(Not sure if others have been suggested, so sorry if i said some stuff that are already suggested)
(Height X Width)
Useful Items
Transmitter
-A 2x2 item
-Can transmit signals without the connection of wires in a 50x50 radius
-Will universally transmit signal regardless of colour unless a coloured wire is added
*This means that by adding a red wire inside the transmitter, only red coloured wires will accept the signal. Adding red and blue wires inside the transmitter will allow red and blue wires to accept the signal. If there is no wire inside, all kinds of wires will receive a signal.
-Will be sold by the Mechanic after Golem has been defeated for 15 Gold.
Nature Sensors
-A 2x1 item
-Will continuosly send a signal (like a timer) when a certain critera hits.
-Can be edited to send a signal in certain conditions
*Options include Rain/Snow, Events, Day, and Night
-Will be sold by the Mechanic after Golem has been defeated for 15 Gold
Improving Teleporters
-Allows you to name teleporters, like signs. Unnamed Teleporters will be simply named "Teleporter"
-Allows you to link two teleporters together without the help of wires.
*An option of all existing teleporters and their names will appear, then you can choose which teleporter you want to link to
Countdowns
-A 2x3 item
-Will graphically show the encoded time counting down.
-Allows you to encode a time, and it will count down when you accept it.
-When the time is up, will release fireworks and bubbles, loud enough to overpower backgroud sound.
*This sound can be heard regardless of location
-Sold by the Party Girl after Plantera has been defeated for 2 Gold
Stopwatch
-A 2x3 item
-has all characteristics of the Cowndown item, but counts up instead of down.
*An option to stop at a certain time will be an added option
-Sold by the Party Girl after Plantera has been defeated for 2 Gold
Wired Doors
-Cannot be opened, and will only open when a signal is received
-Crafting Receipe is 1 Door of any kind, 4 Actuators, and 4 wires.
*Produces 1 Wired Door
Mechanical Signs
-Comes in Small (1x5), Medium (1x10) and large (2x10)
-Will show the text in an animated fashion. Text will also show by browsing the sign
-Can also come in thier opposite forms (Small: 5x1, Medium:10x1, Large: 10x2)
-Sold by the Cyborg after all The Twins have been defeated. Small= 50 Gold.
Medium= 1 Platinum. Large=2 Platinum
*Can be alteratively crafted. Small: 4 Lumanite Bars, 10 Iron/Lead Bars, 4 Souls of Sight. Medium: 6 Lumanite Bars, 15 Iron/Lead Bars, 8 Souls of Sight. Large: 10 Lumanite Bars, 25 Iron/Lead Bars, 15 Souls of Sight
Traps
Improving Stationary Turrets (Cannon, Snowball Launcher, etc)
-Will contain a 1 slot inventory
*Will only accept ammunition desginated for that turret (Cannonballs cannot be placed inside Snowball Launchers)
-Will now function along with wires
*Shoots a mobs in a 25 block radius in a 45 degree angle from the direction it is set if a signal is received.
*Will not shoot if no mob in a 25 block radius in a 45 degree angle is present
*Will not target other players, nor NPCs, but can still be damaged should they be in the way
*While in this mode, has a cooldown of 5 seconds. Will still act normally as it is today if a player manually uses it.
Suffocation Trap
-A 2x4 Item
-Will only move downwards, and not in any other position
-Will move downwards for up to 10 blocks
-Projectile acts as a solid object, and cannot be mined but the main trap itself
-Will suffocate a player for 10 seconds
-Will inflict the broken armor debuff for 1min upon release
Teleportation Trap
-A 1x2 Item
-Will teleport a player to a random location (Teleportation rules are the same as the Teleportation Potion)
-Will inflict the confused debuff for 20 seconds
-Has no cooldown, and will only activate if it is triggered. (Activating it while standing on it will give you bad memories. Timers will let anyone standing on it when the signal is sent teleporting to a random location)
Ice Trap
-A 1x1 Item
-Acts like the flame trap
-Will freeze the player, making them unmovable for 5 seconds.
*They are open to damage
-Inflicts the chilled and broken armor debuff, both lasting for 1min
-Has the same cooldown of the flame trap
-Can only be found in Ice Biomes
-Cannot be crafted
Bulb Trap
-A 1x1 Item
-Will continuously spawn up to 20 bulbs that has 50 defence and 1 damage, and deals great knockback.
*These bulbs have an HP of 10
-Has a cooldown of 2 min.
-Can be found naturally
-Cannot be crafted
Summon Trap
-A 3x3 Item
-Has an inventory slot of 1
-Summons a Boss when activated
*Skeletrons, Wall of Flesh, and Eater of Worlds will not be summoned
*Night time bosses wont spawn, and the summoner item will not be consumed
-Also works on event items such as Pirate Maps
-Craft: 5 Souls of Sight, 5 Souls of Might, 5 Souls of Fright, 25 Iron, 10 Diamonds
Blade Trap
-A 1x1 Item
-Blades will appear and deal damage. Will last for up to 10 seconds.
-Craft: 10 Stone, 5 Iron/Lead, 2 Wires
-Can be found naturally
Improvised Dart Trap
-A 1x1 Item
-Shoots up and down instead of left and right.
-Has a Super variant
-Normal: 10 Stone, 2 Stingers, 2 Wires; Super: 10 Lizhard Bricks, 6 Stingers, 4 Wires
-Can be found naturally
Spreaded Dard Trap
-A 1x1 Item
-Shoots darts in a shotgun-like manner
-Has a super varient
-Normal: 10 Stone, 5 Stingers, 2 Wires; Super: 10 Lizhard Bricks, 15 Stingers, 4 Wires
-Can be found naturall
Vortex Pyramid
-A 5x5 Item
*Looks like a pyramid, but will take up 5x5 space
-Will contain a 1 slot inventory
*Will only accept Ranged Weaponry Ammunition (Arrows, Bullets, etc)
*Will not accept sand as ammunition

-Will shoot if a signal is received, in a 20 block radius
*Will shoot the nearest mob in the radius if it receives a signal
*Will shoot anybody, even Players and NPCs
-Crafting: 100 Vortex Fragments, 1 Celestial Sigil, 25 Lumanite Bars
-Has a cooldown of half a second
-Will not function without ammunition
-Has a base damage of 25
-Will not attack mobs if they are blocked by a solid object
Nebulae Pyramid
-A 5x5 Item that has the same properties of the vortex pyramid
-Will contain a 1 slot inventory
*Only Magic Based weaponry can be placed inside
-Will shoot if a signal is received, in a 20 block radius
*Will shoot the projectile of the Magic Weapon placed inside (If golden shower is placed, will fire the projectile of golden shower)
-Has a cooldown of 5 seconds
-Has a base damage of 10
-Will not function without an equipped magic weapon
-Will not attack mobs if they are blocked by a solid object
-Craft: 100 Nebula Fragments, 1 Celestial Sigil, 25 Lumanite Bars
Stardust Pyramid
-A 5x5 Item that has the same properties of the Nebulae Pyramid
-Will contain 5 inventory slots
*Only Summoner Weaponry can be placed inside
-Will release 1 Summon every 5 seconds in a 20 block radius
*Summons will be released in the middle base of the pyramid
-Will only activate if a signal is received
-Will cooldown for 10 seconds after being fully activated for 1 min. Will still undergo the 10 second cooldown as long as a summon is activated.
*The cooldown will commence if all mobs, players, and NPCs in a 20 block radius is killed
*Summons will not pass through blocks, and will not pursue mobs in an enclosed space
-Craft: 100 Stardust Fragments, 1 Celestial Sigil, 25 Lumanite Bars
-Has a base damage of 10
Solar Pyramid
-A 5x5 Item that has the same properties of the Stardust Pyramid
-Will contain 1 inventory slot
*Only Melee weapons can be added
-Will shoot the Equipped Melee weapon in a hook-like fashion towards the enemy, autoswinging in the middle (and will release a projectile in the process if it can) in a 20 block radius
*Will not attack if the mob is blocked by a solid object
*Will swing over and over again until the mob is reached. Will also release projectiles.
(If youre having a hard time understanding the process, imagine those mob swords. Basiclaly the same idea, but will swing towards the enemy until killed, then will return straightly back into the pyramid)
-Will only activate if a signal is received
-Has a cooldown of 8 Seconds
-Has a base damage of 2
-Craft: 100 Solar Fragments, 1 Celestial Sigil, 25 Lumanite Bars