Items Furniture to help with map making

Mr Giraffe

Terrarian
The furniture items in this thread are not balanced for a normal survival playthrough—they are meant for the sandbox that comes after. Since Journey’s End is supposedly the game’s last update, I wanted to come up with items that would help generate endless amounts of content, via player-made challenges or adventure maps. I won’t cover all of the crafting recipes, but some of them should involve Luminite so that they are only available post-Moonlord.


Mob Spawning

10 mob banners + 50 stone blocks = mob statue (spawns its respective mob when given a wire signal, subject to traditional spawning restrictions; drops no or reduced loot)

This recipe is simple, but it will also add a lot of items into the game. Here’s an alternative:


Variable Mob Statue (similar to an item frame, right click it to store one mob banner; spawns its respective mob when given a wire signal to its top half, subject to traditional spawning restrictions; locks/unlocks, preventing its held banner from being moved, when given a wire signal to its bottom half)

This is a single furniture piece that can spawn any mob in the game. If used in an adventure map, the locking mechanism prevents a player from messing with it. You’ll see this locking mechanism in other furniture pieces in this thread that have to be close to a player to work.


10 boss trophies + 10 Luminite bars = boss statue (spawns its respective boss when given a wire signal, subject to traditional spawning restrictions; only drops 100% guaranteed drops)

The point of this is that it can spawn a boss without the player needing to use with a consumable and non-renewable resource, which breaks immersion. By guaranteed drops, I mean things like Temple Keys, Mechanical Cart pieces, Shield of Cthuhlu, and other Expert Mode exclusives. The above are all good items to directly gate progression in an adventure map.


Variable Boss Statue (right click to store a boss trophy; spawn its respective boss when given a wire signal to its top half; prevents its held trophy from being moved when given a wire signal to its bottom half)

There aren’t too many bosses in vanilla, but this might be nice if it worked with mods.


As a slight tangent, imagine a summoning staff with which you can right click a mob banner and summon that mob as a minion. Or one for boss sentries. Heh.


Custom Events

Event Starter Statue A/B/C/D (starts or stops “event A/B/C/D” when given a wire signal; only during an event can other nearby event statues activate and spawn their respective entities; once an event ends, all mobs or items related to the event despawn, even when in the player’s inventory)

This is intended to work similarly to that of the Dungeon Defenders event, except that you can have multiple “events” going on. When this type of event is triggered, nearby corresponding event statues can spawn stuff in, and when the event ends, they despawn. For example, you could have event A spawn endless hordes of zombies and event B to spawn a grenade every 10 seconds, or make a puzzle where you can pick up a grappling hook “buff” for 5 seconds.


Event Mob Statue (toggle which event (A/B/C/D) this statue should trigger in when given a wire signal to its bottom left; right click to store one mob banner; locks/unlocks its held banner when given a wire signal to its bottom right; spawns its respective mob when given a wire signal to its top half)


Event Item Statue (toggle which event (A/B/C/D) this statue should trigger in when given a wire signala to its bottom left; right click to store ANY item; locks/unlocks its held item when given a wire signal to its bottom right; spawns a copy of its stored item when given a wire signal to its top half)

Note that spawned items should despawn when its respective event ends, and I haven’t included an item statue that works outside of events. Also, event spawners only work when an event starter is nearby. This should prevent items from being farmed to some degree.


Item Management

Scanner Chest (4x10 storage, outputs a wire signal when you place an item with an ID sharing that of any item already in the chest)


Vacuum Chest (4x10 storage, sucks in items on top of its hitbox when given a wire signal)


Spitter Chest (4x10 storage, tosses out the first item or stack (left to right, then top to bottom) when given a wire signal to its top half; reverses the tossing order when given a wire signal to its bottom half)


Omni Chest (somehow does all of the above)

Chests cover 4 tiles and there are 4 functions, so it’s doable. In an adventure map, you could use these to gate progression until the player picks up and deposits ANY specific item of your choice. You could also use them in your survival base or arena for an automatic sorting system.


Inventory Checker (right click to store ANY item or stack of items; locks/unlocks when given a wire signal to its bottom left; toggles on/off when given a wire signal to its bottom right; while toggled on, emits a wire signal from its top half if a nearby player obtains a copy of the item or stack in their inventory)

This seems most useful when used with the custom event statues above. Now you can force an event to end when the instant a player picks up a boss trophy, mob banner, enough money, etc.


Time Control

The furniture pieces in this section are meant to control the time of day. Sometimes it’s hard to see at night, or it’s annoying to wait for a nighttime boss during the day. Note that these shouldn’t need to be close to a player to work properly, so they don’t need locks. I’m a little on the fence whether Frost and Pumpkin Moon events should be allowed infinite time, but a specific clause can always be coded in to prevent that.


Duskcaller Dial (Set the time of day to 7:30 pm; activates when right-clicked or given a wire signal)


Zenith Clocktower (Fixes the time of day to 12:00 pm, stops the day/night and moon cycles; activates when right-clicked or given a wire signal)


Eternal Nightstand (Fixes the time of day to 12:00 am, stops the day/night and moon cycles; activates when right-clicked or given a wire signal)


Cosmic Stopwatch (Stops and fixes the time of day and the day/night and moon cycles; activates when right-clicked or given a wire signal)


AoE Effect Totems

Silencer (Normal/Super) (toggles when given a wire signal, silences all game sounds within a 10/50 block radius)

Player sensors, teleporters, darts, and hoiked dummy clocks can all be very loud. You could also use it to hide mobs for a surprise attack.


Aromatic Dispenser (Small/Normal/Super) (right click to store one potion, flask, or food item; locks/unlocks its stored item when given a wire signal to its bottom half; toggles on and applies the item’s buff to all players within a 10/50/200 block radius when given a wire signal to its top half; the buff duration is infinite when toggled on, and instantly cancels when toggled off)


Supercharged Crystal Ball/Miniature Ammo Factory/Twisted Witch Totem/Inspiring Sword Stand (toggles on and applies its class-specific buff to all players in a 10/50/200 block radius when given a wire signal; the buff duration is infinite when toggled on, and instantly cancels when toggled off)

The most interesting out of these would be the Crystal Ball’s +20 Mana buff. It makes it so that certain high cost magic weapons can only be used in a specific area (for example, manic Rainbow Rod costs 22), leading to some interesting puzzles. Note that these should not be right-clickable, in case a small area of effect is required.


Single Block Modifiers

Silencer (Tiny) (mechanism that can be placed on tiles; when toggled on, disables all sound generated by the covered tile)

You would use these like actuators.


Block Reinforcer (mechanism that can be placed on tiles; when toggled on, its covered block now has mining resistance up until the first mining tool in your inventory)

For bomb based puzzles or pickaxe based progression.


Miscellaneous

The things in this section aren’t necessarily placeable, but would still be nice to have.


Shoddy Hook (same stats as ruby hook, automatically detaches after 0.25 seconds, 1 second cool-down)

Hooks are uniquely challenging and fun as a mobility tool, but the attachment time lets you scale too many types of terrain that pre-hardmode accessories can’t. A standard hook is hard to constrain.


Death Insurance (accessory; player no longer drops coins/items/large gems on death)

Alternatively, make it so that large gems only drop when PvP is enabled.


Weighted NPC Pressure Plates and NPC Sensors
Projectile Pads that can be placed on platforms and/or cover diagonally hammered blocks
Wall Mounted 12-Direction Portal Gun Station (that can point downwards!)

Hm. What could someone posting about map making furniture possibly be doing to want these?
 
Tbh you can make these less grindy and just shove their recipes into the ancient manipulator. There isn’t anything that could be abused that late into the game.
 
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