Chest Content Sensors

A sensor that is basically the same in operation as the ones currently in the game, but they use wires to connect two chests together and activate once the chests inventories are the same. There could be variations for having the same items in the same slots and just having the same items in any slots.

Applications for non slot-specific sensors

they could be used to make sure a player cannot progress unless they get rid of a certain item that the map maker no longer wants them to have

they could be used for a map where the goal is to collect a bunch of various items that aren't large gems

Applications for slot-specific sensors

they could be used to make logic puzzles using chests. "Hallowed Headgear is to the left of Terra Blade and above Copper Shortsword"

Making it compare two chests is all that would be necessary, because if a player wants to compare more than two chests, they could use more than one sensor feeding into logic gates.



Item Pressure Plates

Dropped items have hitboxes and interact with the ground, just like everything else that works with pressure plates, so why not? It would also be useful for making puzzles in custom maps because they would add more possibilities to the conveyor belts when paired with them, whereas right now there's not much of a reason to have them simply bring you items, which just leaves speeding you up and slowing you down as potential uses.

Item Dispensers

Would be 1 block items that are intangible (like the sensors) that can be connected to a chest with wires. When it receives a pulse it takes an item out of the chest and puts it into the world at it's location. Could have variations for how they handle items in stacks, so that they either take out a whole stack or just 1 item at a time.



More Weighted Pressure Plates

Would be much appreciated if there were varieties that worked with mobs and NPCs



Inventory Stealers

Would work like the Player Above Sensor, except it would be connected to a chest(s) with wires and players within its boundaries would have their items put inside it/them. Could have the following variations.

One that takes absolutely everything and puts in into all chests connected (looking first for chests that already have the items in them to stack and then distributing all other items randomly)

One that only takes items already present in the chest(s) connected to it (basically a forced quick stack to nearby chests that ignores favorite items)

One that takes all non-favorited items. Same as first but just not taking favorited items. This one would be useful even during normal playthoughs.

One that takes all non-favorited items that are already present (exactly a forced quick stack to nearby chest)

For all variations, if none of the chests connected have sufficient room for items, then they simply don't take them. This feature would allow them to be useful in the normal game because then it would let the player know their chests are full, while at the same time wouldn't interfere with a custom map maker's ability to ensure that a player's items are taken, because they can just add as many chests as necessary to provide ample room for any items the player may have.



Item Vacuums