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Official Get Wired For Terraria 1.3.1: Calling All Terrarian Mechanics!

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Jabelspector

Eye of Cthulhu
Animated Background Blocks
When toggled will cause the background to be animated for players within its range.
-Shuffle through different animations via hammer: flash, shockwave, shaking, fade to black, fade to white, etc.
-Great for level designers.

Looped Background Blocks
-When toggled, background is animated with a loop for players in its range.
-Shuffle through different effects via hammer: sway, slow/normal/fast moving left or right (direction dependant on which way the block is facing), slow flicker, etc.
-Great for those who want to make themed buildings or events in their world (ex: boats).
 

Jabelspector

Eye of Cthulhu
Game Controls: Placement State
When you place an object (like a block) but want it in a different state, it can be annoying to have to keep pulling out that hammer to fix it. Why not put in a function that makes the object's state what you want initially?
-Hold down left click, then keep right clicking until the placement preview shows the state of the object you want. Let go of left click to place it.
 

Zanthor

Cultist
Game Controls: Placement State
When you place an object (like a block) but want it in a different state, it can be annoying to have to keep pulling out that hammer to fix it. Why not put in a function that makes the object's state what you want initially?
-Hold down left click, then keep right clicking until the placement preview shows the state of the object you want. Let go of left click to place it.
Why not make it so that you can just shift+right click a block to hammer it? It's easier and more efficient.
 

Jabelspector

Eye of Cthulhu
I'm sure this has already been said(and possibly even added) but we absolutely need a switch that gets activated from being hit by a weapon. Because there are lots of possibilities with that.
I've seen people place boulders on cobwebs to activate a switch. But yeah, that would be a good idea.
 

12Me21

Terrarian
There are so many posts in this thread that aren't related to electronics. I think those people actually don't know how to read...

Anyway, as I was saying before my post got buried under a pile of off topic crap (mixed with some ok ideas):
Colored Actuators!
Adding more wire colors is very useful, but it doesn't solve the problem of controlling actuators that are surrounded by other actuators.
For example, if you are making a 7 segment display, or other display thing, you would still have to leave gaps between the outer segments. Otherwise, the wires that control the inner segment(s) will interfere with the outer segments.
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I'm sure this has already been said(and possibly even added) but we absolutely need a switch that gets activated from being hit by a weapon. Because there are lots of possibilities with that.
YES! Especially if there was a switch that was activated by the dart trap, because then we could build a diode! Then we wouldn't have to use hoiking as much.

For example:

This is my 3x5 pixel display. Right now the controller is huge (the part in the image shows the controls for displaying the numbers 0,1,2,3,4, and 5), because the dummy has to activate the pressure plates. But if there was a switch activated by darts, I could replace the pressure plates with that switch, and make it less than half the size it is now.
 

Jabelspector

Eye of Cthulhu
YES! Especially if there was a switch that was activated by the dart trap, because then we could build a diode! Then we wouldn't have to use hoiking as much.
A Laser/Optic Receiver diode would be the quick version of that.

I know what you mean about off topic posts. It is aggravating. Also, some people should go into detail about their suggestions, rather than just throwing a bunch of stuff out there.
 

Jabelspector

Eye of Cthulhu
Game Mechanics: Enemy Drops & Player Pick-ups
Maps like Echoes of the Lost World need to have certain perimeters in order for them to work correctly. One of the issues was that enemies would drop items that would clutter your storage (so you couldn't differentiate quest items from them) and items that would ruin the progress of the map. There should be the following menu selections for the players:
-Enemy kills don't drop items: For a player who selects this, any enemy they kill won't drop items whatsoever (this doesn't include trap kills).
-Disable Pickup: Even for normal Terraria-goers, unwanted items can stack up in your storage unintentionally. Selecting this prevents your character from picking them up (excluding money) in passing.
 

samufinland

Terrarian
Screens? What do you mean? changing screens? Computer Screens?
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Not a bad idea... could craft with paper, glowing mushrooms and chalk?
Paper is 8 grass seeds at loom?
chalk is a material required for writing on signs and is colourable, for maps, etc?
Thanks. It would make placing traps a lot easier.

And quick shelters that have a bed inside!

Quick fighting areas, instant houses.,
 

zenmai

Terrarian
Turret:
It does a certain time shooting attack
Cool time is generated after a while
It will start moving again and cool time ends
 

Dragrath

Duke Fishron
I know I'm a bit late to the thread but an interesting idea that I feel would help custom maps become viable without mods or T edit would be a wire activated "alter" that spawns non-loot dropping enemies(which would all only count as kill count unavailable) it could be filled with enemy banners and boss trophies to spawn enemies equal to the number of banners/trophies contained and only when the spawned enemies are killed would it send a signal onward.

also locked chests that can only be opened when powered to serve as rewards for the above alter thus you could create custom challenges like forcing players to fight Duke Fisheron while dealing with 14 Crawltipedes (which need their banner obtainable again why hasn't this been fixed yet???)

And personally I hope for more activate able statues and traps for instance statue traps that spawn hardmode enemies could be a decent threat early game currently the only example of these is the rare coincidental chest statue intersecting with another trap...
 

12Me21

Terrarian
Maybe some kind of "command block" (like in minecraft) that can spawn enemies, give items, place blocks, etc. Of course, this would be overpowered, and mostly meant for use in custom maps.
 

Dragrath

Duke Fishron
Maybe some kind of "command block" (like in minecraft) that can spawn enemies, give items, place blocks, etc. Of course, this would be overpowered, and mostly meant for use in custom maps.
yeah could work I'm thinking a crafting recipe of luminite bars, possibly shroomite, spectre or hallowed bars as well, the spooky wood and perhaps even some fragments. By the time those resources can be gathered there is no problem with anything being overpowered as you will basically have already beaten the game
Also I'd limit it to enemies probably having it give items seems a bit strong personally...
 

Jabelspector

Eye of Cthulhu
Game Mechanics: Drawing World Mode
Overall, they should make an official portion of the game (like a main menu selection) that allows you to draw out the worlds. Someone was speaking before about "creative mode", but even with all of the blocks in the world, with some of the adventure maps I've seen, it would take an unnecessary amount of time to carve these worlds out and place all the blocks; which would take time away from testing, playing it, and focusing on other creations. You can play Terraria as a survival game. But once you beat everything what's the next step? Adventure level design & player vs player maps; if anything, those things really add to/make the replay value of any game. They have some third party software, but it would be nice to make this concept a little more mainstream.
 
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