Ideas For Statues

Suggestion

I had a bunch of ideas about statues that I wanted to share in some way, so here it is:

My initial idea is for statues to send wire signals when the respective enemy is killed. For instance: a statue can be connected with a red wire to a switch, and with a green wire to another signallable object like a light bulb. When the switch is turned on, the statue spawns the enemy and when the enemy is killed it activates the light. This would be useful to chain numereous enemy statues so you could create a challenge with increasingly difficult enemies or for adventure maps where you can't progress without killing given enemies.

The second idea is being able to use banners as statues, with extra limitations. Statue-spawned enemies have three main kinds of limitations: they will not drop any loot when killed by traps, they will drop less loot in general, a few number of them can be spawned at a time. The potential to use banners as statues when placed in a specific way that doesn't trigger its banner qualities sounded like a good idea since banners mostly do nothing and they're pointless against weak and/or incredibly rare enemies. The new banner mechanic only prevents them from taking too much inventory space, doesn't make them more useful. Of course, my idea for its limits are that: it will drop nothing, can't spawn more than three in a world and won't activate event progress counters.

The third idea was something I lightly imagined long ago: it's NPC specific statues. I felt annoyed trying to desperately use king and queen statues over and over again to summon specific enemies, so I had this idea. At first I imagined them to be found pretty much anywhere like normal statues, but a new idea occured to me for them to be sold (or otherwise obtained) from them at graveyards. The statues are statues of specific NPCs and will teleport them to the statue's location when signalled. This would be useful in a variety of ways.

My fourth idea I thought of when playing in the new dual dungeons seed, but it's been suggested and (by mods) implemented before; what I came up with a way to use it without being broken. It's relic spawned bosses. Master mode relics consistently look very ugly and don't have enough colour or space to illustrate their bosses. I'd also love using bosses in adventure maps and arenas with this concept. The idea is: relics spawning their respective bosses. The first thought anyone seeing this will have will probably be "That's stupid, then the player would just create contraptions to endlessly AFK farm bosses!", and that's exactly what would happen without anticheese protocol. I have two suggestions to balance it out. The first one is simply having the boss drop no loot at all, making the fight purely about the challenge. The second is making the relic disappear when used and having the boss not drop any relic; this would prevent griefing while doubling the loot recieved from bosses. Also, deactivating all relics that summon the boss until the host leaves the world would be an even better idea that unfortunately would not allow the same relic being used in a several times. This could be added to Dual Dungeons mode in arena-like rooms with locked doors so you cannot pass until the biome boss is defeated, just like in a dungeon-crawler game.

That's all for now, would appreciate feedback. Also I'll feature it (with credit, of course) if you guys have any extra ideas of your own. I'm also sorry for any misunderstandings because I'm alien to social media, I only use Reddit where I can post as rare as just yearly excluding votes, comments and replies.

Posted Mar 14, 2026, 12:26 AM UTC

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