Added Eclipse Fragments which drop from all celestial pillars. These can be crafted into two new weapons and a brand new armor set.

  • 0.800: Added a weapon drop from the Golem and two weapon drops from Duke Fishron. Added a couple of new accessories. Added active sentries buff which can be canceled to remove all sentries. Vanilla non-DD2 turrets should no longer last forever. All vanilla sentries now have auto reuse.

  • 0.650: Minion targeting function of turrets no longer drain Etherian Mana during Old One's Army event. Also added true forms of the Night and Hallowed weapons (sans Cactus) and Terra Spikes and Terra Turret.

  • 0.601: Fixed inventory max turrets display being overridden by Summoners Association display by shifting the former downward.

  • 0.600: Turrets should mirror much better and stay lined up with their bases. Added sentry speed, although nothing increases it yet. Added turret display if max turrets is more than one. Added three new weapons and Chlorophyte Hardhat.

  • 0.500: Better spike collision. Added early hardmode weapons and helmets. Added placeholder icon.

  • 0.320: Fixed wrong visual rotation of turrets although they don't quite fit onto the base very nearly when facing left. Also Night Turret minion targeting should now have the homing projectiles only home in after the highlighted target rather than the closest one.

  • 0.310: Fixed the major bug of not being able to use sentires at all. Also now during the DD2 event, Etherian Mana is displayed for sentry weapons.

  • 0.304: DD2 event related bugs like using up Etherian Mana from merely holding the item or before the turret limit is reached should be fixed.

  • 0.303: Fixed Goblin Tinkerer not selling the Spiky Baller.

  • 0.302: Fixed Slime Spiker not dropping from King Slime.

  • 0.301: Added home page.

  • 0.3: Released.

If I'm offline for 60+ days, then I give permission for anyone to take over ownership and development of this mod.
 

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Interesting, sounds like a fun class to play, with some more accessories and armour and maybe some good sprites this could be an amazing mod.
 

Virukino

Terrarian
Some name suggestions and other things:
Gem layer: Gem Mine(if that's what they are)
Slime Spiker: Decoy Slime(also, do you mean stationary, not situational?)
Bee Emitter: Artificial Beehive
There's already a snowball turret thing
For the Night Turret, maybe have it do 50 damage, and it's altar not alter
For the Jungle Turret, do you mean stingers?
The Frozen armor is very similar to the Frost armor, maybe just Ice armor?
In the chips category, it says Alter again

How do you craft the "chips"
Chips: Shards
 
Some name suggestions and other things:
Gem layer: Gem Mine(if that's what they are)
Slime Spiker: Decoy Slime(also, do you mean stationary, not situational?)
Bee Emitter: Artificial Beehive
There's already a snowball turret thing
For the Night Turret, maybe have it do 50 damage, and it's altar not alter
For the Jungle Turret, do you mean stingers?
The Frozen armor is very similar to the Frost armor, maybe just Ice armor?
In the chips category, it says Alter again

How do you craft the "chips"
Chips: Shards
Altar is the correct word lol
 

HallowKingJerrold

Spazmatism
May I suggest an few new Sentries?

Gemworlder's Tower
Pre-Hardmode Sentry that changes effects depending on Gem Layers and "Boss Medallions"

Cultmaster's Robes
Hardmode armor that focuses on defense and Sentry damage, Full set giving an buff to Sentry damage scaling with current defense

Minishark/Megashark Turret
Craftable sentry versions of both the Minishark and Megashark, using the "Turret Parts", sold by the Arms dealer during blood moons

Turret Clock
Post Mechanical Sentry that is sold by the Steampunk NPC

The Anderson
(Thorium) An turret that heals those nearby it, healing more HP scaling with summoner's Radiant Stat

Zaunwater Boombox
(Thorium) An turret that shoots rapidly at foes, and grants those near it Empowerment - Mana Regen 2

Prism Pole
An Moon Lord drop that uses the Last Prism as an sentry
 

Moon_Man

Terrarian
needs an "upgradeable" turret
upgrades come at certain damage thresholds
and no Engineer armor set?
not to mention hardmode sentries
 

Fishy Snake

Terrarian
I think I found the solution to the "no sentries appearing" problem. Like the Dungeon Defenders sentries, you can't use them outside the Old One's Army event until you complete it at least once.
That said, certain sentries don't visually act correctly. Specifically, sentries that aren't symmetrical with an obvious facing, like the snowball turret, face right correctly when shooting to the right, but when it shoots to the left, it'll either turn upside down or face right.
 

TheLoneGamer

Steampunker
How has a playthrough of this mod been for people in terms of using it with other classes and only using sentry weapons? I'm currently on a playthrough using only sentry weapons with some major mods installed and going through plenty of pre-hardmode boss fights. The difficulty varies, with fast moving bosses being some of the toughest to deal with. The Demonite and Crimtane turrets really helped out in those cases.

I don't have as much free time during the weekdays compared to the weekends to work on this.

Nice! This mod basically adds a new class! Hope this becomes popular!
Me too. It's going to take a lot more work than I put into it now for that to happen.

Interesting, sounds like a fun class to play, with some more accessories and armour and maybe some good sprites this could be an amazing mod.
I'll need help when it comes to the sprites. I haven't dared asked for help yet because I want to be able to prove that I can do something first, in this case, the coding. There are still plenty of better coders then me, but I don't want to be in a position where I'm asking people to help without showing any work myself.

Some name suggestions and other things:
Gem layer: Gem Mine(if that's what they are)
Slime Spiker: Decoy Slime(also, do you mean stationary, not situational?)
Bee Emitter: Artificial Beehive
There's already a snowball turret thing
For the Night Turret, maybe have it do 50 damage, and it's altar not alter
For the Jungle Turret, do you mean stingers?
The Frozen armor is very similar to the Frost armor, maybe just Ice armor?
In the chips category, it says Alter again

How do you craft the "chips"
Chips: Shards
You mean the Snowball Launcher, the tile based turret? The names are pretty similar, but not quite. I'm not sure about raising the damage of the Night Turret just yet. Sure it does the same damage as the Molten Turret, but it's a lot more likely to hit targets due to its homing ability. I might rename the Frost armor to Ice armor since it's pretty close to the Frozen armor. As for chips, I wanted something mechanical sounding.

Altar is the correct word lol
A whole post just for that?

May I suggest an few new Sentries?

Gemworlder's Tower
Pre-Hardmode Sentry that changes effects depending on Gem Layers and "Boss Medallions"

Cultmaster's Robes
Hardmode armor that focuses on defense and Sentry damage, Full set giving an buff to Sentry damage scaling with current defense

Minishark/Megashark Turret
Craftable sentry versions of both the Minishark and Megashark, using the "Turret Parts", sold by the Arms dealer during blood moons

Turret Clock
Post Mechanical Sentry that is sold by the Steampunk NPC

The Anderson
(Thorium) An turret that heals those nearby it, healing more HP scaling with summoner's Radiant Stat

Zaunwater Boombox
(Thorium) An turret that shoots rapidly at foes, and grants those near it Empowerment - Mana Regen 2

Prism Pole
An Moon Lord drop that uses the Last Prism as an sentry
I might be able to make use of some of those suggestions. I would like cross mod support for sure, although I don't know what stage that will come at. I have plenty of ideas in mind already if I can do that. I might not do the Prism Pole since the Lunar Portal Staff's sentry acts pretty similar to that already.

needs an "upgradeable" turret
upgrades come at certain damage thresholds
and no Engineer armor set?
not to mention hardmode sentries
What do you mean by upgrade able turret? Something that can be upgraded into a more powerful form of itself? Engineer armor set could maybe be a thing since there's already a hat for it. As for the lack of hardmode sentries, at least new ones, this mod is still pretty early in development. I do want to add content all the way up to the Moon Lord before I no longer consider it an alpha.

May I suggest an "Sentry File Card" accessory that can show you how many Sentries you can have a time?
That sounds like what the Summoners Association does for summons. I would like to do something like that. Summoners Association is even open source.

Ive tried loading different worlds and such but it still doesn't work. Any tips?
Based on what I'm going to type below, it seems going to a world where the Old One's Army has been defeated at least once enables the character to use the sentry weapons. I think that's what it is anyway.

I think I found the solution to the "no sentries appearing" problem. Like the Dungeon Defenders sentries, you can't use them outside the Old One's Army event until you complete it at least once.
That said, certain sentries don't visually act correctly. Specifically, sentries that aren't symmetrical with an obvious facing, like the snowball turret, face right correctly when shooting to the right, but when it shoots to the left, it'll either turn upside down or face right.
Thank you very much for this. I didn't even considered this. Hmm... I'll have to look deeper into the source code and probably do something like flag the player having already completed the event depending on how it's coded. I'm aware of that visual bug, but I haven't yet figured out how to fix it. I tried copying the vanilla code that does it correctly, but I must be overlooking something.
 

Moon_Man

Terrarian
What do you mean by upgrade able turret? Something that can be upgraded into a more powerful form of itself? Engineer armor set could maybe be a thing since there's already a hat for it. As for the lack of hardmode sentries, at least new ones, this mod is still pretty early in development. I do want to add content all the way up to the Moon Lord before I no longer consider it an alpha.
yes
like
if it does x amount of damage, it gets a faster fire rate and more damage
and also
now that I think about it
turrets for each of the ores and gemstones (like the ones for crimtane and demonite) would be nice
 

Nordblum

Terrarian
Just started a new playthrough with this mod included among others and I cannot put down wooden spikes. I guess it's because of some other mods, maybe WeaponOut. I click with a Wooden Spike selected in hotbar and nothing ever happens.
 

TheLoneGamer

Steampunker
Just started a new playthrough with this mod included among others and I cannot put down wooden spikes. I guess it's because of some other mods, maybe WeaponOut. I click with a Wooden Spike selected in hotbar and nothing ever happens.
Do you have the latest version, at least 0.310? That should fix that bug although it's possible I overlooked something else.
 

HallowKingJerrold

Spazmatism
More Sentry ideas

Firefly Launcher
(An turret that fires an cluster of fireflies that home in on foes.)

Boss Medallion - Ruler of the Slimes (King Slime)
(An Medallion that can either be worn to give Sentries the ability to Pierce through foes, or to attach to an Gem Layer to make an Gemworlder Tower - Pierce)

Boss Medallion - All-Seeing Eye (Eye of Cthulhu)
(An Medallion that can either be worn to give Sentries the ability to home in on foes, or to attach to an Gem Layer to make an Gemworlder Tower - Hunter)

Boss Medallion - Sandstorm-sharpened Feather (The Grand Thunder Bird)
(An Thorium Medallion that can either be worn to give Sentries the power to cripple enemy defense, or to attach to an Gem Layer to make an Gemworlder Tower - Defense Buster)

Boss Medallion - Tainted Desires (Evil Boss)
(An Medallion that can either be worn to give Sentries the power to sap away life, or to attach to an Gem Layer to make an Gemworlder Tower - Vampire)

Boss Medallion - Purified Seedling (Folivine)
(An GRealms Medallion that can either be worn to give Sentries the power to fire slowing pollen, or to attach to an Gem Layer to make an Gemworlder Tower - Blooming Flower)

Boss Medallion - Royal Honey (Queen Bee)
(An Medallion that can either be worn to give Sentries to power to poison foes, or to attach to an Gem Layer to make an Gemworlder Tower - Poison)

Boss Medallion - Busted Key Piece (Skeletron)
(An Medallion that can either be worn to give Sentries an lingering flame where their shots land, or to attach to an Gem Layer to make an Gemworlder Tower - Curse)

Boss Medallion - Granite Core Parts (Granite Energy Storm)
(An Thorium Medallion that can either be worn to give Sentries the ability to Overflow enemies, or to attach to an Gem Layer to make an Gemworlder Tower - Surge)

Boss Medallion - Shattered Hilt (The Buried Champion)
(An Thorium Medallion that can either be worn to give Sentires the chance to Petrify foes, or to attach to an Gem Layer to make an Gemworlder Tower - Medusa)

Boss Medallion - Intact Energy Core (The Star Scouter)
(An Thorium Medallion that can either be worn to give Sentries the chance to split apart upon impact, or to attach to an Gem Layer to make an Gemworlder Tower - Scatter Shot)

Boss Medallion - The Guild's Heart (Wall of Flesh)
(An Medallion that can either be worn to give Sentries the ability to set foes on fire and frostfire, or to attach to an Gem Layer to make an Gemworlder Tower - Twinflame)

(The list of Pre-Hardmode Boss Medallions, including 4 Thorium and 1 GRealms bosses.)
 

Moon_Man

Terrarian
More Sentry ideas

Firefly Launcher
(An turret that fires an cluster of fireflies that home in on foes.)

Boss Medallion - Ruler of the Slimes (King Slime)
(An Medallion that can either be worn to give Sentries the ability to Pierce through foes, or to attach to an Gem Layer to make an Gemworlder Tower - Pierce)

Boss Medallion - All-Seeing Eye (Eye of Cthulhu)
(An Medallion that can either be worn to give Sentries the ability to home in on foes, or to attach to an Gem Layer to make an Gemworlder Tower - Hunter)

Boss Medallion - Sandstorm-sharpened Feather (The Grand Thunder Bird)
(An Thorium Medallion that can either be worn to give Sentries the power to cripple enemy defense, or to attach to an Gem Layer to make an Gemworlder Tower - Defense Buster)

Boss Medallion - Tainted Desires (Evil Boss)
(An Medallion that can either be worn to give Sentries the power to sap away life, or to attach to an Gem Layer to make an Gemworlder Tower - Vampire)

Boss Medallion - Purified Seedling (Folivine)
(An GRealms Medallion that can either be worn to give Sentries the power to fire slowing pollen, or to attach to an Gem Layer to make an Gemworlder Tower - Blooming Flower)

Boss Medallion - Royal Honey (Queen Bee)
(An Medallion that can either be worn to give Sentries to power to poison foes, or to attach to an Gem Layer to make an Gemworlder Tower - Poison)

Boss Medallion - Busted Key Piece (Skeletron)
(An Medallion that can either be worn to give Sentries an lingering flame where their shots land, or to attach to an Gem Layer to make an Gemworlder Tower - Curse)

Boss Medallion - Granite Core Parts (Granite Energy Storm)
(An Thorium Medallion that can either be worn to give Sentries the ability to Overflow enemies, or to attach to an Gem Layer to make an Gemworlder Tower - Surge)

Boss Medallion - Shattered Hilt (The Buried Champion)
(An Thorium Medallion that can either be worn to give Sentires the chance to Petrify foes, or to attach to an Gem Layer to make an Gemworlder Tower - Medusa)

Boss Medallion - Intact Energy Core (The Star Scouter)
(An Thorium Medallion that can either be worn to give Sentries the chance to split apart upon impact, or to attach to an Gem Layer to make an Gemworlder Tower - Scatter Shot)

Boss Medallion - The Guild's Heart (Wall of Flesh)
(An Medallion that can either be worn to give Sentries the ability to set foes on fire and frostfire, or to attach to an Gem Layer to make an Gemworlder Tower - Twinflame)

(The list of Pre-Hardmode Boss Medallions, including 4 Thorium and 1 GRealms bosses.)
I will say this one last time, so LISTEN UP:
"AN" PRECEDES WORDS THAT START WITH A VOWEL.
"A" PRECEDES WORDS THAT START WITH A CONSONANT.
 

TheLoneGamer

Steampunker
I'm almost done with the 0.5 (I'll be skipping around version numbers) update. I added weapons and helmets to cover up to where Terraria 1.1 originally ended, the three mech bosses. Since I'm doing a playthrough of this mod myself, I want to keep it updated and get to the end game at some point. I added quite some weapons including a Wall of Flesh weapon. The main thing at this point is some spriting and I can have the update out to cover early hardmode maybe this weekend. I wonder if I could get any spriters onboard since my programmer art isn't exactly that great especially since it has poor shading and recolors (and sometimes edits) of vanilla sprites.

yes
like
if it does x amount of damage, it gets a faster fire rate and more damage
and also
now that I think about it
turrets for each of the ores and gemstones (like the ones for crimtane and demonite) would be nice
I'm not quite sure about gem turrets yet. I purposely left the early game ores with no turrets since I wanted to treat turrets as something you don't get right away like with guns. Granted there is the snowball turret, but otherwise there's just the traps. If I did had early game ore turrets, that might just shoot wooden arrows.

...was expecting the gem items would fire lasers...
The early game sentry weapons are simple like how the other classes have simple early game weapons. The gem weapons do get a bit more fancy in hardmode for the upcoming update.

More Sentry ideas

Firefly Launcher
(An turret that fires an cluster of fireflies that home in on foes.)

Boss Medallion - Ruler of the Slimes (King Slime)
(An Medallion that can either be worn to give Sentries the ability to Pierce through foes, or to attach to an Gem Layer to make an Gemworlder Tower - Pierce)

Boss Medallion - All-Seeing Eye (Eye of Cthulhu)
(An Medallion that can either be worn to give Sentries the ability to home in on foes, or to attach to an Gem Layer to make an Gemworlder Tower - Hunter)

Boss Medallion - Sandstorm-sharpened Feather (The Grand Thunder Bird)
(An Thorium Medallion that can either be worn to give Sentries the power to cripple enemy defense, or to attach to an Gem Layer to make an Gemworlder Tower - Defense Buster)

Boss Medallion - Tainted Desires (Evil Boss)
(An Medallion that can either be worn to give Sentries the power to sap away life, or to attach to an Gem Layer to make an Gemworlder Tower - Vampire)

Boss Medallion - Purified Seedling (Folivine)
(An GRealms Medallion that can either be worn to give Sentries the power to fire slowing pollen, or to attach to an Gem Layer to make an Gemworlder Tower - Blooming Flower)

Boss Medallion - Royal Honey (Queen Bee)
(An Medallion that can either be worn to give Sentries to power to poison foes, or to attach to an Gem Layer to make an Gemworlder Tower - Poison)

Boss Medallion - Busted Key Piece (Skeletron)
(An Medallion that can either be worn to give Sentries an lingering flame where their shots land, or to attach to an Gem Layer to make an Gemworlder Tower - Curse)

Boss Medallion - Granite Core Parts (Granite Energy Storm)
(An Thorium Medallion that can either be worn to give Sentries the ability to Overflow enemies, or to attach to an Gem Layer to make an Gemworlder Tower - Surge)

Boss Medallion - Shattered Hilt (The Buried Champion)
(An Thorium Medallion that can either be worn to give Sentires the chance to Petrify foes, or to attach to an Gem Layer to make an Gemworlder Tower - Medusa)

Boss Medallion - Intact Energy Core (The Star Scouter)
(An Thorium Medallion that can either be worn to give Sentries the chance to split apart upon impact, or to attach to an Gem Layer to make an Gemworlder Tower - Scatter Shot)

Boss Medallion - The Guild's Heart (Wall of Flesh)
(An Medallion that can either be worn to give Sentries the ability to set foes on fire and frostfire, or to attach to an Gem Layer to make an Gemworlder Tower - Twinflame)

(The list of Pre-Hardmode Boss Medallions, including 4 Thorium and 1 GRealms bosses.)
I would like cross mod support, in fact I have quite some ideas lined up already. Things like a couple of accessories for Fargo's Mutant Mod in line with the five default damage types, a Black Turret and Terrarium Turret for Thorium, support for RPG mods, a legendary turret for the Joostmod, an artifact turret and accessory for The Spirit Mod, and more. Mainly if a mod has say, a series of weapons that covers the default five damage types, I want a sentry weapon added in too. I want this to feel like a sixth damage type that was a part of the game all along. However, I rather not get ahead of myself just yet while this mod is still in alpha.

The Firefly Launcher sounds like a weaker Bee Emitter. Not sure if I would make that. What would the Gemworlder Towers be like?

I will say this one last time, so LISTEN UP:
"AN" PRECEDES WORDS THAT START WITH A VOWEL.
"A" PRECEDES WORDS THAT START WITH A CONSONANT.
Was this post necessary?

this mod will need cross-mod compatibility with colored damage types
I would like that too, although I'm not sure if the mod author would do that just yet. The Tremor Mod and Unusacies's Battle Rods Mod each add a new damage type, but isn't accounted for by that mod and both of those are further along in development and more well known than this mod.
 
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