#suggestions-voting

1 messages · Page 3 of 1

arctic boughBOT
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**Add an upgraded variant of Power Cell Factory later in the game to boost Power Cell production.**

Power Cells are relatively fairly easy to gather if you know to loot the Factories early into the playthrough. Play long enough with them deployed and you'll have enough to work with most of the time. But in many cases, people aren't immediately understanding of this fact, or they just forgot to take one early on. Upgrading Power Cell Factories later on (which can have a boosted Power Cell production) would help with mitigating the loss of production from the mishap of missing the base Factory, and it could also help with minimizing the amount of Factories one would need to have in their base, if they so prefer.

Suggestion Author

@wise radish

arctic boughBOT
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**Rework the strip of world evil that generates upon entering hardmode**

Upon entering hardmode, defeating the wall of flesh currently unleashes a diagonal strip of of your current world evil, which can often invalidate npc housing + your pylon network and ruin biomes. This is usually a big hinderance, vanilla includes the Clentaminator as a patchwork solution, but even though you can clean up it's not good game design - cleaning up evils doesn't provide any kind of fun/challenge/reward, and is far more tedious to do in early hardmode before unlocking the steampunker. It may frustrate players being unable to move in new npcs, use fast travel they spent time to set up, and access materials that they could before WoF without spending lots of time using weak purification. I have thought of some possible solutions that might fix this:

Solution 1: Remove the evil strip - Probably the simplest, removing the evil strip won't break housing and will mean you have nothing to clean up/contain. The starting evils and nearby caves should provide more than enough space to harvest all the drops wanted, and also the important ones (souls/ichor/cursed flame) are also easily obtainable from demon altars and the perforators/hive mind. I think there was also a suggestion a while back to make the starting evil biome spread in a controllable column once hardmode starts.

Solution 2: Replace the strip with the opposite evil, and have pylons make blocks around them non-convertible - This solution is interesting as it could solve two problems, as currently the evil island is inefficient at getting the other evil's drops (sometimes spawns too high, no underground etc), and is possibly being removed in the future. This would be lore friendly (alternate evil god being sealed in WoF by Yharim) and allow collection of alternate drops without making a new world, plus having pylons make the area around them immune to evils will solve all of the issues above and make early containment easier.

Suggestion Author

@violet stump

arctic boughBOT
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**Rename the Earth Elemental.**

In lore, the Earth Elemental is not actually a real elemental, but rather an attempt to create an artificial elemental by Azafure, but unless you took a closer look at the Earth Elemental's rather peculiar sprite, you'd probably be forgiven for assuming it's a natural elemental based off the name. Perhaps a name change would be in order, one that would better communicate what the "Earth Elemental" is actually supposed to be. Something akin to "Earthen Construct" or "Clockwork Gladiator" could work, but whatever the name is, it's entirely up to the devs to think about.

Suggestion Author

@bitter mirage

arctic boughBOT
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**Rework Turtle Armor**

Turtle armor is a vanilla melee armor alternative to chlorophyte, having very low damage bonuses but replacing that with pure defense, 15% damage reduction and a meh thorns effect. My first issue with this is how facetanking and aggresive play aren’t actually a very useful thing on the two on tier bosses, and the loss of damage and other miscellaneous benefits that come from most armors is never considered worthwhile. My second issue is how Reaver Helm exists, which does the exact same thing as turtle but in a much more interesting, dynamic, and useful way, while also being introduced immediately after plantera. In the current landscape of calamity, turtle armor serves no purpose and doesn’t offer anything unique compared to Reaver Helm, so I think it should be reworked to hold a purpose.

Suggestion Author

@mortal drum

arctic boughBOT
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**Change how DoG's gravity effect works/how it affects the flight meter**

This is a minor complaint, but I feel it can mess with a more unique part of DoG's fight.
During the fight, the background will change from blue to purple, changing DoG's AI and giving you a movement-related debuff. The purple debuff cuts your flight time, so it shows that on the flight time meter. The only issue with this is that it also shows when the background is black. The background turning black obscures the obvious tells of DoG's AI, but the flight meter effect can notify an observant player of this, as if it wasn't ever changed.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Change the Frozen Chest in the Ice Lab to an Ice Chest**

Frozen Chests are associated with needing a Frozen Key, and the sprite of an unlocked Frozen Chest isn't very different from a locked one, so players familiar with vanilla might not realize it is unlocked. Changing it to an Ice Chest would fix this, even if it looks a little less nice.

Suggestion Author

@covert root

arctic boughBOT
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**Add a use sound for Martian Distress Remote**

This seems like less of a conscious decision and more like an oversight, but one should definitely be added for consistency, even if it’s the default boss summon sound effect.

Suggestion Author

@blazing grove

arctic boughBOT
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**Change how calamity furniture crafting stations can be utilized**

Calamity adds 11 different ones, which certainly is a good bunch, it makes managing them tedious inside or outside the magic storage. When trying to build with multiple different calamity furniture, especially outside the main base it becomes increasingly difficult to micromanage stations, furniture items, inventory space, and on-site space. So it would be extremely helpful to have a way to access all of the recipes without needing to manage all of the seperate crafting stations. Note here that I do appreciate each station for their sprite artwork, being used as decor regardless of it's crafting properties.

Suggestion Author

@flat moon

arctic boughBOT
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**Combine the Ancient and Ashen Altars**

These are two nearly identical crafting stations for two nearly identical sets of furniture. I get that one is supposed to be more broken and decrepit, but vanilla doesn't separate out variants on the same furniture set, and even Ancient items, and I see no reason Calamity should not do the same.

Just combine the two crafting stations into one for both sets of furniture to reduce clutter both in terms of the number of stations and confusion when someone tries to get one set of furniture and accidentally crafts the other crafting station because frankly that should not even be a possible problem to have.

Suggestion Author

@olive shale

arctic boughBOT
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**Make wulfrum lure spawn wulfrum rovers**

The wulfrum lure is a pretty nice concept, since wulfrum enemies can be so rare in hardmode, but I kind of notice a decent few issues, the title being my most prominent

  1. It is not used to farm for wulfrum battery, since you need one to craft the lure, maybe replace that with a power cell or two?
  2. While this can't be fixed if we do the solution I proposed on the last one, it isn't used to farm for power cells, since you need them to activate the lure, not to mention it doesn't even spawn amplifiers (which unlike rovers I do kind of get)
  3. The aforementioned rover issue, rover drive is the one wulfrum item that holds up and is very useful later due to the sponge, but if you don't get it in pre-hardmode, it becomes far rarer
Suggestion Author

@echo niche

arctic boughBOT
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**Add an exclamation mark over naturally-spawned power cell factories**

One problem people keep coming back to is that power cell factories are pretty much required to make enough cells to summon the exo mechs, but the factories themselves are too easy to miss. Simply adding the "NPC shop alert icon" exclamation mark over power cell factories when they're naturally spawned would be an easy fix. It draws the eye, uses existing art, and should be able to be attached to the existing active/inactive state that the factories already use (they are inactive when naturally spawned and active when placed by a player).
https://calamitymod.wiki.gg/images/b/b9/NPC_Shop_Alert_Icon.gif

Suggestion Author

@proud palm

arctic boughBOT
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**Rework the way Plaguebringer Goliath is spawned by using Draedon related items**

It's a recurring issue that players have no idea that power cells exist and need to be collected to spawn the Exo Mechs later on. At the same time, one of Draedon's main inventions - The Plaguebringer Goliath - has one of the lamest spawning methods in the mod, that being raising an easily crafted item in the air like any other boss. To solve to problems at once, tying PBG's spawning method to Draedon related items would heavily incentivize players to get cells earlier. Compared to an endgame tier with little non-boss related things left to do, Post Golem has much more to do and would solve the problem as there'd be alternative things to do while waiting for cells if the player missed it. Implementation could take many forms, whether it be forcing schematics or making the summon consume charge, but regardless it'd solve both issues relatively easily.

Suggestion Author

@west rose

arctic boughBOT
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**Change Wyvern's Call projectile chances**

With how the 2.0.3.008 update modified this weapon's feathers to behave almost identically and deal the same damage, with only the Mini Wyverns dealing more, it makes little sense keeping the three feathers have three different chances, especially as the Purple Feather (the base one according to the wiki) has the lowest chance (lower than a Mini Wyvern), and the double knockback one has the highest chance to be shot from this weapon.

Suggestion Author

@quartz fjord

arctic boughBOT
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**Increase Reaper Tooth drop quantity or reduce amount needed for Omega Blue armor**

Every weapon and accessory I've seen that requires Reaper Tooth are about 3-6 tooth to craft one, but the entire Omega Blue set requires a whopping total of 30 reaper tooth with just a single chestplate needing 12 Reaper Tooth. They are already considered rare as is because Reaper Sharks only drop 3-4 per kill and they are not a common enemy in the Abyss. Furthermore, the high pressure in the Abyss also prohibits you from staying there indefinitely to farm them, which means at most you would only be able to kill like 1 or 2 Reaper Sharks before bailing out.

Either make each piece of the Omega Blue set require less Reaper Tooth so the variance is more consistent with other recipes that have Reaper Tooth, or the lootpool could be increased from 3 to 4 to a more generous amount while keeping the recipes as they are.

Suggestion Author

@vestal steppe

arctic boughBOT
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**Make Exhumed weapons not hit others in multiplayer without PvP**

Many of the Exhumed weapons from Calamitas come with the cost of being dangerous to use, as they can damage you back. However, they can also hit teammates in multiplayer, regardless of if PvP is on. This can allow players to easily "grief" or "troll" players without any consequences, because they don't have PvP enabled.

Suggestion Author

@willow escarp

arctic boughBOT
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**Prevent Adrenaline from filling up when the boss is far away**

The Adrenaline Mode is a mechanic that rewards the player with a huge damage boost with the requirement of not getting hit for a duration of time in a boss fight. This mechanic can easily be exploited by using a teleportation device (Teleporter, Recall Potion / Magic Mirror+, etc) so the boss does not have a chance to damage the player.

This is VERY problematic in a Multiplayer playthrough, since a player can just stall somewhere far away from the boss, gaining Adrenaline while the other player fights the boss normally. The charged up player then gets the damage boost by "no hitting" the boss even though they're outside of the fight.

Suggestion Author

@fallow rampart

#
**Retier Martian Distress Remote**

The Martian Distress Remote is an item sold by the Cyborg that lets you activate the Martian Madness event instantly. Sounds like no problem, right? However, it is obtainable immediately after Golem, the same time Martian Madness is unlocked, making the usual method of finding a Martian Probe totally useless. Retiering Martian Distress Remote to a future boss in progression lets it stay as a Quality of Life feature for people who aren't willing to find a Martian Probe everytime without essentially removing the vanilla way of spawning the event.

Suggestion Author

@mortal patio

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**Change the Pearl Shards in the Enchanted Sword recipe to Aerialite**

Compared to most other changes for item accessibility, the Enchanted Sword is quite a bit below tier, being locked behind Desert Scourge. Due to its strength, it’s well on tier and is remarkably similar to the Sea Shine sword, leading to redundancy. Changing this to aerialite still allows crafting its upgrade - The Fractured Arc - relatively easily for its respective tier while incentivizing exploring for the Enchanted Sword as it’dn’t be useful by the time aerialite is acquired.

Suggestion Author

@west rose

arctic boughBOT
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**Clarify the mechanics the Cobalt Sword/Cobalt Naginata’s defense debuff**

I’m a huge advocate for clarity in effects. Unfortunately, the 25% defense drop of the cobalt melees are pretty vague. The tooltip doesn’t describe how long it lasts and it provides no visible effects on a boss besides damage output. Some way to more easily tell what they do- either by tweaking the tooltip to better reflect the effect or adding some sort of visual indicator to struck foes would make them much easier to use.

Suggestion Author

@distant knoll

arctic boughBOT
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Add a spawn item for Leviathan and Anahita

I'm currently trying to beat hardcore, and going for the item The Community, as it is very useful. However, it is also a fairly rare drop, only dropping about 10% of the time. This wouldn't be as much of an issue if it wasn't for the fact that you have to wait for a ??? to spawn every time you want to fight the boss. This can sometimes take up to two minutes to spawn, and generally makes the whole process of grinding the boss painfully slow. This could be fixed with the addition of a spawn item for the boss. While the original spawn method is fine, and shouldn't be interfered with (at least for the initial fight) a spawn item accessible after defeating the boss could make the grind for the community so much easier, because instead of sitting on the ocean waiting for the music to switch, you can now just use the item to spawn the boss.

Suggestion Author

@merry oar

arctic boughBOT
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**Add some kind of progression-independent benefit to the flame licked shell and blazing core**

These two accessories have one of the most fun effects in the game but are otherwise bogged down by their only effect always doing a set amount of damage regardless of your spot in progression, causing their window of effectiveness to be shorter then I would prefer. If it had some kind of buff or effect which remained useful for a while this would encourage more possible diversity in accessory choices. As it stands now the tooltip doesn't even say how much damage it does, so people are left guessing when they should be using it.

Suggestion Author

@lunar pewter

arctic boughBOT
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**Rename the Dragonfolly.**

When this rename to the boss formerly known as the Bumblebirb came around, it made a whole lot of sense because this boss was supposed to be a failed clone of Yharon, a dragon. But with the complete reworking of the lore, the Dragonfollies are no longer failed clones of a dragon. While this change may be debated over, what shouldn't be that debated is that the name "Dragonfolly" no longer makes sense for the rapidly reproducing birddragons, especially since their new lore implies they're among the stronger draconic offshoots, and I can't see anything else about them being some sort of "Folly."

Suggestion Author

@bitter mirage

arctic boughBOT
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**Make Supreme Calamitas's acceptance phase end after you talk to her.**

I feel as if this would give the ending of her fight a more cinematic feel, and for first timers, it'll give them a moment to process and appreciate the moment of what they had just achieved. For example, lets say hypothetically after ~a week of grinding them to beat them I finally got them to 1%, then they just randomly drop a bunch of loot without anything special happening. It's generally pretty underwhelming, and wastes like 90% of the rest of the soundtrack that could have been used. Instead, you should be able to talk to them to end the boss instead of them just randomly walking away, using the rest of the soundtrack instead of wasting most of it.

TL;DR: make scal's end phase stop after you talk to her instead of waiting a few seconds because itll make the ending more cinematic and it would also use the other 90% of acceptance :)

Alternetitavely, you could make it so after you talk to her (like a simple right click like she's a town npc) then her monologue starts, and it would be much nicer if her monologue were to be slightly longer, as it would give more meaning into the fact that you just beat one of the hardest bosses currently in the game.

Suggestion Author

@elder kelp

arctic boughBOT
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**Add a tooltip for Flasks being unable to stack**

Flasks are a unique type of potion that will only let you have one Flask buff on at a time. However, this is mentioned nowhere ingame and can lead to needless confusion. Adding a small tooltip in all the Flasks will easily rid the confusion surrounding their special condition.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Rework Mana Polarizer to Actually Behave Like Spectre Armor or Change the Tooltip**

As shown in the video below, Mana Polarizer's healing orbs have a lifetime of about 3 seconds, which is barely enough to cover even 1/3rd of my screen. Meanwhile, Spectre healing orbs can cover easily over a thousand tiles without losing tracking or despawning. Considering how weak the lifesteal is, I feel like the lifetime on Mana Polarizer's healing orbs should be vastly increased, considering this short of a range makes it effectively useless, or, at the very least, the tooltip should be updated to reflect just how genuinely weak the effect is compared to something like Spectre Armor.

Suggestion Author

@olive shale

arctic boughBOT
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**Add a Cocoon>>Normal transition animation**

Despite having a animation when it turns cocoon
when it switches back to normal, she just flashes back

Suggestion Author

@royal trout

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Make fearmonger armor do what it's intended to

Guys, I think the description or the effect itself of the fearmonger armor set (Immunity to all forms of frost and flame) should be changed, as it does not, in fact, give immunity to all forms of frost and flame. And I think it is important since it is obtainable right before Yharon, who has a pretty strong fire-based debuff, and people will think that fearmonger armor is a good counter to it when it doesn't work.

Suggestion Author

@near spade

arctic boughBOT
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**Make Wulfrum enemies spawned by a Lure not drop Energy Cores**

Although Wulfrum Pylons aren't spawned by Wulfrum Lures, getting one to spawn (while having a lure on you) allows you to get an infinite amount of Energy Cores. Since the lure uses Energy Cores to work, one Wulfrum Pylon can empower other wulfrum robots (spawned by the lure), making them drop Energy Cores, infinitely.

Suggestion Author

@willow escarp

arctic boughBOT
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An ability to fight Exo Mechs individually

Basically, an option in the decoder to fight an exo mech individually, without anyone else. Another feature to that could be combining two exo mechs to make custom duos. They don't drop any loot, just the trophies and coins. That would help learning patterns of exo mechs and how to fight them. An ability to fight them individually will unlock after killing them in the fight. (Example: you kill ares, and you unlock an ability to fight it individually.) (This can also be used for the sake of challenge, example: thanatos and ares not being that big of a threat in the start, and then the true challenge starts when they both enrage.)

Suggestion Author

@plucky venture

arctic boughBOT
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**Move the Rod of Discord’s QoL obtainment method**

Rod is an incredibly powerful item for the player to just own right at the beginning of hardmode, invalidating 90% of the exploration aspects of terraria in a multitude of ways. The wizard sells rod for 10 gold at anytime in the hallow biome, and even when it costed 10 platinum it was still very likely the player would have more than enough money to purchase it immediately upon finding the wizard. I think the obtainment should be moved away from an npc shop either back to a difficult recipe or some other way, maybe in the hallowed biome chest could even work. could also be sold post-ml instead, or a mix of some of the above, there’s a lot of things you could do to make its obtainment smoother and less powercreepy.

Suggestion Author

@mortal drum

arctic boughBOT
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Ways to increase limit of Drinks

Alcohols/Drinks are like other buffs for the player, except that Calamity adds a drawback to using too many, Alcohol Poisoning. This debuff disables positive life regen and decreases life regen by 3 for each extra alcohol. This activates at more than 3 drinks. Luckily, there is a way to increase this. Yes, exactly one. Namely, Cirrus' Dress, an early hardmode mage armor chest piece, allowing up to 5 drinks at once. While this is a fair increase, it is only useful for one class, most likely due to the alcohols that are mage specific. The other 16 drinks are not class specific. That's right, there are a total of 21 drinks not including Ale/Sake from the base game and Everclear counting as two drinks, and you are only allowed 2 most of the time. Furthermore Cirrus' Dress actively discourages using the Old Fashioned drink at the same time, as you are not able to get extra damage for your set bonus, although you probably wouldn't be using Cirrus' Dress at that stage of the game anyway. Also the way to get Cirrus' Dress is obscure, requiring you to buy it from the Stylist under the effects of the Alcohol Poisoning debuff while the Drunk Princess is alive, as why would you self inflict the debuff and then talk to another NPC at the same time. You might say that there are some quotes the Drunk Princess can say about the Stylist, it might be hard to know to do this without checking the wiki.

As a solution to this I propose more items that give an increase to the number of alcohols. This could maybe be a consumable or accessory gained by shimmering an alcohol or Cirrus' Dress. Or maybe another item dropped by bosses that are commonly skipped by players. Or maybe a full armor set to help with the Old Fashioned. But just something that helps with this would be nice.

I'm sorry if this has been suggested in the past, or is currently being implemented, I read the suggestion guide document and don't think this is breaking any of the rules.

Suggestion Author

@tawdry mica

arctic boughBOT
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**Additional endgame wings**

One of the best parts of Terraria in my opinion is the equipment system, being able to design your own playstyle based on what you equip and what you reforge them all with. In the endgame of Calamity- specifically after Yharon- one is limited to just two wing accessories which don't really feel all that special. The Seraph Tracers are the go-to, having some of the best flight stats in the game as well as inheriting the boot speed and extra I-frames. Drew's Wings still hold a niche as having slightly better flight stats (most notably about 2 seconds of extra flight time) but no other unique features.
This kinda defeats the purpose of this fantastic system by eliminating most of the choice involved. Armor also suffers this a tad, but Auric and Bloodflare are different enough that I don't think it's an issue, plus there are other armor sets which still hold up to them.
Wings that have synergy with the Auric and/or Bloodflare sets (like the lunar wings) or even just a set that works independently can help give players a bit more choice during this segment of the game, and diversify the wings slot for the final bosses and the boss rush.

Suggestion Author

@distant knoll

arctic boughBOT
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**Reaper shark tooth in sulphurous crates should drop after only polterghast**

There's just no point in locking reaper shark teeth from crates behind both polterghast and the old duke. Why go to such lengths to make fishing unviable? They drop from reaper sharks just fine after polterghast anyway, why lock them from crates until the old duke is defeated? The Alternative way shouldn't have to feature extra stuff to do. Remove the requirement of beating Old Duke to get reaper shark teeth from sulphurous crates

Suggestion Author

@coarse ginkgo

arctic boughBOT
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**add some type of UI tip-off that tells you when the "summoner damage penalty" is active**

When a classed non-summoner weapon is held, all summon damage is reduced by 25%. This seems like something that would be critically useful to know, but there is no in-game explanation of this effect. No tooltip shows up, the damage doesn't visually reduce on the tooltip when classed weapons are held by the player, and 25% is low enough for players to easily miss. Despite this, the mechanic definitely exists, I tested it, and even if you knew of its existence generally you would never find out that for example it is removed during the old one's army event. This is reason enough to add a way to communicate this to the player.

Suggestion Author

@lunar pewter

arctic boughBOT
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**Create a Draedon lab for the shimmer lake**

This would be very useful, as we would be able to track it with a seeking mechanism. Additionally, since the shimmer is a magical and clearly very powerful substance occuring in really only one part of each world it would make a great deal of sense for Draedon to have constructed some kind of lab to study it, and could serve as a way to integrate it into lore.

Suggestion Author

@regal pewter

arctic boughBOT
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**Add a "Locus" for Shimmerable items. **

By a "Locus", I mean an item similar to the Brimstone Locus given to the player that allows them to see which items can be Exhumed. A Shimmer "Locus" would tell you which items will turn into a new form if transmuted in the Shimmer, which would help shed light on a mechanic that the player might not realize exists.

Suggestion Author

@bitter mirage

arctic boughBOT
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**Add a few missing items within the Wulfrum blockset.**

Never thought i'd use this channel :p Anyways, i find it rather strange that the wulfrum set is missing some otherwise rather important and useful components of your standard terraria blockset. Notably i don't think there's any wulfrum walls or wulfrum chests, which i'd say are probably two of the most useful item types for builds. I'm aware wulfrum is meant to be a really earlygame low quality material but given you can make chest and walls out of wood, bones, honey and cacti i don't think being a really cheap material would stop it from being able to make those things. I'm not sure if there's any other furniture items not in the set that i don't know of but those are the two that caught my attention the most while making a build that uses wulfrum plating as a base.

Suggestion Author

@gaunt pine

arctic boughBOT
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Decrease Hardmode Ore Rogue Consumable weapons' sell price

At the current moment, many Rogue consumable weapons sell for more money than their base counterparts, being a solid way of scraping extra profit from leftover materials. However, the hardmode ore Rogue weapons all have disproportionately high sell prices for how easily they can be mass-produced, worth anywhere from 7-15x the bar's original sell price. For reference, that's anywhere from 2.7 to 6 gold PER BAR. While I'm not against hardmode having more competitive money-making options (compared to farming bosses or doing lucky coin shenanigans), making several platinum from a short mining trip at the start of hardmode with (relatively) little difficulty is a bit too much.

Suggestion Author

@proud shale

arctic boughBOT
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**Allow access to the Sunken Pylon without needing nearby NPCs**

When you have 2 NPCs at the Sunken Sea, chances are that they’ll get killed by a Sea Serpent while the player is away. While this is a niche problem exclusive to hardmode, I’d prefer not to have to deal with it at all.

Suggestion Author

@blazing grove

arctic boughBOT
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**Move Bubble Blocks to Pre-Hardmode**

Bubble blocks have the unique ability to contain liquids without blocking the player, allowing for unique builds in both decoration, and functionality with honey and water in arenas. Despite all these uses, vanilla locks these blocks behind hardmode. Moving bubble blocks to pre-hardmode would allow more diversity in arena building, make building underwater much easier such as for a sunken sea pylon, and better allow the player to fix leaks the abyss or sunken sea may have.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Remove the Post-Golem requirement for the use of the Celestial Sigil**

The Eidolic Tablet can be used to spawn Lunatic Cultist at any time in hardmode, which means the lunar events can be triggered at any time in hardmode, which then can summon the Moon Lord. Such a tedious event can be skipped by using the Celestial Sigil, however it cannot be used at any time in hardmode- only if Golem has been defeated. This forces players who have opted to skip Golem to go back and defeat it if they wish to quickly re-attempt Moon Lord, which seems more like a punishment than anything. It does nothing to enhance the experience and goes against Calamity's non-linear approach to hardmode.

Suggestion Author

@distant knoll

arctic boughBOT
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**Re-tier Ceaseless Hunger Potions**

Ceaseless hunger potions being locked behind ceaseless void limits their ability to actually be used. The only use I could see for them post ceaseless void is the Post Devourer Moons/Eclipse, by which point you will have the mobility to easily go around and pick everything up anyways.

Due to this, I believe that Ceaseless Hunger Potions should be re-tiered to somewhere in early hard mode. They will get much more use as there is a lot more farming necessary in hardmode-endgame than there is in post ceaseless void-endgame. Due to this, they might need a rename due to the name not making sense because of the shift in tier.

Suggestion Author

@winged oriole

arctic boughBOT
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**Remove rogue exclusivity from some rogue accessories**

Somewhat commonly known that calamity has a lacking of offensive accessories for most classes. Very commonly known that calamity adds way too many offensive rogue accessories, with several of them overlapping pretty hard. Why not fix two problems with one brick?
Accessories like corrosive spine, plague fuel pack, blunder booster, glove of precision, could even include things like venerated locket or ethereal extorter. These accessories don’t really have too much reason to be rogue exclusive other than “balancing”. If balancing would be an issue with converting the accessory to non rogue, then it’s currently causing balancing issue for rogue itself and should be changed regardless.

Suggestion Author

@mortal drum

arctic boughBOT
#
**Make Vanilla Boss Healthbar display all three Profaned Guardians total healthpool**

Currently it only displays the Commander’s total health which is just misleading and inconsistent to other bosses like the Twins.

Suggestion Author

@torpid monolith

arctic boughBOT
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Add a shimmer recipe for Cryonic Ore, probably by throwing in Hallowed or Perennial

As it stands, I really like the non-linearity in hardmode Calamity adds. Cryonic ore is unlocked after Cryogen, Perennial after Plantera, Scoria after Golem. Alternately you can use Shimmer, such as killing Astrum Deus and grinding Astral Slimes, you can shimmer the resulting ore into Scoria, Perennial, Hallowed, and some others. However, Cryonic ore has no shimmer relations, meaning it's the only thing barring early life alloys.

This ignores Ravager because he will eventually be re-tiered into a post-Providence boss, and the buff he currently gets post-Providence is meant to be used for Bloodstone (as well as making him annoying to kill again). I don't mind the Cores needing Ectoplasm, but it feels awkward with no shimmer recipe for cryonic ore. (especially with how much I've grinded astral ore and shimmered it down, then had to go collect Cryonic ore again anyways)

Suggestion Author

@barren lantern

arctic boughBOT
#
**Make Wulfrum Screwdriver screws and Sahara Slicers projectile linger when holding a tool/block**

Wulfrum Screwdriver has a very unique mechanic where hitting enemies gives you a chance to collect one screw, but it is incredibly easy to lose them. Switching to anything else will make you lose the screw, which is very annoying while exploring the surface at night and the underground. You shouldn't be punished for placing a torch. The same goes with Sahara Slicers and its projectile.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Make Wulfrum Screwdriver have a guaranteed chance to give a screw after X amount of hits**

Calamity reworks many things in game that removes/reduces RNG reliance, such as reforging, luck damage variance, and the angler quest system. I believe, for the sake of both consistency and continuity, that the Wulfrum Screwdriver should have no rng dependance, such as giving a screw after a set amount of hits.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Add an item that when favourited prevents natural armoured digger spawns**

Those bastards have killed me while afk farming more times than i can count. Also there's an item that stops natural spawns for a bunch of other annoying mobs/events so i think it fits.

Suggestion Author

@tawdry herald

arctic boughBOT
#
**Make Calamity walls craftable at their specific crafting station**

It doesn’t have to replace the current Workbench recipe, but it might be more convenient in some situations. A small quality of life change, but would be nice for building.

Suggestion Author

@blazing grove

arctic boughBOT
#
**QOL: Purification Powder Being Able to Purify Background Walls**

The Clentaminator and its upgrades can purify background walls, but purification powder cannot. This means that if one wished to purify a biome in Pre-Hardmode (to prevent spread in Hardmode), they would be left with ugly un-purified background walls. Because background walls can’t spread (I think), this change would be purely aesthetic— but also greatly appreciated. Don’t wanna have to manually replace all those background walls again!

Suggestion Author

@hexed ermine

arctic boughBOT
#
|Make the Death Whistle crafted at a lihzarhd furnace instead of a mythril anvil|

The whistle is crafted with lihzarhd bricks and solar tablet pieces, both of which are temple materials, and the lihzarhd furnace is used for making temple furniture out of lihzarhd bricks.

Suggestion Author

@warped lynx

arctic boughBOT
#
**Tweak Draedon's Weaponry to make the power mechanic more interesting**

The weapons that can be obtained via decoded schematics universally share a system in which they must be charged using Draedon Power Cells, and using the weapon will deduct charge. While an interesting system in concept, in practice this does little to make the weapons more interesting.
In their current state, I feel punished for using them by needing to go through the chore of recharging them after some time for no return.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Change some of Calamity's NPC neighbor preferences to reflect better their lore.**

While i think there's supposedly plans to tweak npcs in general in the future, i think it'd still be good to change some of their preferences - Right now they almost exclusively have preferences regarding vanilla NPCs, which ends up being rather odd given some of the characters have direct tie-ins with eachother. I'm not a lore writer so i don't know exactly what lore writers have in mind but i am a pretty big fan of the mod's lore so i think some preferences could be edited, perhaps.
As some examples:
Calamitas not at the very least liking Permafrosts's presence giving their connection in lore with the former being basically a father figure to her is rather strange.
I think you could also argue that you could make Permafrost and Amidias like eachother in the sense they're two really old guys who got fucked up by Yharim in some way or another and probably would have somethings in common to talk about eachother with but you could also argue that given Permafrost at some point worked with Yharim, Amidias might feel atleast a bit awkward around him and vice-versa.
These are just examples i thought of and while i'd personally like them to happen, it's entire possible lore devs have others in mind or otherwise think these aren't as valid, that's okay! I just think some tweaks would be nice.
(also hey i used this channel again, who wouldve known 🧀 )

Suggestion Author

@gaunt pine

arctic boughBOT
#
**Small Tweak: Stuffed Fish adjustment**

In every playthrough, I always end up having way more potion-ingredient fish than herbs. Stuffed Fish are quite rare, they're between Iron Crates and Biome Crates in rarity. This makes for an imbalance with how many herbs you generally get compared to the potion fish you get. Maybe increase the herb yield of Stuffed Fish, make them as common as Iron Crates, or have the Alluring Bait affect them similarly to potion fish.

Suggestion Author

@coarse ginkgo

arctic boughBOT
#
**Add flying carpet to flight bar**

Its pretty tough to tell how much time is left on your flying carpet since there is no real indicator to show how much time is left on it, adding it to the flight bar could help keep track of it.

Suggestion Author

@brittle walrus

arctic boughBOT
#
**Directional Knockback?**

Knockback bumps the player in any direction based on where the attack came from
I.E. if you're hit from the left you would go right and vice versa, if you're hit from below you would go more up, if you're hit from above while flying you would get pushed down.
It should Detect the direction you're hit from and flip that 180 degrees for Knockback direction
It could potentially nerf stunlocking and if you're hit from above, and you get bumped up, you'll just get bump towards the enemy and not away like how you'd expect Knockback to work

Suggestion Author

@spice mulch

arctic boughBOT
#
**Extra Shimmer Recipes (Post-DoG event drops)**

These materials should be converted via shimmer:
Endothermic Energy -> Essence of Eleum
Nightmare Fuel -> Essence of Havoc
Darksun Fragment -> Essence of Sunlight
Thought it would be neat to have essences be easier to obtain Post-DoG.

Suggestion Author

@coarse ginkgo

arctic boughBOT
#
**Rename Frost Flare (not Frosty Flare)**

The title alone should tell you why this suggestion needs to be made. These two items are very close to each other in progression, Frost Flare being an accessory dropped by Cryogen and Frosty Flare being a rogue weapon sold by post-mech Archmage. Eliminating confusion between these 2 quite different items would be helpful in straightening out a new player’s experience.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Make hallowed ore fish-able**

The fact that this (and demonite/crimtane) are oddly absent from fishing crates has felt like quite the outlier, and while I know I can just get it via shimmer, seems like a shoe-in for crates post-3 mech

Suggestion Author

@echo niche

arctic boughBOT
#
**Retier The Perforators and The Hive Mind to early Hardmode**

Currently, Calamity's evil bosses stand in an awkward place in boss progression. They are generally fought soon after vanilla's evil bosses, and no more bosses are to be found in the biomes for the rest of the playthrough. These factors, in conjuction with the evil biomes not changing at all between the bosses, detracts from the replayability of those biomes.

On the other hand, if Calamity's evil bosses were early hardmode in boss progression, intended to be fought around the same time as Queen Slime, replayability of their respective biomes would be significantly improved. The player would have a boss progression related incentive to visit both the Hallow and the newly altered evil biome, aside from farming for souls. It would add depth to these biomes, instead of being something the player generally forgets about long before entering hardmode.

Suggestion Author

@modern walrus

arctic boughBOT
#
**Add Essence of Sunlight to Lihzard, Boldohr, and Flying Snake drops**

At first, this suggestion would have been to expand on the Jungle Temple since it is a pretty meh location at the moment, but in retrospect that would be too much work for, admittedly, too little gain. So instead, I think that adding the essences to the drop tables for the Jungle Temple spawns would instead be a good compromise. It gives reason to revisit in case farming in space or fishing isn't interesting, gives the ability to craft the Old Power Cell with just temple drops and loot- negating the need to go back for any reason besides crafting the item itself- and most importantly, makes sense in lore. The underground, reclusive sun worshippers would have at least a little sun to carry around with them... maybe it rubbed off on them from Golem.

Suggestion Author

@distant knoll

arctic boughBOT
#
**A Hotline Fishing Hook crafting recipe, or an alternative way to get it/the Rift Reeler**

Nobody likes the Angler quests, which I assume is partially why the first thirty of them have guaranteed rewards. The 22nd Angler quest completed will always reward the Hotline Fishing Hook, and it will be added to the random reward pool afterwards, which is fine. Unfortunately, it's very easy to miss the fact that it is a material for the very powerful Rift Reeler, and is very easy for new people (myself included, the first time) to sell it once we get the Golden Fishing Rod just 7 Angler quests later, if we don't have it already. Since the Rift Reeler is the best fishing rod until Providence's defeat, players interested in fishing will either be stuck with the Feral Fishing Rod or hope to randomly get the Angler to cough it up.
Fishing is already a chore, so there's no need to make it any worse off of an easy mistake.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Stop Lunatic Cultists from naturally spawning after progressing enough**

Lunatic Cultist tends to spawn a lot accidentally when farming or fighting bosses within a short enough distance of the dungeon, and it can get very annoying to either sacrifice a boss attempt or have to cancel pillars (Which is impossible without external mods) etc.

I think that after a certain point of progression, probably post-ml but this is up to the devs best discretion, the lunatic cultists should stop naturally spawning at the dungeon to avoid this problem. There's currently a solution ingame already with the Eidolon Tablet which fixes any problem with not being able to spawn it after they disappear.

Suggestion Author

@dry aurora

arctic boughBOT
#
**Increase the chance of Rover Drive dropping in Hardmode**

The Rover Drive is quite a rare drop from the Wulfrum Rover, which servers as a very powerful defensive accessory, and is then later used as a crafting material for The Sponge accessory. However, because the Wulfrum Rover is a Wulfrum enemy, their spawn chance is heavily decreased upon entering Hardmode. This makes it near impossible, without worldhopping (which you really shouldn't feel required to do), to get the Rover Drive if you need it after Hardmode begins, such as attempting to craft The Sponge. This can be easily remedied by increasing the chance of Rover Drive dropping in Hardmode.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Lower the rates of planty mush from fishing**

The abyss is a rather scary place, and im glad that the majority of stuff obtained from it (plus extra stuff like abyssal amulet) can be obtained by fishing! but I've always had the apparent issue of getting such an absurd amount of planty mush, fished for a few minutes and already have triple digits, while it does need to be infinitely obtainable somehow, I think it should be made atleast a bit rarer

Suggestion Author

@echo niche

arctic boughBOT
#
**Swap the Effects of Hand Warmer and Warmth Potion**

Hand Warmer provides immunity to Chilled and Frozen and gives 2 regen while wearing Snow Armor. Warmth Potion provides immunity to Chilled, Frozen, Glacial State, and 30% Damage Reduction against Ice-type enemies.
Hand Warmer is an accessory, while Warmth Potion is a potion.
Both are pre-Boss, but the accessory is heavily outclassed by the potion, and I think that is absurd considering how much lower the investment cost is for a potion to an accessory. Sure, the accessory is reusable, but it really isn't hard to horde a massive amount of Warmth Potions and effectively invalidate any ice mob or projectile entirely. This is why I think (besides the 2 regen with Snow Armor) that the effects of Hand Warmer and Warmth Potion should be swapped, as losing an accessory for this effect is much more reasonable than simply Making A Potion of which you effectively have infinite buff slots.

Suggestion Author

@olive shale

arctic boughBOT
#
**Move the Mecha Mayhem aspect of Death-Master Skeletron Prime to the last Mech in Progression Instead**

In the most recent update, Skeletron Prime received a massive overhaul in Death-Master specifically where it now has two heads AND spawns in both other mechs, though weakened. I think the two head aspect is actually really cool, and a great way to mix up the fight, but the problem is it ALSO gets the ability to spawn the other mechs.

It just feels like such a massive middle finger to the player that might want to not do SPrime as their last mech, since you literally have to do ALL THREE FIGHTS at the same time for it, even if they are weakened. It sort of pigeonholes the exact progression that Calamity was trying to incentivize with the Hardmode progression rework, and it isn't even mentioned on the spawn item.

A very simple fix for this, is simply to add this functionality to the last mech in progression instead of exclusive SPrime. Not only would this give Master Mode a nice addition flare while still fitting in with the intended progression, but it would let the individual double-headed SPrime fight actually have a space in Calamity itself.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove the Goblin Peon ability to break the door**

They just straight up breaking the door if they are stuck at the closed door making it EXTREMELY annoying having to place down the door(or also having to search for it if you accidentally quick stack it) everytime you do goblin invasion with your house's door closed, id suggest to remove this ability or replace it with ability to open the door instead of breaking it

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Eutrophic glass walls**

self explanatory. eutrophic glass is very nice looking and adding walls would help a lot of builds that make use of it. optionally stained variants may look snazzy

Suggestion Author

@jade kayak

arctic boughBOT
#
**Remove Renegade Warlock from Dungeon spawns**

This spawns in the Dungeon because... it just does I guess? It has not even been slightly related to the Dungeon ever since its old name was changed, its Bestiary entry does not even mention how it relates to the Dungeon and it acts more like a Brimstone Crags enemy with how it drops Essence of Havoc and Bloodstone after Providence. It doesn't even increase the difficulty of the Dungeon in Hardmode either, because it just uses standard Fighter AI aside from teleporting close to the player after 5 seconds.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Laboratory Containment Boxes and their aged counterpart should be able to be placed on top of one another**

Pretty self explanatory in the sense that it would make them a lot more appealing to use in builds as a decorative block and not being able to stack them hinders that.

Suggestion Author

@still canyon

arctic boughBOT
#
**Make Enchanted Starfish shimmerable**

Pretty explainatory. In the description of the item it literally states "Functions as an alternative to Mana Crystal", but for whatever reason it cannot be shimmered into Arcane Crystal.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Allow the accessories from the Mechanic House in the Snow biome to have modifiers**

The accessories are given very early on, yet never have any modifiers. Having modifiers would help give a new player at least something to help deal with early game.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Add a music box for the old bio-lab theme**

Some people (like myself) might prefer the old Engineer's Sanctum track to the new one so it would be nice to have a music box for it like how yharon has a legacy music box for it's phase 1 theme. Nothing wrong with the new Engineer's Sanctum, i just prefer the old one.

Suggestion Author

@ashen carbon

arctic boughBOT
#
**Move Onyx Excavator Key/Onyx Excavator to post ___ (Hardmode/Plantera/Moonlord)**

It just happend that we start a new multiplayer world and one of the players found the lab and this mount on the second ingame day. All players are still on like tin/silver pickaxes while he can mine 5 blocks at the same time with a speed of nearly double the running speed of everyone else. This completely destroys the early game. While normally you need to explore caves to find chests and need to worry about enemies, with the onyx excavator you can just simply hold left/right and stop if you find a life crystal or a structure with a chest with the only real danger being falling blocks. Idk but a "pickaxe" that can mine way faster than everything pre moonlord that can be obtained on the first night if lucky is just to broken at this stage of progress.

Suggestion Author

@north raptor

#
**Add craftable pyre mantle walls**

Please! Builders will rejoice! We already have craftable abyss gravel walls and voidstone walls, so why not pyre mantle? It makes no sense and i think it would be a nice feature.

Suggestion Author

@regal girder

arctic boughBOT
#
**Change Signus's in-game name to reflect his new lore**

By removing the title ''Envoy of the Devourer". I don't think i have much to say, it's just outdated ever since the lore was rewritten. Figuring out a new cool title if needed isn't all too hard either. I personally thought of "Signus, Otherworldly Patron" given he's from the distortion and his relationship with the onyx kinsmen. It's just an idea though, i don't doubt devs could come up with soemthing better.

And wowww, 3 suggestions i've made now. And they're all for incredibly minor things. That's badass.

Suggestion Author

@gaunt pine

arctic boughBOT
#
**Add Treasure Bag drops to the Bestiary, or at least a way to view them.**

Bestiary in Expert and Above does not show the drops of a boss that are contained in a Treasure Bag. If possible, a way to view what is in the treasure bag would be appreciated so that you dont have to use an extrernal mod or the wiki to see that.

Suggestion Author

@covert root

arctic boughBOT
#
Add acidwood fences

I like building things out of acidwood and hate having to get wood fences and paint them yellow to only slightly fit the color of it

Suggestion Author

@eager relic

arctic boughBOT
#
**Make it so Skeletron's new charge attack happens less often, as well as making the preparation for Skeletron charging not move back as much**

Just to clarify, I am speaking about my experience on Expert-Revengeance mode. While I appreciate the addition of a new attack to help spice up the fight, Skeletron's new charge attack is simply spammed too much to the point where it is very polarizing among weapons and is quite frustrating and annoying at times because of this. By the time you get to the second set of arms, it's already spammed far too much and also causes the arms to be a pain to actually kill without certain weapons. I think that there should be a much larger time between the charges so that Skeletron is much more reasonable to deal with for many weapons (particularly close ranged ones such as true melee, but it affects most weapons). I also think the preparation for charge attack shouldn't need to go as far back as it does (at lower hp especially, it's so far away for some reason). Basically, I just think the new charge attack in Skeletron's fight should happen much less often than it currently does to make the viability of weapons far less polarizing, as well as making the preparation for the charge not go as far back as it does for the same reason.

Suggestion Author

@rotund notch

arctic boughBOT
#
**There should be an option for the regular death respawn timer.**

Right now it's only configurable to have it for the boss respawn timer, it should be configurable for when bosses aren't alive as well. I want this because sometimes the death respawn timers in vanilla are purposefully torturous depending on difficulty, and calamity forcefully takes that out.

Suggestion Author

@grand plank

arctic boughBOT
#
**Reduce Ancient Vision HP in rev or revert it’s constant spawning**

In Revengeance, Lunatic Cultist gained the ability to spawn an ancient vision whenever an ancient ritual is successfully completed, not failed, meaning one will spawn after every single ritual. Due to the visions not having reduced hp, it essentially forces the player to be constantly running away from a new persistent homing “projectile”, as the hp is so high that if attempting to kill one, another will simply spawn shortly after its died. I don’t think adding an extra damage sponge to a fight that’s already considered a dps race is a good way to increase difficulty, to the point where it feels like an oversight.

Suggestion Author

@mortal drum

arctic boughBOT
#
**A new, unique foodstuff for Bloodfin**

Two Bloodfin can be crafted at the Cooking Pot for a Seafood Dinner, granting Well Fed medium for 14 minutes. Just like every other fish.
Such a unique, rare, and valuable fish should get something unique to give players a bit more of a reward for cooking them rather than eating them raw- much like the Honeyfin and Coastal Demonfish making the Hadal Stew.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Change the minimum requirements for Eye Of Cthulhu to naturally spawn in Revengance/Death + Master worlds**

As of now, the original 200 HP and 10 defense natural spawn remains, but the Eye Of Cthulhu is nearly impossible with both modes combined with this HP and Defense. I strongly believe that the minimum should be changed to at least 300 HP 25 Defense, as this will let a player be able to at least bulk 3 of the absurdly buffed attacks from Master + Revengance+ EOC.

Suggestion Author

@tropic mural

arctic boughBOT
#
**Update Calamity's agile yoyo tooltips**

A good deal of Calamity's yoyo's currently have the tooltip line "A very agile yoyo" to reflect their superior tracking speed over vanilla yoyos. However, as Calamity now makes that speed upgrade universal to all yoyos, this tooltip is no longer necessary and only serves to confuse players who don't know what it meant.

Suggestion Author

@silent mantle

arctic boughBOT
#
**Increase the yield/make Bloodfins more common in some way**

Some people, like myself, really like the alternate potion to supreme healing potions in the form of Bloodfins post providence. However, in a normal playthough, even with completely maxed out fishing gear and the uelibloom rod for 5 lures, it can take FOREVER to get like 50-ish bloodfins, which depending on the person, might not even be enough to get through until omega healing

Either increasing the yield of bloodfins you get (Maybe with Alluring bait?) and/or making them more common from fishing would hel with trying to get a reasonable amount of bloodfins post providence so they can be used more often

Suggestion Author

@pallid spire

arctic boughBOT
#
**Have Tax Collector give a bonus for defeating Brimstone Elemental (or a quote as to why he doesn't)**

If she hasn't been defeated in your current world, Tax Collector can express his dismay that the folks in Azafure aren't paying taxes, and offers a bonus if you collect from them. Unfortunately, he does not give any sort of reward or closure for this, so it only makes sense that he gives a lump sum cash rewawrd, increases future income, or a quote as to why the greedy bastard won't cough up what he promised.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Craftable Gladiator Armor**

You’d think with all the various quality of life recipes added by Calamity that this would already be a thing, but I learned the hard way that it’s not. The one vanilla rogue armor, and it’s not even craftable. Making it craftable would open more options for early game rogue.

Suggestion Author

@blazing grove

arctic boughBOT
#
**skip dialogue for draedon**

draedons new communicate feature is very cool but he talks pretty slow and i feel like it would benefit from having a skip dialogue button that instantly completes his yapping without the need to wait for him to finish

Suggestion Author

@old canyon

arctic boughBOT
#
**Tweaks to the Old Man to Improve Skeletron Fights**

With the recent changes to Skeletron's AI, his fight has become substantially harder, and as such, people have been noticing the awfully long period to start a rematch. I have two suggestions on how to fix this issue (without needing to make Cosmolight pre-Hardmode, as is frequently suggested).

First, have Skeletron change back into the Old Man if he kills the player without having been beaten previously, this way, players who are fighting Skeletron for the first time don't need to wait for the Old Man to respawn to rematch him. Having him turn into the Clothier after being beaten could be considered, but is less important since rematches are optional.

Second, make it so the ability to spawn Skeletron is always available in the Old Man's dialogue, and that clicking the spawn prompt simply sets it to the beginning of night. This really shouldn't affect much, and helps avoid that awkward period where you're just waiting for nighttime to roll around, AND makes sure you get the maximum amount of time for the fight.

Suggestion Author

@olive shale

arctic boughBOT
#
**Move Sundial to Golden Crates since its not hm locked.**

Sundial is prehm so it should drop from prehm crates. Pretty simple.

Suggestion Author

@covert root

arctic boughBOT
#
**Pet summoning drop from some calamity bosses**

A lot of bosses give you a pet summon item when you defeat them, why not more calamity bosses?

Exo mechs could drop little copies of the certain mech depending on which one you defeat last for example etc, I think it would be a nice addition since not all bosses in calamity have them! :)

Suggestion Author

@red zephyr

arctic boughBOT
#
**Grant the Rover Drive the over-time recovery of The Sponge and similar shields**

If the Rover Drive takes damage, the only way it can recover back to its capacity of 20 is if it is completely destroyed, or the accessory is unequipped and re-equipped. This annoying limitation has a much better system in place for its upgrade, The Sponge, where it wil attempt to begin recharging immediately upon getting hit. While a minute change, it'll help make the item feel better to use.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Allow the Calamity boss bar to show boss shield **

As of now, the Calamity boss bar does not show shield for bosses like Ceaseless Void and pillars (although thats not a boss). Adding a similar blue bar on top that represents shield, along with a small percentage in blue next to the boss HP would be a simple addition that would make the Calamity boss bar more useful.

Suggestion Author

@indigo wigeon

arctic boughBOT
#
Add lore items to treasure bags

Lore items only drop once and fly at the location of his death. This means that if the boss dies out of sight, the player may miss a lore item. I think it would be a good idea to add these items to treasure bags, considering that some bosses players only kill once.

Suggestion Author

@sharp dagger

arctic boughBOT
#
**Make calamitas and permafrost have happiness dialogue as NPCs**

These two are notable for being the only two of the calamity npcs to clearly know eachother before the events of the game, and had a pretty close bond, enough for calamitas to refuse to kill permafrost, atleast, so when I realized they were neutral to eachother in terms of game mechanics I was a bit confused.

Suggestion Author

@echo niche

arctic boughBOT
#
**Rename either Urchin Flail or Urchin Mace**

Two flails, both first obtainable after Desert Scourge, starting with the same name. It can obviously get quite confusing, and them being in the same tier of weaponry is not helping.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Move More Calamity Weapons to Chest Loot**

Calamity adds literally nothing to naturally generated chests, other than its own. This means that for Rogues and even arguably Summoners, outside of the generic all-class loot, they're useless. Calamity also has a problem with a lot of weapons being craftable from the most inundated chest filler, such as Icicle and Sun Spirit Staff, Frost Bolt, etc.

A very simple solution could be to simply move some of these items to be chest loot, and move some of the more mediocre vanilla loot to secondary slots. Some examples of this could be Sun Spirit Staff replacing Snake Charmer's Flute as primary loot, and it moving to secondary loot. Icicle Staff would work great as a mage drop for Ice Chests. Even just having small amounts of Throwing Brick, Web Balls, and Iron Francisca/Lead Tomahawk chucked into fitting chests would help a ton with actually giving Rogue accessible early game options outside of crafting.

The main point is a lot of Calamity's weapons are hard to discover due to being craftable with strange items, and not utilizing chest loot is a waste when it could solve two problems at once.

Suggestion Author

@olive shale

arctic boughBOT
#
**Give Better Access to Seasonal Items**

Items like Present drops and Pumpkin crafts are fairly useful for the early game, but can only be accessed for a very small portion of the year. This would be fine if they remained entirely exclusive to that period of time as a gimmick, but these drops are extremely useful, to the point that Calamity actually touches them. In fact, it messes with nearly all of them in some manner. Hand Warmer and Snow Globe are craftable. Toolbox is in the Mechanic's Shed. Bat Hook was moved to Vampires in the Solar Eclipse. Fruitcake Chakram and Candy Cane Sword were given lifesteal. Pumpkins can be used, not just for armor, but for the Pumpler and Harvest Staff, which are both fairly solid weapons added by Calamity.

However, unlike Hand Warmer and Toolbox for instance, not all of these items are as easily obtained. Pumpkin Seeds can only be obtained from the Dryad, or from a very low chance from Stuffed Fish. And Presents? Not even obtainable.

The fact that these options are left to such obscurity feels like a lost chance. Some very simple things could be done to rectify their situation as well. Pumpkin Seeds could simply be added to Herb Bags (Stuffed Fish's standard item counterpart) or Surface Chests, or perhaps even grown in the Graveyard biome, since they'd already grow naturally up their during Halloween anyway. Presents could perhaps be sold by the Merchant or Party Girl while in the Snow biome, or even during a party specifically if that isn't enough of a lock. You could have Candy Cane Blocks be obtainable in a similar way and make the Present drops craftable with them as well, if the first idea doesn't sound good enough. There are tons of simple ways that these items could be integrated more into standard play, that I think would help a lot in terms of their usability.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove the large chunk of Astral Ore on the surface.**

Currently, unless you are a summoner you have "no reason" to explore the Astral Underground. An easy fix is to remove the large vein of Astral Ore on the surface.

Lore wise, I don't think this actually changes much, Deus can still throw the meteor, Meteors irl break up all the time. It can just be that the Meteor broke apart in the air and embedded itself in the ground. (Since there is astral ore underground anyways, it seems like that already happened a bit.)

Suggestion Author

@covert root

arctic boughBOT
#
**Add a sulphuric sea clentaminator solution**

With the addition of the jungle, snow, and desert solution, I think a sulphuric sea solution would fit somewhere in there for building and making arenas or smth, just a thought tho…

Suggestion Author

@olive trench

arctic boughBOT
#
**Make Skeletron's head glow when he's about to shoot skulls**

Many times in my more recent Skeletron fights I have found myself slightly lingering around where Skeletron stopped, where he then immediately blasts me with a near-unavoidable homing projectile. If Skeletron started glowing to signify this (like when he does with his other attacks), it would make it feel more fair.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Buff the Burnt Sienna drop rates**

Considering it's used for one of the best true melee weapons post-ml (grand guardian), and it is a good option early pre-hm, it feels weird it has such low drop chances. Especially considering that the mob it drops from is uncommon, its really frustrating spending upwards of an hour hunting for it down in the underground desert.

Suggestion Author

@keen olive

arctic boughBOT
#
**Slightly improve the drop rate of the post Astrum Aureus equipment from Astral Crates**

Upon the defeat of the aforementioned boss, seven weapons are added to the drop pool. At the moment, when a crate is opened it has a 10% chance of dropping one of these weapons, randomly selected. Some of them are quite powerful, but the chance to get a specific drop is quite poor. Since there's a 1/10 chance of getting a 1/7 chance to get the specific item desired, there is only a 1.4% chance of getting it per crate. Very poor.
Improving the chance to 15% would make the odds just a bit better at 2.1%- still rare and still better to get it the normal way, but it makes the fishing method a bit less unbearable.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Remove the extra clones from Brain of Cthulhu in Rev+ for Accessibility reasons**

The whole gimmick of Brain's phase 2 of having 3 clones and 1 real brain is honestly pretty interesting in theory and generally is something that has a lot of potential and really doesn't trigger anything,

However, with the new Brain rework in Rev+, it now gains either 4 or 12 more clones, in rev and death respectively, and at least for someone like me, it actively caused genuine headaches from my autism giving me photosensitivity. And I highly doubt I am the only one who is photosensitive that has experienced the same deal of pain, having to take breaks in between attempts and after attempts due to all the images giving me headaches from it and causing other issues that don't need to be described,

It's basically just forcing people to play with shrooms for brain phase 2, and Odd Mushroom has an accessibility warning on it For a reason, so forcing it on a boss in the two main difficulty modes is kinda just making sure people don't do stuff like this on accident and cause themself harm because of it.

I know brain needed a rework, but causing genuine physical harm to people is not the way to do it,

Suggestion Author

@pallid spire

#
**Increase the range at which Golem despawns**

For some reason with the newest updates, at least for me on Master-Death, I was fighting golem and hugging close to the ceiling in phase 1 of jus the standard temple room that calamity generates, nothing funny no fargo's no nothing, and it just kinda despawned for some reason? Which was really weird and really frustrating

Just making sure it can't despawn when the player is from one side of the golem chamber to the other diagonally in distance should be able to fix the issue easily enough

Suggestion Author

@pallid spire

arctic boughBOT
#
**Remove Plantera's ability to move away from you in phase 1, alongside readding her contact damage**

While I think I understand what this change was going for, I really don't think it works well in practice. Besides being done for contact damage reasons, I assume it was done to make it less of a circle sim (even though you can still easily do so in a big enough arena)? Regardless, my main point is that it just punishes close range (notably true melee) weapons for no good reason. Sure, phase 1 was pretty simple to do at close range before, but phase 2 was always a little bit of a struggle. Now? Well, without cheesing Plantera by standing inside her against a solid surface, the fight is so much worse for weapons with poor range. Now look, I don't need every boss to be completely 100% true melee friendly, but if weapons like that exist on-tier, they should at least be usable and bosses shouldn't have changes like this to effectively punish them. Basically, there are ways to change a boss and make it more interesting and engaging, but this isn't it. At the very least, make her move away slower so that you can actually land hits with certain weapons. If you really want a "fair reason" for why Plantera would deal contact damage in phase 1, she's a poisonous flower.

Suggestion Author

@rotund notch

arctic boughBOT
#
**Make sulphurous sea blocks easier to get from fishing**

These blocks drop from both sulphurous and hydrothermal crates at an absurdly low amount: 5-10 each. This is basically ruins any reasonable plans to transform the sulphurous sea or avoid taking large chunks out of it for creating a large build anywhere else. *** The easy solution is to just make these a lot more common.

Suggestion Author

@steady drum

arctic boughBOT
#
**Add a Dry Rocket equivalent of Mortar Rounds**

With the recent removal of the Scorpio's ability to fire normal rockets, I've found that trying to drain large areas is a nightmare due to the slow speed of normal Dry Bombs and more or less every other rocket launcher in the game. And so I suggest a Dry Bomb version of the Mortar Rounds, allowing you to fire bullets that destroy fluids! Please please please if I have to spend an hour throwing Dry Bombs to clear the Brimstone Crag bridge again knowing that I'll need to fill it back up afterwards I'm going to lose it please ple

Suggestion Author

@blazing bronze

arctic boughBOT
#
**Decrease the amount of time Eater of Worlds inflicts Weak for (or just remove it)**

The Eater of Worlds has the ability to inflict weakness for what seems to be a varying amount of time. Sometimes it’s a few seconds, sometimes 10 seconds, and in rare instances a full minute. I just think that it should be changed so that Weak is inflicted for a more consistent amount of time (and not a full minute, it’s essentially is just a screw you to melee in particular for some reason). It could also just be removed as EoW already inflicts 2 other debuffs in rev+: Brain Rot and Cursed Inferno.

Suggestion Author

@rotund notch

arctic boughBOT
#
**Adding a visual effect for brain of cthulu's teleports**

With the recent update, master brain of cthulu is a crazy fight. While yes, phase two is a complete nightmare, i'm more concerned about phase one because it just feels like RNG. Brain of cthulu now can instantly teleport into you with nothing you can do, stunlocking or even killing you. While sometimes, because of the contact damage change, you can just go right through him, other times, you'll get charged by multiple creepers and hit by multiple blood shots with nothing you can do. So basically, my suggestion is to add some sort of visual like skeletron has before BoC teleports (perhaps just some big red particles), that way the first phase doesn't have as much RNG tied to it with the teleports. another way to fix this i guess would be to make it so the creepers can't charge or shoot blood shots right after teleporting, but i think a visual effect would be a lot better and less buggy, and probably a lot easier to implement :)

Suggestion Author

@fluid pebble

arctic boughBOT
#
**Standardize the caps of Dye Bottles**

In vanilla, each color of dye bottle represents a different characteristic about it such as gray being solid colored and purple for animated. However, Calamity bottles pretty much disregard this rule and color the caps whatever they want, making it both inconsistent to the original dyes and harder to gauge the appearance of said dyes when paired with the patterns present with the original ones' caps. A simple problem with a simple solution that would be an easy fix.

Suggestion Author

@west rose

arctic boughBOT
#
**Allowing the Lunic Corps armor set bonus shield to be dyed**

Lunic Corps armor has a similar shield to the Rover Drive shield. Difference is, that only the Rover Drive shield can be recolored.
Also, the weird floating ring thingy from the Forbidden armor set can be recolored already, so being able to recolor the Lunic Corps shield wouldn't be out of place.
Either one could implement this like in the Forbidden armor set, where simply dyeing the Chestpiece is enough to also dye the set bonus floating thingy.
Alternatively, dyeing a Rover Drive equipped in a social accessory slot could then dye the Lunic Corps shield. This would be at least my prefered solution, as this keeps armor color separate from whatever dye is used for the shield. Lastly the Lunar Corps shield simply makes the VFX from a Rover Drive equipped in a social accessory slot disappear, so dyeing Rover Drive to change the Lunic Corps shield color wouldn't be farfetched (oh and you literally need a rover drive to craft the Lunic Corps Vest).

Suggestion Author

@north current

arctic boughBOT
#
**Change Empress of Light's movement to make her realistically approachable for close range/true melee weapons**

Empress has always been a struggle for these weapons, but in the latest update they have become pretty much unusable outside of flygodding certain attacks, after Sun Dance, or during a couple phase 2 attacks. Even then, the opportunities for them to deal damage are so limited that they'll always pass the 9-minute daytime enrage timer of the fight. There are several weapons on-tier that can take advantage of close range/true melee effects, yet are nearly unable to do so, resulting in massive dps discrepancies between different bosses. There are several ways this could be changed such as making her not hover nearly as far away as she does now, making her stay still more after some attacks, and/or decreasing her acceleration during certain attacks. However you want to approach it really is up to you, I just think that these weapons shouldn’t have to suffer greatly on a boss this much when some relatively simple changes could fix their core problems (compared to bosses like Golem, which would basically require a full rework if we're being honest).

Suggestion Author

@rotund notch

arctic boughBOT
#
**Give players the ability to plant and manually grow Lava Lilies on Scorched Remains that are covered in Cinder Blossom Grass**

Lava Lilies, the ambient objects introduced in update 2.0.2.001, are large flowers that generate in the brimstone crags biome, bringing life to the area with their beautiful appearance. Unfortunately, they cannot be manually placed or grown by the player and, once broken, cannot be restored. That is very unpleasant for players that desire to use them and have in-game builds involving them. Currently, the only way of placing them would be the use of cheats, meaning that any players playing the game as it is intended to be played would be rendered completely and utterly unable to utilize their decorative properties. Having a sapling or any other item that functions in a similar way to manually place them would be a welcome addition to the game, and would be a massive addition to the arsenal of builders all across the community. Lava Lilies being able to naturally grow and be manually grown would be consistent with most other plants both in the vanilla game, but also in the mod itself.

Suggestion Author

@frigid condor

#
**Remove the line "Armor of the cosmos" from Empyrean Cloak**

Empyrean armor has nothing to do with cosmos, if it does, why does it specifically given to Empyrean Cloak but not other piece of set? not to mention that it is also unusually written above the stats(tooltips usually written under stats on most item), i'd suggest to remove the line from the cloak since it is irrelevant.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Introduce a Meld Blob sink**

By 'sink' I mean something useful that Meld Blobs can be crafted into/used for repeatedly, giving them use beyond equipment. At the moment, since Meld Blobs can be dropped by any lunar enemy but have very little use beyond equipment which may or may not even be useful, Meld Blobs just burn a hole in one's storage unless they're sold for peanuts. Giving them something to craft them into repeatedly (sort of like how their vanilla cousins can be turned into potions) or increasing their sell value to make them a viable money grinding method would give them a bit more of a reason to be picked up by non-rogues.

Or, y'know, a literal sink made of meld constructs. That would be really funny.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Allow to move the cooldown rack wherever I want just like the other meters**

Currently the cooldown rack is "stuck" under the player buffs. I can move the flight, rage, adrenaline and etc meters where I want to by disabling the "Lock meter positions" option, but not the cooldown rack. It would be so nice to have it for example closer to the middle of the screen so I can monitor potion sickness, chaos state and other things better during boss fights.

Suggestion Author

@balmy shore

arctic boughBOT
#
**Remove Ruinous Soul from the "Acid Rain - Tiers 1 and 2" Music box, and make it craftable at an iron/lead anvil**

There is no reason for the music box that has the Tier 1 and 2 themes of the Acid Rain event to require a material multiple stages past the point you can encounter the event. Tier 2 is post Aquatic Scourge, which is reflected by the Corroded Fossils required in the recipe, but it requiring a Ruinous Soul and the Ancient Manipulator makes no sense.

Suggestion Author

@rancid nova

arctic boughBOT
#
**Make finding Suspicious Scrap easier**

The SHPC is a post-mech 1 magic gun with the unique requirement of two items from Draedon labs. The first- the Prototype Plasma Drive Core- is always generated in the Planetoid lab, whereas the second- Suspicious Scrap- must be found in minor, abandoned workshops in the Cavern layer. Four scrap is necessary for the SHPC, which makes it prohibitively grindy to get since there's no seeking mechanism for them.
By adding an abandoned workshop seeking mechanism, putting suspicious scrap into the major labs, introducing a crafting recipe for it, or some other way to gain them, it makes the SHPC and lab turrets easier and more reasonable to obtain and use.
Any changes inspired by this suggestion likely should be reverted (or changed to memes) on the getfixedboi seed due to the changes the SHPC receives there.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Increase the chance of getting a Rare Drop for every Kill**

Everytime you kill a boss, there's a 10% chance to get a rare drop exclusively from the boss. While it is called "Rare", sometimes luck isn't on our side and we have to defeat the same boss over and over again just to get one drop. I suggest increasing the chance of getting the rare drop everytime you kill the boss, and then the drop rate restarts after getting the Rare drop.

Suggestion Author

@cyan wolf

arctic boughBOT
#
Improve the Jailor's lightning chain effect

As it stands the current lightning sprite barely reads as lightning, instead looking like some sort of chain connecting the mines. The newly added Teslastaff however has a much better lightning effect and sets a basis for how the Jailor's lightning effect should look like

Suggestion Author

@rapid bough

arctic boughBOT
#
**Retier Arid Artifact**

Arid Artifact currently requires Adamantite Bars in its recipe, locking players from manually summoning/cancelling the event until they beat two mech bosses. A nice QoL change could make it less frustrating to wait for one.

Suggestion Author

@willow escarp

arctic boughBOT
#
Add a Way to Change a Expert World to a Master World and Vice Versa

The New Master Mode Ai Changes are Pretty Hard it Would Be Nice to Be Able To switch Between the two So that way you cant get stuck on a Really High Difficult Spike

Suggestion Author

@tropic herald

arctic boughBOT
#
**Explain that Master Mode now changes AI instead of changing stats**

Simple sugg. The difficulty system in general is vague but it can be excused since expert hasn't been changed much, but because of the 2.0.4.001 update, master mode has received a massive overhaul and is extremely different from vanilla as a result. If some people go into Calamity not knowing that Calamity now changes master mode, they may opt out of it as a result from lack of knowledge.

The same could also be said for the exact opposite. If someone goes into master mode thinking it's stat bloat and gets hit in the face with highly difficult AI changes, they may find it frustrating due to it not being communicated that it is different.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Make Aureus Spawn deal more damage to Astrum Aureus, and make it clearer that they even do**

Currently, Aureus Spawn have a unique mechanic where if brought below half health and lured into Aureus, they’ll explode and deal % based damage to it. I doubt most players are even aware of this, and for good reason, as not only is the damage so miniscule that it can’t be noticed while you’re attacking Aureus, the game gives no indicator that you’re even supposed to do this as opposed to just shooting down the Spawn. I assume the intention was to give a way to cut down Aureus’ massive bulk if you put in some more effort, but as if now it demands more effort for an imperceptible gain.

My suggestion is to both make the Spawn do a more significant amount of damage (maybe 5-8% max. HP, or even a larger % of current HP) while making them produce a much more pronounced effect on impact, like a bigger explosion or unique sound effect. I would go so far as to suggest some kind of light beam or indicator pointing them towards Aureus once they’re below half health. If that mechanic is to stay in the game, it should at least make it totally clear that it’s an option available to the player. As for the damage, I believe it’d still be reasonable given how tanky Aureus is otherwise, how it only starts creating Spawn when below a certain point, and how not every Spawn is guaranteed to be successfully lured into Aureus before dying. It would present an interesting situation where you can quite significantly accelerate the fight if you take the time to lure the Spawn, adding an extra level of depth and engagement to the fight, with the option to slowly chip down the boss becoming one of two main options instead of the only way to fight it.

Suggestion Author

@bleak parcel

arctic boughBOT
#
**More Electricity Debuffs**

At the moment, Electricity is the category populated by the fewest debuffs, which means that enemies with a resistance or vulnerability to electricity have the fewest options to exploit it with.
The number of debuffs to take advantage of or be resisted by an electricity vulnerability or resistance is one. There is only one electrical debuff in the game, Electrified. The wiki states there to be two, but Galvanic Corrosion does not deal damage and therefore cannot have its damage multiplied.
The Exo Mechs' electricity vulnerability is completely impossible to reasonably consider, since Electrified, when doubled in damage, is still more than three times weaker than a resisted Absorber Affliction, and just barely over twice as weak as a resisted Sulfuric Poisoning.
Storm Weaver's electricity resistance does a comical load of nothing since it's immune to the only electrical debuff in the game. (In fact, Electrified is the only debuff it's immune to that isn't already resisted by every boss!)
Giving a hardmode or post-ML electrical debuff can flesh out this very weak part of the neat debuff resistance feature. Storm Weaver's rare drop, the Thunderstorm, is begging for it!

Suggestion Author

@distant knoll

arctic boughBOT
#
**Rename/Remake Godslayer Inferno into Godslayer Electricity**

Currently, the post moon lord bosses are filled with fire-using bosses. Providence and her Guards, DoG, Yharon, and Calamitas. Not only that, Signus and the Exo Mechs both have access to fire debuffs. To reduce the sheer amount of fire bosses, changing one of these major bosses (DoG) to use electricity instead of fire would make things more unique, as it is also the least used debuff type.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Merge Cold and Water Debuffs**

Currently, there are 5 categorys of debuffs, which for the most part makes the system harder than it needs to be. Water debuffs only account for 3 debuffs, which creates bloat since it leads to more categories needing to be assigned for development and more memorization for players when most of the time it's already a hassle to get info on the enemy in the first place. Not to mention, exactly two enemies are weak to cold and resistant to water, those being the Angry Nimbus and Cloud Elemental. Due to the large overlap of the two categories, they should be merged to cut down on bloat and simplify the system for future development and players.

Suggestion Author

@west rose

arctic boughBOT
#
**Remove Accessory Downgrade Stacking **

Accessory downgrade stacking (i.e using Elemental and Fire Guantlet) was removed for both Summoner and Melee. This should be made consistent across all classes.

There's also something to be said about how its dumb to get a new accessory that combines some of your older ones and it turns out the right move is to put on the accessory you just upgraded. (Pre-Yharon mage using Ethereal and Sigil as a key example)

Suggestion Author

@covert root

arctic boughBOT
arctic boughBOT
#
**Rework Shadowbolt Staff**

This weapon's design is one of if not the most bland upgrades in the game, and it has extremely difficult competition due to how a lot of weapon upgrades work. While it's companions Venesuian Trident and Phantasmal Fury at least get consistent visual glow ups throughout updates (and their upgrade tree) and some bonus projectiles, this weapon has been largely unchanged since the Astral biome was added. While for some weapons this could suffice, Shadowbolt is such an unoriginal copy that nobody really considers using it, even for the indoor fights like polterghast and ceaseless where it could shine with it's bouncing. While it's damage could be adjusted over and over again, I don't think that really makes it a satisfying weapon to use, and I fully believe it needs a full on rework similar to other recent weapons we've seen get changes.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Rework Deathhail Staff**

As of now, Deathail is using that sort of bland 'shoot from the sky' staff, which is not only overused (at least 6 other magic weapons use a very similar style of attack) but fairly odd, as a very similar weapon sits right before it in progression (Clamor Noctus), it is hardly useful against the content it's against (Sure, it's useful against buffed moons, but so is any other post-Polterghast weapon that's good at crowd control). For example, against Yharon, a fast boss that doesn't stay on screen often, Deathail lags behind, not only being confined mostly to your screen, but only really hits vertically, which makes it difficult to hit Yharon off-screen. Deathhail could, in theory, preform well against the Exo Mechs, but there's better options out there at that point, having defeated Supereme Calamitas or not.

Suggestion Author

@dense spindle

arctic boughBOT
#
**Move Radiant Ooze to the Static Refiner**

Simple change, but would be helpful for clearing up confusion, as it makes no sense for this to be crafted at an anvil when pretty much everything else with purified+blighted gel is crafted at a Static Refiner.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Improve Visibility of the Nanomachines Meter**

Draedon's Heart enables and replaces the Adrenaline meter with the proprietary, patent pending, as seen on TV, results guaranteed Nanomachines meter. To visualize the change, the Nanomachines meter has some cool... wire things and blinky lights and stuff on the right side. Unfortunately, they obscure the end of the rightmost side of the bar, which makes telling the difference between 90% Nanomachines and 100% Nanomachines extremely difficult without hovering over the bar and checking the exact values- which is unfeasible in the heat of an endgame boss fight. Such a change would make the item a bit nicer to use.
Flipping the decorations on the bar to obscure 0-10% would solve this issue, since there is no need to pay attention to it when it's at those values. Alternatively, the bar's design could simply be changed.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make eidolon tablet craftable**

I'm currently going through the process of getting every trophy, and I reached the point where I need to farm cultist, unfortunately, without pre-requisite abyss farming there is no real way to farm cultist, so I think eidolon tablet should be made craftable, maybe with the lunar fragments at ancient manipulator? could be like 5 of each + meld constructs

Suggestion Author

@echo niche

arctic boughBOT
#
Add a minion from the harvest staff as a pet

I think the minions that summon the harvest staff have turned out to be very cute. And I think that many people would like to have them as a pet

Suggestion Author

@sharp dagger

arctic boughBOT
#
**Nerf Rev+ Skeletron Prime homing skulls**

Prime is a massive difficulty spike with the skulls having insane homing properties when making curves. The intended way to dodge them is to keep distance from Prime, making room to lead the skulls in a slightly curved line. This sounds fine, but it immediately follows up with the laser spin attack and homing missiles in later phases which turn messy real quick. Yes it is possible to dodge all of these, but the skulls should not be this punishing and is not feasible to dodge throughout the entirety of phase 2.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Increase the value of Miracle Matter weapons**

Miracle Matter is worth 650 gold- a rightfully valuable item, given its prerequisite of defeating the Exo Mechs and its purpose for crafting some of the most powerful endgame weapons in the mod. Unfortunately, once it has been used to craft any of them, its value decreases dramatically.
Most weapons crafted with Miracle Matter is worth just 30 gold, which means that ignoring the value of the other items to craft them- it's only 4.6% of the original value.
Iridescent Excalibur is an even more comical example of depreciation of value, as it requires 3 Miracle Matter (combined value of 1950 gold) and 15 Ashes of Annihilation (combined value of ~1000 gold) yet is only worth 40 gold. Only a bit over 1% of the original value of SOME of the prerequisite ingredients.
By increasing value, it makes the weapons feel more 'endgame' by being worth more than peanuts- at least when it comes to how much money is thrown around post-ML.
Such a change would make reforging them much more expensive, but with Calamity's tweaking of reforge randomness, Bandit's refund, and the hefty amounts of cash one can get from defeating prior bosses (especially the vastly easier DoG,) I don't believe that the more expensive reforges will be a problem.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Add new menu themes**

Since there's already a sunken sea version of the new calamity logo in the sticker pack store website(https://youpads.com/product/ocean-creatures-stickers/), It would be pretty awesome if there was a new menu theme for the sunken sea, especially because of the new sunken sea overhaul. There are plenty more reasons it would be a fun idea to add new menu themes, like how it would be a good way to introduce the player to new things, and that many other mods make more than one matching different biomes and/or themes their mods feature.

Suggestion Author

@low flame

arctic boughBOT
#
**Add a combination music box that play the entirety of Stained, Brutal Calamity**

Currently, Stained, Brutal Calamity has a music box that is separate into 4 parts, which make the only way to listen the entire soundtrack is timing it and turn on/off music box when each part is about to end, which is hard to make them perfectly connected, not to mention that even with the use of exterior tool, its still hard to listen perfectly looped song (on Youtube, there is 2~ minutes credits after the acceptance part end, on Spotify, you cant loop song without premium and has an ad). I'd suggest to make a combination music box for entirety of Stained, Brutal Calamity for those who wish to listen the entire soundtrack without having the manually turn on/off music box.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Make the final note of Stained Brutal calamity part 3 play when Calamitas is defeated, rather than just fade out**

in game, SBC is cut into 4 parts that loop and transition into each other. in the album release, the third part ends with a climactic final note, however, this note has been removed in the in-game version for looping.

adding this note at the end, or another loud tryimphant ending sound, would greatly increase the power of the moment, even when defeating calamitas on a part that isn't the ending of the song, as not only would it mask the fact that the music just fades out and make it transition into part 4 better

Suggestion Author

@glacial compass

arctic boughBOT
#
**Modify the distribution of hallowed bars and mech souls in recipes**

Currently, a large chunk of the recipes using hallowed bars also use all 3 mech souls and vice versa. There's no reason to have this when hallowed bars require 3 mechs anyways, and only add to the grind of needing more souls from all 3 bosses. Even if this is mostly to keep the balance when Calamity's hardmode rework is off, it would be the best of both worlds if the recipe changed depending on the configuration.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Reduce or Remove Hallowed Bar drops from Mech Bosses with the progression rework on**

With the hardmode progression rework enabled, the final mech spawns hallowed ore in the world and drops 20-35 hallowed bars, more than enough to craft a drax/pickaxe axe and maybe a weapon. Unless you want to craft armor or another more expensive item, there’s never any reason to mine hallowed ore because it’ll just be much faster to kill a mech boss again. I just find it weird for calamity to specifically add this ore but have mech bosses still drop the same amount of bars, barely anything gives them a reason to exist.

Suggestion Author

@mortal drum

arctic boughBOT
#
**Give the Spadefish the same abitlity as the Gravedigger's Shovel**

The Spadefish is an incredibly niche, near forgettable tool. While it has a pretty fast mining speed, it requires fishing, something not a lot of people do. You can either get it at a 2.5% odd underground or from the first Angler quest. However, once you begin fishing, you usually already have good tools which would outclass it. Giving it the property of the Gravedigger's Shovel (mine only soft blocks in an area) would make it more interesting and useful, acting as an introduction of sorts to the lesser known tool type. They're also both shovels, which makes more sense thematically.

Suggestion Author

@willow escarp

#
**Tweak Dodges**

The recent update to dodges was, in my opinion, a net positive. Ignoring negligible hits and making repeated dodges of weak hits less punishing makes dodges feel better to use. Unfortunately, they have a few new issues.
The scaling cooldown of the dodge depends on the damage one would have taken after defense, which means that they’re incredibly frequent for anyone with high defense and enough sense to not get hit by the strongest of attacks.
The Counter Scarf and Evasion scarf are two of my favorite accessories, but unfortunately they’re difficult to make use of now that the 30 second cooldown of its dodge is no longer three times faster than its competitors, and now shares a cooldown with them. In fact, for non-Melee, it’s just about completely outclassed by the Master Ninja Gear, and melee’s high defense makes its dodges’ cooldowns faster.

Simple number tweaking can amend this issue by increasing the lower bound of the dodge cooldowns, making the lightning fast 15-20 second wait more like a 30-40 second wait.
Alternatively, reducing or removing the impact of defense on dodges can help reduce how often defense-heavy players can proc them.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Change the Lunarian Bow's Lasers**

The Lunarian Bow changes wooden arrows into lasers that can slide along walls and floors and... well that's about it. I suggest changing the lasers to have low pierce and to either make the lasers bounce off of walls or remove its interactions with walls altogether. This way the weapon can feel at least a little more close to the Night's edge, the Eye of Night, and the Night's Ray in performance.

Suggestion Author

@upbeat barn

arctic boughBOT
#
**Let you train against boss rush fights**

Not necessarily do the bossrush with just them (that kinda ruins the point of it)
but allow you to fight against any bossrush variant as a form of training, so you can get good at them
For example im specifically stuck on boss rush scal (everything else is easy), and its really annoying to go through the entire rush again just to get slightly better at that fight, being able to train against boss rush refights would be really cool

Suggestion Author

@covert ledge

arctic boughBOT
#
**Prideful Hunter’s Planar Ripper tweaks**

The Prideful Hunter’s Planar Ripper (PHPR) is a post-ML gun that converts musket balls into lightning bullets. These lightning bullets with the unique quirk to boost movement speed on critical hits, up to 20%. However, while this is stated in the tooltip, there is no clear indication that shows the player this effect taking place while actually using the weapon. Adding some sort of visual indicator when getting a speed boost and/or reaching the max speed boost would improve the clarity of the weapon and make the effect more satisfying.

I have permission from the donor to make this suggestion.

Suggestion Author

@limpid sky

#
**Reduce/Rework the visual effects of endgame rogue weapons & accessories**

I think that items such as Seraphim, Wrathwing, Supernova, Dragon Scales, Nanotech, Venerated Locket; create too many visually cluttering effects/projectiles on screen, this adds unnecessary difficulty in the Scal and Exo fights. (This might just be a skill issue on my eyes idk)

Suggestion Author

@nimble arrow

#
**Replace "Any Wings" in Celestial Tracers to Souls of Flight**

This is a simple change to replace the Any Wings in Celestial Tracers to Souls of Flight to reduce confusion that they are a direct upgrade to all wings without any downsides. It also makes little to no sense that wings are used in the crafting recipe for them, as Souls of Flight would work just as well in the recipe. It also justifies them not having the unique effects of Boost, Hover and stat boosts being incorporated into the Tracers line.

Suggestion Author

@mortal patio

#
**Make Zenith require Terratomere, and Exo Blade require Zenith.**

Currently, if you want to make Zenith, you have to shimmer your Terratomere if you made one. Then, you have to recraft Terratomere (so you're probably shimmering Zenith) to make Exo Blade. It would make more sense if it was a more linear progression so that you dont have to do this weirdness with shimmer to make the lategame melee weapons.

Suggestion Author

@covert root

#
**Add in an alternative summoning method for Providence pre-Moon Lord**

There is currently a way to fight Yharon without Moon lord, but this isn't true for any other major boss at that stage of the game, leading to a large bottleneck at Moon lord restricting freedom in completing the game in the player's chosen order. Adding even an obscure method of summoning Providence early would give an alternative path to fighting the Devourer of Gods, alongside Supreme Calamitas and the Exo Mechs.

Suggestion Author

@stray karma

arctic boughBOT
#
**Make Super Dummies have Defense and Damage Reduction Commands/options**

As of now there isn't a way to accurately test DPS setups without fighting the boss directly. A lot of the times I would like to test various setups for a boss and see my true DPS with defense and DR with full accuracy, and doing it via the boss itself can be time consuming/more tedious. Adding this would allow players to easily test weapon DPS and compare by looking at the defense and DR values of the boss they are fighting, and inputting those values into the dummy settings, then test whatever setup they want.

Could also be done with a new item that spawns dummy of said boss with DR and Defense values baked in but immobile to skip the manual part of tweaking DR and Defense

Suggestion Author

@misty roost

#
**Indicator when taking damage for teammates when using the Rampart of Deities or similar**

It's really jarring to just suddenly drop health with no visual knowledge of what happened. Especially with endgame equipment completely spamming the screen, it would be nice to know when I actually got hit by a boss and take note instead of being left confused. A suggestion could be like a spark or a translucent flash on the player of the accessory that proc'd the effect.

Suggestion Author

@eager pike

#
**Grant the Marnite Architect Toga a boost to wall placement speed**

At the moment, the toga increases tile placement speed by 50%- identical in effect to the vanilla accessory the Brick Layer. However there's no equivalent to the Portable Cement Mixer in the set, so adding that effect to the toga or adding a new leg slot item with the effect will round out this building set and make mass-placing walls less of a pain.

Suggestion Author

@distant knoll

#
**Improve Miracle Blight debuff visual on enemies**

The out of place and constant flickering look makes this by far one of the least visual appealing debuffs. I get that it is a unique look for one of the final weapon sets, but it could be done better without making it obnoxious to look at.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Prevent Rev+ Empress of Light from having more than one Everlasting Rainbow active at a time**

Calamity adds some randomness to EoL’s attacks by making her sometimes skip forward in her attack pattern, as well as making her attack more often. This had the side effect of making it possible for her to summon multiple everlasting rainbows at a time, which makes her extremely difficult to fight without just outrunning them.

This could be fixed by making the game check if her previous everlasting rainbow is still active (such as with a timer, or by checking if any everlasting rainbow projectiles are within a certain distance of either her or the player if you want to punish running from them), and having her skip the attack if they’re still active.

Suggestion Author

@bold trellis

arctic boughBOT
#
**give the hive mind contact damage at all times**

the recent contact damage changes was a change that, as far as I know, was done to make contact damage make more sense, a boss that is not actively trying to attack you wouldn't deal contact damage. in hive minds case, this means that whenever hive mind is not actively charging at the player, it deals zero contact damage. On paper this is fine, but in practice, hive minds ai still acts as though it has contact damage at all times. This means it will try to move towards or on top of the player despite not actually dealing contact damage, which leads to a very amusing, but not all that sensical display.

Suggestion Author

@naive tide

arctic boughBOT
#
**Readd the contact damage to Ravagers Pillars while stationary.**

The Pillars are the one wrinkle preventing the player from rungodding Ravager. You at least needed a ram and sometimes they would be positioned in awkward ways. Now that they dont deal contact damage, the fight is even more free than before and you can just rungod the fight.

Suggestion Author

@covert root

arctic boughBOT
#
**Add an indicator that Ravager reduces flight time in Phase 2**

Ravager currently inflicts a debuff called Weak Petrification on the player, which is permanent while in Ravager's second phase in Expert Mode. It reduces the player's flight time by a whopping 50%, but besides looking at the flight time meter or hovering over the debuff rack mid-fight, there's no way to ever see this debuff, or even know it exists. There are other bosses that reduce flight time, but they have indicators attached to them. Some notable examples include Providence using a status message when she inflicts Icarus' Folly, The Devourer of Gods changing the screen color to purple, and Vulnerability Hex being a damaging debuff on top of reducing flight time. Considering flight time is such a vital stat in the lategame, there should be an indicator for Ravager causing this, as it would be consistent with other bosses in Calamity.

Suggestion Author

@green torrent

arctic boughBOT
#
**fearmonger armor inconsistency**

fearmonger armor states that it grants "immunity to all forms of frost and flame", which is simply an untrue statement, as there are a number of both fire and frost related effects that fearmonger armor does not grant immunity to. This can can mislead players into believing that the armor gives immunity to a debuff or attack that it simply doesn't, especially considering the very next boss after fearmonger armor is obtainable inflicts a fire based debuff that fearmonger does not grant immunity to. As such, it would be beneficial to reword this effect to more accurately describe this aspect of the armor.

Suggestion Author

@naive tide

arctic boughBOT
#
**Make Bandit's refund place money directly atop the player**

When Bandit gives you a refund, they just kinda vomit the cash onto the floor for the player to walk up to and pick up. It's completely possible for someone (me included) to not notice this and instead leave without getting the money back.
By having Bandit spawn the money directly atop the player who requested the refund (much like how I assume the Tax Collector works) or having the money directly get placed in their wallet (much like how selling works) will clean this up a tad

Suggestion Author

@distant knoll

arctic boughBOT
#
**Change the sound of post-aquatic scourge's tier 2 acid rain activation**

Currently, when you defeat aquatic scourge you get a message with the Mauler's Roar sound, however, Mauler is t3 acid rain miniboss, by the time you defeated aquatic scourge you may or not remember the activation sound, however, upon t3 acid rain, those who remember the sound will be greatly confused upon meeting Mauler by the fact that its roar is used for t2 acid rain unlock, which will make them think "isn't this the sound ive heard after defeating aquatic scourge??? why cant i find this miniboss on t2 acid rain???". i'd suggest to change the t2 acid rain activation to something else to not confuse new player that remember the sound.

Suggestion Author

@wicked garnet

#
**Add a method to place the brimstone crag biome's stalagmites**

this would probably be through the rubblemaker with brimstone slag, but i would love to use these in my volcano build, but i can't find a way to.

Suggestion Author

@woeful jungle

arctic boughBOT
#
**Add Use Time/Tool Speed to the Stat Meter**

These stats are normally hidden from the player, but are extremely important to know when deciding which pickaxe to use for mining or whether to reforge Violent or Menacing, among other reasons. The Stat Meter is designed to show off hidden stats, so throwing them in would improve the value of this item and make manual calculation or wiki research unnecessary.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Retier Occult Skull Crown to pre-Devourer of Gods**

All three Revengence mode items can be combined with Nightmare Fuel- a post-DoG ingredient- to get a single accessory which is marginally better than the sum of its parts. Unfortunately, the sum of its parts are quite difficult to make use of at this point in the game, especially when none of the future bosses inflict any debuffs the Laudanum works on. Overwhelming competition from the accessories crafted with Ascendent Spirit Essences (as well as a few standout accessories from earlier on) make justifying an accessory slot too difficult for this item.
By removing the requirement for Nightmare Fuel and replacing it with something else (Necroplasm, Ruinous Soul and Twisting Nether come to mind) it can be used for the DoG fight where the accelerated Adrenaline building and early Rage can be quite helpful, in addition to helping against the post-Providence Ravager's Armor Crunch debuff without needing to dedicate an entire accessory slot to the otherwise useless Laudanum.

Suggestion Author

@distant knoll

#
**Allow us to make Calamity UI (Rage, Stealth, etc.) semi-transparent**

Depending on how you place your bars, they can block projectiles from view, resulting in taking extra damage. Would probably be nice to have as well, just as a QOL thing.

Suggestion Author

@fathom abyss

arctic boughBOT
#
Add a config option to disable the new contact damage changes for vanilla bosses in the latest update

The new contact dmg changes are cool and all but they break every vanilla boss rework mod under the sun, even when playing on just expert, therefore, a config option to disable the changes to vanilla bosses in the new update would make it so these mods atleast have a chance.

Suggestion Author

@errant chasm

arctic boughBOT
#
**Disable the "Rage Full" SFX if Rage mode is active**

If Rage is overfull and is active while it depletes past 100%, it will replay the sound effect as if it was not active and is now ready to be used. A small change, but it can help clean up confusion if the player is using an item that generates rage when hit.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Add Calamity biomes to NPC likes / dislikes**

No NPC's, from Calamity or from Vanilla, specifically like the biomes added by Calamity. Adding this is a good practical idea because it would make Calamity pylons more convenient to obtain. More importantly, it would help Calamity better fit into Terraria, since currently the NPC's barely interact with Calamity's new biomes.

As an example of how this could go, the Wizard could like the Astral biome since it's fun magic from the stars, the Angler could dislike the Sulphur Sea because most of the fish have rotted, etc.

Suggestion Author

@stuck solstice

arctic boughBOT
#
# Retier and Buff the Mana Regeneration Band/Celestial Cuffs Accesory Line

The Mana Regeneration Band is the most useful member of this accessory line and it's not even that good. The various steps along this upgrade tree should be changed to later tiers to allow for power increases rather than minor utility and a sidegrade at best. Retiering the line to let the Celestial Cuffs act as a counterpart to the hard mode mana flower upgrades would fix this by allowing for the line to be more in line with calamity's other accessory upgrades.

The item tree has combination steps like mana flower, but occurs entirely pre-boss. It completely changes its effect after being 'upgraded' and doesn't keep any of earlier pieces good effects. Despite having access to Celestial Cuffs pre-boss, you'll be hard pressed to find someone using them, because unlike Mana Regeneration Band, its just not competitive even in that environment.

Changing the accessory line to fully inherit the defense of shackle, mana regen, and perhaps even hp regen, accomplishes a lot more than is lost by changing vanilla behaviour. The alternative would be creating new items just to serve the same purpose the existing ones should have, competing with mana flower.

Suggestion Author

@sage summit

arctic boughBOT
#
**Rework the Nebulous Core**

The Nebulous Core does not seem to provide enough benefit to be worth its usage at its stage. It appears to be basically an upgraded Spore Sac, while also providing a revive. Currently, it provides a 10% damage boost, while also providing a revive that leaves you to 100 hp, while also summoning Nebula Stars that act similar to the Spore Sac's spores.

While the damage is nice, and the Stars are fine, the revive appears to be entirely useless. Around this time, you would either have a better accessory if you need damage, or you'd have Silva armor for the revive. The accessory just seems to be in a weird middle ground with no specific spot in any build. I wish to change that.

My suggestion is mostly a rework to the revive to make the accessory more defensive in nature. Instead of dropping the player to effectively 100 hp, I suggest that it instead absorbs the damage that would've been fatal, before healing for 100 hp. I believe this absorbing effect would provide it with some utility. If it is believed that this absorbing effect would be too potent, maybe lowering it to a regeneration buff would work well.

Suggestion Author

@copper flint

arctic boughBOT
#
**Add the ability to create an artificial Abyss biome**

Many biomes in Terraria are able to be spread to other areas of the map. This isn't to say that I want an Abyss solution even though that'd be dope, but the Abyss is such an incredibly cool biome and turning a whole world into it for the purpose of a challenge would be super cool.

Suggestion Author

@pliant rivet

arctic boughBOT
#
**Allow Dark Hearts to pass through blocks**

Hive Mind is usually fought underground, and there will inevitably be a ceiling of blocks, probably jagged from bombing or natural generation. This isnt an issue for Hive Mind or any of its minions as they pass through blocks, all aside from dark hearts. Dark Hearts will often rise above the player, and then touch a jutting block or go up a vertical cave and get stuck indefinitely. I think they should be allowed to pass through blocks so this is no longer an issue.

Suggestion Author

@tacit basalt

arctic boughBOT
#
**Tweak Death mode BoC invisibility.**

Currently playing through death mode - I reached BoC and honestly, the fight is pretty fun. However, i've found myself dying repeatedly on the last phase because i can't figure out which Brain is the real one as there dosen't seem to be any tell (Or any i could see, atleast) and it ultimately just leads to me not doing enough damage to the brain to the point even if i dodge a few attacks it'll just outlast and outdamage me. I actually am able to avoid damage on the other phases pretty consistently, but this one just seems like a pain. After a while i figured through talking w/ others i could use a summon or a debuff to know which was the real one, but that just seems like such a convoluted and unintuitive method - I'll be honest, my brain ain't thinking too good right now so i don't know exactly how to make the invisibility a bit more fair while keeping the difficulty, but i'd like it if there was some indicator that was more obvious and didn't require the player relying on specific items to know which was the actual brain. Heck, maybe the real Brain will have unique particles around it or something, i dunno.I know just making it more like vanilla where which brain is real is kind of obvious through transparency would probably just make the fight way easier than intended so i figure that's a no go. Regardless, i think that while a overall nice fight, the last stage in particular feels like a bit too much and one of the few cases so far where when i die i feel like it's the game's fault rather than mine, and it'd be nice for it to be a little easier on the player. That's all, byebye :p

Suggestion Author

@gaunt pine

arctic boughBOT
#
# Rearrange Codebreaker Communication Entries

The Codebreaker lore is a step in the right direction for communicating the lore of the game to the player. However, getting dumped with 30+ minutes of mostly inconsequential lore is not very engaging or rewarding. Post Exo Mechs, the entries serve no narrative purpose. Only explaining places, characters, and events long after they've become irrelevant (some exceptions). Unless I'm mistaken, this is also meant to be our last interactions with Draedon, making the characterization present in these prompts also mostly pointless. Which is bad considering he is the de-facto main antagonist of the Calamity Mod until Yharim shows up, and is in general, the second (or third) most important character in the lore with everything presented thus far.

To remedy this, Have Draedon start communicating with you earlier in the playthrough. He would only give you a few prompts to start, but as you defeat certain bosses, you would unlock more.

Rearranging the prompts accomplishes several things.
1) Lore is communicated more organically. We're better able to digest exposition dumps fresh after defeating the boss the lore pertains to. Ergo: a greater sense that the world and characters react to your actions.
2) More incentive to fight bosses that are otherwise mostly pointless. PBG and Aureus come to mind, with direct ties to Draedon/having prompts dedicated to them.
3) Better progression, not just for you, by making it feel like you're earning the lore, but for Draedon as well, increasing the anticipation for the Exo Mech fight.
4) Narratively strengthening Draedon as an antagonist, by allowing a consistent back-and-forth with him, thus creating more engagement and build-up. Also better highlights his contrasting views with Yharim, esp in the PBG lore item.

Its a lore change, so idk how many peeps will care about it, but @ me in #suggestions-discussion if you want to inquire or discuss further. :3

Suggestion Author

@serene fjord

arctic boughBOT
#
**Increase Tranquility/Chaos Candles rarity**

for the sake of consistency since it doesnt make sense that an item's upgrade has a lower rarity than its previous form at all

Suggestion Author

@royal trout

arctic boughBOT
#
**Give Chalice of The Blood God a damage amount indicator**

Currently you cannot know how much hp damage you should have taken while a very similar accessory in the sponge does. The sponge also has a indicator for how much shield hp it has left. I suggest the Chalice of the blood god should also some kind of indicator as to how much dot damage is left, as well as potentially changing color corresponding to how much health it will put you at after the damage is dealt.

Suggestion Author

@swift panther

arctic boughBOT
#
**A Communicate-esque option with Calamitas, Amidas, and/or Permafrost**

The Codebreaker’s new functionality is fantastic, especially since we hear everything from Draedon’s perspective. We can learn things that would otherwise be unknowable, and later once we have similar reports of events from other characters, we can compare and contrast motivations and perspectives.
Being able to talk with these characters about some significant events would satisfy the above point. It needn’t be as in-depth as Draedon’s communications (nor should it be, since they aren’t literally programmed to watch, take notes, and analyze everything with uncountably many mechanical eyes) but instead it could answer a few questions Draedon left unanswered, and personify them a bit more.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make the Exo Mechs vulnerable to water debuffs**

Currently, the Exo Mechs' debuff vulnerability is electricity, which is questionable but it can pass. The real question is: Why are the Exo Mechs, that are machines, taking only neutral damage to water? In any realistic scenario, water is very bad for any electronics, let alone circuitry. I spilt a tiny bit of water on my PC once, and it took a week to get repaired. That's how deadly water is. Fix this at once, and rid this boss of mechanical unrealism!

Suggestion Author

@zealous snow

arctic boughBOT
#
**when the onyx excavator is going backwards, make it so the wheels turn backwards too**

I am frequently the onyx excavator, but it's possible to drive backwards while on the excavator, and the wheels' are rotating clockwise when they should rotate counter-clockwise (if the excavator is pointing to the left.) the rotating animation still makes it looking like the excavator is driving forward, but it really isn't. Since I am using it so frequently, I really want this fixed. it's optional, though, since post-moon lord is a pretty long period and during that time you will surely get a DCU to replace the excavator.

Suggestion Author

@median zealot

arctic boughBOT
#
**Add an option to disable adrenaline particles.**

Adrenaline particles tend to cause problems with low end computers. An option to toggle them would be nice.

Suggestion Author

@rare ore

arctic boughBOT
#
**Make the full health respawn toggleable in config options**

every change made to the game that regards a passive aspect of the game has the option to be turned on/off, it doesnt make sense that this feature cant be change, even more since it used to be toggleable before getting moved away from hermit's box

Suggestion Author

@royal trout

arctic boughBOT
#
**Make flesh totem completely completely nullify 1 instance of contact damage**

for 20 seconds of recharge taking half contact damage is really not worth it, even on my true damage playthrough I quickly got rid of it as it had negligible impact on the damage since most of the damage you take post ravager is from boss projectiles, I think it could gain some value if it negated contact damage once, being usable in a few niche cases instead of just being sold everytime it drops because of its uselessness

Suggestion Author

@safe inlet

arctic boughBOT
#
**Change Cataclysm and Catastrophe drops to be based on the one killed last instead of rng.**

Currently the brothers in Cal Clone drop a weapon at a 25% chance, given how long this boss can take, this can take awhile even with a small amount of bad luck.

It would be more interesting from a farming perspective if you had to focus on killing the brothers in a certain order to get the drop you want instead of just killing them and hoping you get the drop

Suggestion Author

@covert root

arctic boughBOT
#
**Allow traps to deal their full vanilla damage values in death mode**

Mostly rolling cactus traps, really.
This change would help distinguish death's difficulty even more and add some more spice to the early game exploration that death doesn't have a lot of.
But to be honest, it just feels strange to be playing the hardest difficulty and still have environmental hazards be so nerfed from vanilla.

Suggestion Author

@lunar pewter

arctic boughBOT
#
**Classify Brain Rot as a sickness debuff and grant The Hive Mind immunity**

Brain Rot, at the moment, doesn't participate in the debuff resistance system. Nothing resists it, nothing is vulnerable to it, and I don't believe anything is specifically immune to it. Classifying it as a sickness debuff will give it a bit more value (using the Rusty Beacon Prototype or Rusty Medallion to force an enemy to have vulnerability to it) as well as simply making sense in a variety of ways. Similarly, giving the Hive Mind immunity to its own debuff will make it no longer vulnerable to its own debuff- although this is a bit of a nitpick more than anything.
Similar changes could be made to The Perforators and Burning Blood, although it could reasonably be considered a heat or sickness debuff.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Remove the line "Za Warudo" from Stellar Knife**

The line is a probably reference to how DIO use his knife in jjba part 3, however, this reference is incredibly inaccurate as in the show DIO use timestop then throw a knife NOT throwing a knife then use timestop, not to mention that in the show, a knife does NOT have homing, this make it feel like the tooltip was there just to be a desperate attempt to make a jojo reference. I'd suggest to remove this line as it is irrelevant and inaccurate to what it is trying to reference to.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Reduce the opacity of the tesla potion**

I think this is a small change that would help quite a bit, there can even be a slider for it in the config.
When you drink both tesla + inferno, it basically makes it drastically harder to accurately stay aware of your character's positioning and any projectiles coming towards your direction - at least for me it does.

Suggestion Author

@fallow moth

arctic boughBOT
#
**Increase the vein size for Cryonic Ore**

Compared to the other ores that spawn from defeating a boss (e. g. Mech bosses for Hallow, Plantera for Perrenial), the Cryonic ore from Cryogen seems incredibly diminutive (around 10-20 per vein) compared to the former ores (25+ per vein).
Cryonic ore generation in the cavern ice biome should be buffed to meet the standards; especially to reduce the grinding time.

Suggestion Author

@severe bane

arctic boughBOT
#
**Set bonus keybind consistency**

Calamity has an universal keybind for almost all of the active set bonuses. For example: Demonshade's Enrage, Tarragon melee helmet's Tarragon life, Bloodflare ranger helmet's Bloodflare's souls, etc. The exceptions to this rule are Marnite, Wulfrum, Desert Prowler, Forbidden (with vanilla Forbidden mask), Vortex armor sets and godslayer dash.
Marnite uses a mount keybind, for which you need to unequip your mount. It can be troublesome sometimes to unequip it to use the set bonus for a few seconds, just for the friend summon a boss or a slimy rain happen. The change would allow players to use more frequently without any weird restrictions.
Wulfrum, Desert Prowler, Forbidden (with the mask) and Vortex armor sets have a vanilla double-tap activation input. This makes these armor's set bonuses less controlable and even somewhat frustrating, giving a chance to miss input a set bonus and be stuck in a transformation or obscure your vision for practicaly no reason. This is even more frustrating with Wulfrum having a "paycheck" using wulfrum scrap, Desert Prowler making you too fast with no way of cancel the ability early and Forbidden circlet, an alternative helmet for summoner + rogue hybrid to vanilla's Forbidden mask (mage + summoner), already having a "keybind" method of activating set bonus.
Godslayer Dash has a reason to be another keybind (Auric armor Melee and Ranger helmets), but for the sake of consistency I added it here. No need for the change.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Include Nanomachines in Adrenaline's keybind**

When you are not on Revengeance+, the Draedon's Heart item will not state the fact that it replaces Adrenaline, since they are not available in those modes. However, this also means that a player will not know what the keybind is since in the controls menu it is only listed as Adrenaline, and they may have not binded it earlier in the playthrough, since it was not relevant for them. This can easily be fixed by renaming the control to something such as Adrenaline/Nanomachines.

Suggestion Author

@mortal patio

#
**Rework Shroomite armor's set bonus**

Shroomite's signutare set bonus is stealth, which can be triggered while standing still and not using any weapon!... It's practically useless. Low-damage, high-firing weapons, like chain gun or vortex beater, don't benefit as much from shroomite's stealth as, for example, sniper rifle or tactical shotgun, leaving a pretty amount of guns in a shadow, and it's bonuses aren't that great either, with the fact how actually hard it is to active stealth in a real situation, especially in mini- and boss battles. The case in which I see actual use for shroomite's stealth is multiplayer with a tank of some sort, that aggros bosses on themselves and leaves ranger with shroomite to deal a "nicer" damage with sniper rifles every once in a while.
But reworking it (and, maybe even, nerfing) into something else (that doesn't require player to stop everything they do and use a one use-time damage increase or use another player as a meat shield) would not only make shroomite's set bonus actually useful, but encourage players to use it for their advantages.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Improve Moon Lord's spawning sequence**

Currently if you were to progress normally, you would have to beat Cultist, then wait for about half a minute until Moon Lord due to Impending Doom that happens after beating Pillars where you may have already prepared for with nothing really left to do.
In another scenario, you may need to fight Pillars again for if you're missing some fragments for the Celestial Sigil after dying to Moon Lord on the first try or generally anything else that would need it, which then would conclude with Moon Lord again that requires another sitting that you can't really ignore and do something else due to the Impending Doom above your head.
To fix this issue I'd suggest making Celestial Sigil skip the wait on Impending Doom and instantly summon Moon Lord, as it'd significantly improve the wait time on both scenarios if the player really wanted to get it done with and go out of their way to craft Celestial Sigil if they haven't already which would be likely in both scenarios.
Furthermore, a similar line such as "Can be used to skip Impending Doom" can be added to Celestial Sigil for awareness.

Suggestion Author

@charred finch

arctic boughBOT
#
**Tie Cryonic Ore more closely to Cryogen**

Currently, Cryonic Ore generates after defeating Cryogen, but it only becomes obtainable after defeating two mechanical bosses. It’s illogical and anti-thematic for Cryogen’s ore to be locked behind two unrelated bosses. This could also confuse and frustrate players since Cryogen’s unique resource is unavailable even after defeating it. Through rebalancing the gear or the boss, and/or through reworking the obtainment mechanism, Cryonic Ore should be available immediately after defeating Cryogen.

Suggestion Author

@stuck solstice

arctic boughBOT
#
**Allow downwards/diagonal God Slayer dashes to pass through platforms**

The GS dashes can be somewhat useful for post-DoG fights to get away from attacks quickly, but the dash stops upon hitting a platform. It would make more sense to allow it pass through platforms as it is very hard to get fast downwards mobility through them at really any point in the game without hoiks.

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Alter or buff the Hydrothermic Armor's Inferno Potion effect granted by its set bonus**

The set bonus grants the Inferno potion's effect when injured, which post-Golem/Ravager is quite insignificant. It simply deals too little damage to be of any value. The ring's poor damage output and relatively short range makes it almost completely ignorable. The only thing that isn't is the Hellfire debuff it inflicts, which will likely already be inflicted on the target since every single class gets some way to reliably and consistently inflict Hellfire. To make matters worse, two of the bosses in the segment of progression in which Hydrothermic Armor is viable- Betsy and the Empress of Light- are completely immune to the Inferno Potion; it does literally nothing against them.
At this point in progression, the player has access to some of the best fishing equipment in the game and can easily get the potion ingredients necessary to use the Inferno Potion if they wish, further devaluing this free version.
Worst of all, the Inferno only appears when at 50% maximum HP or below, which is a baffling limitation on this already limited effect.
I'm not an advocate for its complete removal since it IS quite flavorful and unique, but it needs some extra love to turn it from a ribbon feature into something that actually matters.

Suggestion Author

@distant knoll

arctic boughBOT
#
Give block and UI interactions priority over right click abilities.

It's really annoying to have these items as one of the main things in your hotbar, because when you open your inventory and right click an item, it doesn't work and just activates the ability. And it's also kind of strange to open a door and use the right click ability randomly. The simple fix is to just cancel this in any of these circumstances (interacting with blocks, clicking on UI elements, etc.). Originally about the Old Lord Claymore

Suggestion Author

@steady drum

arctic boughBOT
#
**Make the Potion of Omniscience effect more visible on projectiles**

Potion of Omniscience main use is the highlighting of projectiles to improve visibility of them, but I don't find it always makes a significant difference on the bosses that need it, and sometimes, it makes the projectiles blend into the background more.
Fights with small projectiles that have the same color as their biome background/wall colors/etc (Cryogen,PBG,Ceaseless, Day Empress) in my experience feel a bit rough due to projectile clarity, and for some, the potion helps a bit, but for others, not so much. It can also feel like artificial/unfair difficulty when fights feel more about a battle of visibility than mechanics.

There is heaps of different variables when it comes to how the game can look from texture packs, arena setup with lighting and wall types, and even different monitor setups, which can cause issues to varying degrees.
The solution to this in my mind is to retweak the color to make it possibly a bright red, possibly outline projectiles, be biome specific/boss specific in terms of colors, or just configurable by the player to suit their needs with a few different color options.

Suggestion Author

@misty roost

arctic boughBOT
#
**Replace flasks in weapon recipes with the flask materials**

Caustic Edge uses 5 ichor/cursed fire flasks in its recipe, and 5 poison flasks. Blighted Cleaver used 5 venom flasks in its recipe.
i just don’t think this really makes any sense? why do potions craft into weapons. is the sword supposed to be forged from flask steel or something. do they get their projectile powers from flask juice. it makes much more sense for them to just use the flask materials themself, being vials of venom, ichor/cursed flames, and stingers (though caustic edge should probably be using spider fangs instead, it inflicts acid venom not poison.)

Suggestion Author

@mortal drum

arctic boughBOT
#
**Make wing stats also factor in their respective buffs**

Soaring potions, boots, aero stone, etc, do not affect the stat numbers on the wing tooltip...

Suggestion Author

@winter wind

arctic boughBOT
#
**Allow an option to see both the base stats and the dynamic stats of an item**

(dynamic meaning updated stats with damage buffs and the like)
This can be a config, or something like holding shift while hovering an item to show the base stats.

Suggestion Author

@winter wind

arctic boughBOT
#
**Make the Elemental Blaster sound quieter.**

I literally cannot hear any other non-music non-ambience sound over this blaster. I literally can't even hear if my adrenaline/rage is ready or if I get hit. It's SO LOUD

Suggestion Author

@keen olive

arctic boughBOT
#
**Allow some Clams to do Biome mimic slam in expert mode+**

The Clam enemies in the sunken sea are decently powerful, however their limited mobility causes them to sink to the bottom of the sunken sea caves and get lodged in blocks, making them completely helpless. This still sometimes serves to create a sort of danger on the floor, if you don't have flippers or some other means to stay afloat, but otherwise they are near pointless. To prevent the clams from getting stuck on the floor, give them a weaker version of the biome mimic’s slam attack. This could possibly have a limit on how many clams could do this at once so they dont overwhelm the player.

This could have several benefits, such as:

  1. Clams are no longer so hindered by the jagged terrain of the sunken sea and their inability to swim and are an overall more interesting, less forgettable enemy.
  2. It would make the “boss fight” with the giant clam more engaging, especially with how it causes more clams to spawn, already angered at the player.
  3. It would show some lore and enemy synergy with how clams gain magical power with their pearls, and show some clams possibly on their way to becoming a giant clam with full magic power, as their slam attack would be like a lesser version of the Giant clam teleport slam attack.
Suggestion Author

@tacit basalt

arctic boughBOT
#
**Make phantom spirits unable to spawn on Ceaseless void and Polterghast's deaths**

logically and consistently talking, polterghast shouldnt be able to spawn phantom spirits and possibly dungeon spirits upon death, once he is already a spirit like dungeon and phantom ones whose cant spawn other spiritd from themselves
Ceaseless void is more of a logical reason, since its not alive probably cant support any sort of possession by ghosts i believe

Suggestion Author

@royal trout

arctic boughBOT
#
** Change message for Bloodstone unlock after Providence's death**

Right now, the message is, as it has been for a long time, "The calamitous beings have been inundated with bloodstone", which might lead someone to think that the boss with "Calamitas" in it's name might give this "bloodstone" thing. While it is true that Ravager still drops bloodstone aside from the Brimstone Crag enemies, Ravager notably has nothing to do with Calamitas, who infact used to drop bloodstone along with the brimstone elemental. It would make more sense if the message actually led a player to obtaining bloodstone, by mentioning the Brimstone Crags or Azafure by name. Ravager's drop should be a nice bonus if it is discovered by the player.

Suggestion Author

@mental orchid

arctic boughBOT
#
**Increase laser velocity for DoG**

Currently, the lasers Devourer of Gods fires are slow and can often linger into other laser attacks or arrive much later than anticipated, leading to cheap shots on the player or (in the case of the huge laser patterns) lead to the player still dodging insane amounts of lasers after the Devourer stops being incorporeal, leading to EVEN MORE cheap hits. The slow lasers right now also lead to less attention needed to focus on the telegraphed lasers, since by the time the lasers get to you, you probably will be decently far away from their original location, and then A) the lasers dont matter anymore, they were too slow and no longer on screen, or B) it leads to unexpected cheap shots since the lasers no longer resemble their pattern

Basically, increasing the velocity would just make the player have to pay more attention to the telegraphs and lining themselves up, rather than weaving through slow lasers. This will also prevent cheap shots, leading to a more skill-based fight

Suggestion Author

@keen olive

arctic boughBOT
#
**Add extra tooltips onto weapons with multiple different damage values**

Currently there are some weapons with new abilities that deal more damage than what is listed.
For example, the Omicron, a post-Devourer of Gods magic weapon, has its damage listed as 82 on the wiki, but that is for each individual laser which it fires a lot of. Its secondary attack does 3200% damage (2,624 damage) and the grenades it fire do 1400% damage (1,148 damage). At point blank, it does 16000% damage (13,120 damage). It has four damage values but only one is listed on the weapon, which can be confusing for players and the description is vague in amount of damage.

I believe it would be helpful to at least add the damage percentages of each projectile to tooltips of weapons that have multiple damage stats, perhaps as a little detail that you could see if you pressed shift (sort of like the Gem Tech armor tooltip) so it doesn't clutter up tooltips more than tooltips are already cluttered. In this way the player can know how much damage each projectile can do and can adjust their playstyle to fit.

PS: Please exclude The Wand from this tooltip info thing. It would totally spoil the fun of the weapon.

Suggestion Author

@sterile arch

arctic boughBOT
#
**Make Slime God’s retreat animation look more like an actual retreat.**

The current animation is just the Slime God slowly stopping in its current direction and disappearing. This is extremely easy to not notice after defeating the last Slime Paladin, and also doesn’t effectively communicate to the player that the Slime God is running away.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Lower the Pickaxe Power Requirement for Ashen Slabs**

Ashen Slabs are a material solely used for building (to my knowledge), obtainable at more or less any point in progression, and yet require an Adamantite or Titanium pickaxe at lowest in order to mine them once placed. This feels unnecessary, and has the potential to cause some major problems.

Suggestion Author

@blazing bronze

arctic boughBOT
#
**Fishing Potion Scaling With Progression**

Fishing potions are extremely usefull in pre-hardmode and around half of hardmode. Still, once you get good fishing year, mostly around post-golem, you get the Rift Reeler, the first great fishing rod. The point is that around the point you get the Rift Reeler, fishing potions are rendered completely useless. I would like to see something similar to the ironskin potion, which gets buffed later in progression.

Suggestion Author

@quaint flax

arctic boughBOT
#
**Prevent Teleportation Potions from teleporting the player to the Abyss**

As funny as it may be, it's disappointing to use a teleportation potion only to be met with a faceful of glublubgub. I mean, Teleportation Potions don't teleport you to the dungeon pre-Skeletron for this exact reason, so it feels wrong for Calamity to not have a similar block.

Suggestion Author

@blazing grove

arctic boughBOT
#
**A hardmode equivalent of the Marnite Architect set**

Pre-boss, the Marnite Architect headgear and toga provide fantastic benefits to tile placement speed and tool/block placement range, as well as a pickaxe and hammer with even more range to go along with them. Unfortunately, these are difficult to use in hardmode since the toga and headgear provide 1 defense, and the pickaxe and hammer have poor power and even worse speed. A hardmode equivalent of this with a stronger pickaxe, faster hammer, potentially longer range and wing interaction can make building easier.
There's no need to make a post-ML/endgame version since at that point, flight time is so high, accessories are so powerful, Tarragon armor + Tranquility candle can completely disable spawns for an indefinite period of time, and Draedon's gamer chair just outclasses everything in terms of movement- but just bridging the gap to make building a bit more convenient between the early game construction equipment and the endgame construction equipment would be a fantastic addition to the game.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Move PBG's Repetitive Drops to Infected Armour Plating Crafts**

Plaguebriner Goliath has 12 unique weapon drops. This is the most unique weapon drops for a single boss in the game. (Yes, even more than Moon Lord) It also drops a unique crafting material which can be used to make even MORE weapons. Of which all but one (which is a donor weapon, of all things) are not Plague themed. Several of the weapons PBG drops are repetitive, with her having 4 ranged weapons, 3 melee weapons, 2 rogue weapons, 2 summon weapons, and 1 mage weapon. This ridiculousness is shown with the image, which doesn't even show her non-combat-orientated drops.

Several of these could be moved to be crafts with Infected Armour Plating with little issue. Malevolence could be an upgrade to Bees Knees, Pandemic could be an upgrade to Hive Five. You could even make some of these craftable at an Ancient Manipulator to help with the severe Plague weapon bloat at this stage as well. There are so many easy ways to fix her bloated drop pool, anything would be better than leaving it as it is now.

Suggestion Author

@mortal patio

arctic boughBOT
#
**remove/replace calamitas clone from the eidolist spawn condition**

Eidolists are an abyss enemy that currently require either Calamitas clone or wall of flesh to be defeated in order to spawn. however, all other abyss changes that calamitas clone once caused upon defeat have since been moved to Levithan. As such, it no longer makes sense for eidolists to have calamitas clones defeat as a potential spawn condition, and would make more sense either replacing it with Levithan or removing it entirely and making eidolists exclusively post wall of flesh

Suggestion Author

@naive tide

arctic boughBOT
#
dash allowing double tap direction AND a keybind under a config

some people are used to double tap dashes, but keybind dashes always come out faster which is useful if an enemy is dashing at you, so you should be able to use both methods of activating a dash

Suggestion Author

@limber blaze

arctic boughBOT
#
**Classify the Vaporfied debuff as an electrical debuff**

At the moment, Calamity is hurting for electrical debuffs; only one of them deals damage. Vaporfied is not one, but instead inflicts 6 damage per second and slows targets by 10%. There's nothing wrong with this debuff at all- it's a respectable debuff for a classless, homing support weapon- especially at the point it's obtainable in the game. However, by classifying it as an electrical debuff, it can increase the options for the debuff system to be used and give more nuance to the weapon- and it makes quite a good bit of sense given the weapon, the debuff, and the theming behind them.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Add post Moonlord Alcohol's**

Alcohol's are honestly kinda interesting as neat little buffs you can get that also come with a downside, and starting at hardmode you start with some weaker ones but then as you kill more bosses you get access to new and stronger alcohols, and sometimes they have stronger downsides

But then after Golem you just.... Don't get anymore alcohol's

So why don't we get more post moonlord?

They would probably need even stronger downsides but giving players more buffs and build variety with more alcohols post moonlord.

Suggestion Author

@pallid spire

arctic boughBOT
#
**Change the criteria for the "Stealth full" sound to play**

Currently, the sound cue when your stealth bar is full will play at 100% stealth. However, there are some accessories (like Coin of Deceit) that lowers the stealth strike threshold. (to 85%, for example) This poses a problem for players like me that rely on sound cues when playing Rogue, or players that move the stealth bar elsewhere other than below the player.

It would definitely help if we can enable/disable the SFX to play at full, or at the threshold stealth, or make it the default entirely.

Suggestion Author

@still root

arctic boughBOT
#
**Expand the Eidolon Wyrm drop table**

Lingering too long at the bottom of the Abyss will result in a deadly predator attack. This mini-boss fight has a 50/50 chance of being a Reaper Shark or Eidolon Wyrm. Reaper Sharks are particularly notable, since their teeth can be used for five weapons, an extremely strong (and cool as hell) glass cannon armor set, and an accessory to match- all in addition to the two unique weapons the shark itself may drop.
There’s nothing wrong with this, but what is problematic is the Eidolon Wyrm that takes its place half the time.
Its unique drops include three weapons and, very rarely, a pet.
This drop table is vastly inferior to that of the shark, to the point where spending time spawning them feels like a lottery in which the Wyrm is a loss. Expanding the drop table of the Eidolon Wyrm with some more unique toys to play with or a material similar to the Reaper Tooth can help make it more fun to encounter and balance out the loot drops from being so lopsided in the shark’s favor.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Remove Hive Mind Vile Spit attack while drifting**

Since Hive Mind no longer deals contact damage while not charging, its drifting phase became exploitable. In response Vile spits were added for a ranged attack. I feel this change was redundant as not only are they easily destroyed by weapon projectiles but also travel very slow.

My biggest gripe is that the spits clutter up the boss sprite due to the low velocity, making it look very bad.

Simply re-adding its contact damage back while drifting will make the phase less cheese-able. If you need a reason why it is literally a chomping brain.
If devs want to keep the attack, an alternative could be increasing the spit velocity with cooldowns between each shot.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Rewrite SCal's rematch dialogue mentioning the Whispering Maelstrom**

Currently, this dialogue says "I wonder if you've seen these in your nightmares since our first battle?" which describes
the Brimstone Monsters that came before it. Calamitas still mentioning it as multiple entities could potentially give lore implications of what the Whispering Maelstrom is (I don't even know what tbh) or this could just be an outdated line.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Make the Compass be craftable.**

It's the only item of the Shellphone that isn't craftable (to my knowledge). At a 2% rate at best, it can be aggravating to grind out when it's the final thing you need, and all the other pieces to the Shellphone are craftable in some way. It would be nice to see it brought in line with the other Shellphone components.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Readd Contact Damage on Ravager Pillars while they are stationary.**

During the patch that removed a lot of the contact damage, Ravagers Pillars lost their contact damage while they are stationary on the ground. This is apparently not an oversight, as stated by a dev.

This makes the fight a complete joke, as you don't even need to dash through the pillars anymore. It is also very unintuitive, as no one would assume they don't do damage upon fighting Ravager for the first time. Just make it so that pillars don't do damage until they hit the ground to avoid the telefrag issue that this change was probably intended to fix. The boss being completely harmless is not good game design.

Suggestion Author

@covert root

arctic boughBOT
#
**Expand the Sea King's selling inventory**

At the moment, interacting with Amidas is pretty much exclusively for his blessing. His shop is pretty limited, primarily selling weapons. Most players would open his inventory up, peruse his wares, buy what they like and never purchase from him again (except for truffle worms, 'course. Those are real helpful!)
Expanding his inventory to include something consumable beyond food items and boss summons can give players a bit more of a reason to visit him. Regular bait and potions come to mind.
Alternatively, retiering the weapons he sells to spread them out across pre-hardmode (or even into hardmode) can improve the pace at which these weapons are given to the player rather than the very frontloaded distribution we have now.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Add the possibility to toggle off the carpet in auric tesla armor**

Some people find it useful, some dont. In endgame it really doesnt serve a purpose as the movement is already very fluid and, more importanly, smooth and omnidirectional. This interruption in the movement can really mess up the positioning in some of the harder fights.

Suggestion Author

@unkempt hedge

arctic boughBOT
#
**Rewrite the Old Duke’s bestiary description to actually be a description for the Old Duke**

This current version of the Old Duke’s bestiary entry does not focus whatsoever on the Old Duke, instead preferring to tell you that “how ironic that the non-auric dragons outlasted the way stronger ones.” You literally could paste the description into, say, the Dragonfolly’s bestiary entry and it wouldn’t read like, yknow, a bestiary entry of the Old Duke. (Ironically, DF’s bestiary is actually written as an bestiary entry)Heck, you could even revert back to the previous version of the entry, and it’d be infinitely more fitting than the current entry.
Therefore, I suggest that the Old Duke’s bestiary entry be rewritten to actually focus on the boss, instead of going on a generic tangent about draconic offshoots in general.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Move Fairy Wings to Mythril Anvil instead of the normal one**

Simply put, having access to fairy wings makes the other wings (Demon and Angel) completely outclassed due to their worse flight stats. Fairy Wings have the same flight stats as the other wings crafted with a Mythril Anvil, but isn't crafted at one. This could balance Fairy Wings more (they're already the preferred choice for almost everyone) while also giving Demon and Angel wings a chance to be useful. Alternatively, since they're the only options, their buffs could be nerfed a bit?

Suggestion Author

@willow escarp

arctic boughBOT
#
**Don't let Calamitas move in if you beat the boss rush before you beat her normally**

Currently Calamitas moves in as an NPC after you beat her in the boss rush, even if you haven't beaten her normally. Considering how she typically moves in after a whole monologue, and after actually fighting you, it doesn't make much sense (at least lore wise) for her to move in after beating her "fake" boss rush version if you haven't beaten her normally.

Suggestion Author

@odd token

arctic boughBOT
#
**Add a Hotkey to switch between different Ammo slots**

Currently when playing ranger, it's annoying and borderline detrimental to switch ammo types mid-fight without losing concentration, leading to many using only one type of ammo for any given fight.
By adding a hotkey that allows the player to either cycle through or directly choose from their 4 ammo slots, it would greatly increase smoothness of gameplay and encourage more variety in play styles.

Suggestion Author

@dry aurora

arctic boughBOT
#
**Add a config option/visibility toggle to remove the blunder booster shield visually**

The shield should work similarly to the rover drive and the sponge, where the barrier is invisible if you toggle visibility, otherwise have an option to toggle it in settings, similar to the red eye with shadow. It tends to ruin vanity and even as a rogue main with it being one of my favourite accessories I sometimes skip it completely due to the shield.

(Also maybe add this for inferno and/or hydrothermic armour if possible?)

Suggestion Author

@outer iris

arctic boughBOT
#
**Allow Mannequins to wear vanity items that transform the user (Red Bow, Oracle Headphones, Magic Scarf and Hat, Coco's Feather)**

Currently these items do nothing when equipped by a mannequin or womannequin. They completely change the skin, hair and clothes of the player despite being player shaped -- meaning they shouldn't be exclusive to players because they do not rely on any customized setting. It would be nice to display these pretty and detailed accessories with out sacrificing your own hard earned vanity. It would also give us placeable snowmen.

Suggestion Author

@left monolith

arctic boughBOT
#
**Remove Dark Hearts**

In the most recent update, Hive Mind received some changes. Most notably are the changes to it's minions Dank Creeper and Dark Heart. Now the Dank Creeper change is honestly great, it turned a pretty much nothing enemy into an actual threat with it now attempting to die directly above the player, making the cloud it spawns on it's death an actual threat. Dark Heart however went from a mostly nothing enemy to a major nuisance that you can hardly even hit. Instead of suggesting a nerf or a reversion however, I just think that it'd be for the best if Dark Hearts were removed. Hive Mind already summons 4 other minions during it's fight so losing one really wouldn't really matter too much, especially because now Dank Creepers are far more effective at area denial now, while not being an absolutely pain to deal with. In general, I think that Dark Hearts don't fit with the flow of the fight at all. Overall, I just think that with the recent changes to Dark Heart and Dank Creeper, there's no reason for the former to exist when the latter is just a better minion in an already minion-packed fight that isn't a major annoyance that breaks the flow of the fight.

Suggestion Author

@rotund notch

arctic boughBOT
#
**Make Providence’s gore drop after playing her death animation**

Her gore drops when the animation is playing, which seems off seeing as her body is getting lit up. It would make more sense if it were to drop right after exploding, making the sequence seamless.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Improve clarity of the Reaver Rage status effect**

Reaver armor is one of my favorite armor sets. It looks awesome and the utility granted by the different headpieces is such a neat idea. Unfortunately even after using it so much I frequently forget what Reaver Rage does. The Reaver Helm's description states that you get it when you get hit, and that's very much what happens, but that's the extent of what's communicated to the player. The status effect's description "You are angry" doesn't help either.
Without looking at the wiki or very, very quickly studying the Stat Meter while also holding a melee weapon which is capable of recieving melee speed boosts, it's just about impossible to see what it does.
Altering one or both of these to give a more dry and blunt explanation of the effect can help much more easily convey what this effect does.

Addendum: According to confused mutterings and testing, it does NOT provide melee speed bonuses, which just furthers this issue

Suggestion Author

@distant knoll

arctic boughBOT
#
**Buff or change the Cosmic Car Key**

As it currently stands, the Cosmic Car Key mount has almost zero use versus the Broom. The broom is shorter, faster, generally easier to obtain, and its immune to water, unlike Car Key. On top of all of this, Broom can be obtained earlier despite being a very strict upgrade. This sugg is asking to buff (or nerf, but not advised) the Car Key to give it its own niche or to make it a sidegrade, because as of currently, the Car Key has been power crept.

Suggestion Author

@keen scarab

arctic boughBOT
arctic boughBOT
#
**make early hardmode accessory upgrades crafted at a tinkerers workshop**

Currently, the bloody worm scarf, the amalgamated brain, and the grand gelatin are all crafted at an anvil. Simply put, as these are accessory combinations, it makes more sense for them to be crafted at a tinkerers workshop. This changes nothing progression wise and makes them more consistent with vanilla accessory combinations.

Suggestion Author

@naive tide

arctic boughBOT
#
**Make the Blood Boiler's bloodfire less opaque / resprite the projectile**

For the point in the game that its typically used (against Devourer of Gods/Storm Weaver since it's one of the few good flamethrowers at this stage), it's a little infuriating to use it.
You only get really good dps on the Devourer when hitting the head/tail (where the latter is harder to hit). So you have to face devourer head on.
But the thing is the blood boiler's projectile completely covers up the god slayer fireballs in the second phase. Mixed in with the occasional lasers and high damage of the devourer it can make dodging way harder and the devourer can get cheap hits in.

Suggestion Author

@iron nymph

arctic boughBOT
#
**Disallow lifesteal effects to attempt to heal a player above max life**

Earth is pretty funny. You can heal a million billion health in an instant all because you had the wisdom to attack the bad guy. Granted, you’ll have to wait through a long lifesteal cooldown after such a burst of healing, but that’s okay.
What’s not okay is this and similar effects from attempting to heal over one’s maximum health, resulting in the heal being completely wasted since health cannot exceed its maximum.
If one then takes damage, they now have their lifesteal value higher than 0, and in cases where large amounts of lifesteal can happen at once like Earth, it can take ages to become available again. By preventing the lifesteal value from attempting to rise when the heal wouldn’t do anything, it can ensure that lifesteal actually steals life every time.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Remove Signus' title of "Envoy of the Devourer"**

Signus is a lot of things, but what he isn't is closely related to the Devourer. This title of his simply doesn't work with the current lore, in which he has almost no ties to DoG, with the biggest one being the fact that both are from the Distortion. I think this title only further makes people associate the former sentinels with DoG.

Suggestion Author

@zealous snow

arctic boughBOT
#
**Edit the item description of the Gatling Laser for Immersion's sake.**

I've made about a million semi-ironic posts under the calamity twitter for this and I'm aware it's incredibly pedantic. True to the 3D Fallout games that the weapon takes root from, the lasers are hitscan because light is the fastest thing and travels at one speed under typical (calamity mod relevant) conditions. Broadly the use of the word accelerated when referring to lasers is either unclear or just a misnomer. A different word in place of accelerate would improve immersion and not cause too much confusion. The lasers of the Gatling Laser within the mod are not hitscan- even if in practice they basically are but a word not involving speed could easily replace the word with no issue. Or add Draedon >c speed canonisation.

Suggestion Author

@silent mountain

arctic boughBOT
#
**Increase the number of weapon drops from Aquatic Scourge.**

A lot of bosses drop tons of weapons to ensure you don't have to fight them more times than you need to and make sure the game isn't too bloated with endless rematches to get the weapon you want. For some reason however the Aquatic Scourge gives me maybe two drops, of which they could be the Corrosive Spine, Aquatic Emblem, or both. As a result I end up getting maybe one weapon each treasure bag while the Aquatic Scourge has six unique drops. I wanted the Submarine Shocker and have defeated the Aquatic Scourge ten times to no avail. I think increasing the number of weapon drops would make it easier for players to get drops without having to challenge the same boss over and over.

Suggestion Author

@sterile arch

arctic boughBOT
#
**Make a way to summon Torch God multiple times**

Torch God can never be summoned again once the Torch God's Favor item is used. This means it's an item you can only get one of. This is quite unfortunate, because the Favor item itself looks very stunning and goes good in builds, and oftentimes gets used like a Boss Trophy. Some people may also like the style of the fight, and can't ever get a refight unless they don't consume the Favor.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Add wings to the post-Polterghast and post-DoG tier **

I noticed that there is a glaring omission in standalone wings at these two progression tiers. If you choose not to use tracers, your progression goes Lunar->Tarragon->...Drews. Especially considering the prescence of both Lunar and Tarragon (and others in pre-ML) wings that interface with their armor set to give specific buffs, it would make sense to have something similiar for the armor sets at this tier, like Bloodflare, Omega Blue, and Godslayer.

Addendum: Silva Armor at the DoG tier has a set of wings that buff it's specific armor set.. while it's counterpart, God Slayer, doesn't for little apparent reason.

Suggestion Author

@mental orchid

#
**Add Calamity Kites**

Kites have been a thing since 1.4 yet calamity add none. I'd suggest to add kites for the sake of consistency with vanilla.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Move Master Mode AI changes to Death Mode**

Here’s what calamity’s current “main difficulty modes” currently change:
Revengeance: A moderate step up from expert mode that additionally enables master mode drops. Treated as an intended experience for the player. Death: Makes extremely minor changes to some bosses (and rarely mechanics like damaging debuffs) for the sake of increasing difficulty. Changes almost entirely consist of slightly increased projectile velocity or bosses transitioning into earlier phases at higher hp. Some fights even end up being easier than their revengeance versions due to the lack of attention given to death mode. Master: Increases enemy damage and hp for players that think those values are too low, catering to optimized setups. However, now additionally makes major changes to bosses, some even gaining completely new attacks. This is never communicated to the player.

Frankly I find this to be an unorganized disaster. It is nearly impossible for the player to adjust the amount of difficulty they want in a single playthrough due to how disconnected all of the various difficulty changes are. Do you want new boss attacks? More enemy damage and hp? Buffed boss attacks? Only one or two of the above? Tough luck, all of the above is split into several different modes at various degrees of intensity.

This is why moving the recent master mode boss ai changes to death mode would benefit the mod at whole. Players that want new boss attacks and patterns but don’t want hp and damage increases can play on Expert-Death, and vice versa.
This would also be the best possible step for Calamity to finally get a firm, balanceable grip on difficulty. Death mode changes could be endlessly tweaked until it’s as difficult as developers want it to be.
Finally, this would remove qualms from players that want a clearly defined “highest difficulty”, instead of having to meddle into stacking several difficulty modifiers that were never made to be stacked.

Suggestion Author

@mortal drum

arctic boughBOT
#
**Make it so ice construct enemies don't inflict damage on Permafrost and Calamitas**

It was a long running question I had in my mind why they haven't fixed this oversight for so long. The whole reason is because most ice constructs were designed by permafrost and calamitas, so why do they deal damage to them as town NPCs? Did they go rogue at some point or is this a genuine oversight? I have requested this so the mod is more accurate with it's own lore.

Suggestion Author

@low flame

arctic boughBOT
#
Make the Perforator Hive's shots able to hit a player that just doesn't move horizontally

The blood/ichor spread shots have a gap at the middle that allows the player to avoid it by just not moving. It makes them cheeseable.

Suggestion Author

@polar ermine

arctic boughBOT
#
make Ice Mist (from Lunatic Cultist) not deal contact damage for the first second after it spawns, and/or remove the Frozen debuff (possibly at the cost of raising the duration of Chilled)

Cultist is a fun fight, mostly, except the amount of times he'll teleport where I'm moving and blast a fireball or ice mist into me - the fireballs aren't that bad, the ice mist freezes me though, making it feel like an unfair way to die. The Ice Mist also is a lingering and lightly homing projectile, that spawns 6 more occasionally, so it wouldn't cheese the attack by moving to cultist, the mist would still be a threat.

Similarly, the frozen debuff completely halts movement, including disabling any grapple hooks already sent out, and making you unable to attack, Rod Of Discord away from projectiles, etc. Frostbite and Chilled are fine, for a damage over time and to slowed movement, but the Frozen effect alone can make that attack deadlier than the rest, in the sense that it can feel like I have to never get hit by the ice at all.

Suggestion Author

@barren lantern

arctic boughBOT
#
**Move Dirtiest Block Generation After Calamity Structures**

Dirtiest block is one the rarest items in the game, replacing only 9 random dirt blocks in the entirety of a large terraria world. As such they can be quite difficult to find, but makes stumbling across one even more rewarding. However, due to the order of world generation, most calamity structures spawn after the dirtiest blocks have been placed, leading to possible overrides primarily with draedons structures. Even a single less dirtiest block in the world can make it much harder to find, so the possibility to spawn over one is pretty frustrating. Additionally, this means that calamity structures with a lot of dirt, such as the planetoids, cannot have the dirtiest block at all. Moving the dirtiest block later in worldgen would prevent any overrides from happening, as well as adding new places for it to spawn, making it even more exciting when you finally get one.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Rename the Dragonfolly.**

When this rename to the boss formerly known as the Bumblebirb came around, it made a whole lot of sense because this boss was supposed to be a failed clone of Yharon, a dragon, and the name Bumblebirb is just too corny, as much as I love it. But with the complete reworking of the lore, the Dragonfollies are no longer failed clones of a dragon. While this change may be debated over, what shouldn't be that debated is that the name "Dragonfolly" no longer makes sense for the rapidly reproducing bird-dragons, especially since their new lore implies they're among the stronger draconic offshoots, and I can't see anything else about them being some sort of "Folly."

Perhaps you could name them something like "Drake of Paradise" or even somehow refer to them as a sort of griffin, since they pretty much check all visual checks of a hexapodal bird. You could even just call it a "Greater Draconic Swarmer", since that name still conveys the idea of a rapidly reproducing dragon. Whatever the case, the name "Dragonfolly" just doesn't work for this boss anymore, and should be replaced.
(This is a repost of an earlier suggestion of mine, with some additional changes.)

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Resprite the Supreme witch Calamitas vanity.**

The long awaited Desert Scourge resprite changed the looks of its mask and trophy. However, there were no changes made to Scal's vanity, which in my opinion just looks weird. My idea is to change the Calamitous set to match her resprite, and add the Calamitas mask that doesn't have her hooded appearence.

And for people who actually do like the original calamitous set, it'd be bought in clothier's shop as "Ancient calamitous Robes/Boots/Hood" after defeating Calamitas.

Suggestion Author

@sly sluice

#
**Add another way to get the rover drive**

the rover drive is an item that is needed to get the sponge that only drops from one specific pre hardmode enemy
The problem is that this enemy is pretty much non-existant once hardmode starts and thats the same for all the wulfrum enemies
my suggestion is to have the rover drive crafted with wulfrum shards and a energy core as well as having it be dropped from a rover as they only spawn in the forest during daytime and can be really rare to come by so having an alternative way to get the rover drive would be very nice
the wulfrum battery used to only be dropped by the drone but it is now dropped by all the wulfrum enemies to make it an easier grind, just having a better way to get the rover drive other then one specific wulfrum enemy that is quite rare and still only has a 10% drop chance is needed so we dont have to grind to get one in prehardmode
the wulfrum lure does not even spawn a rover so the whole purpose of that is useless in this case

Suggestion Author

@stone oriole

arctic boughBOT
#
**Change crimson effigy buff background**

doesn't make sense that corruption effigy is the only among them to have a colored background different from the default vanilla one

Suggestion Author

@royal trout

arctic boughBOT
#
**Slow down Draedon talk messaging for a bit/change how the monologue goes**

it is noticeably hard to keep up with the current speed, and once you lose track of it, you are forced to wait till he finishes the monologue to just then be able to read it

Suggestion Author

@royal trout

arctic boughBOT
#
**Brimstone lavafall blocks and walls**

Would be nice I think for builders to have a lavafall block with the same color as crag biome lava. This would give builders many new opportunities and bring more consistency with vanilla blocks.

Suggestion Author

@regal girder

arctic boughBOT
#
**Increase the chance of Rover Drive dropping in Hardmode**

The Rover Drive is quite a rare drop from the Wulfrum Rover, which servers as a very powerful defensive accessory, and is then later used as a crafting material for The Sponge accessory. However, because the Wulfrum Rover is a Wulfrum enemy, their spawn chance is heavily decreased upon entering Hardmode. This makes it near impossible, without worldhopping (which you really shouldn't feel required to do), to get the Rover Drive if you need it after Hardmode begins, such as attempting to craft The Sponge. This can be easily remedied by increasing the chance of Rover Drive dropping in Hardmode.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Update Whip Tooltips to reflect the fact they have damage multipliers in calamity instead of flat tag damage**

Currently when playing in calamity, whips still say they have tag damage instead of the damage multipliers calamity actually changes them to have. The tooltips of the whips should not be blatantly lying to the players, and the information about the damage multipliers should be available in-game instead of having to check external resources.

There’s not even a consistent link between the tag damage displayed and the damage multiplier. Snapthorn says 6 tag damage, leather whip says 4 tag damage, and Spinal Tap says 7 tag damage, but snapthorn has a 1.04x multiplier while leather whip and Spinal Tap both have a 1.08x multiplier.

Suggestion Author

@bold trellis

arctic boughBOT
#
### Wulfrum doors and platforms

The wulfrum got furniture like, bed, table, chair and others. But the platforms and doors are still missing.
This could be good for people, who like to build something like houses, with wulfrum.

Suggestion Author

@deep flax

arctic boughBOT
#
**Make Unrenewable Blocks Renewable**

calamity adds a number of blocks that are for whatever reason unable to be renewed, such as vernal soil, abyss gravel, and scorched remains. Calamity has gone out of its way in the past to make other kinds of blocks renewable, such as with voidstone and lihzahrd brick both dropping from enemies. There is no good reason for these items not to be renewable and making them renewable would make them easier to use for building.

Suggestion Author

@naive tide

arctic boughBOT
#
**Make SCals bullet hell more consistent for multiplayer**

Right now im doing a master death run with my friend and we have an common occurence with the bullet hell focusing on 1 person, meaning that the other player can completely avoid with no effort if both are at the other ends of the arena. Other problems occur when the "focused" player gets closer to other and the bullet hell projectiles spawn on the player. I suggest you either make the bullet hell spawn on the entire arena that SCal creates

Suggestion Author

@rich kayak

arctic boughBOT
#
**Make the Slagsplitter Pauldron a ram dash in and of itself.**

As it is, the accessory while cool, is definitely outclassed by other accessories at its point in progression. There is already a ram dash early hardmode anyway (the deep diver), which also has its own gimmicks, which would make for more agency and allow the player to choose which fits their playstyle/build more. For such a cool accessory, I think it deserves better.

Suggestion Author

@arctic hawk

arctic boughBOT
#
**Add Stealth Damage Bonus Per Point of Stealth to the Stat Meter**

A long time ago (yesterday) in a galaxy far, far away (on the couch) I tried to do the math to calculate how effective Silent as a reforge is compared to Menacing.
Silent improves stealth generation speed, but the faster stealth is generated, the less powerful each point of stealth becomes according to a complex formula too complicated for my tiny reptile brain. I'm certain that it'll be too complicated for others' brains too, so adding this to the stat meter can both increase awareness of this mechanic and reduce the amount of effort needed to optimize rogue builds.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Add a crafting recipe for Desert Spirit Lamp**

Concidering the fact that alot of other annoying to farm/find items have a crafting recipe, i think it is weird that the spirit lamp doesnt, it requires you to get a corrupted underground desert, and a small chance for it to drop, i think it would make far more sence if there were a crafting recipe for it, this would make the time and effort spent crafting spirit flame and astreal defeat way more reasonable and logical, i think perhaps the recipe could be 3 forbidden fragments and 8 souls of night, obviously this recipe could be literally anything, but thats my suggestion for it, cause it makes it so its not too easy, or achivable pre hardmode, and would make more sense. also yes, there is a garantueed one in the desert shrine, however, its only one, so if you're playing multiplayer you still need to farm it, also the same thing goes for if you want to use it for decoration or building.

Suggestion Author

@trim folio

arctic boughBOT
#
**Rework or Remove Tesla Potion**

Tesla potion is an extremely strong potion in bossfights that have minions and is also strong at in general protection, as it has a giant near stun/megaslow AoE. This makes some items like Titanium armor or Cryo Stone mostly redundant and can complete invalidate some bossfights like Plaguebringer Goliaths missiles and mines being made into a non issue, AnaLevis minions being made into a non issue, Dragonfollys minions being made into a non issue, etc.

The worst part of all is this is a potion so you can always guarantee it in any loadout. Tesla potion should be considered for a rework to not make boss minions and protection based equipment redundant or outright removed, as its beyond overpowered in its current state.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Make perdition lock-in rather than follow the player**

a minion that does what it does regardless of where it is in the screen or in the arena
can only exist one at a time and consumes a amount of slots greater than one
these and more other traits are shared for both summons like flowers of mortality, sun spirit staff line, mok, etc
but one thing perditus lacks compared to these is to lock in the player position
this is one particular thing that doesnt make sense to not be and worsen the weapon visually in a certain way

Suggestion Author

@royal trout

arctic boughBOT
#
**Buff tracers flight time**

Its quite explanitory, buff tracers flight time to be only slightly worse then the wings of that progression area. Me and my friends hate that tracers have such low flight time. its really annoying because then you lose the buffs of teraspark boots when you use other wings,

Suggestion Author

@silent dagger

#
**Remove/rework the carpet in auric armor set**

I dont think that having it in crafting recipie is the problem. The problem is that when you hold spacebar and you run out of flight time you get stuck in place. I died so many times bc of this. If yall dont want to remove it then at least rework it so that it adds a small amount of flight time and doesnt activate. This change would save a lot of nervs.

Suggestion Author

@whole sphinx

arctic boughBOT
#
**Add a unique sound for Draedon's Heart's Nanomachines**

Currently, when you have Draedon's Heart equipped, it uses the same sound effect as Adrenaline. Which can be disoreienting for players who have been hearing that sound effect play and instinctively press it for a damage boost. Adding a unique sound effect for the Nanomachines would both help the player remember that it's a healing effect, not a damage boost, and add a little more love to the Draedon's Heart accessory.

Suggestion Author

@main token

arctic boughBOT
#
**Add Furniture Set Specific Fences and Beams/Columns**

Title is pretty self explanatory. Add furniture set specific fences and beams/columns for the builders out there. for example: Acidwood Fence, Voidstone Column. etc.

Suggestion Author

@cobalt ginkgo

arctic boughBOT
#
Make some way to see the progress of Unstable Granite Core

It would be nice to know when it will activate and how long it's lasting, as for preparing for a push.

Suggestion Author

@polar ermine

arctic boughBOT
#
**Remove the sparks from Inferna Cutter's misses or classify it as Melee damage**

When swung- even if it misses- it fires a spray of sparks in front of the user. By definition, this is not true melee, yet it is classified as such.
Removing the sparks or applying them on hits would make it true melee again.
Alternatively, it could just have the true melee tag removed and turned back to melee.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Rename Thunderstorm and Sandstorm**

Pretty simple one; these weapons currently share names with the in-game weather events Thunderstorm and Sandstorm from vanilla, and it leads to its wiki pages for them looking pretty silly, as seen below. Simply changing the name to something similarly thunder/lightning and sandstorm/desert related but not named after the weather events would be an easy fix for this. It's already been done for weapons like the Old Reaper getting changed from Reaper, so I see no reason this shouldn't be the same. Some examples could be Thunderclap, Lightningstorm, Thunderhead, Dust Devil, Dust Storm, etc.
https://calamitymod.wiki.gg/wiki/Thunderstorm_(weapon)
https://calamitymod.wiki.gg/wiki/Sandstorm_(weapon)

Suggestion Author

@olive shale

arctic boughBOT
#
**Give Galactica Singularity more use before Moon Lord or make it Post Moon Lord**

Galactica Singularities are Pre-ML materials made with every Lunar Fragment. However, there is no reason for these to be Pre-ML as they only have one weapon/accessory craft before Moon Lord-- Cosmic Raimbow. They can also be made into Elemental Dye, but that's less notable. Perhaps adding it to some of Calamity's weapons that use seemingly random fragments (such as Grand Guardian and Baleful Harvester) or making the recipe use Exodium Clusters could fix this issue.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Magnomaly Cannon rework**

It really doesn't compare well to the rest of the exo weapons in current. It seems almost... Lackluster i guess you would say? At least, when compared to the rest of the exo weapons that all have fairly unique ideas and an alt click ability it just kinda shoots a single rocket that makes beams after it explodes on hit. I'm not sure if their already is a planned rework for it but if not I would say it's a good idea to look into it and maybe see what you can do.

I'm not entirely sure what i would like to be done with it but I'm certain that in it's current state compared to the other exo weapons [and especially it's two sibling weapons the Heavenly Gale and Photoviscerator both being reworked a little while back] I think it would be a great idea to rework it also.

Suggestion Author

@regal wadi

#
**Buff Endothermic Energy drop rates**

When I made it to post-DoG on my world, I did the enhanced Frost/Pumpkin moons, as usual. What isn’t usual is the discrepancy I noticed between the amount of Nightmare Fuel I had and the amount of Endothermic Energy I had. If I need 5 of both of these for 1 Ascendant Spirit Essence, then the drop rates of both should be similar, but I found myself with 367 Endothermic Energy after a full Frost moon compared to 908 Nightmare Fuel after a full Pumpkin moon. One should not be almost triple the other, they should be more equal since an equal amount of them is used to craft Ascendant Spirit Essence.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Burnt Sienna Drop Rate**

I've been farming for this for three days and I've gotten 2 desert keys and more money than I know what to do with, please dear God make this sword have a more reasonable drop chance in hardmode.

Tomb crawlers spawn so scarcely compared to the rest of the enemies in the underground desert in hardmode that getting it is nearly impossible.

I suggest changing the drop chance to be higher in hardmode.

Suggestion Author

@hidden kestrel

arctic boughBOT
#
**Grant Demonshade armor a stealth value if the player holds a rogue weapon**

Demonshade armor is just the best armor set in the game, hands down. Nothing beats it in terms of damage output and general effectiveness. Everybody at that point in progression uses it- except for stealth rogues.
Spam rogues don’t care for stealth so they don’t mind using Demonshade, but stealth rogues need to stick back to Auric Tesla so that they can play the game.
This can be solved by giving them a stealth value- but to prevent non-rogues from needing to deal with rogue UI and VFX, changing the rogue value dynamically based on what the player is holding can work for both.
This keeps Demonshade as the all-around best armor set outside of specific silly little niches and allows stealth rogues to function to the same level as everyone else in endgame.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make Raider's Talisman/upgrades have buff icon that decreases over time to show the decay of said buff**

... As straight forward as I can make it. Make a buff icon for the talisman/upgrades that represents the buff that is applied.

To be a tad bit more specific think something like the chaos state debuff having a sound that plays now after it decays. Make a sound that plays additionally for when the buff decays off completely

Suggestion Author

@regal wadi

arctic boughBOT
#
**Add a tooltip for Flasks being unable to stack**

Flasks are a unique type of potion that will only let you have one Flask buff on at a time. However, this is mentioned nowhere ingame and can lead to needless confusion. Adding a small tooltip in all the Flasks will easily rid the confusion surrounding their special condition.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Add an auto recharge for the Rover Drive and/or similar shields**

Something very nice about the sponge is that it can recharge on its own when you don't take damage for a while. Though the rover drive (and possibly the PSA) doesnt have this function. I understand this may be for balance but its tedious at best to have to click on it every time we take 1 damage from a thorn or 18 from a hit and it sits at 2 durability, possibly without us realizing.

This sugg is asking for it to have a recharge mechanic similar to the sponges when it has charge. Hell it can even take twice as long or something, an automatic recharge would be tremendous for QoL reasons.

Suggestion Author

@keen scarab

arctic boughBOT
#
**__Make the quantity of Blood Moon enemy spawns scale with progression.__**

So what do I mean by this?

As it stands right now, getting a Blood Moon in, say, early Pre-Hardmode is a harrowing and frustrating experience, especially if RNGesus happens to not be on your side that day and gives you multiple in quick succession. For a playthrough that is just starting out, the weapons available to the player are nowhere near adequate enough to properly deal with the number of enemies that spawn during a Blood Moon; consequently, they're very hard to deal with unless the player knows what they're doing.

Therefore, this suggestion asks for the number of enemies that spawn during a Blood Moon to scale with progression; i.e., the spawnrate is as it is in vanilla pre-boss, slightly ramps up in difficulty after the Eye of Cthulhu is defeated, ramps up again once the Hive Mind/Perferators are defeated, and spawns at its maximum capacity (the current Calamity base level spawn rate) once Skeletron has been killed.

This would ensure a fair and balanced playing experience while A) preventing needless deaths and frustration- even with bad RNG- and B) still preserving the current Calamity Blood Moon experience.

Suggestion Author

@severe tundra

arctic boughBOT
#
**Add More/Diversify Fishing Gear Options**

Fishing is a useful way to get resources, through crates, the grab bag fish calamity adds, and potion ingredients in the fish themselves. However, getting a good load out for fishing can be quite tedious, and frankly boring. This is because the optimal fishing loadout includes the Supreme Bait Tackle Box Fishing Station, and a Lavaproof Tackle Bag, and a Angler Tackle Bag, and an angler earing. Adding more fishing accessories could allow fishing loadouts to be obtained in a much more diverse and interesting way, rather than doing 50+ angler quests.

This could additionally expand something Calamity already does great, having fishing accessories for specific uses, with one boosting crates and one boosting potion fish. More items that diversify fishing gear could even allow stacking angler bags to be removed entirely, encouraging players to try new options.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Make Crimson/Corruption Effigy work like Cirrus' Candles**

Basically, right click and you get the effect permanently wherever you go. Since they have a notable downside, perhaps make the buff go away when you right click it again. This would fix the issue of only having one in your world, limiting the usage of their effect. Also only works with one, so you can't use both at once, also like Cirrus' candles.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Allow Nature's Gift and Jungle Rose to be turned into each other via shimmer.**

Self explanatory. Jungle Roses can be super inconsistent to find whilst in my experience Nature's Gifts are quite common.

Suggestion Author

@runic grotto

arctic boughBOT
#
**Classify the Wulfrum Screwdriver and Wulfrum Drill as true melee**

This shortsword-like weapon has the unique gimmick of potentially producing a screw when it hits an enemy. It can be tossed into the air with right click and struck again with the screwdriver, sending it flying for massive damage.
In order for the screw to appear to be used, the player must first strike with the screwdriver itself, which is behavior very similar to the true melee Sahara Slicers; projectiles appearing only after hits with the base weapon is true melee by definition.

Addendum: The Wulfrum Drill also seems to be melee damage when true melee would make it consistent with other drills.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Reduce Spawn Rate for Astral Infection Specific Enemies in Astral Hybrid Biomes**

It is very common for the Astral Infection to take over a pre-existing biome, with it often times being the snow biome. This makes it very hard to farm for drops from biome specific enemies due to getting massively reduced spawns by the astral specific enemies taking up the spawn cap.

Things like Frost Cores are extremely hard to get as an already rare enemy is made even rarer due to the astral enemies. Another one is Ice Claspers, which drop one of the best pre-mech summons available. The astral enemies themselves are not super hard, but them making rare enemies harder to get is a pain.

Purifying the astral infection is an option, but it cannot be done on any meaningful scale without the Clentaminator, which requires killing a mechanical boss. Obviously not a hard requirement, but the fact that materials that would normally be available get hard locked away without hours of farming due to bad luck on your world seed is not fun.

I suggest reducing the spawn rate of astral enemies in astral hybrid biomes to give more room for biome specific enemies to spawn.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Tweak the Desert Scourge charging attack**

It charges at the player like most worm enemies, albeit at a faster speed. When I fought it, I felt like I needed to use the slime saddle because it was so fast and that was the only item that gave me the mobility to dodge it. I fought the Eye of Cthulhu right after it with the exact same load out and the eye felt much easier even though both bosses were fought in revengance.

A possible change could be the boss appearing out of the sand to telegraph what direction it will charge in, and then charging quickly in said direction rather than just following the player. This would make the attack feel more intense and help it stand out more compared to the other worm bosses.

I do not know how long this would take to do but I think tweaking its charges from following the player to targeting a specific direction would help the boss.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**Add something about the aura duration to the Grand Gelatin and its components**

Right now there is nothing in the description that even mentions the duration of the aura, adding a line about it would prevent any confusion about it.

Suggestion Author

@sly steppe

arctic boughBOT
#
**Make Effigies turnable**

A selfexplanatory title, but I will elaborate a little.

Effigy of Decay, Crimson Effigy and Corruption Effigy are pretty similar to Bast Statue — all of them have a unique sprite, which could serve a purpose in themed builds and can't be replaced (or, at least, not that easily). But for some reason, unlike Bast Statue, the player can't turn Effigies by facing left or right, limiting their flexibility and, even, somewhat usefulness in builds.
On the side note, this is especially clear with Effigy of Decay, the top of which looks like a face or a skull.

Suggestion Author

@dim monolith

arctic boughBOT
#
**change perforator cyst damage sound**

with the update, the perforator hive and the three perforators got new damage sound, but not the perforator cyst, it should be changed so it follows more the line of it and it would be a nice little detail

Suggestion Author

@steep snow

arctic boughBOT
#
**Add Melee Drops/Crafts for Storm Weaver and Signus**

While I don't particularly think this tier is dying for more melee weapons, considering it is already at 13 off of killing Providence alone, at least giving Storm Weaver and Signus drops or crafts for Melee would be appreciated as beyond Statis's Void Sash, Melee doesn't really have a reason to fight these bosses. It doesn't help that Ranged has 13 as well, but then gets FOUR off of Storm Weaver, and one off Ceaseless Void and Signus each, putting them at 19. Honestly spacing the weapons out at this tier would help in general, but at the very least giving players a reason to fight these bosses as their class would be nice, especially when they're lacking much in all class options and every other class already gets at least one weapon from each.

Suggestion Author

@olive shale

arctic boughBOT
#
**Change Aquatic Heart's method of obtain**

Aquatic Heart is a rather useful accessory when you can actually use it for the first time — post-Skeletron. Defeating this boss not only unlocks the dungeon, but also unlocks the abyss chests, which often contain nice loot, and Aquatic Heart help quite a lot when exploring the Abyss on the earlier stages. But to get it you need to kill... "???" enemy. This method have 2 rather big problems, coming mostly from the enemy itself. I want to disccuse them a little bit.

1st problem: "???" is similar to Perforator Cyst and Hive Tumor — all three of them are "summoning enemies". The player needs to kill one of them to summon a respective boss and they summon a boss everytime, basically no matter what even killed them. A new player, who doesn't know how these enemies work, after killing one, will remember the "summoning a boss" part and won't kill it if they don't feel prepared. This is especially bad with Aquatic Heart, since "???" summons normally a post-Plantera boss, but drops a post-Skeletron accessory. And "the salt to the injury" is...
2nd problem: the drop chance for Aquatic Heart isn't low (25%), but isn't justifiable either. Since "???" summons a boss every time, the player can't get Aquatic Heart reliably enough if they need it and if they don't in the first place, they either will trash it or sell it when obtained after literally killing the WoF. There are just better options for Aquatic Heart at those stages (especially because Deep Diver exists), both for exploring the Abyss or Sunken Sea, or being a semi-offensive/defensive accessory.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Make the Arid Artifact increase the wind speed to at least 30 mph**

The Arid Artifact is a craftable item that allows you to summon a sandstorm whenever you want. However, a sandstorm requires the wind speed to be greater than 30 mph. If you use the Arid Artifact with low wind speeds, the sandstorm disperses very quickly, making the item inconvenient to use. The Arid Artifact should either set the wind speed to at least 30 mph, or make an exception in Terraria's sandstorm mechanics regarding wind speed.

Suggestion Author

@quick ledge

arctic boughBOT
#
**Make Plaguebringer Goliath's stinger projectiles more visible**

Its extremely hard to see the stingers which obviously makes it much harder to dodge them. Maybe add a glowmask or something, just so that we can actually see the gaps between them, especially with all the other chaos happening during the fight, like missiles, bombs, hive nukes, and the boss herself. It would make the fight a lot more fun so that im not just tanking it because i literally can't see the stingers through all the other stuff.

Suggestion Author

@arctic hawk

arctic boughBOT
#
**make the sulphurous sea auto refill**

Currently, the abyss auto refills its water, so it never runs out of water. (Same for the sunken sea). However, when mining in the abyss for things like planty mush and scoria ores, the water level drops, but then the auto refill doesn’t work and instead it’s the acid ocean water that drops, so I think it should be fixed so like that the water never goes down.
I want this added because I don’t want to feel being forced to use an infinite water bucket to refill by myself a whole biome.

Suggestion Author

@steep snow

arctic boughBOT
#
**Make Perforator Hive's blood shot and Hive Mind's acid rain more distinct in rain**

These projectiles blend in with rain all too much. It gets near impossible to tell where the projectiles are, and it can result in often times unfair and infuriating moments where the player simply can't see what hits them. Making the projectiles glow or changing their look would remedy this.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Improve various boss shaders**

Currently there are quite a few boss shaders in the game, while In theory they may seem cool, the current versions are just not great and everyone including the devs know this. Instead of removing the rest of the existing ones I would improve them.
Back when 1.4s port was released alot of these backgrounds were "bugged" and didn't fully block out the background, however this actually looked alot cooler, especially if you were using Lights and Shadows mod, my suggestion is to bring back how the shaders appeared back then, or improve them in general by reducing the opacity or changing the blending mode if possible, as well as maybe letting Lights and shadows moonlight and sunlight godrays bleed through the shaders, similarly to how they appeared when the 1.4 port released initially

Suggestion Author

@keen lance

arctic boughBOT
#
**Add Calamity Mod Ambient Entities**

Vanilla added various Ambient Entities which can be seen in Background(Birds flying, Air Balloons floating up and etc.) yet Calamity add none. I'd suggest to add Ambient Entities for the sake of consistency with vanilla.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Make the rage and adrenaline upgrades more unique**

I honestly feel like just increasing the duration of rage mode by 1 second three times and the exact same stat buff for adrenaline thrice in a row is kind of boring. I'd rather have something more unique. Like rage building up faster with the Infernal Blood, or gaining a movement speed buff when adrenaline mode is active with the Electrolyte Gel Pack.

Suggestion Author

@autumn lance

arctic boughBOT
#
**give more uses for scorched bones**

The way i see it scorched bones are the wood of the brimstone crags and they currently have only 4 useable crafts. it would make sense to at least have a platform made from scorched bone, maybe even some scorched bone wood like armor and weapons. every other wood type has a use in calamity, like acidwood is used for tier 1 acid rain loot and sulphurous armor, at least adding some furniture with scorched bones would be really nice as when i make arenas i like using themed blocks and there are no easily accessible brimstone crag platforms. just giving more uses for scorched bone would go a long way and honestly makes sense as its the wood type that is currently the most neglected

Suggestion Author

@stone oriole

arctic boughBOT
#
**Add an alternative method to obtain the Terragrim**

The Terragrim is a rare weapon that can only be obtained from the naturally generated Enchanted Sword Shrine with only 1/50 chance. The number of Enchanted Sword Shrines contained in a single world is limited, which means players who have already broken every Enchanted Sword Shrine have to enter another world for the Terragrim if they haven’t had one unless they are playing in a Celebrationmk10 world, which makes the player able to purchase the Terragrim from the Princess. This is entirely unfair to the players who don’t want to use multiple worlds or secret seed worlds in their playing process. Hence, it is necessary to add another stable method to obtain the Terragrim.

Suggestion Author

@real quartz

arctic boughBOT
#
**More 0 slot summons**

The dynamic of the Summoner class is as such: Summon minions to attack enemies, and whip the bad guys to give your minions a boost and tell them what to do.
This is simple on paper, but in practice leads to a surprisingly engaging and enjoyable class.
Even better, to shake up this formula, the class gets a few weapons which are neither whips nor minions, but deal summon damage.
Only six exist- two are postgame dev items (Universe Splitter and Flamsteed Ring,) one is an exhumed weapon available post-SCal (Cinders of Lament,) and the remaining three are the post-DS Cnidarian, post-SG Slime Puppet Staff, and post-Aureus Borealis Bomber.
All of them greatly add to the experience of summoner in one way or another, but either are obtained too late to be used to their fullest extent, or are quite limited in their effective lifespan. To allow these fun and engaging weapons to be used for a longer period of time, the only option is simply to add more of them.

I know the Sunken Sea overhaul and many summoner changes will be coming soon, so here's to hoping that the developers keep this in mind as they work on the game.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Lower King Slime boss rush HP, or buff Lunatic Cultist boss rush's HP**

At the start of the boss rush with 3 people, we were faced with a King Slime that had nearly 1 million HP. That'd be fine if it curved with the rest of the bosses. Notably, Lunatic Cultist had like, 400k. These numbers might not be exact because its been a minute since I looked, but you get the point. The scaling is wonky and unfitting.

Anyway my suggestion is to fix one of these two's HP. I don't know which would be more to the preference of the devs, though I lean King Slime. He has more HP than several other bosses in the rush (especially around his tier) for no real reason I've discerned.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Merge Calcium and Bounding potions**

Once upon a time, Defiled was an official Calamity gamemode, and a few potions were added to make such a mode more playable, but as the Defiled Feather died, so did the value of these potions. Calcium doesn't really do anything in the current state of the game. Fall damage immunity is granted by the Lucky Horseshoe, which players can obtain semi-reliably by going underground to the same place the ingredients of Calcium potions are. Alternatively, one could get fall damage immunity by going up into the sky for either Fledgling Wings or a horseshoe, which can be found in Sky Crates or crafted with loot found on sky islands and/or obtained from slain harpies. The miniscule niche of the Calcium potion is completely irrelevant since one can get permanent fall damage immunity in accessory form with the same level of difficulty in the same (and in fact, more) areas than the potion can be obtained.
Bounding potions improve jumping and make wingless mobility far better- and one compontent of such is fall damage resistance. Why not give Bounding a little bit of love and upgrade that resistance to an immunity? It buffs the underwhelming Bounding potion a tad and removes an unnecessary potion.

Suggestion Author

@distant knoll

#
**Remove Ancient Bone Dust, or introduce an Ancient Bone Dust sink**

This item is dropped by various common skeletal mobs in the cavern layer and is used to craft four items. The Armor Polish, Archaic Dust, Calcium Potion and the Duststorm in a Bottle.
Three of these items are accessories or weapons which only need to be crafted once or twice before they never need to be made again, and the Calcium Potion recipe grants four potions per dust- 60 minutes of uptime for one Ancient Bone Dust.
The Calcium Potion is already a relic of a bygone era, providing an effect which few- if any- players actually need, and even if they do need it, the recipe is so efficient they rarely need more than one.
With there being only three other recipes that not all players will care about (and certainly won't care about more than once,) Ancient Bone Dust just ends up being an excessively common junk item that goes straight into the trash or the nearest merchant's inventory. The only solution to this largely useless item is to remove it and rework the aforementioned items' recipes, or introduce some infinitely repeatable crafting recipe that makes it worth sticking around.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Retier Recon Scope**

Instant upgrades are seen as undesireable since they make their downgrades inferior from the moment they're available. Calamity already retiers the Fire Gauntlet so as to not make it an instant upgrade to the Mechanical Glove like it is in vanilla.

The same treatment should be given to the Recon Scope as well. It's strictly better than its downgrades, and is available as soon as they are, outclassing them. The Recon Scope should be retiered, perhaps by adding a material such as Vortex Fragments to its recipe, though any tier beyond its current one would be sufficient.

Suggestion Author

@modern walrus

arctic boughBOT
#
**Make Starfury + Luxor's Gift less Painful to Player's Ears**

Currently, the projectile spawned by Luxor's Gift when using the Starfury will follow the same trajectory as the star, but instead of passing through blocks and covering the entire height of the screen it will bounce off of tiles. I don't know the exact number but it will bounce for quite a while, making a relatively loud sound with each impact. This creates a problem when you are underground and the projectile spawns inside solid blocks (or, even worse, in a small cave), bouncing in place rapidly and creating a rather horrendous noise. This makes using Luxor's Gift, a fairly powerful accessory, very annoying when also using the Starfury.

I recommend either making the Luxor's Gift projectile pass through blocks like the star it accompanies, or simply making it check whether it has room to bounce before it spawns. The second option would also probably warrant removing the bounce noise entirely to prevent it from creating the same problem when appearing in small but still open spaces.

A third and (I assume) more programming-intensive option would be to make the Luxor's Gift projectile work similarly to a bouncing version of the vanilla Starfury projectile, ignoring collision until it (1) has reached the player's mouse position when it first appeared and (2) is not inside a wall. I realize this is probably a lot of work for a very specific weapon-accessory combination, I'm really just spitballing here.

I also realize that a simpler fix could be simply removing the bounce sound effect, but this leaves some very unpolished and unintended-looking visual goofiness when the projectile spawns inside a wall.

Edit: Coming back to this the next day (and after more time using the Starfury with Luxor's Gift, and I think the bounce sound should be removed or at least reduced in volume regardless of the fix chosen. It gets really annoying.

Suggestion Author

@dawn solar

#
**Give Soul Seekers and Supreme Soul Seekers Knockback Immunity**

Soul seekers are spawned by both Calamitas Clone and Supreme Calamitas, circling and forming a shield around her. Notably however, these enemies have 0% knockback resistance as they are instead limited in movement by their position in regards to the boss. This normally would not be relevant, but the bestiary lists them as highly weak to knockback, which isn't true. Giving them immunity would leave the fight unchanged but make the bestiary less misleading and more accurate.

Suggestion Author

@unkempt mirage

#
**Make Debuff Effects on the Player more Interesting/Engaging**

Enemy debuffs are universally hated by calamity players, and it’s kind of clear why. Despite having unique visuals and descriptions, all calamity added on-played debuffs only deal low damage over time to the player, and very rarely add another unnoticeable effect.
It gets sadder when you look at the wide variety and lore given to these debuffs, like brain rot which is described to be literally melting your neurons, all for 4 damage per second? miracle blight completely destroys your corporeality, all for 20dps.

On player debuffs are hated for having no counterplay or player interaction, and acting as an excuse for boss attacks to deal extra damage. An example of a good and unique debuff effect is Crush Depth, it makes the players breath meter drain faster while active which matters a ton for abyss exploration. Electrified is another good example of a debuff with counterplay, though it can be too polarizing for some players.

Why not make brain rot actively hurt the players ability to fight by decreasing crit chance? Why not make dragonfire burn the players wings and decrease flight time instead of only dealing super high damage? Nightwither could literally incinerate the player with lunar rays instead of figuratively, spawning lunar flares that can hit the player an extra time for less damage if they stand still. Debuffs can impact the players playstyle as a punishment for being hit by certain attacks instead of only tacking on minor extra damage. The inspiration is already in the debuff descriptions themselves.

Suggestion Author

@mortal drum

#
**Make the Forbidden Circlet show your hair.**

When worn (and shown), the Forbidden Circlet shows much more of the player character's head, up to including its back side... which is conspicuously hairless, regardless of what hairstyle you have. It looks off. Please, make this helmet show the player character's hair behind the crab crown.

Suggestion Author

@bitter mirage

#
**Remove pointless Jungle materials**

Currently, there are 5 generic enemy drop materials from the jungle. 3 from vanilla (jungle spores, stingers, vines), and 2 from calamity (Murky Paste, Trapper bulb)
Both of the items added by calamity are only used to craft a handful of items, and neither is a relevant progression gate in any way. Here's a list of ways you could replace every use of each of these materials with no gameplay impact:

Photosynthesis potion:
Replace trapper bulb with jungle spores. Item is already gated to the same tier by Essence of Sunlight.

Portabulb:
The only item that uses either of these as a progression gate. You can remove the murky paste, and replace the trapper bulb with a hard mode soul or essence for the same effect, or even a life fruit. This also fits with lore, as plantera was grown with souls.

Living dew:
Just remove the trapper bulb and put in any other plant related material if you want. Maybe a life fruit?. It already uses living shards and essence of sunlight.

Miracle fruit:
It already uses life fruit, which are another jungle related item at the same progression tier. You can just remove the trapper bulbs and swap them for any other plant related material.

Honey dew:
Replace murky paste with jungle spores, vines, or a bezoar for the same effect.

Bezoar:
Replace murky paste with jungle spores and/or vines for the same effect.

As you can see, literally every use for these two items can be trivially replaced with another thematically similar item at the same tier. For this reason, I believe both should be removed.

Suggestion Author

@night palm

#
**Adjust the description of Statis' Curse to be clearer on what it doesn't stack with**

Statis' Curse doesn't stack with Statis' Blessing, but can stack with Papyrus Scarab and lower. Assuming this isn't a bug, I suggest the description of Statis' Curse be adjusted to specifically say it doesn't stack with Statis' Blessing. As of right now it says it doesn't stack with downgrades, which to I and many others, seems like it doesn't stack with the Papyrus Scarab.

Suggestion Author

@fast raptor

#
**Make Poison Pack be able to stay on the platforms**

Poison Pack is a nice weapon to have in early-game, due to its ability to stay for some time on the ground and having rather good crowd-control ability. Sadly, Poison Pack has a great flaw — the balls it spawns drop through platforms. This renders the weapon pretty much useless for any arena with platforms, since the player won't be on the ground for the most time of the fight to, quite literally, allow the balls to hit the enemy, boss, anything else and inbetween.

Suggestion Author

@dim monolith

#
**Make Pyre Mantle Walls Obtainable**

The abyss has 4 distinct layers, with unique blocks and walls for each layer, granting a variety of fun new blocks for abyss or other themed builds. Layer 3 with Pyre Mantle however is the only layer to have the walls be completely unobtainable. This leaves building options unfortunately limited when creating builds themed around this layer, or unrelated builds that would want the unique texture it provides. Making a version of these walls be obtainable would be a great help to builders, and help fix this inconsistency.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**A unique reward for defeating Empress of Light during the day**

In vanilla Terraria, defeating Empress of Light while she is enraged by the day will drop the powerful Terraprisma summon- only obtainable by such a lofty challenge. Even players who don't use summons may still defeat her for the Terraprisma just to use as a trophy to commemorate the achievement.
In Calamity, though, the weapon also drops during the night at a 25% chance, (rightfully!) allowing summoners access to it without needing to go through the extra challenge.
In Calamity, both Empress of Light and Providence, when enraged, have a unique Reactive Damage Reduction mechanic to ensure they remain challenging as well as a more aggressive moveset and higher damage, but only Providence gives you something special when engaging with it, specifically the Profaned Moonlight Dye.
Giving something similar to Empress of Light for players to wear as a badge of honor for defeating her at her strongest would give more of a reason to actually engage with daytime Empress of Light beyond bragging rights.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make the Pineapple (Pet) dropping chance higher with gold goldfishes**

Simple thing: Just make the gold goldfishes have a higher chance to drop the Pineapple. Nothing crazy, maybe somewhere around 0.5%-1%. Gold goldfishes are already rare enough.

Suggestion Author

@quaint flax

arctic boughBOT
#
**add a line of text in the Monstrous Knives tooltip that says that it can heal your teammates**

That's pretty self explanatory, the tooltip only says that it can heal the user on hit, but if your teammate is close enough to you and is missing some health, it will heal them on hit too.
Adding some text that will tell you that it is possible will make players less confused, and will open up more opportunities, like doing damage to enemies to speed up your teammate's regeneration.

Suggestion Author

@lunar imp

arctic boughBOT
#
Add some form of check to ensure Astral Infection doesn't land in an area where a Pylon is present.

This will both prevent newbies from having their housings upended once reaching Hardmode, and allow clever/well-established players to control where the Astral Infection will spawn.

Suggestion Author

@brisk kelp

arctic boughBOT
#
**A late hardmode dodge accessory and/or upgrade between Amalgamated Brain and The Amalgam**

For a player that wishes to have a dodge, their options are usually the Black Belt line and Brain of Cthulhu line. Rogues get the Abyssal Mirror and Eclipse mirror, but everyone else must choose between those two.
The issue with this is that, while the Black Belt gets regular upgrades throughout gameplay (Master Ninja Gear, Statis' Ninja Belt and Statis' Void Sash), the Brain of Cthulhu line's upgrades are spread out far more. The Brain of Cthulhu is available in mid pre-hardmode, the Amalgamated Brain is available immediately into hardmode, and The Amalgam is all the way after Devourer of Gods. A humungous gap between dodges.
This gap means that a player that wishes to have a dodge accessory in early pre-ML gameplay must choose between the shiny new ninja upgrade that comes with a dash (and may cause unnecessary confusion if they already have another dash accessory) or one that was made available ages ago.
Including an upgrade to the Amalgamated Brain will put a nice stepping stone between it and The Amalgam and fill in this very, very long gap.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Include "Summons a sentry" in sentry staves tooltips**

This is very minor, but as a summoner player I find it a bit annoying when I want to see whats available to me just to find out its summons a single sentry instead of a regular summon.
I find the lack of this a bit weird since vanilla Terraria sentries include this in all of its tooltips.

I think this would be better for consistency and would improve clarity when it comes to new players.

Suggestion Author

@deft sundial

arctic boughBOT
#
**Add damage accessories that have Damage Reduction Penetration**

Armor penetration is never useful during the post-Moon Lord period or even late hardmode. The biggest offender for this is the Reaper Tooth Necklace. It's a class emblem that has 15 armor penetration, which translates to +15% damage, and +7.5 flat damage. The latter "advantage" is very negligible, and so the Reaper Tooth Necklace is outclassed by other accessories with the same damage boost but with a more useful side effect, e.g. The Amalgam's dodge, Yharim's Blessing.

Which is why I suggest that the Reaper Tooth Necklace have 10% Damage Reduction Penetration instead. It will benefit the accessory much more, because of the penetration damage bonus actually being significant.
There can also be more post-Moon Lord accessories that have DR penetration.

Suggestion Author

@coarse ginkgo

arctic boughBOT
#
**Allow more Guns/Bows to use all bullets/arrows instead of converting all Ammunition**

A lot of guns and bows in calamity (and vanilla!) convert musket balls or wooden arrows into a completely new projectile with its own effects, like fungicide. An equal amount of guns/bows, convert all ammos into a completely new projectile, though. This was done to help individual weapons stand out from others, but it comes with a lot of annoyances:
The most notable issue is how it completely removes the player choice that existed with ammo selection. Calamity has even completely overhauled its own ammos to be more mechanically interesting and unique, which is offputting when several weapons at any designated tier can’t even use those new ammos. Additionally, several later game tier even lack weapons that can use regular ammos. If you want to use god slayer slugs on SCal, I hope you like Kingsbane since that’s the only choice.
The most annoying part though, is weapons that convert all ammos are always optimal to be used with expensive, high tier ammos anyways, since the converted bullets still use the base damage! Having to spend extra effort to get ammunition just for it to only moderately improve damage doesn’t feel good.

If these weapons converted wooden arrows or musket balls into their unique projectiles, they wouldn’t be needlessly costly to use and would also have more use cases. Even if weapons are meant to be much weaker without converted bullets, they should at least be allowed the option.

Suggestion Author

@mortal drum

arctic boughBOT
#
**Add Calamity credits to the custom main menu screens**

Currently the custom main menu screens added by Calamity do not display any credits when the credits button is clicked - not even the Vanilla Terraria credits. I think this is a golden opportunity to display credits for the team behind Calamity. A lot of work went into the Calamity mod by lots of people so I think it would be a neat addition for the Calamity devs and contributors to have their names show up when the credits button is clicked so that they can get more recognition.

Edit: Similar to Vanilla Terraria the credits could also begin playing after defeating the last boss for the first time (i.e. Supreme Calamitas or the Exo Mechs; whichever you defeat last)

Suggestion Author

@light cypress

arctic boughBOT
#
**Add a brief cutscene showing the Slime God turning into Queen Slime**

I was looking at some of the suggestions and saw an approved one showing the slime god retreating. When that gets done it would be nice if there was a small cutscene or something showing the slime god becoming queen slime when you summon queen slime.

The lore mentions that the slime god becomes this boss, and right now the only indication that these two bosses are the same is one prompt after defeating the slime god and said lore.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**A post-Moon Lord true melee shortsword**

True melee's identity is that it has very little range but higher damage output compared to other melee weapons. They have the inherent risk of needing to be closer to enemies and the complexity of finding the ways to do so, but they are rewarded with more power than their peers.
Shortswords epitomize this concept by combining high speed, good damage and the stubbiest range out of all melee weapon archetypes, which makes true melee shortswords the most dramatic example of high risk and high reward.
All the shortswords in the post-Moon Lord segment of the game fire projectiles which turns them more or less into machine guns with very little emphasis placed on the blade itself. Additionally, most of the true melee options are quite large, with exceptions being given to weapons like Murasama and Lion Heart- both extremely powerful weapons and some the strongest in their tier.
A true melee shortsword to fill out the game's lacking shortsword roster and provide an even more dramatic example of power for those who have the ability to use it.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Rework accessories that give buffs in certain biomes**

Examples: Crimson/Corrupt Flask, Archaic Powder
Typically, these accessories are very niche, and only useful in very specific scenarios, despite being very good in said scenarios. However, outside of their general use cases, they're practically useless. Making these accessories have a permanent affect but making it weaker would make them overall more usable for more than one segment of gameplay, such as making Corrupt/Crimson Flask giving a debuff (Burning Blood and Brain Rot?)

Suggestion Author

@willow escarp

arctic boughBOT
#
**Add a Hotkey to Switch Between Ammo Slots**

Currently when playing ranger, it's annoying and borderline detrimental to switch ammo types mid-fight without losing concentration, leading to many using only one type of ammo for any given fight.
By adding a hotkey that allows the player to either cycle through or directly choose from their 4 ammo slots, it would greatly increase smoothness of gameplay and encourage more variety in play styles, especially with the many new ammo types added by Calamity.

Suggestion Author

@dry aurora

arctic boughBOT
#
**Make some Calamity Mod's projectile interact with shimmer**

Many Vanilla's projectiles will bounce upward upon contact with shimmer, but none of Calamity's projectiles do. I'd suggest to make some projectiles from this mod bounce upward upon contact with shimmer for the sake of consistency with Vanilla.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Pipes**

The Rusted Pipes are quite versatile for decorative building blocks due to their unique design, but there is no 'rust-free' Pipe. While it is possible to paint them a dark color to obscure their texture and only make use of the shape, it is far from the ideal situation of having clean, sleek, and new pipes.
Adding in a new, rust-free pipe to allow builders to make use of pipes without being forced to make use of the old Rusted Pipes in builds which such pipes would not fit.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make the calamity biome fish have more interesting uses**

It has come to my attention a significant amount of the biome-specific fish added by calamity have no unique crafting recipes or otherwise interesting uses. Calamity adds a good few fish to many of it's unique biomes, beyond ''fish" that are equipment such as the dragoon drizzlefish or sparkling empress. However, a good few of these fish either only exist to be sold for a large sum of money such as the Charred Lasher, or to just make vanilla food recipes such as sashimi. These are:
The Charred Gar, Crag Bullhead, Greenwave Loach, Prismatic Guppy, Procyonid Prawn and Twinkling Pollox.
Besides the food items you get from these fish generally not being too good, usually giving you the lowest tier of the hunger buff, even if you theoretically wanted to get these items you'd have a much easier time just fishing in the surface for bass, or in the ocean for tuna, per example.
On the other hand, the fish that purely exist to be sold for money, while definitely more useful, also end up trivial at best due to the fact there's many other ways of obtaining money that are likely not only less time consuming but often more rewarding.
As someone who actually enjoys fishing, big part of the enjoyment in it for me is how relaxing it is + The satisfaction you get from getting good fish/items. With the fact that most of the calamity biomes are rather dangerous to fish on and the fact most of the fish you get from them tend to have rather uninteresting uses, alot of the time it ends up feeling like calamity biomes are actively less fun to fish on than just vanilla ones.
Some solutions i propose:
-Possibly incorporate these fish in some existing crafting recipes, perhaps any of the many consumable buff items/potions this mod adds.
-Add new potions or consumable items that require said fish
-Give them some other functionality. The choice at the end of the day is up to the developers, but i do wish calamity biomes had a more generally interesting array of fishing loot.

ok bai cheese out

Suggestion Author

@gaunt pine

arctic boughBOT
#
Broken Water Filter Change

What if it had the ability to switch between two different sprites and names, one would be the normal “Broken water filter” the other would be either “repaired water filter” or “water filter” and one of the states, would be its active form that disables acid rains the other would still allow them, it honestly unsure which would do which.

Suggestion Author

@opal pond

arctic boughBOT
#
**Grant a loved neighbor or biome to every NPC that doesn’t have one**

At the moment, a handful of NPCs are impossible to reach maximum happiness on. For most of these picky people, the best prices one can get is 78% buying when in solitude, in a liked biome and with two liked neighbors. To get the best price of 75% one needs to be placed in solitude, in a biome that is at least liked, one loved neighbor and one more that is at least liked. Without a loved neighbor (or some unfeasible amount of liked ones to beat overcrowding) it’s not possible to hit 75%.
A loved neighbor is better than a loved biome in my opinion because the only vanilla NPC to have a loved or hated biome is Santa Claus who is more of an extension of the Christmas event than an actual person, so for the sake of consistency with vanilla, a loved NPC is better.
Giving them a loved NPC would expand on the currently lacking Calamity NPC living preferences list and improve the complexity of the NPC happiness system.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make the Radiating Crystal pet stand out more**

As it stands currently, the Radiator light pet obtained during the Acid Rain has little-to-no visual differences from the Radiator enemy. I suggest some kind of minor resprite or colour change of the pet to avoid confusion.

Suggestion Author

@blazing bronze

arctic boughBOT
#
**Cap the spawn limit of Fairies from Fairy Boots to 1, and make one always spawn while equiped instead of spawning randomly**

Dual suggestion.
Fairy Boots are incredibly useful, but they come with two annoying downsides. 1. Fairy Boots spawning, like, 6 fairies, can be very annoying when building, as you can't place blocks on entities, and 2. Whenever you die to a boss and respawn, you can either wait for a fairy to spawn, or start the boss with a disadvantage. Reducing the amount of Fairies would make the issue of building with it much less prevalent, and causing a fairy to always spawn would decrease the amount of time the player isn't playing.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Please make an upgraded version, or versions of Axe of Regrowth, or make higher tier axes have the Regrowth capabilities.**

Couldn't find this suggested, so I thought why not.
Higher Axe strength so it can cut trees faster, more range perhaps, increased gathering?
Even just a stronger version of it would be neat.
I just don't really see a reason to not use this axe, unless I really want to get rid of trees permanently, it's basically my go-to axe and I would love that either higher tier axes also have the re-plant ability like Regrowth, or that it has its own separate upgrade line.

I feel almost forced to use this axe instead of going for an upgrade, due to using it frequently to gather wood and herbs.

Suggestion Author

@buoyant adder

arctic boughBOT
#
**Prevent Cacti from damaging Adrenaline generation**

On the Constant and GetFixedBoi secret seeds, touching or mining Cacti will deal one damage to the player at a fixed rate. This is an issue for the Adrenaline effect, as it means that in certain situations your arena may be filled with unnecessary obstacles that will rapidly take chunks out of your Adrenaline charge as long as you touch them. At this point, they don't immediately deplete your Adrenaline progress, but they still remove a decent part at quite a rapid pace, so I suggest removing their ability to damage Adrenaline entirely, or at least severely reducing the percentage of adrenaline that they drain per hit.

Suggestion Author

@blazing bronze

arctic boughBOT
#
**Make holy flames bullets post providence**

Holy fire bullets share the role of the first post moonlord bullet alongside luminite, but overall outclass luminite in most ways, a tier shift to holy flames could give them a lot more use

Suggestion Author

@echo niche

arctic boughBOT
#
Make non-boss enemies stronger

In Calamity, the player is generally much stronger than they are in vanilla. Buffs to vanilla items, generally stronger weapons and equipment, easier access to defense, and enhanced mobility makes getting around and killing things far easier than it is in vanilla.
To make up for these improvements to the player, you would think that enemies get improvements. In Revengeance and Death, certain enemies get changes to their AI to make them more threatening, but other than that, nothing. In fact, a large number of enemies are nerfed compared to how they are in vanilla, with a myriad of random changes such as sweeping contact damage removal, nerfs to feral bite, and the universal nerf to early-hardmode. Combined, all of these factors make enemies feel way weaker than they are in vanilla.

Enemies being pushovers negates half of Terraria's combat system, and makes adding enemies with new, interesting AIs difficult/pointless as they'll die in seconds if the player is even remotely prepared. In addition, it makes weapons that specialize in enemy clearing ultimately pointless, as enemies are not threatening enough to facilitate the use of them. As a result, most enemies are boring dummies that just get in the way and add nothing to the game and all weapons are rated based on how well they do against bosses.

Making enemies stronger, maybe by increasing their stats or reverting nerfs, would make combat outside of boss fights more engaging, allow the introduction of enemies with more interesting and engaging AIs, and allow weapons to be good in ways other than boss-killing.

Suggestion Author

@hybrid nimbus

arctic boughBOT
#
**Add a Way to Create an Artificial Lab Minibiome**

The arsenal laboratories found around the world are unique structures with their own critter spawns and music track, creating a great atmosphere that players may want to replicate. Sadly however, it is impossible to create an artificial lab biome no matter how many lab blocks/walls the player places. The player can somewhat make up for this by using a music box, but they will still not get any of the unique droids spawning, and the radius of the music box may not align with the build, leading to a strange sense of desync. Adding some way to allow a lab minibiome, be it through shimmer to get an "unsafe" version of walls, or a Monolith that will make it treated as a lab when in a certain area would be a great addition for builders.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Buff Soaring/Ascendant Insignias Acceleration and/or Deceleration**

Soaring Insignia is an incredibly powerful vanilla accessory that is understandably nerfed in calamity to be more in line with other accessories, and to not feel mandatory for players. However, these nerfs are little too extreme in one aspect, acceleration. Magiluminescence, a preboss item, grants a 1.75X acceleration and deceleration bonus, with the drawback of the player needing to be grounded to recieve this bonus. Soaring insignia on the other hand grants a 1.1X acceleration bonus, but on both the ground and in the air. Although aerial acceleration is much more powerful than grounded acceleration, this nerf feels like a bit too much. Buffing only the acceleration of soaring insignia, (to a max of its vanilla state of 1.7X of course) would put this accessory in a much better spot than it currently stands, allowing it to be a strong mobility option while not feeling mandatory, just like Magiluminescence is right now. Additionally, a deceleration bonus could be added to Soaring insignia similar to that of Magiluminescence allowing better player control. Overall acceleration is the safest bet to improve the current state of soaring insignia, as it would keep the players maximum speed and flight time fairly limited, while instead improving the responsiveness of inputs and speed of directional changes.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Change the Lunarian Bow's Lasers**

The Lunarian Bow changes wooden arrows into lasers that can slide along walls and floors and... well that's about it. I suggest changing the lasers to have low pierce and to either make the lasers bounce off of walls or remove its interactions with walls altogether. This way the weapon can feel at least a little more close to the Night's edge, the Eye of Night, and the Night's Ray in performance.

Suggestion Author

@upbeat barn

arctic boughBOT
#
**Make it so Plantera doesn't start shooting petals until she gets hit/line of sight with player**

Plantera typically spawns behind walls and the player may not be able to hit her. However, Plantera still attacks with her rapid fire petals, leading to some "unfair" hits where the player takes damage before the real boss even starts. Making it so she doesn't attack until either she takes damage (Player presumably has a weapon that goes through walls) or has valid line of sight, like no blocks between her and the target (Player can start damaging her with or without the ability to attack through walls) would fix this issue, even if it's minor.

Suggestion Author

@willow escarp

arctic boughBOT
#
**An Astral Infection quest fish**

Calamity adds five catches to the pool of fish the Angler may request, split amongst the Brimstone Crags and Sunken Sea. The Astral Infection, however is not given any quest fish!
Adding one would fill this gap, as well as making quest fishing and a bit more diverse and enjoyable in hardmode, and it would even be quite in-character for Angler to insist we get something from such a unique biome!

Suggestion Author

@distant knoll

arctic boughBOT
#
**A pre-Skeletron recipe for Fertilizer**

Fertilizer requires Bones which makes it post-Skeletron, despite the fact that Fertilizer is most useful in the very early game where collecting wood en masse for building materials and gems for hooks is common. Moving Fertilizer earlier in progression gives it more practical use cases and can potentially give a use to the currently lacking Ancient Bone Dust or Demonic Bone Ash.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Lower the fishing altitude requirements of Sunbeam Fish and Fish of Flight from Space to Sky**

At about 55% of the way from surface level to space, the fishing loot pool becomes that of the sky. Players can fish up Sky Crates, Azure Crates, Damselfish and sky-exclusive quest fish, in addition to sky-exclusive enemies such as Harpies spawning.
The exception to this are Sunbeam Fish and Fish of Flight which require the player to be much higher up in the Space layer- the bare minimum of 55% of the way to space does not include these catches.
Reducing their altitude requirement to be level with the rest of the sky fishing loot table would improve consistency and minimize confusion.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Turn the harvest staff tiny pumpkin into a town pet/terrarium**

The little guy nothoughtsheadempty, this guy is awesome and the only way to see it ingame is through the harvest staff. Honestly adding it in as a town pet or a terrarium would be great. A license like the cat and bunny one can be used called 'Pumpkin pet lisence' or a terrarium recipe which uses pumpkin and pumpkin seeds.
Or perhaps it moves in after EoC has been defeated. I think everyone would like nothoughtsheadempty as a town pet :)

Suggestion Author

@sinful fable

arctic boughBOT
#
**Enable the Ammo Box to affect consumable Rogue weapons or grant Rogues a unique station buff**

All four vanilla classes have a station buff, but Rogue does not. To solve this discrepency, Rogues need a station.
A simple way to solve this is to simply have the Ammo Box's 20% ammo conservation effect work on consumable Rogue weapons, and introduce a minor tooltip change to reflect it. Consumable Rogue weapon conservation is a common effect for the class, so this would make sense mechanically and thematically. This could also be applied to the Ammo Reservation potion.
Granting Rogues a unique station would also work if this does not suffice.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Shimmer calamitas**

idk if this has been suggested before or not but when I tried to shimmer her nothing happens so I thought maybe she could turn into lore related thing like her teenage self when she was with yharim, or become encased with the armor of the old calamitas sprite :)

Suggestion Author

@vocal fox

arctic boughBOT
#
**Pre-mech wings with superior flight stats but inferior mechanical bonuses**

Hadarian Wings, Aureate Booster, Fishron Wings, Empress Wings, and more are wings that fit the niche of having no special features aside from being excellent wings. Other wings in their tier have statistical bonuses that set them apart and justify their slightly inferior flight capabilities, such as Tattered Fairy Wings or Steampunk Wings.
No such wings exist pre-Plantera, with players' best wings options being Fairy wings (which increase maximum health by 60) pre-mechs, and Bee/Bat Wings post-mech 1 (which grant offensive bonuses at night or a permanent Honey buff)
Introducing or adjusting wings in the tier to put more of a focus on choosing between flight stats or other stats would fill this gap and grant more choices between varied playstyles.
Dev wings are a great subject for this as, currently, they are inferior or equal in all ways compared to Bee and Bat Wings.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Increase the yield of Marquitus Baits per fishing quests past certain milestones**

First of all, yes, The Marquitus Bait is a thing in the Calamity mode, being more powerful than the Master Bait, having 65% bait power.

So, first things first: For those who don't know, there's a fishing "progression" in Calamity. In certain angler quests you'll be guaranteed to get certain items: to make it short, the point is that after getting past 30 fishing quests you'll start getting Marquitus baits in yields of 2-5 per quest.

My suggestion is to add more milestones to this fishing quests. For example, from the 35th quest you could start getting 5-7 Marquitus baits, in the 40th quest you could get from 6-9, and cap it at, say, 70 quests or something like that. Remember this is just a concept, but you get the idea: Increase the progression of the fishing quests to get more marquitus baits per quest.

Suggestion Author

@quaint flax

arctic boughBOT
#
**Make Bandit properly explain why they dont wear a Party Hat**

Their sprite during party dont have Party Hat nor their hat on, and they only say "Where is my party hat? Well, I stole it of course." which is confusing because you cannot steal your own belongings. I'd suggest to change this quote.

Suggestion Author

@wicked garnet

arctic boughBOT
#
# Reduce Blood Moon spawn rates in Death Mode

Please, I beg of you to reduce the blood moon spawn rates. There's not much to write here other than it's just incredibly annoying. I was in my base with some friends, and EIGHTY enemies were constantly spawned. Killed ten, more would immediately take their place. It ends up making the early game even more of a slog, especially when you just can't fight them off. And when you can, it's just trash simulator 9000 as there's too much random shackle variants flooding the ground for you to pick up anything in a five mile radius

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Add a damage threshold for triggering Bloodflare Core’s defense damage**

Pretty simple request, I don’t want to get my defense thanos snapped because I touched a thorn or something. And if dodging accessories can get something along the lines of this change, then I hope that Bloodflare Core can as well.

Suggestion Author

@blazing grove

arctic boughBOT
#
# buff tracers

because of the nerf to seraph tracers by removing iframes from them , tracers became pretty bad comparing them to wings . And because most of the fights in calamity are in the sky wings are much better because of the flight time . So I was thinking about buffing tracers by giving them like more flight time or maybe dmg buff or like better jump and fall speed so they can be as good as wings . By this tracers would be equal to wings.

Suggestion Author

@sage kettle

arctic boughBOT
#
**Make different Labs use lab-appropriate turrets**

Many people completely skip making lab turrets and even if they make one, they won't try the others,
So why not show what other turrets have to offer by replacing regular lab turrets with lab-appropriate turrets:
Arsenal labs = Lab Turret
Sunken Sea lab = Water Turret
Space lab = Laser Turret
Cavern Lab = Onyx Turret
Jungle Lab = Plague Turret
Ice Lab = Ice Turret
Underworld lab = Fire Turret
This would make each lab even more unique

Suggestion Author

@jagged hazel

arctic boughBOT
#
**A way to negate abyss suffocation to allow builds which aren't flooded with water**

Abyss isnt really meant for building however because the furniture sets are so nice and that the different layers can make for some great build potential.
At the moment you need to flood builds with water so you don't suffocate to very low HP.
Ways this can be done? Monolith, accessory which prevents the damage, amidias can provide it with the buff he already gives after a certain point in progression (either endgame or post polterghast)
A little unnecessary but it would make a great deal of difference to builders and since reaver Armor is already getting buffs to build speed etc this could be also welcomed C:

Suggestion Author

@sinful fable

arctic boughBOT
#
# Remove "Demonic Bone Ash" & "Ancient Bone Dust"

Calamity has a problem with completely unnecessary crafting materials, notably the Jungle materials and this. Demonic Bone Ash is a completely negligible item that commonly drops from Demons - my question is why, though? Everything that it has can just be reasonably replaced with Hellstone Bars, Obsidian or the like. It's just another random useless crafting material seemingly made for no reason other than just bloat?

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Add a Recipe for Select Traveling Merchant Items**

The traveling merchant is a fairly rare NPC with entirety randomized stock, meaning you never know what he might have. This randomness however means waiting for a specific item can be completely unreasonable by the time the items would be useful. This can be best seen in the tiger skin, used for handheld tank, and the katana, used for Omniblade. When far far easier to get items like muramasa have a recipe, I feel these items should as well. You could even make the tiger skin use either of the other skins as material, that way any of the 3 still get you to your goal, and it doesn't completely remove the merchant from its acquisition.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Apply dodge accessory logic to Hallowed Armor's set bonus, and give it a slot on the cooldown rack**

Essentially, the "don't activate if deals less than 5% hp" and "higher CD if dodged attack is stronger", and also a cooldown rack. This would make them more consistent and easier to use, especially with an addition to the cooldown rack. I'm not saying to merge the cooldown with dodge accessories, but it would make it more consistent if it followed some of the same logic.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Eutrophic glass walls and platforms**

Title is self explanatory, I just want more building materials which use eutrophic glass.

Suggestion Author

@mild marten

#
**A Demolitionist quote hinting towards the existence of Skynamite**

Self-explanatory. This would be necessary because it's a new variant of dynamite which players may not be aware exists, since the only way it can be discovered in-game is by giving dynamite to the Guide (which few players are likely to do) or by standing near a Sky Mill with dynamite (a somewhat specific situation which few would encounter.) The most organic and unintrusive way to implement some sort of clue towards such an item would be to have the Demolitionist gush to the player about how great he thinks it is.

Addendum: Who invented Skynamite? I love them. I love this item. I love Skynamite.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Reduce the volume of the Plasma Caster**

Sure, if you’re only firing one at a time, it’s manageable. But if you use the right click, prepare to permanently destroy your hearing regardless of volume. Obviously hyperbole, but I could barely hear Scourge of the Universe when fighting DoG with this. For the sake of my eardrums, please reduce the volume of this weapon. No one wants a one-way ticket to Migraine Central just for wanting to use this weapon’s right click.

Suggestion Author

@blazing grove

arctic boughBOT
#
# Give the Pwnagehammer hammer functionality

Things like the Axe of Purity (which while less offense focused, are still quite strong) have similar features. Binding it to something like RMB could be a nice qol change, so I don't lose the functionality of my pwnhammer

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Make Effigies turnable**

Like Bast statue, all of the Effigies (Crimson, Corruption, Decay) have a unique sprite and could go rather nice with thematic builds. But, unlike Bast statue, the player can't turn the Effigies by facing left or right, which is somewhat off putting and even limits their potential as a "building furniture".

Suggestion Author

@dim monolith

arctic boughBOT
#
**Remove the 'Can be enchanted' quote from the description of the Spell Tome**

The quote refers to the ability to craft the Spell Tome into various different magic weapons. It does not refer to the enchanting service provided by the Brimstone Witch NPC which the Spell Tome is not eligible for. Removing or amending this line can eliminate unnecessary confusion.

Suggestion Author

@distant knoll

#
**Add a "Ram" sound to Ornate Shield's Ram**

Recently the Valor line got like, proper sounds that told you if you rammed an enemy or not
But ornate shield... doesn't?
I'm not sure if this is because those also have an attack with it or something but it is a bit weird and inconsistent that the thing Valor is crafted from and what gives it the ram functionality, doesn't have that sort of sound giving an indicator to the player of a successful ram in the moment

Suggestion Author

@pallid spire

arctic boughBOT
#
**New types of Water Fountains for some of the Abyss layers**

Water Fountains are a cool addition to Terraria as they allow the player to change the color of nearby water when activated. Each of the Abyss layers feature distinct colors of water that correspond to the theme of each respective layer. Currently only one type of fountain exists for the Abyss, which is the Abyss Water Fountain. It changes the color of nearby water to deep blue, the same water that is seen in the Void layer. As for the other layers, they do not have their own water fountains. So I think it would be nice to give the other layers water fountains too so they don't feel left out.

Suggestion Author

@tender peak

arctic boughBOT
#
**Change this line that doesn't make sense in Draedon's exo mech fight monologue**

This line:
"An unknown factor - a catalyst is what you are."
"Nearly as disconnected to this land and its history as I am."
The first part of this line doesn't really make sense to me. It makes little sense to call the player an unknown factor but this point, as they are quite known by now. An unknown factor is also not what a catalyst is. A catalyst is a component in a chemical reaction that is required in the mixture for the reaction to work, or speeds it up, but is unaffected by the process. Just its presence makes things happen. This sort of makes vague sense on its own. The player makes things happen, but they play more of a direct role that you would expect from a catalyst, despite being previously disconnected from the history of the world. That said, these two lines together implies that Draedon is equating a catalyst with an unknown factor, when it would be more accurate to say that the player is some new ingredient. A "Reagent" might be the best word for this. This would also make the "unknown factor" part make slightly more sense, but not much. One way or another, I think this line should be rewritten to make more sense, as it's quite out of character for Draedon to make a metaphor that isn't a very good fit for the situation.

Suggestion Author

@night palm

arctic boughBOT
#
**Remove Suspicious Scrap from the Lab Turret’s crafting recipe.**

This is literally the normal turret. Why does it require one of the rarest items in Calamity, one that is otherwise only meant for a single (supposed to be special) weapon?

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Don't have Calamitas join your town immediately after her fight**

I get a sense of character whiplash when Calamitas delivers her final monologue with an air of exhausted resignation, then turns into an NPC, you talk to her, and she immediately switches to casual chatter about how she'd like to start a flower garden someday. It feels like there should be something between those moments.

A good intermediary would be to have her spawn somewhere in the world (e.g. Brimstone Crag) and be recruited like other NPCs. There's room to get creative with this state (e.g. having to bring her a certain item or speak with her multiple times before she'll join), but anything that staggers out her otherwise instantaneous character-180 would go a long way.

Suggestion Author

@copper barn

arctic boughBOT
#
**Make Crimson and Corruption Effigies work like Cirrus' Candles**

The main problem with both Crimson and Corruption Effigies is being unable to get more than one per world, which heavily limits their practicality in most battles. Another rather annoying part to mention is not being able to use Crimson / Corruption Effigy separately from other players in Multiplayer — some of the classes and even play styles want an Evil Biome Effigy, but other don't.

To fix these particular issues and increase their value a little, Crimson and Corruption Effigies could be changed to work like Cirrus' Candles — right clicking them will give an infinite buff, that won't disappear whenever you go. To compensate for that, the player can get only one of Crimson / Corruption Effigy's respective buff at the same time.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Make the Compass and Depth Meter be craftable**

These are the only items of the Shellphone that aren't craftable, outside of 2/3 of the traveling merchant items. Calamity has many QoL crafting for the big crafting trees like Terraspark and Shellphone. It would be good to have these two also be craftable, especially considering how mind numbing and dull grinding out a utility/stat item is. They only drop at 2% and don't even advance the game.

Ankh is fully craftable. Terraspark is fully craftable. The stat meter, which is another utility item, is just bought. Why is Shellphone kept out?

Please.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Remove the Cell Phone Component Recipes and Increase and Standardize Drop Rates**

Calamity seems to have a big issue with trying to improve methods of obtainment for vanilla items without resorting to crafting recipes, which i think is sort of failing to address the core issue with some of these items. Vanilla typically tries to make it so a large breadth of enemies drop these items, or they have some other novel method of obtainment, and it can produce interesting gameplay loops. Crafting sort of misses the mark on this.

I think it's fine that you can craft the DPS Meter, but you can't craft the Stopwatch or the Lifeform Analyzer, so what's the idea here? At least be consistent if you're going to do this. Travelling Merchant's entire gameplay is just laying in a bed waiting for the next one to show up, so that's fine, but why do Radar and Metal Detector need recipes? Again, some are, some aren't; Compass and Depth Meter don't have any, so why do these two?

I think the main problem is that these aren't addressing the core issue, which is the stupidly low droprates for these items, and the fact that Calamity enemies, which are a surprising portion of the early game fodder all things considered, do not have a chance to drop them. Why not try to keep parity with vanilla and have appropriate enemies drop the items? Wulfrum enemies would be a great source for Radars, Scuttlers could have a 5% chance to drop a Metal Detector, have Sunken Sea enemies have higher than average chances to drop Compass and Depth Meter like how Mirage Jellies have TEN times the chance to drop Jellyfish Necklaces, etc.

You can fix some of the Vanilla issues too such as giving some enemies in the Desert and Jungle (and Hardmode) chances to drop Compasses and Depth Meters too, and obviously increasing the drop chances across the board. With a little bit more distribution, I think this could work.

Suggestion Author

@olive shale

arctic boughBOT
#
**Have the Stopwatch, Lifeform Analyser, and DPS Meter be shimmerable into each other**

Waiting in bed or slapping the cosmolight is hardly engaging gameplay for items that a good swath of players inevitably will try to get. Having these items be shimmerable between each other seems like a reasonable middle ground - you still have to expend the same amount of money, as all 3 pieces cost the same, and you have to go find the shimmer. Having this option cuts down on gameplay that boils down to afk simulator.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Make Buffs from buff furniture (Ammo Box, War Table, etc.) stay after death**

A rather small QoL change, that would benifit any player in some compacity — for example, they forget to activate the buff and went deep into the Abyss, or immediately get into a boss fight to assist others in Multiplayer. This would also make all buff furniture a little bit more consistent to each other, and to Cirrus' Candles in particular.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Make the Yharim lore more important**

Yharim is the main antagonist of Calamity, so it is cool that you can see his thoughts on various biomes and bosses. However, these thoughts are just items that go in your inventory like everything else and are easy to miss or throw away.

If you could implement these in another way somehow, like making the lore appear across the player’s screen after beating a boss or discovering a biome would make them seem more impactful and make Yharim a more direct threat.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**Make some of Calamity’s Soundtracks start at full volume instantly instead of fading in from silence.**

In Vanilla Terraria, most of the soundtracks are written in a way that means that they can fade in from silence and have it feel natural.

Several of Calamity’s Soundtracks, however, are written in a way that they start off with a strongly articulated sound. (Harps in Universal Collapse, percussion in Murderswarm and Infernal Catharsis, electric guitar in Blood Coagulant, bells in Servants of the Scourge etc) Because of the way music fades in, the starting notes of a song often get cut off, which sounds awkward to listen to.

I do not know if the way that soundtracks fade in from silence is hard coded into terraria, but if it can be changed, I suggest that it is changed for some soundtracks, especially most boss themes.

Suggestion Author

@quick ledge

arctic boughBOT
#
**Allow Mothron to drop items prior to defeating all 3 mech bosses**

As of 1.4.1, Mothron only drops items if you defeat all 3 mechs. Its spawning criteria, however, is just defeating Plantera. In vanilla, this isn't an issue, but one of Calamity's great points is the openness of progression - meaning you can do plantera pre-mech, thus spawning Mothron. However, its drops locked behind 3 mechs makes this useless and misleading.

So, I propose a very simple idea: let Mothron begin dropping items once it can spawn. While my suggestion title prefers "defeating Plantera", we can also just move Mothron spawning to post-3 mechs. I'm honestly not fussed. I'd just like these to be aligned.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Buff the calamitas and Permafrost NPCs**

right now, permafrost does around 120 damage per shot and very slowly. Calamitas does around 350 a little faster, but still not very strong

compared to the pirate npc, who can do around 300 extremely quickly with its gun and shoot AOE cannonballs, the calamity NPCs are much weaker in damage output. This is not really significant but I think it would make more sense for calamity lore npcs to do more damage than a random pirate

Suggestion Author

@dire venture

arctic boughBOT
#
**Remove/Decrease contact damage from gem crawlers**

For an early game underground enemy, they deal a lot of damage and are very fast. The way these enemies act make them seem more like scared critters, yet some deal as much (if not more) damage than other underground enemies. It's quite possible for a crawler to "ambush" a new character with no good mobility pptions and have a good chance to kill them. For what seems like a "critter" type enemy, they shouldn't be as strong/stronger as other enemies made to be actual threats.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Upgrade Path for The Absorber to Maintain Its Relevance in Late Post-Moonlord and Endgame Stages**

The Absorber is a powerful accessory in the Late Hardmode and Early Post-Moonlord stages, but it becomes quite obselete as players progress into the Late Post-Moonlord and Endgame phases. This limits its viability compared to other accessories that receive upgrades throughout the game. For example, the Ambrosial Ampoule, a similar accessory, is upgraded to the Radiance in the Post-Moonlord stage, keeping it relevant for Endgame content.

I suggest introducing an upgrade path for The Absorber in the Post-Moonlord stage, which could eventually lead to a fusion with The Radiance and possibly other accessories, like the Rampart of Deities, to create a powerful healing Endgame item. This would ensure that The Absorber remains a relevant and competitive choice, enhancing build diversity and giving players more flexibility in their Endgame strategies.

Without this upgrade, The Absorber risks becoming obsolete at a time when powerful accessories are most needed. Addressing this issue would keep the accessory useful throughout the most challenging parts of the game.

Suggestion Author

@warm sequoia

arctic boughBOT
#
**Standardize accessory damage to deal classless damage**

It’s mostly a consistency change. There’s little reason why the Rotten Brain line’s shade rain should deal magic damage, and why rams should deal melee damage despite both accessories being fully usable (and quite effective!) on all classes. Such a change would make accessory damage more intuitive since it’s easier to assume they deal classless damage than one for a specific class.
An exception could exist for the Profaned Soul Artifact and Profaned Soul Crystal, since they’re very clearly summons and very clearly summoner accessories- meaning it’s easy to intuit they deal summon damage.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make certain armor sets give Fishing Bonuses**

I've already suggested accessories, so this one will be on armor. It's a simple change to make certain aquatic-themed armor sets grant fishing power, such as Mollusk Armor and Omega Blue. Fathom Swamer can even get more reels that light up. Reaver and Astral Armor already have miscellaneous bonuses that don't affect combat, so this addition could be great for more calamity "world-building"(?)

Suggestion Author

@coarse ginkgo

arctic boughBOT
#
**Replace the base +50% movement speed buff with a flat base running speed buff**

As a part of the "toggleable earlygame stat buffs" configs, the movement speed stat is directly increased by 50%, so that traversing the overworld without Hermes Boots doesn't take years. Unfortunately, this has the unintended side effect of causing movement speed increases granted by items to be almost completely unnoticeable, due to how the stat works. This is especially unfortunate since before the toggle was added, Calamity changed the movement speed stat to affect almost all traditional forms of movement, instead of only base running speed. Several movement speed buffs were reduced as a side effect of this change, and it feels weird to have a lot of those items nerfed, only for the stat to still feel like it doesn't do anything at all even at high amounts.
Changing the toggle to buff base run speed specifically would have basically no differences except let movement speed buffs matter as much as they're meant to for things like horizontal flight and Hermes Boots max speed, while keeping speed in the earlygame the exact same.

Suggestion Author

@mortal drum

arctic boughBOT
#
**Grant the Water Gun autofire**

Mostly to make the 'weapon' easier to use and more in line with the Slime Gun. Both weapons have the same purpose of inflicting a debuff vulnerabililty debuff to empower other debuffs, although only the Slime Gun features autofire.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Retier The Amalgam to early post-Moon Lord**

This accessory is pretty much just the Amalgamated Brain but better. 15% damage over 10% damage, a buff to the shade rain everybody forgets exists, debuffs on hit and the very interesting potion effects.
However post-Devourer of Gods, you have access to the Devourer of Cods, Staff of the Mechworm and Ceaseless Hunger potions which make blood orb farming and fishing a breeze making potions extremely easy to obtain, brew and use; the potion effects are negligible since there's nothing stopping you from just getting more potions.
Furthermore, the Amalgamated Brain is viable for far, far longer than it should. It's obtainable immediately into hardmode (it doesn't even require a mythril anvil!) and remains as a viable dodge option until and for the Devourer of Gods. Such longevity for an item is not ideal, so giving it an upgrade in The Amalgam can even out the extremely long lifespan of Amalgamated Brain and extremely short lifespan of The Amalgam.
It also gives players a way to get more value out of their potions before they get better blood moon grinding equipment/fishing equipment post-Providence.

The choice to make it early post-ML is mostly arbitrary but I chose to put it there since it's going to be before Ceaseless Hunger potions (which make event farming easier,) Tarragon armor (which reduces enemy spawn rates more than Angler armor to make fishing easier,) and the Early Bloom Rod (which makes fishing for potion fish easier) make getting potions easier. By having The Amalgam before them, the potion bonuses it grants are more pronounced.
Additionally, all bosses that Amalgam would now be usable against (with the exception of Storm Weaver) are resistant to sickness debuffs or are completely immune to all debuffs it inflicts so the debuffs on hit would likely not cause issues balance-wise.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Move the Steampunker's line about teleporters when you have a Portal Gun to the Mechanic**

This seems like a simple oversight. Calamity adds a line to the Steampunker stating "Just what is that contraption? It makes my Teleporters look like child's play!". This should be changed because the Steampunker no longer sells Teleporters; the Mechanic does.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Let the Winged Boots Hover like the Betsy wings**

For a more horizontally focused ‘wings’ I feel the horizontal aspect of the boots should have a bit more control. Normal wings are still better but it’d make the trade off more manageable without a buff to flight time or vertical

Also it’d fit the sky boots theme more

Suggestion Author

@gloomy topaz

arctic boughBOT
#
**Replace mention of the Astral Infection in the Hadarian Wings' tooltip to reflect its longer hover time**

A mechanic the Hadarian Wings enjoy is that when hovering, flight time is consumed at a 4x lower rate (compared to usual hovers which last 2x as long). This is communicated nowhere in-game. Instead, where it WOULD be, is a line presumably referencing a now-removed interaction with Astral armor. This line must be removed since it is redundant and can potentially lead to confusion.
Replacing this line with something to refer to the improved hover would solve both issues.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Replace Confusion in the Nanites-related items with a new unique debuff.**

It’s a well known fact that Confusion is a rather useless debuff, what with how many enemies are immune to it; especially at the stage you get Nanites and their relevant gear. Even in older versions of Calamity, this was recognized and was attempted to partly fix by adding an Enhanced Nano Round. This was later removed once Nano Bullets were reworked and were just straight up better than Calamity’s upgrade of them. So, aside from the bullets, Nanites and their applications are still undesirable.

I’d suggest that to solve this issue, replace the Confusion debuff with a brand new debuff. Whatever it does is up to the devs, but I’d probably suggest making it an Electricity debuff, since that would make the most sense.

Suggestion Author

@bitter mirage

arctic boughBOT
#
### We need a more effective way to get cloud/rain/sunplate blocks in Don’t Dig Up! And (Especially) Getfixedboi Seeds

I’ve been trying to get the harpy ring to craft the angel treads to battle Mechdusa, since having more mobility would definitely help, and I need sunplate blocks to create said item, but since every single one of the floating islands are corruption/crimson themed blocks in gfb, there’s no sunplate/cloud/rain blocks available to spawn; oh… but I can craft a skymill to make sunplate and rain blocks; never mind I can’t since I need sunplate to craft a skymill in the first place; this would be perfectly fine if any sky mills spawned on the islands, oh wait… there isn’t. Well you can craft a sky mill right? Oh yeah! You just need… rain blocks and sunplate blocks… oh… well no matter! The steam punker sells- nope! It’s legendary gfb, so the steampunker is locked behind mech 1. Oh well that’s not a problem right? I just have to defeat one mech, NEVER MIND I GOTTA KILL MECHDUSA! This is a problem for obvious reasons. I propose Four different effective solutions

  1. Remove the corruption/crimson theming on most of the sky islands, so the sunplate/rain/cloud blocks can be available
  2. Make it so that more floating islands spawn with those said items and materials, so it’s more accessible to players
  3. I propose the most interesting, yet effective solution: adding mini floating island biomes inside of the cavern layer containing the biome specific loot/blocks of floating islands. I know this one would be higher maintenance, but I personally think that this solution would be both effective, and freshen the legendary getfixedboi experience! I have spoken, and shall leave all of you to discuss.
  4. Add a recipe for sunplate that’s only active on GFB, and don’t dig up seeds without floating island materials (probably the most boring solution, but definitely an effective one)
Suggestion Author

@hardy carbon

arctic boughBOT
#
**make all of the right click to enable items enabled by default instead of disabled**

it's annoying to have to turn them all on every time i log in and also why would i have them in my inventory if not to have them enabled most of the time
also the items that are like this in vanilla are enabled by default

Suggestion Author

@simple pilot

arctic boughBOT
#
**An enemy pacification mechanic for wulfrum machines**

In Calamity, during the day in clear weather in pre-hardmode, the only enemies that spawn on the surface are wulfrum machines and slimes. Slimes can be pacified with Royal Gel but wulfrum enemies remain a threat. Adding an accessory, single-use item, furniture or some other feature to pacify wulfrum enemies would make the surface completely safe for builders.

Suggestion Author

@distant knoll

arctic boughBOT
#
Rename the warbanner of the sun

With the not-very-recent lore rewrite, providence (and by extension her guardians) no longer have any connections to the sun, however this item's name gives the wrong idea
Renaming it will clear any confusion regarding providence and her guardians' theming

Suggestion Author

@rapid bough

arctic boughBOT
#
**Allow the consumable Power Cells to be used pre-Plantera, or put an Old Power Cell in the temple's chests**

Golem can be fought pre-Plantera with the use of the Old Power Cell. However, the consumable Power Cells don't work. I suggest making them work, to be in line with the nonconsumable version.

If that can't be done, then I suggest making an Old Power Cell available in the temple. That way, people don't explore the temple pre-Plantera and assume they simply can't fight Golem. Most players summon Golem with the plethora of power cells you find. Adding an Old Power Cell to a chest, thusly, encourages its use, advertises its existence, and gives a clear way to fight Golem pre-Plantera. As it stands now, it's not clear that Old Power Cell works and regular power cells don't.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Change Acid Tornado name**

Its pretty much a spoiler if you got caught and died to it, and it make new player feel even more spoiled after knowing that this tornado actually summon old duke just like its name so i'd suggest to change the name of this tornado to make it not a spoiler for new player.

Suggestion Author

@wicked garnet

#
**Make Old Duke Summoner deal no damage**

It's kinda bull to die in a cutscene, especially one after an event and before a boss. Even if it doesn't kill you, it chunks off your HP before a boss.

Let it deal no damage. It would be nice and reduce frustration.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Make The Old Lord's Claymore's Dash have No Projectiles**

The Old Lords Claymore is a true melee weapon yet it spawns projectiles during it's dash, basically removing the point of a true melee weapon. The weapon is much too easy and too safe to use which defies the normal true melee formula. Removing the projectiles will make the player go for a more risk/reward playstyle which is more in line with the fact that it is a true melee weapon. Alongside this, the dash is much too powerful on its own right now as it grant I frames, deals ram damage, AND has projectiles, allowing this post-evil boss 1 weapon to be useful near late pre-hardmode.

Suggestion Author

@sleek ether

arctic boughBOT
#
**Integrate Mysterious Circuitry and Dubious Plating into one item**

Out of the 59 recipes Dubious Plating has, only 8 of them do not also contain Mysterious Circuitry, all of which are furniture items. Out of the 61 recipes Mysterious Circuitry has, only 10 of them do not also contain Dubious Plating, more furniture items and 2 music boxes.

On top of that, the two have the exact same obtaining methods. They are both found in Security Chests, both dropped by destroying Turrets, both dropped by Power Cells in Extractinator, and both dropped by Armored Digger.

I do not believe the few furniture items is enough to warrant these being two different items, especially when they are found in the exact same way. Ultimately, all keeping these two as separate items results in is one extra inventory slot being used during underground exploration. That’s small, but I am sure most players know how valuable a single slot can be in underground exploration.

Suggestion Author

@wraith horizon

arctic boughBOT
#
**Move when you obtain some of the lore items**

The lore items might be replaced in the distant future but for right now they're fine but i'm sure a few of some are obtained way too late/early. The Blood Moon one is a example of this as it requires you to beat dreadnatulis which a boss you have to go out of your way to and has few useful drops for how prepared you need to kill it. This means you have to kill a hardmode boss for a event that happens in pre hardmode pretty commonly in it.
The Mechanical Trio one is also a problem as it talks about the trio when you killed one of them which doesn't make since lore wise considering you haven't met the other two bosses in the trio first.
I suggest making the Blood Moon lore item drop when you complete your first blood moon and the Mechanical Trio one dropping when you kill your last mech boss.

Suggestion Author

@low sapphire

#
**Move the Shadow Key to Post-Slime God**

The items provided by the Shadow Chest have the issue of being needed to be balanced alongside the Dungeon items, since those are both technically unlocked at the same tier.
Perhaps moving them to post-Slime God may help in this regard. This would also help the Underworld maintain a slight bit more relevance later before the Wall of Flesh fight. You can note that since the Night's Edge has a similar theme to the Dark Lance, both should logically be unlocked at the same time.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add Shroomerang to Mushroom Chest Loot**

Only way to get the Shroomerang currently is a 2% drop from Spore Bats. That's dumb. Every other early game Boomerang is found in a chest, so this would both be more consistent with the design of the rest and way less annoying to get.

Suggestion Author

@olive shale

#
**Allow the Enchanted Sword to be shimmered into the Terragrim**

The Terragrim is a unique and cool weapon that we hardly get to ever see or use, because the only way (outside of secret seeds) to get it is a 2% chance it drops instead of an Enchanted Sword. I propose that the Enchanted Sword should be shimmerable into the Terragrim. In this way, the Terragrim still feels special - you can't directly craft it, and you have to find your shimmer - while making it far more accessible.

Suggestion Author

@fast raptor

#
**Make the former Legendary weapons' part of regular boss pools**

(This sugg does NOT apply to SHPC)

These items haven't been legendary in ages. While the 10% drop chance makes them rarer, there's no lore or fanfare that justifies the drop. There's just obscure history that'd weighing it down. These items are painfully average in damage and concept (eg: Aegis Blade being a standard left click with a right click beam) and thus have become obscure and irrelevant. They don't feel legendary.

The current intermediary state sucks. A 10% drop makes them too annoying to get when anything that'd make them unique isn't there. Thus, these items are brought down simply because why bother? There's better things easier to get. Legendary is a dead concept, and how they're gotten now really is just not adding anything.

My proposal is to add these to the main weapon pools of the bosses. Eg, Glacial Embrace has a chance alongside Avalanche/etc, and Aegis Blade has a chance alongside Staff of the Earth/etc. This is the easiest solution that doesn't involve the mess that is damage balancing, and makes their average power level justifiable.

Suggestion Author

@fast raptor

#
### Add bones to Metal Monstrosity's craft ###

I think Metal Monstrosity is intended to be a post-Skeletron rogue weapon and its crafting recipe right now consists of 500 Spiky Balls and 80 Spikes. Spikes make this weapon usually accessible post-Skeletron, but in Get fixed boi & for the worthy seed, stone blocks on planetoids are replaced with Spikes, making this weapon obtainable after the Goblin Invasion. This is basically OP but can be fixed by adding at least 1 bone to Metal Monstrosity's crafting recipe.

Suggestion Author

@vital hound

#
**Amend the recipe for Ambrosial Ampoule to contain something post-Cultist**

The recipe for Ambrosial Ampoule is Radiant Ooze (post-Slime God,) Living Dew (post-Plantera,) and Life Alloy (post-Golem.)
Looking at the recipe it gives the impression of something that belongs in the post-Golem tier, but it requires an Ancient Manipulator to craft- making it post-Cultist.
Adding in fragments, meld or Galactica Singularities to the recipe will make it easier to glean as post-Cultist without significantly affecting how it’s obtained.

Suggestion Author

@distant knoll

#
**Make frost barrier a barrier accessory**

frost barrier is a neat but fairly uninteresting accessory, its primary effect of inflicting glacial state when you take damage already exists on a different accessory, the Aquatic Heart. While its other effects are fairly bland immunities and defense. Barriers (things like rover drive and the sponge) are an interesting but underutilized calamity mechanic, being featured only on 4 accessories (one of which is endgame) and a niche armor set. Especially considering there's a massive gap between the first and second barrier items that goes across most of phm and hardmode. Frost Barrier then, is in the perfect position to both be given more of an identity, and is already at a point in progression that entirely lacks barrier items. Plus, its name is literally frost barrier.

Suggestion Author

@naive tide

arctic boughBOT
#
**Expand the range of The Camper’s damage aura**

The Camper is designed and performs best as a farming accessory but it’s pretty pathetic at even that. Its damaging aura is powerful, but too small to kill some enemies before they get close enough to attack the player. By expanding the range of the aura it will improve the ability of the accessory to kill the few enemies that threaten the player during basic farming and help the accessory accomplish its goals better.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Add an intermediate accessory between Charm of Myths and Chalice of the Blood God**

The Philosopher's Stone's potion cooldown reduction is a very useful effect to have in an accessory. However, there is a noticeably large gap between the Charm of Myths (beginning of hardmode) and the Chalice of the Blood God (post-devourer). The Philosopher's Stone effect previously was in the Rampart of the Deities line, and had a good intermediate step in the form of the Deific Amulet. However, as it has been since moved to the chalice there is a new sense of a prolonged lull period between where the charm of myths feels worth using and when it is upgraded into the chalice.

I believe adding a new intermediary accessory step would allow for a great return of the philsopher's stone effect for early post-moondlord. This accessory step could be obtained at the same time it was previously, being post-Astrum Deus. It could also be available slightly earlier, such as post-Ravager, which I think would be fine as well.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Add a telegraph to Anahita’s ice circle attack**

This boss is fun, but it has one attack where it spawns a circle of ice spikes around the player. This boss demands lots of mobility while this attack has no telegraph, so it is very easy for the player to run into this attack while trying to avoid other attacks.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**Make fake Brains of Cthulhu shot fake projectiles**

Brain of cthulhu fight is now hard... too hard.
7 fake brains is an interesting idea, but the fact that these fake brains start shooting real projectiles is just strange.
making fake brains projectiles deal no damage will make this fight easier and more fun

Suggestion Author

@jagged hazel

arctic boughBOT
#
**Make Burning Blood and Brain Rot Sickness Debuffs**

Burning blood is a common sensation for a variety of diseases. Rotting bodies, food, and various other natural forms of rot are byproducts of, or are condensed sources of disease.

The fact the artifical, nanobot-based Plague is categorized as Sickness, but these very blatantly natural sickness based debuffs just aren't makes no sense. Not to mention that Pre-Hardmode has all of ONE Sickness debuff in the form of Poisoned. There's no reason these should not be categorized as Sickness.

Suggestion Author

@olive shale

arctic boughBOT
#
**Change the way Defense Damage Scales (And also remove the hidden DR damage with it)**

Defense damage awhile back got changed so it could fill it's original purpose of countering Facetaking specifically, and for the most part it has done a good job at that, killing off most braindead facetanks that aren't abusing some sort of bug

However, it still has the same problem as before and at this point, even more so, is that It harms the bad/casual player way too much in the process, with it now possibly being even more hurtful to go full warding as if you get hit 2 or 3 times in a row (like most people tend to do), the effects of warding end up doing literally nothing compared to the more common menacing, because with the way defense damage scales, it still hurts getting chain hit way too much, more than it already did, especially in the late game

A possible solution to this is to make it an exponential equation to how much defense damage you should be taking (based off of the damage you would've taken, as normal), so the first few hits take less defense damage than currently, but later hits (Like 4 or 5+) could even go further than the current value, as this is supposed to stop facetanking not punish chain hits, and this would be one of the more simple solutions but probably not the only one

(Also remove the DR damage from it, we have DR scaling this is completely unnecessary)

Suggestion Author

@pallid spire

arctic boughBOT
#
**Make Acrobatics Pack's Effect More Accessible Later in the Game**

Wulfrum Acrobatics Pack's has a one of a kind effect in the game due to replacing your hook with a completely new movement method, being a slingshot that is effected by gravity and momentum. The main issue with this item, is that due to it being an early game accessory, if the player wants to continue use the unique hook effect, they'd need to keep the accessory on, as again, the effect is one of a kind.

There are currently no upgrades to the pack, and accessories in Calamity are incredibly important as most of the player's power is concentrated in these items. Thus, wanting to use this unique movement option will inherently place the player at a massive disadvantage versus any other items they could obtain later in the game. This is disappointing, because the effect could be incredibly fun to use and experiment with later in the game, but the loss of stats vs. the small utility effects just isn't worth it. Adding any way to access a similar effect with later items, or anything to make up for the lost accessory slot would be incredibly helpful, as it'd allow it to have a much longer shelf life and allow more people to experiment with this incredibly unique effect, that could easily be missed for the small window in which it is viable.

(thanks for cog for writing out the suggestion in a more appropriate format than I was able to, that's seriously appreciated <3)

Suggestion Author

@wet prawn

arctic boughBOT
#
**Make Providence speak to us during the fight.**

Providence can speak, we can read this in the bestiary.
So wouldn't it be cool if she talked to us during the fight?
We don't know that much about her so she could tell us something about herself, War against Yharim, Dragons or just throw insults at us throughout the fight.
Nonetheless, it would make the fight with her even more memorable.

Suggestion Author

@jagged hazel

arctic boughBOT
#
**And an accessory that combines various building/mining accessories**

Tool accessories are just super useful for the creativity aspect of Terraria and well as reducing the tedium and time consumption. There is a number of tool accessories between vanilla and calamity, such as the Hand of Creation, Archaic Powder, Toolbox, and Spelunker's Amulet. I believe a mid-hardmode accessory that combines these (and perhaps a few others such as the toolbelt or presserator) would make for a fantastic exploration, building, and mining accessory that takes up one slot instead of several.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Add more indication for the debuff resistances/vulnerabilities system**

Ingame, there is virtually no indication for resistances and vulnerabilities, only appearing in the bestiary. If a small indicator were to be added to the descriptions of debuffs, such as a picture of the debuff category's symbol, or a small piece of text that states what category the debuff falls into, it would be massively helpful. Additionally, since many weapons inflict debuffs, if an indicator similar to the one I have suggested for debuff descriptions were added to weapon tooltips, it would allow more players to notice the often-forgotten system of resistances/vulnerabilities and take it into account for their character loadouts.

Suggestion Author

@grand kestrel

arctic boughBOT
#
**Rename the Dragonfolly.**

When this rename to the boss formerly known as the Bumblebirb came around, it made a whole lot of sense because this boss was supposed to be a failed clone of Yharon, a dragon, and the name Bumblebirb is just too corny, as much as I love it. But with the complete reworking of the lore, the Dragonfollies are no longer failed clones of a dragon. While this change may be debated over, what shouldn't be that debated is that the name "Dragonfolly" no longer makes sense for the rapidly reproducing bird-dragons, especially since their new lore implies they're among the stronger draconic offshoots, and I can't see anything else about them being some sort of "Folly."

Perhaps you could somehow refer to them as a sort of griffin, since they pretty much check all visual checks of a hexapodal bird. You could even just call it a "Greater Draconic Swarmer", since that name still conveys the idea of a rapidly reproducing dragon. Whatever the case, the name "Dragonfolly" just doesn't work for this boss anymore, and should be replaced.
(This is a repost of an earlier suggestion of mine)

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Nerf Player-Stun Debuffs**

I'd include Webbed and Stoned but miraculously, Calamity already changes them; -15% movement speed per frame vs. vanilla's -100% movement speed and inability to use items for Webbed, and a local cooldown on Stoned and other hard stuns. I could also include Glacial State, but only Cryogen's Ice Bombs inflict it and it only stops movement, not items.

The remaining three all have their issues, and deserve changes. Frozen is incredibly punishing, and it being replaced in most scenarios with Glacial State would be net positive. At a bare minimum, Ice Bats and Spiked Ice Slimes should not be able to inflict it; they're so early game, the player will have next to no counterplay if they are unfortunate enough to actually be Frozen, and it just further discourages exploration of an already underwhelming biome.

Silenced is just a big middle finger to mages, and should not exist in its current form; having it make you be unable to crit for its duration instead would be a much more useful and less biased debuff, but frankly anything would be better than what it is now.

Cursed is easily the worst; its source is an incredibly common enemy that can phase through walls in a cramped space, and it removes your ability to use ALL ITEMS, including hooks, mounts, or healing potions. You can move, but it's a cold comfort in the Dungeon. This debuff causes an unnecessary focus on taking out Cursed Skulls, lest you get eviscerated because you were unlucky enough to be Cursed without a Nazar or its upgrades equipped. At a bare minimum, healing potions, hooks, and mounts should be taken off the list of things it can effect.

Generally, it would help to change how these debuffs work as above, or change their distribution to be more indicative of their power. (Especially removing the random chance from Brain of Cthulhu for Cursed and Silenced.) A general cooldown for soft stun debuffs similar to the one hard stuns have would also be nice.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove Igneous Exaltation's blades from the summon cap after their blades are launched.**

Igneous Exaltation is a very unique summoner weapon that summons orbiting blades around the player. When the player right clicks with the staff, all the blades are launched towards the cursor. It has a really satisfying gameplay loop of getting in close to deal damage, then launching the blades as you pull away to deal some extra damage. The blades explode on hitting an enemy, disappearing from the summon cap and allowing you to summon more blades.

If you miss an enemy however, the blades continue moving in that direction until they despawn after around 4-5 seconds. During this time, they still take up summon slots, preventing you from summoning any more blades. This leaves it feeling pretty disjointed and clunky when it happens, which is a shame for one of Summoner's most unique weapons.

Suggestion Author

@dusty canyon

arctic boughBOT
#
**Rewrite the Old Duke's Bestiary entry to actually describe the Old Duke**

Currently, the Old Duke's Bestiary entry doesn't actually focus on the Old Duke. It just goes on a tangent about the irony of Draconic Offshoots (which includes OD) outlasting the Auric Dragons, despite the strength of the latter. I'm serious, it does not have any unique descriptors of the Old Duke. You could literally replace the Dragonfolly's entry with this and it would not conflict at all. It's literally a general descriptor of Draconic Offshoots, not a Old Duke description.
Speaking of which, look at the Dragonfolly's entry, another Draconic Offshoot. That Bestiary entry discusses the nature of the Dragonfolly, including how its nature as an Offshoot led it to hide away in the Jungle, and how they generate their powerful electricity. That is actually something you'd expect in a Bestiary entry about an Offshoot, not whatever the Old Duke got. Point is, I suggest rewriting the Old Duke's entry to be an actual Old Duke Bestiary Entry.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Calamitas Clone sound more insane/make her not say anything.**

We know that rework for Calamitas Clone is coming but it can take a while before we see it.
As of now the lore tells us that:
"even a fragment of Calamitas' brimstone power was enough to drive the clone to insanity. Nothing human remains"
But the clone doesn't sound insane at all:
-Rise again, my siblings.
-Impressive child, most impressive.
it maybe a very small issue but fixing it for now before the rework seems really simple.
Making her say nothing or making her shout these words:
-RISE AGAIN MY SIBLINGS!
-Impressive Child, MOST IMPRESSIVE!

Suggestion Author

@jagged hazel

arctic boughBOT
#
### Make some kind of option to stop the Ancient Tablet from spawning in the Dungeon Entrance

Since you can’t summon the cultist with the Eidolon Tablet when the Ancient Tablet is up, it’s extremely annoying yo go back and forth to the dungeon in Getfixedboi, since he respawns the Tablet almost immediately; this could easily be solved by having a toggle to turn the tablet off

Suggestion Author

@hardy carbon

arctic boughBOT
#
# Add a sound effect for when a dodge recharges

There's already a sound effect for when a healing potion recharges and for when stealth fully charges, so I think it would be nice to have a sound cue to help alleviate the issue of having to look away from the boss you're fighting to check if your dodge cooldown is up.

Suggestion Author

@little parrot

arctic boughBOT
#
**Reduce the durability of Abyssal blocks**

Voidstone, abyss gravel, etc.
Abyss blocks, as they currently are, are very strong. They take multiple hits from even lategame pickaxes. A player wanting to collect some of these blocks, especially in early hardmode, will have to take an extremely long time. Not only this, but a few weapons need some of these materials to be made. Reducing their hardiness will alleviate these issues.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Add a item to prevent meteors from falling**

It's really incovenient when you're way past the point where you'd possibly need meteorite ore and meteors keep falling, specially when it's in a place you were building on or wanted to keep intact. A solution to this would be adding a item that can be enabled/disabled that prevents them from falling. Something like the bleach ball for AS or the voodoo demon voodoo doll for voodoo demons. Not sure how you'd obtain it but maybe it could be crafted with meteorite bars and some other material /shrug

Suggestion Author

@gaunt pine

arctic boughBOT
#
**Make exodium be able to be mined on the same pickaxe power as Luminite.**

Whenever you find an exodium cluster looking for luminite to make a pickaxe, it's sometimes difficult or downright impossible to get the luminite ore inside because you can't mine the exodium clusters without a luminite pick.

Reduce the pickaxe power needed to mine exodium to the same standards as Luminite, or increase luminite ore pickaxe power to the same as exodium.

Suggestion Author

@faint fog

arctic boughBOT
#
**Improve player swinging for custom animation swords**

Using weapons such as the Terratomere and Exoblade make the player look awkward where unlike other swords, the wielding hand is clipped behind the shoulder plate with the other just disappeared.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Merge empyrean wrath and emyprean rage into one buff**

these 2 effects have the exact same trigger condition, serve the exact same functional purpose, but take up 2 buff slots. There is no good reason for this to be the case.

Suggestion Author

@naive tide

arctic boughBOT
#
**Make Buffs from buff furniture (Ammo Box, War Table, etc.) stay after death**

A pretty small QoL change, that would benifit every player in some capacity. For example, the player forgot to activate the buff and went deep into the Abyss without an ability to go back, or immediately got into a boss fight in Multiplayer to assist other players. This change would also make all buff furniture as a whole a little bit more consistent to each other, and to Cirrus' Candles in particular.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Make Crimson and Corruption Effigies work like Cirrus' Candles**

What are effigies?
Effigies are a type of furniture, that give a buff in a semi-large area, similarly to Bast Statue. But differently from Bast Statues and alike, evil biome effigies have a downside.
Crimson Effigy increases damage percent and defense, but reduces max life percent; and Corruption Effigy increases movement speed and critical chance, but reduces damage reduction.

Why evil biome effigies are problematic to use?
Firstly, the range of both effigy is the same as the aforementioned Bast Statue, which isn't bad in itself, but the player can't get more than one evil biome effigy per world. This heavily limits their practicality in most boss battles, events, etc.
Another rather annoying part to mention is not being able to use Crimson / Corruption Effigy separately from other players in Multiplayer. Not every class or even playstyle want to use an effigy. For example, Corruption Effigy can hurt the tank, but Crimson Effigy can negatively affect the damage dealers.

What can be considered as a solution to these problems?
Crimson and Corruption Effigies could be changed to work like Cirrus' Candles, e.g. — Weightless Candle. Right clicking the effigy will give a buff for an infinite amount of time, that won't disappear whenever the player go.
Additionally, to compensate for this change and not make the effigies too powerful, the player can choose only one evil biome effigy buff at a time.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Add an additional accessory in the crafting recipe for Deific Amulet**

The Deific Amulet is an upgrade to the Star Veil, craftable after you defeat Astrum Deus. It's crafting recipe currently consists of the Star Veil, 10 astral bars, and 15 sea prisms. It's an upgraded form of an accessory, yet its recipe consists of only that accessory and random materials. While it is not the only item to do this (e.g., The Amalgam), the materials for the Deific Amulet feel particularily random. This, to put it simply, feels...off. The Deific Amulet feels like it should be combining two accessories together, alongside the materials.

I believe adding an additional accessory into the crafting recipe will alleviate the weird feeling. To ensure balance, the accessory added into the recipe should not be one that feels exceptionally powerful, but still adds thematically fitting effects. One good example would be the Sweetheart Necklace. The Sweetheart Necklace is another accessory that provides effects after being hit by an enemy, while also is not too powerful of an addition. Bonus for also being a necklace like the star veil.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Increase the chance of getting corroded fossils from Tier 3 Acid Rain**

Tier 3 Acid Rain reduces the drop rates for corroded fossils. This means that if you do not horde corroded fossils, it'll be more inconvenient than it should be to amass a decent supply. This is particularily a problem for crafting The Amalgam and the Scourge of the Cosmos (as it uses the Bonebreaker in its recipe). These two items are obtainable after the Devourer of Gods, which is typically completed after Polterghast in progression (and as Polterghast enables tier 3 acid rain, this can be annoying to grind for).

A simple and easy fix would to just increase how common corroded fossils drop in the Tier 3 Acid Rain.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Reduce the Randomness of the Traveling Merchant**

The traveling merchant is a fairly uncommon NPC with a large variety of useful sold items. This variety however also results in specific desired items being incredibly frustrating to get and reliant on RNG. This issue is further exasperated by the usage of traveling merchant items in calamity recipes, such as Handheld Tank, Ace's High, Omniblade, and others. Adding some way to increase the odds of seeing these items would allow players to experience the items themselves as well as their unique upgrades without halting a playthrough to wait for favorable RNG. This could be done by increasing the base number of items traveling merchant sells, increasing how often the traveling merchant appears, buffing the amount peddlers satchel increases, increasing the chance of items the longer they have not been seen, or by guaranteeing at least 1 item used in the aforementioned recipes on each visit. In summary the current traveling merchant system is incredibly frustrating for the player to get a desired item, but can be improved in a multitude of ways however the devs see fit.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Ammo Hotkey**

Add a hotkey to cycle through your ammo types. Either this would make all of them shift up one slot, or maybe you swap slot 1 with 2/3/4, whatever. @charred finch also suggested a cooldown might help with any possible balancing issues.

This will streamline ranger gameplay, especially in multiplayer where there's no autopause, and encourage using a variety of types of ammo. This is mostly a QoL suggestion.

I'd also settle for having the ammo bar visible at all times so you don't have to open the menu mid-fight to access it.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Guarantee Fin Wings from Angler**

Calamity does a ton to make getting Angler-exclusive items a bit more consistent, but the only exception to this I know of is the Fin Wings. They still suffer the standard 1/70, ~1.4% chance to get them per quest beyond the tenth in hardmode.
Giving them their own special logic to guarantee the Angler forks 'em over within a reasonable amount of quests would make them a bit more enjoyable to get.

Suggestion Author

@distant knoll

arctic boughBOT
#
Buff or change the Cosmic Car Key

As it currently stands, the Cosmic Car Key mount has almost zero use versus the Broom. The broom is shorter, faster, generally easier to obtain, and its immune to water, unlike Car Key. On top of all of this, Broom can be obtained earlier despite being a very strict upgrade. This sugg is asking to buff (or nerf witches broom, but not advised) the Car Key to give it its own niche or to make it a sidegrade, because as of currently, the Car Key has been power crept.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Make the components of the Architect Gizmo Pack shimmerable into one another**

The Architect Gizmo Pack is crafted from 4 different accessories (Brick Layer, Portable Cement Mixer, Extendo Grip, and Paint Sprayer) which are all obtainable through the traveling merchant. It can be annoying to obtain all 4, as is the case for many of the traveling merchant's wares.

A simple way to make the process far less inconvenient is allowing the 4 accessories to shimmer into one another. One option is to have all 4 cycle into one another, like how the fishing accessories/class emblems do.

However, some may see this as 'too easy' or that it eliminates the traveling merchant a bit too quickly. To account for that, another option is to split up the 4 accessories into 2 pairs. The Brick Layer and Portable Cement mixer could shimmer into each other while having the Extendo Grip and Paint Sprayer shimmer into each other. Either of these options are both good ways to make creating the Architect Gizmo Pack far less inconvenient and RNG based.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Give The Reaper Shark A Punching Animation**

The Reaper Shark has arms and yet when it dashes there is no animation of it trying to actually punch the player, it just dashes. I suggest to make it look like the Reaper Shark is actually attempting to punch the player when it's dashing instead of just being a mostly static sprite.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Have Nurse remove excessive alcohol debuffs**

Everybody has, at some point, accidentally consumed one too many drinks. These debuffs- being debuffs- cannot be removed with rightclick, as expected. But being beneficial debuffs, they cannot be removed by the Nurse either- even when suffering from Alcohol Sickness.
Having the Nurse cleanse your fourth drink and beyond (or sixth if Cirrus' Dress) can prevent circumstances like this in which one's easiest solutions are not possible.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Retier Elysian Tracers to earlier**

Once Moon Lord is defeated, the wing-shoe hybrid tracers become available. Celestial Tracers are from post-ML to pre-DoG, Elysian Tracers are from post-DoG to post-Yharon, and Seraph Tracers are from post-Yharon to endgame.
Elysian Tracers are only available for one singular boss. Moving them earlier can add some more logical progression to wings and give a wing upgrade to somewhere between post-Providence to pre-DoG.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Remove the Gelatin Crystal recipe**

The Gelatin Crystal is a (not)-consumable boss summoning item whose method of acquisition is unique, in the sense that to obtain it, you need to explore the Underground Hallow so that you find this unique crystal.
Moreover, the informational accessory, Metal Detector, is capable of revealing to the player that this peculiar boss summoning item is near the player.

Unfortunately, Calamity adds an unneeded recipe to this item, which directly removes the point of exploring the Underground Hallow for the search of this item, removing the uniqueness of the previously mentioned acquisition.
From a design perspective, this method of obtaining the item is rather uninteresting, and the player should be encouraged to explore the biome, in contrast of obtaining the item with not too much effort of doing so by crafting.

In conclusion, if the recipe is removed from the game, I believe it would encourage players to explore their world deeply for the search of this item, furthermore enhacing the exploration aspect of this mod.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Make GetFixedBoi Items Drop for Each Player**

GetFixedBoi is a secret seed that combines all other secret seeds resulting a chaotic, silly, and progression breaking experience. Among other unique Calamity changes to this seed, all bosses drop a unique set of items that often break progression and allow players to compensate for the increased difficulty. In multiplayer however, these items only drop a single time rather than per player. This results in the multiplayer GetFixedBoi experience mandating you kill each boss at least once per player, and often much more than that for the materials they grant access to. Making GFB drops more in line with other boss loot such as treasure bags and even providence biome drops would result in a much less grindy and more enjoyable experience for GFB.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
add platform collision to gravity affected spikey ball type items

by adding platform collision to gravity affected spikey ball type items they will better match their vanilla counterpart from which they are based. this will also improve their viability and versatility in pre-hardmode arenas and against pre-hardmode bosses

Suggestion Author

@cobalt lily

#
**Reduce the Blood Orb cost of Bounding potions, Photosynthesis potions, Soaring potions, and Fabsol's Vodka**

The most common cost for potions are 10 Blood Orbs. The ones that do not cost 10 are either particularly powerful, sell for lots of gold, or produce multiple potions. These listed potions, however, do not fit into those categories and each for their own reason cost too much.
Fabsol's Vodka and Photosynthesis potions cost 40 Blood Orbs which is too much for what they do and the ingredients they replace (plus Fabsol's Vodka can be purchased infinitely from Drunk Princess.)
Soaring potions cost 30 Blood Orbs and a Soul of Flight, meaning that one still needs to get the hardest ingredient to obtain, the player cannot benefit from Alchemy Station's ingredient persistence using the base recipe, and the Blood Orbs only end up replacing a single potion fish.
Bounding potions cost 20 Blood Orbs which is too much for what they do. Additionally, the standard recipe produces 3 Bounding potions, so it'd cost 60 Blood Orbs to match the cost of one frog and a vine (and however much that number changes via alchemy station ingredient persistence.)

Suggestion Author

@distant knoll

arctic boughBOT
#
**Revert size changes for certain bosses in Death mode**

Note this is excluding worm bosses. Death mode makes size adjustments for a small handful of bosses for “extra difficulty“. Smaller hit-boxes mean harder to aim at while bigger ones make hitting the player more effectively for example.

Cryogen’s Shield and Calamitas Clone were shrunken, while her brothers are absurdly massive. These size changes make them suffer in appearance, making it look like they belong in secret seeds and not for a main difficulty.

Reverting back to their intended sizes like in lower difficulties would not hinder their fights as the difficulty difference is quite minuscule to begin with.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Add a toggle in mod config to disable QoL recipe changes**

So, I'm probably in the minority here, but when I play Terraria, I play because I'm specifically in the mood to occasionally do ridiculous amounts of grinding to get a thing. I've always tried to limit QoL in my playthroughs because of this.

As stupid as it sounds on the surface, finally finding the thing I'm looking for after researching where to find it, how to get its monster to spawn, and the ensuing struggle against RNG is just what I always enjoyed most about getting the endgame accessories all collected. There's just something so satisfying about watching the PDA or Ankh Shield all come together after hours of work getting that last stubborn drop. Being able to craft parts of these normally grindy pieces for so cheap-... Well, cheapens that victory for me.

But I understand that most others anyone sane would still want these grind-reducers in their game, too. I'm not calling for them to be flat removed, split to another mod, or disabled by default or anything.

Instead, I propose grouping the QoL recipes that are for vanilla accessories and items, and just adding a switch to turn them off on server side mod config for a more 'vanilla-ish' progression, grind and all.

(Note I'm not talking about the changed vanilla recipes, only the added ones. The ones that change vanilla item recipes to include Calamity materials, for instance, are 200% cool with me, because that's just another thing I get to work on getting parts for, thus I get to play the game I love for even longer.)

Suggestion Author

@crimson stag

arctic boughBOT
#
**Remove the Calamity edited Celestial Emblem recipe**

The Celestial Emblem is a hardmode accessory important for mages both in Vanilla and Calamity. Originally, in Vanilla, its recipe consists of an Avenger Emblem and a Celestial Magnet.

Unfortunately, Calamity adds an edited recipe with the same components as the Vanilla recipe with a slight difference in the amount of souls being used. (See figures)
In retrospect, this recipe is the same as the original Vanilla recipe, and should not have been added in the first place.
Moreover, if the amount of souls being used for Avenger Emblem is an issue, the amount of souls could be reduced to one soul, for example.
Additionally, it should not matter which emblem is used for crafting the item in the first place if the item is alredy being crafted with the class-specific accessory, in this case being Celestial Magnet.

All in all, the edited recipe accomplishes nothing and it is better to either revert to the original Vanilla recipe and furthermore, if needed, to tweak the amount of materials being used in the Vanilla recipe.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Make the Slagsplitter Pauldron and Leviathan Ambergris dash effects visible in vanity slots**

These two effects look pretty nice, and that they cannot be used as vanity is a bit of a shame. I suggest making so that when either of these accessories are placed in the vanity slot(s), their visual dash effects become visible on dash.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Remove the name "Mirage" from ricoshot easter egg**

Marksman rounds have an easter egg where part of the soundtrack ORDER(Minos Prime theme) will play if the player is named "V1", "V2", "Mirage" and performing a ricoshot(shotting coin threw by Crackshot Colt/Midas Prime), however, in the original game Mirage was never shown to have ability to ricoshot a bullet nor ability to use any weapon. I'd recommend to remove the name Mirage from the easter egg because it is inaccurate to what it is trying to make a reference to.

Suggestion Author

@wicked garnet

#
**Update the Calamity Mod and Calamity Mod Music pages on the steam workshop to mention VCMM**

The Vanilla Calamity Mod Music mod -known as VCMM- has been officially endorsed by the Calamity devs for a while now, yet it is still missing from both the CM and CMM steam workshop pages. But the VCMM page does have links to the CM and CMM workshop pages. Adding a link to VCMM on both the Calamity Mod and its main music mod pages would fix this inconsistency.

Suggestion Author

@cedar ember

#
Wulfrum Acrobatics Pack improvement

The Wulfrum acrobatics pack should be able to be reeled in or out. It should also inherent some traits from the hook it replaced. It would make it work more like a hook. This would make it more worth getting in the first place.

Suggestion Author

@sour ether

arctic boughBOT
#
**Improve Forbidden Sun's Visuals**

The Forbidden Sun is a mage weapon from Calamity with an almost identical functionality as Inferno Fork, a Vanilla weapon. Due to being almost identical, this weapon shares the same functionality and practically the same explosion visual, with the exception that Forbidden Sun uses a different projectile from Inferno Fork.

Unfortunately, Forbidden Sun visuals have not aged too well. This weapon lacks proper visuals, to separate it from its original Vanilla inspiration. For instance, Forbidden Sun utilizes Dust particles for its explosion, and these particles are not visually appealing, especially taking into account that the explosion size is bigger than Inferno Fork's explosion size.
Moreover, the projectile prior to the explosion from Forbidden Sun, lacks a lighting characteristic, making it feel dull and very shadowy, in the sense that the weapon does not feel bright as it should be, since it is made with a very hot material.

A solution to this issue could be done by utilizing the same visuals as to Golem's Fire Explosion visuals, which do not utilize too much Dust projectiles, and do look visually appealing. Additionally, for the projectile, I propose that it should be brighter to resemble the components of the item.
I believe that if these changes were added to the item, it could bring satisfaction into using the item and enhance the visual aspect of a Calamity weapon. Furthermore it would improve the quality of the mod.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Make Astral Armor Grant the Omniscience Buff**

Astral Armor is a post Astrum Deus armor set that grants the wearer the effects spelunker, dangersense, and hunter potions respectively. These effects are split across the different armor pieces, leading to a lot of extra text for a fairly niche effect that may not entirely belong on an otherwise combat focused armor set. A more compact and effective way to grant similar effects would be to instead grant the wearer the omniscience buff. Omniscience is a buff that not only includes all of the effects of dangersense, hunter, and spelunker (the buffs astral armor already gives), but also highlights enemy projectiles fitting into the otherwise combat focused nature of Astral Armor

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Make Demon Scythe Sold by the Wizard**

Calamity makes the wizard sell a variety of weapons later into the game for use in late game recipes when certain enemies become less common. This is mostly seen in the dungeon drops of spectre staff, inferno fork, shadowbeam staff, and magnet sphere. Demons in hell become noticeably less common in hardmode with the introduction of red devils, hellbats, mimics, and other hardmode enemies. They additionally become even less common post ML with the introduction of profaned enemies, resulting in regular demons becoming suprisingly rare. Adding Demon Scythe to the wizards shop in hardmode, or optionally even later in progression would allow the player to utilize the weapons that require it such as Recitation of the Beast without having to enter a pre hardmode world for reasonable spawn rates.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Make Crackshot Colt and Midas Prime "ricoshots" target players in PVP**

The Crackshot Colt and Midas Prime have the unique function of being able to throw a coin in the air, then shooting the coin with the gun to quickly launch it at a nearby enemy. However, this function only works on enemies, and does not work at all in PVP. While several homing or semi-homing aspects of weapons don't work in PVP (homing bullets and summons, to name a few), having the main feature of the guns not work whatsoever in this situation makes these weapons rather pointless when fighting against other players. As such, I propose that the right click ability can target players to provide a more unique option in PVP.

Suggestion Author

@stuck grove

arctic boughBOT
#
**Give the Crystal Assassin Hood and/or set bonus Stealth**

This armor set is designed to be an 'allclass' armor set yet lacks stealth. Such a change would make the armor set more relevant to rogues, plus makes sense thematically. It would diversify the early hardmode armor set choices for rogues without too much change.

Additionally, giving stealth to specifically the Hood would give rogues something to play with regarding armor mixing. As of right now, stealth rogues can't make use of armor mixing since stealth is exclusively granted as a set bonus. If they had a headpiece with stealth, then they can make use of Cirrus' Dress or Mollusk armor mixing.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make fake Brains of Cthulhu shot fake projectiles**

Brain of Cthulhu is very hard boss now, I can even say his harder then The Perforators.
when his HP drops to 30% you have to really focus on which brain is real but then fake brains start shooting real projectiles and you either die because of them or the real brain kills you because you lost track of him.
One way of fixing this is making fake brains shot fake projectiles so you can focus on finding the real brain and avoiding his real projectiles making the fight still confusing but much more fun.

Suggestion Author

@jagged hazel

#
**Reduce the size of the elementals spawned by Heart of the Elements**

Full sized boss enemies take up a lot of screen space and their projectiles take up more. Reducing their size is, to me, the best way to reduce visual clutter caused by this accessory.

Suggestion Author

@distant knoll

#
**Make boss vanity sets buyable from clothier shop after the boss has been defeated**

While vanity generally isnt something many people focus on, calamity adds quite a few vanity sets for its modded bosses. However, these arent a guaranteed drop from their respective bosses. I beleive that making a boss vanity set obtainable through a means such as being buyable at the clothier's shop after said boss has been defeated would be a nice way to obtain vanity sets without having to re-fight bosses solely for that purpose. (buffing vanity drop rates could also be a solution but i believe that it could end up increasing item bloat from calamity boss bags, which can already contain a large selection of items)

Suggestion Author

@pure anchor

#
**Rework or Buff the UFO and Brimrose Mounts**

Currently, the Brimrose mount and the Witch's Broom mounts serve as alternatives to each other, with Brimrose having higher speed but a larger vertical hit box, increasing how easy it is to get hit. The first issue with this current balancing is that Brimrose is a post-Providence mount, while Witch's Broom can be obtained as early as post-Plantera, leading to Brimrose feeling more like a sidegrade than an upgrade. The second issue with this balancing is that it leaves the UFO mount completely neglected, worse than both Witch's Broom and Brimrose. One way to fix this would be to buff the UFO mount to be a faster option than Witch's Broom, but have its larger hitbox balance it out. Doing this could then allow Brimrose to be reduced in size vertically, making it a clear upgrade to both the UFO and Witch's Broom mounts due to being obtained much later. This is just one example of many the developers could take, but making the UFO mount be an alternative with trade offs to Witch's Broom, and making Brimrose the best of both (or at least the same size as Witch's Broom) would create interesting options for the player to consider, creating more diversity in builds and better balancing mount comparison.

Suggestion Author

@unkempt mirage

#
**Make boss debuff vulnerabilities visible in the bestiary upon being encountered for the first time**

Debuff vulnerabilities are quite a valuable helper tool for boss fights where they may be affected by debuffs for minutes straight. However they are only visible in the bestiary (great QoL change btw) once the boss has been defeated for the first time, which mostly defeats the purpose of knowing them.
Making them visible once the boss has just been encountered means that players do not need to use the wiki to learn such information for their first boss defeat in a world.

Suggestion Author

@distant knoll

#
**Integrate Calamity’s Reworks of early Hardmode Bar Swords/Spears to Repeaters as well**

Referring to things like mythril sword/spear giving an enemy contact damage decrease, adamantite inflicting a slowness debuff. These were done to give the items better, distinct identities so that they could serve real purposes when compared to the more diverse weapon effects that begin popping up in hardmode, instead of being left in the dirt. Repeaters have been completely left in the dirt though, for basically zero reason, causing them to unsurprisingly be left in the dirt 100% of the time. Why make a repeater when hardmode bows dropped by enemies have much more impactful effects? So the solution is pretty simple here, this would help the items hold a purpose instead of never being used by anybody, in favor of better bows.

Suggestion Author

@mortal drum

#
Remove the horizontal speed cap from M.O.A.B.

MOAB is generally regarded as worse for mobility than the Bundle of Horseshoe Balloons, which is a direct downgrade available from. This is because of the cap on the player's horizontal movement speed that wings inflict, which Jetpack counts as.

I, and a lot of other people who use this mod, enjoy having multiple jumps over wings, and the MOAB seems to be the final upgrade in that line. However, the lack of horizontal movement cap is the best advantage that multiple jumps get when compared to wings, and the movement cap existing anyways due to Jetpack's inclusion in the crafting recipe makes the MOAB not worth using much of the time.

By that logic, the best way to make MOAB more useable would be to remove the horizontal speed cap, either by hard-coding it to not have that feature or by removing jetpack from its crafting recipe altogether. The item might be in need of another item to replace the jetpack, such as aero stone, magic carpet, honey balloon or sharkron / fart balloon, but this may be pushing the envelope a bit.

Suggestion Author

@thorny cypress

#
**Buff the stats of Leaf Wings**

In Vanilla 1.4.4, Leaf Wings were put at Post-Plantera. However, the buff they were given were lacking, only being the strength of Post-Mech wings. In Vanilla, this isn't an issue, since they are balanced by the fact that they are bought. However, in Calamity, Leaf Wings have the additional usage of being paired with the Tiki armour set. This means that Summoner's who wish to use this combo are being unfairly nerfed compared to the other classes. This is unlike Ranger and Mage, who can use their respective class wings, Hoverboard and Spectre Wings, without having their mobility nerfed.

Suggestion Author

@dense tapir

#
**Make Starbuster Core inflict the Astral Infection debuff**

Starbuster Core is a summoner accessory that causes minions to release an astral explosion on enemy hits. It feels like an oversight to not make them inflict its themed debuff. Furthermore, its upgrade, the Star-Tainted Generator, does inflict Astral Infection.

Suggestion Author

@winter wind

#
**Merge Corrupt Flask and Crimson Flask into one item**

These two items work similarly but just in different biomes (that are alternatives to each other) and protect from different debuffs. Why we need two similar items if we could have one item that protects from both Burning blood and Brainrot and increase defense and damage reduction in both evil biomes?

Suggestion Author

@maiden parrot

#
**Rename Astral Injection**

The name Astral Injection is very similiar to Astral Infection, I'd suggest to change it to avoid possible confusion.

Suggestion Author

@wicked garnet

#
**Rename Botanic Piercer to Biospear**

"Biospear" would be a punny name (Get it? Biosphere but with a spea-), and it would somewhat make it more broadish of a term, like the Terra Blade rather than a very specific plant-based name like Botanic Piercer.

Suggestion Author

@bitter mirage

#
**Retier Galaxia to be obtained after having defeated all 3 Sentinels instead of post-DoG**

Galaxia is a part of the Ark of the Cosmos line, the final weapon in its crafting tree before Ark of the Cosmos itself. As it stands, a player will craft Galaxia, use it for 1 boss (Yharon) and then immediately upgrade it. A weapon being upgraded only after one boss is really just not ideal in my eyes, so that's why I propose moving the weapon to a lower tier, and I have several other reasonings for this.
Firstly, as I already mentioned, Galaxia is only used for a single boss before being upgraded immediately after, making it a weapon that sees very limited usage despite it's prominence as being a part of the mod's most famous weapon line. Secondly, Galaxia is a weapon that is quite honestly not built to be used for the one boss it's used against: Yharon. While it's not unusable, it is quite difficult to use and frankly just doesn't feel good to use on Yharon. Lastly, post-DoG simply has too many weapons and I feel that Galaxia is a perfect canidate for a retier, even if it has been at that tier for a very long time, I think it is ultimately for the best.
My proposal is to move Galaxia to being obtained after having defeated all 3 sentinel bosses (Storm Weaver, Ceaseless Void, and Signus). This might seem like an odd place to put it, but after Reality Rupture was moved post-all sentinels a while back, it isn't unprecedented. Doing this would not only give more relevance to the sentinel bosses in their current states, but would likely have Galaxia see far more usage overall. Unlike now where it's only used on Yharon, it would instead see usage on Polterghast, Acid Rain Tier 3, Old Duke and even DoG.
In summary, I believe that retiering Galaxia to be obtained after all 3 Sentinels would have the weapon see far more usage and prevent it from being immediately overshadowed by its upgrade that is currently obtained only 1 boss after it.

Suggestion Author

@scenic thunder

#
**Allow Rotten Matter and Blood Samples to be converted into each other**

Be it shimmer, ecto mist, or a demon altar, it would be nice if you could convert these items into each other by some method.

Summoning these bosses to get the drops is possible, but the evil island always struggles to spawn the rare enemy, and getting the evil seeds for a fake biome is kind of just the same thing with a lot more waiting. Additionally, you can already do conversions like Rotten Brain <-> Bloody Worm Tooth, so it's not like it'd be out of place if the crafting material could be converted.

You've already beaten your world's equivalent of the boss, there's no need to test your mettle again. So, I'd like them to be convertable.

Suggestion Author

@fast raptor

#
either removing or giving more uses to Solar Veils

simple as that, right now they're invaluable to Rogue but every other class has 0 uses for them. They should either be replaced with something else that already exists (such as Ashes Of Calamity) or should be given other recipes to make them a more broadly useable resource.

Maybe just let them be used as silk in other recipes, it's simple but gives them an alternate use for other players (and a way to avoid farming cobwebs in late game)

Suggestion Author

@barren lantern

arctic boughBOT
#
**Remove the Hardmode Lock on Solar Tablet**

With hoiks, the player can get into the Jungle Temple in pre-Hardmode. While it is near impossible to remove the progression lock on the Altar to allow the player to spawn Golem, at the very least, removing the pre-Hardmode lock on the Solar Tablet would be very nice. There is not a single other Event spawner with this condition. Not Pirates, not Frost Legion, nor Holiday Moons. Any event spawned with an item can be spawned in pre-Hardmode with no issues, except exactly this one. If a player hoiks into the temple, gets a Solar Tablet, and uses it, they know exactly what they’re getting into, and there’s no reason we should prevent them from doing so. Calamity has a ton of non-linearity changes already, and with pre-Hardmode gear, the Solar Eclipse would probably kick most player’s asses anyway, and even if it didn't the only drops it locks are Moon Stone, Neptune's Shell, and Bat Hook, which, while very strong, aren't any more abusable than the drops from Aquatic Scourge and Leviathan and Anahita.

Suggestion Author

@olive shale

#
**Loosen the spawning requirements for Drunk Princess**

I've seen more than a handful of players that simply are not aware of Drunk Princess' existence, and this is no good for an NPC which provides such unique and valuable items. I think this is caused by the very specific action someone needs to do in order to make her arrive- carry around a single very missable, very expensive, and very consumable item. By making the requirement of 'Must hold Fabsol's Vodka in main inventory' a bit less specific, or by adding new ways to attract her to town can make her easier to get by accident and make her easier for someone without knowledge of her existence to find her.

Suggestion Author

@distant knoll

arctic boughBOT
#
Add an item to find shrines

Sanctuary items are very useful at the beginning of the game, but sometimes they are hard to find and lose their relevance towards the end of pre-hardmode. I suggest adding to their crafting the blocks of biomes they are found in.

Suggestion Author

@sharp dagger

arctic boughBOT
#
**Add a bloodworm terrarium**

Every critter in the mod and vanilla has their own respective cage, except for the bloodworm. This is because of the fact that when they were added truffle worms didn't have terrariums. However they do now. For consistency, there should be a bloodworm terrarium. (Sorry if this counts as a specific item suggestion, its just for consistency)

Suggestion Author

@rustic hinge

arctic boughBOT
#
**Rename the Ultra Liquidator.**

This name made a lot of sense back when it used to inflict many debuffs at once, so the implication that you're melting an enemy with the sheer amount of debuffs you're inflicting on them made a lot of sense. However, the Ultra Liquidator now doesn't inflict debuffs at all anymore, so the weapon's name plainly just doesn't work anymore, and can arguably even mislead players who aren't in the know about this change. I suggest changing this weapon's name to something else as a result.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Demonshade Armor Immune to Auric Rejection.**

Currently, Auric Rejection knocks back and deals 300 damage if you touch exposed Auric Ore without wearing full Auric Tesla armor. While Demonshade armor is crafted from Shadowspec bars (which require Auric bars), it offers no immunity to Auric Rejection.

Counterpoint: Why search for Auric Ore after obtaining Demonshade armor?
If you prioritize crafting Demonshade armor before Shadowspec-tier weapons, you may run out of Auric bars and still need to mine Auric Ore. It feels inconsistent that a superior armor set like Demonshade isn't immune to Auric Rejection.

Counterpoint: Wouldn't an endgame loadout include Seraph Tracers, which grant Auric Rejection immunity?
In my experience, Demonshade's "shadow speed" reduces the need for Seraph Tracers since they give greater grounded mobility. For Calamity's boss rush, vertical mobility is still crucial. Additionally, some endgame setups skip boots/wings entirely in favor of the Exo Box mount.

Conclusion:
Demonshade armor should grant immunity to Auric Rejection for consistency and convenience, especially since it incorporates Auric bars in its crafting process. Implementing this change now is prudent, as it will likely be a long time before Demonshade is reworked into an alternate Auric-tier armor.

Suggestion Author

@vivid night

arctic boughBOT
#
**Add an intermediate accessory between Charm of Myths and Chalice of the Blood God**

The Philosopher's Stone's potion cooldown reduction is a very useful effect to have in an accessory. However, there is a noticeably large gap between the Charm of Myths (beginning of hardmode) and the Chalice of the Blood God (post-devourer). The Philosopher's Stone effect previously was in the Rampart of the Deities line, and had a good intermediate step in the form of the Deific Amulet. However, as it has been since moved to the chalice, there is a new sense of a prolonged lull period between the charm and chalice

I believe adding a new intermediary accessory step would help alleviate the weird emptiness between charm and chalice. I believe somewhere between mid to late hardmode could be a good spot for it, but ultimately when/how is up to the devs.

Also, to cover another base
If the charm of myths is considered too good to have an intermediary upgrade: an idea could be to reduce the potion cooldown of charm from 15 seconds to 10 seconds, and have this theoretical intermediary upgrade increase it back to 15 seconds (I give Rebecca credit for this part)

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Add campfires for calamity torches.**

Calamity currently adds 5 Biome Torches (7 if you count Prism Torch variations) but no campfires for any of them. For the sake of consistency with vanilla and also to help builders add more fitting campfires for biome arenas, i think there should be Campfire variations for each of these torches.
Sulphuric torches could be crafted with acidwood, Gloom (Crags) with scorched bone, Abyss with gravel, etc.

Suggestion Author

@gaunt pine

arctic boughBOT
#
**Change the debuff inflicted by Chaotic Puffers.**

Chaotic Puffers are an abyss pufferfish enemy that inflict the Brimstone Flames debuff on the player. Seeing as these enemies are implied to contain scoria in their bodies (Likely the source of their heat-based debuff) and Scoria itself dosen't inflict brimstone flames, aswell as them being the only enemy that isn't an boss or related to the brimstone crags in some way that inflicts this debuff, i think it should likely be changed to something like Hellfire.

Suggestion Author

@gaunt pine

arctic boughBOT
#
**Make the cooldown rack display the duration associated with itself**

The cooldown rack currently just displays a wheel without the duration for cooldowns like dodges and it would be quite helpful for testing things if the duration is shown. (Especially since dodges change cooldown depending on how much damage was taken but it's difficult to tell how long the cooldown)

Suggestion Author

@mental grove

arctic boughBOT
#
**Yharons Fading Ashes Ambient Effect**

Yharon was a great Ally, Asset and Friend to Yharim, His death weighs heavy upon him and there is a lot of talk about him being this great being no one actually expected the Terrarian to be able to slay, yes the themes are outdated lorewise and the Tyrant song by DM Dokuro was scrapped and Stained Brutal Calamity is also old, but regardless of all of that, his passing and the ashes of calamity so to say seem to play a great role in the story.

So when he dies he just turns into a cloud of ash, and I think we should still feel the impact of our doing even after he was beaten, for a while longer atleast, so I thought to myself how could the devs implement this in the game to really let our accomplishment be reflected and linger on in the actual playthrough and not just in the story.

So I came up with these 3 potential Ideas:

  1. Scatter his ashes, Casting Funeral style: have his ash cloud actually slowly spread out throughout the world from the spot he has died in.
  2. An Ash Rain Event: After you beat him, his ashes slowly but surely glide down from the sky for like 5min or something.
  3. My Favorite One: After he dies he permanently blesses the world with auric ore, so why not also let his ashes linger on in the sky, have small gusts of ash and flame sometimes be seen randomly when you're not underground for the rest of the main bosses or a certain period of time.

These are just examples of how I would do it to explain my idea in more detail.

Suggestion Author

@languid rose

arctic boughBOT
#
**Adjust Warbanner of the Sun to appear behind wings**

At the moment, Warbanner appears in front of wings, which looks very awkward when turning around since it ends up appearing as if the Warbanner is in front on both sides.
By making it appear behind wings, they hide it less and make it appear as if the Warbanner is inbetween one's pair of wings- much more logical.
Pictured is my friend posing with Warbanner of the Sun and the Hadal Mantle since this combination makes it most apparent when standing.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make Silva wings buff auric armor's Silva revive, or something similar**

Two of the auric armor sets inherit the revive from Silva armor, and this revive is called the Silva revive. Although you are technically not wearing the Silva armor anymore, The Auric Tesla set was still made from said armor, so it would make sense for this buff to be compatible. Similarly, the Tarragon wings buff their armor set, though the bonus it provides is not unique, so its loss is not felt much.

I think it is bad to lose the bonus provided, because it reduces the amount of viable options for wings, and makes fewer play styles work after Yharon, because you lose out on the other massive benefits of Auric Armor if you want to keep this buff.

For that reason, I think something should be done about this. I would make the Silva wings buff the revive on auric armor, but you could also make the auric armor's version of the Silva revive stronger by default, maybe healing to 25% HP, and then ignore the wings part. There are likely other good ways to handle this too.

I am also aware that Silva armor is being reworked at some point in the future, but this may or may not be relevant then too, and it's relevant in the meantime either way, so this suggestion is probably still valid.

Suggestion Author

@night palm

arctic boughBOT
#
**Guarantee at least one Mushroom Planetoid during World Generation**

Shroomite Bars are the only bars that require creating an artificial Surface Mushroom Biome, housing Truffle the NPC, and buying the Autohammer to craft them. This serves as a tutorial on biome creation in vanilla Terraria, similar to how players need to create an artificial Astral Desert biome for Hadarian Wings if the original Astral Infection spawns in the Snow biome.

However, unlike Hadarian Wings, which are optional, Shroomite Bars are essential for crafting the Ranger-specific Shroomite Armor, a main pre-Golem set. Other classes can craft their class-specific armor sets at a Mythril/Orichalcum anvil or skip this step entirely (Tiki Armor), making the Ranger progression notably more tedious. They must create a biome, build housing, and buy the Autohammer crafting station just to access their armor set.

To reduce this tedium, guaranteeing a Mushroom Planetoid at world generation (instead of it only being a chance to generate) allows players to skip the artificial biome creation step. They only need to locate the planetoid and build housing for Truffle. This quality-of-life change streamlines Ranger progression without eliminating the biome creation mechanic already incentivized by Calamity for optional items like Hadarian Wings.

Suggestion Author

@vivid night

arctic boughBOT
#
**Make Storm Surge's projectile hitbox correctly grow in size**

The Storm Surge is a post-desert scourge weapon that shoots what looks like to be a wind current that grows in size. Despite this, the hitbox of the actual projectile doesn't seem to grow as much as the visual-- if at all. Fixing this would make the weapon feel better to use as well as making it look more consistent.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Disable abyss without water damage if you stand at safe walls**

As we all know abyss damages you when ur out of water. But i am sure someone always wanted to build a base there. So thats the solution, just put safe walls and you will be able to survive outside of water.

Suggestion Author

@tight pendant

arctic boughBOT
#
Add an armoured super dummy.

I suggest adding an armoured super dummy with 30 protection. It will allow you to more accurately see the damage per second for weapons with increased armour penetration and without armour penetration.

Suggestion Author

@sharp dagger

arctic boughBOT
#
**Make Super Dummy more accurate**

Super Dummy currently is Calamity's attempt at an efficient way to test weapons. However it falls short as its hitbox size, lack of defense, and lack of AI does not reflect bosses or enemies.
A proposed solution is to allow the player to choose a certain enemy to "Dummify". Left clicking on the enemy will dummify it. The enemy will behave exactly as normal but would deal no damage, making it easy to test weapons on it.

Suggestion Author

@winter wind

arctic boughBOT
#
**Make true melee weapons able to swing in other directions other than walking one**

I really want to try out a true melee build buy I just can't bear with the fact that I cant aim the weapons anywhere I want to. I've seen some mods allowing that but it messes with melee size changes making them regular size.

Suggestion Author

@hardy talon

#
**Make Ancient Manipulator craftable using Astrum Deus/Pillar materials**

Currently, skipping Lunatic Cultist to fight Astrum Deus pretty much only gives you its weapons and the hide, as you need the Ancient Manipulator to make anything useful with its other drops. While these weapons are good, making the Ancient Manipulator craftable with the fragments or Astral Ore would give a greater reward for players who defeat it with earlier gear.

Suggestion Author

@azure willow

#
**Do something about the Burning Sky... Situation**

The Yharon drop "Burning Sky" is designed to be a joke weapon making fun of projectile melee weapons, being a weapon that exclusively summons projectiles from the sky. Thematically, nothing about it is melee related. If someone were to make a suggestion that an item like this should exist, the reasoning would never be accepted. In other words, this item in the mod doesn't meet the lowest of standards that anything else in the mod and suggestions are held to. For this reason, I think something should be done. Either rework or replace it, or change the class of the weapon, something like that. It would also be equally fair to allow suggestions to use "it would be a funny joke" as valid reasoning if the weapon isn't changed, but I don't think anyone really wants that.

Suggestion Author

@night palm

#
**Have modded alcohol buffs affect the player character's eyes**

In vanilla Terraria, the Tipsy debuff has the player character's eyes fall half-lidded to represent the alcohol's effects on their body. Calamity debuffs do not feature such an effect despite objectively more powerful alcohols (such as Everclear or Cinnamon Roll) being available. By making Tipsy's effect on the player character's eyes a universal effect, it will provide further consistency with vanilla and make the alcoholic drinks feel more truly alcoholic.

Suggestion Author

@distant knoll

#
**Reclass or rework the burning sky**

This melee weapon dropped by Yharon has no melee element to it, as all it does is rain fireballs from the sky
Either reworking or reclassing it to mage would make this weapon actually what it is, and also would give mage another option for post Yharon bosses.

Suggestion Author

@indigo wigeon

#
**Increase the duration of Everclear**

It is extremely likely for post-Aureus boss fights to last longer than 1 minute, even with the huge power increase of Everclear. This means that in order to keep Everclear uptime as close to 100% as possible, one must re-apply the buff multiple times through the fight, which requires keeping track of Everclear’s buff duration in addition to boss movement and attacks- an issue made worse considering that Everclear makes boss attacks significantly deadlier. The drink costing 3 gold per bottle is not helping either.
This issue lies solely with Everclear since the potion buffs with the second lowest duration last for 4 minutes which is much more realistic of a time for boss fights to last.
By extending the duration of Everclear, the potion becomes less of a commitment to use and can let players focus on what matters most.

Suggestion Author

@distant knoll

#
**Make Alcohol items placeable**

Pretty simple suggestion (maybe not, probably requires spriting for their tiles). It would be great for builds such as pantries, bars, pubs, taverns, etc. (also you can't place alcohol items on a plate).

Suggestion Author

@delicate bison

arctic boughBOT
#
**Implement an additional way to encounter Hadarians in non-desert Astral Infections**

The Hadarian is one of the only 2 Astral enemies that only spawns in a specific Astral Infection variant, spawning in the Astral Desert. Unlike Fusion Feeders though, Hadarians may drop exclusive loot in the form of their Wings after the player has defeated Astrum Aureus, making Hadarian Wings the only Astral item that may require tedious terraforming to obtain on a big number of worlds. A simple solution to this would be having Hadarians be able to spawn in any Astral variant during certain conditions like Windy Days, Storms, etc, eliminating the need for such a process.

Suggestion Author

@proper timber

#
**Allow Sulphurous Shale to be Shimmered into Abyssal Gravel**

By allowing sulphurous shale to be shimmered into abyss gravel, then there could be an easy way to replenish abyssal gravel.

Suggestion Author

@fleet leaf

#
**Buff Festive Wing Drop Chance**

Calamity has done a fairly thorough job of removing all single digit drop percent chances from bosses, but Festive Wing's 2% is easily overlooked. However, Festive Wings are tied for the strongest wings on its tier; being the defensive counterpart to Tattered Fairy Wings. Yet still, they remain at a measly 2% chance, while Tattered Fairy's crafting component is the same standard drop chance as the rest of Pumpking's items. It doesn't help that Everscreams are rarest in the later waves, which are the only time these even approach their max drop chance of 2%. I suggest Festive Wings be brought up to the same 10% chance Everscream's other items are to remove this disparity.

Suggestion Author

@olive shale

#
**Slight rework to master mode rev/death Golem**

The Golem fight on master mode rev or death is such a hassle and I don't want to say "to hard" but the fire balls around the arena are very annoying, I believe that it should be made that either the fireballs in the arena either all move at the same speed, not changing like they do currently, or just make Golem fire less of them. I'm all for the new bountiful harvest reworks but everytime I get to Golem in my run it just reminds me of how annoying these little fireballs are, and how big of a impact they have on the fight.

Suggestion Author

@queen spade

#
**Rework the Lunarian Bow**

The Lunarian Bow shoots two arrows at once and changes wooden arrows into lasers that can slide along walls and floors. I suggest changing the bow to have a totally new functionality as the current function of the weapon is bad and boring. Compared to other weapons that have very similar recipes, those being the Night's Edge, Eye of Night, and the Night's Ray, its visual flare for attacking is worse, it's utility against the Wall of Flesh (the only boss after Slime God that isn't in hardmode) is the worst of these weapons since it has no piercing or multi-target damage (the two arrows have no spread and follow the exact same path as each other), and its unique function for wooden arrows is basically useless regardless of where you use it.

It's more worthwhile using wooden arrows with the Bees Knees bow, which is ironic given the fact that the Bees Knees bow is both obtained a few bosses prior, AND is used in the recipe for the Lunarian Bow. The Lunarian Bow just feels like some obscure side weapon, despite being comparable to the Night themed weapons mention earlier, and possibly being intended to be like them.

It needs to have something to make it stand out among the other prehardmode bows as it could be the last time a prehardmode bow is used in a playthrough.

Suggestion Author

@upbeat barn

arctic boughBOT
#
**Retier Frost and Forbidden armor to Mythril/Orichalcum tier**

These two armor sets are so utterly worthless in terms of power that no one should ever use them in their current state. Both armors are competing with the cheaper and stronger adamantite/titanium armors, and the even better cryonic armor. This issue is made worse by the hardmode progression rework, but also offers a solution. These vanilla items at this tier could be moved down a tier, where they have only the Mythril and Orichalcum set to compete with. Not only that, but their power level is already more fitting for this tier, though even then they might be too weak. It may also be wise to examine the other items in a similar position, such as frost wings.

Suggestion Author

@night palm

arctic boughBOT
#
**Add a Cosmilite ore item to complete the shimmer chain**

I think that this could be a very simple change that would be able to complete the shimmer chain from shadowspec to copper, and would allow you to get cosmilite late game without doing a DOG refight. I would say, that i am nor suggesting it be added as a minable item. While that would work and could be used as an ancient manipulator craftable into cosmilite ore, that is not what I am here to argue as I feel that we already have enough bosses that spawn ore when you defeat them. (Mechs, Cryogen, Plantera, Moon Lord, Providence, and Yharon.)
Edit: I want to clarify that this would go Auric, Cosmilite, Uelibloom if it was not clear.

Suggestion Author

@candid vale

arctic boughBOT
#
**Add Miniboss summons to more Minibosses**

It can be very annoying to have to find and fight minibosses, especially when you need one of their items for an upgrade later in the game. They are even more irritating when they are the randomly spawning bosses like the armored digger, cloud elementals, and whatnot. I beleive allowing craftable miniboss summons would fix the problem without opening up any progression skips or anything unbalanced. The summons could be crafted at the time you would fight the boss, or at the point just after, either would still be a nice bit of QOL."
Edit: You can maybe have a sort of rune of kos item, although that might have some overlap Edit 2: Some people think that this would clutter the crafting UI so I think that you could make it craftable with shimmer nearby

Suggestion Author

@candid vale

arctic boughBOT
#
**Add more apparent VFX and/or SFX to the Lecherous Orb to indicate its stage of summoning**

When a Lecherous Orb spawns, the player wants to kill it as close to when it is ready to drop hearts as possible, but not any sooner. However the difference between 'almost ready to spawn hearts' and 'ready to spawn hearts' is very difficult to tell the difference between, which may lead to early kills or unnecessary hesitation. It would be a welcome QoL change to the Lecherous Orb by making the difference between those states more apparent, perhaps with the Crimson/Bloodflare regen VFX or the GFB Polterghast scream SFX.

Suggestion Author

@distant knoll

#
**Make Yharon immune to Glacial State, at least in Phase 2**

Yharon is the Resplendent Phoenix, the FIRE BIRD who shoots FIRE and attacks with FIREballs, inflicting a DRAGONFLAME debuff. And so, I don't think Yharon should be affected by the Glacial State debuff from something like the Cosmic Discharge. I used it in a melee run recently, and it made Yharon a lukewarm bird, unable to dash too much.

At the VERY least it would make sense to have it in Phase two, as he WARMS UP his attacks and temper there.

Suggestion Author

@hot reef

arctic boughBOT
#
**Remove Arcturus Astroidean**

This item is twice outclassed by two pre-hardmode baits and is rarer to obtain than fishing for master bait in non astral infection biomes. Besides, astral infection crates already drop 3 types other types of bait, one with the exact same fishing power in non astral/sulphurous environments.

Suggestion Author

@fleet leaf

arctic boughBOT
#
**Make Wulfrum Rovers attracted by Wulfrum Lures for easier access to Rover Drives**

While Wulfrum enemies are one of the most common enemy types encountered in Pre-Hardmode, this cannot be said for after the Wall of Flesh is defeated. This may then become an issue since a specific Wulfrum enemy, the Wulfrum Rover, has a relatively rare drop in the form of its Drive; thus making one nigh-impossible to obtain legitimately during Late-Hardmode stages (AKA the earliest point Rover Drives can be used for crafting). A remedy for this could be giving the Wulfrum Lure, a Pre-HM item currently only useful for attracting some other Wulfrum enemies, the ability to attract Rovers as well at any point in progression.

Suggestion Author

@proper timber

arctic boughBOT
#
**Rework Grape Beer**

Grape Beer is an Hardmode alcohol item that grants an healing equal to the Healing Potion, while also restoring 100 Mana and making your defense weaker for 15 seconds (with the possibility for alcohol poisoning during that time, if you use it when you have already 3 alcohol buffs on you). Compared to the Greater Healing Potions that restore 150 HP without any drawbacks (and with the same Potion Sickness cooldown), and the fact that by the time of Hardmode, you should have plenty of Healing Potions or even the superior Restoration Potions/Honeyfins, Grape Beer is truly useless. Not to mention the Hadal Stew, which is a pre-Hardmode food item that makes the Grape Beer obsolete in all aspects before it can be even obtained (Hadal Stew heals more and has lower cooldown, while not having any drawbacks, and being earlier in progression). Even with the tooltip mentioning that "This crap is abhorrent", having an item that gets outclassed before it can be obtained doesn't fit that well with me. So, I think that buffing its healing will be a good thing - maybe even slightly higher than the Greater Healing Potion, to make the choice feel impactful. Alternatively, if this is intended to be a joke item, it could be heavily nerfed to reflect its abhorrent nature.

Suggestion Author

@quartz fjord

arctic boughBOT
#
**Retier frost and harpy wings to a normal anvil**

Hardmode unlocks a set of 3 wings to craft, them being angel, demon, and fairy (fin wings also exist ig). While its fine I feel like locking harpy and frozen wings behind mythril/orichalcum anvil kind of kills any reason to get them since they require you to kill a mech and have roughly the same flight stats as the 3 previously mentioned. Moving them to a normal anvil would give the wings more usage and give the players a better option for more mobility based builds.

Suggestion Author

@brittle walrus

arctic boughBOT
#
**Make Vernal Soil spawn Jungle Enemies**

As it stands, Vernal Soil spawns regular cavern enemies. This is kind of weird, since you get Vernal Soil in the middle of the jungle, in Vernal Pass. I suggest changing it so it spawns Jungle enemies, to match the biome it's in.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Add an accessory that combines various building/mining accessories**

Tool accessories are just super useful for the creativity aspect of Terraria and well as reducing the tedium and time consumption. There is a number of tool accessories between vanilla and calamity, such as the Hand of Creation, Archaic Powder, Toolbox, and Spelunker's Amulet.
I believe an accessory that combines these (and perhaps a few others such as the toolbelt or presserator) would make for a fantastic exploration, building, and mining accessory that takes up one slot instead of several.
This accessory could be mid-Hardmode, around the time you get reaver armour (which provide a similar role), as to not have either the armour or accessory make the other feel unnecessary at that stage in progression. Ultimately, however, the exact details are up to the developers.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Make Empyrean Armor less Projectile Spam**

Currently, Empyrean Armor has 6 projectiles spawned from the set bonus. 3 of these projectiles function almost identically, homing towards enemies once spawned. The only difference between those 3 (Empyrean Star, Empyrean Damaging Orb, and Empyrean Bubble) is the homing strength and damage dealt. I suggest removing all extra projectiles from Empyrean armor aside from the healing projectile (as it is actually unique in relation to the rest of the armor), one AoE projectile, and one regularly damaging projectile. While removing these won't magically make Empyrean Armor the premier rogue armor set, it will make it not exclusively comical amounts of projectiles, which is a major upgrade to how it currently functions.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Make Forbidden armor work better with Forbidden Circlet**

With the addition of Forbidden Circlet, Forbidden armor can either be a Mage/Summoner set or a Rogue/Summoner set, so the leggings only giving Mage bonuses is really weird. Calamity should make the Forbidden Treads damage boost generic rather than magic so that both headgears can properly work with this set in its entirety.

Furthermore, the set bonus should probably give more Stealth as Forbidden has pathetic 40 maximum stealth versus Daedelus's 105 stealth, Titan Heart's 100 stealth, and even fucking Statigel's 90 stealth, which mean it is outclassed by a pre-Hardmode armor. You could even make the set bonus use Stealth instead of mana, and move the +80 mana to Forbidden's original helmet, since it's rather strange for a Rogue-Summoner hybrid set to rely on mana. Though one could argue it could play into using active Summoner weapons, but no other Summoner set gives mana for this purpose, so it just comes off as even stranger.

Overall, with these changes, Forbidden Circlet might feel more like a proper alternative headgear to Forbidden Mask, instead of just something tacked onto it.

Suggestion Author

@olive shale

arctic boughBOT
#
**Fix DR by removing the formula and instead just make DR items weaker overall**

For as long as I've been playing calamity (2 and a half years), DR has had a formula so where if you stack a bunch it diminishes in value the more you add, so it can't be super broken

However this also just makes DR items just, complete dogshit

Stuff like endurance potions, the warding reforge and maybe base armor DR is pretty much all you need and investing into DR is always, always worse than investing into defense. Even stuff like the 17% from worm scarf is completley outclassed by Rover Drive due to the DR formula making stacking DR in any sense just terrible

So I propose removing the formula and instead just make all of the stuff that gives DR weaker so there isn't a need for it and anyone wanting to invest into some defense can try and see if adding a bit of DR or some defense is better instead of just stacking defense is the only viable option

Suggestion Author

@pallid spire

#
**Retier Turtle to post-Plantera**

Melee currently has NO post-Plantera armor.

Shroomite, Spectre, and Turtle were all added in the same update, and used to be the last armor sets you could get in the game, and were clearly designed to be a group, but as the updates rolled on, while the former two were made post-Plantera, the latter, Turtle, randomly got shafted at post-3 Mechs, where it has to compete with 4 other sets; Adamantite, Titanium, Chlorophyte, and Hallowed for a spot as Melee's armor set. Currently, because of its position, it is horribly weak, and Calamity only makes the situation worse by adding Daedalus, which is yet another armor set that Turtle has to compete with.

Moving Turtle to post-Plantera would reunite it with the other members of its original trio, and give it an original niche as Melee's damage set, along with removing an instragrade (Chloro and Turtle are both made with the same bars) and reducing the already awful armor bloat at the post-3 Mechs tier. It will need significant buffs, especially in the offensive department, but it is completely failing its niche as a Tank set right now due to Calamity's DR changes AND being outclassed by Adamantite's defense, Chlorophyte's healing, and Hallowed's dodge, and it is only further outclassed by Reaver Tank as a generic tanking option, but if it was made to resemble its own upgrade in the form of Beetle, it would provide a great boon to the Melee class which currently completely lacks any new options at this tier. (Even Rogue and Summoner get new sets here. In fact, Mage and Summoner each get TWO.)

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Elysian Aegis an actual Asgard's Valor upgrade**

Elysian Aegis is a weird item. It's obviously intended to replace Asgard's Valor after killing Providence, seeing as they function almost identically. However, its in a weird limbo state of trying to be a spiritual successor (like Betsy's Wrath is to Golden Shower), but also combining with Asgard's Valor extremely soon after in the post-DoG accessory boom. I suggest making Elysian Aegis a direct upgrade to Asgard's Valor instead of the weird half-successor half-direct upgrade to Valor it currently is. This also lets Providence's loot pool be a bit less extremely bloated, as Providence already has one of the largest drop pools in the mod.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Introduce % Knockback Resistance as another way to get Knockback Immunity**

This suggestion proposes % Knockback Resistance (% KBR) as a new attribute on items, allowing players to achieve knockback immunity by stacking percentage-based KBR from armors, accessories, and potions to reach 100% KBR = full knockback immunity. This provides flexibility in loadouts without adding more direct immunity sources, while keeping existing knockback-immune items like Asgardian Aegis unchanged. Full KB immunity through 100% KBR would open up more accessory options like Master Ninja Gear for dashing, instead of relying solely on items like Asgard's Valor that provides both a dash and KB immunity.

Some ideas for sources of % Knockback Resistance:

  • Potions: Calcium, Titan, Whiskey
  • Armor: Turtle, Hydrothermic, Titanium, Lunar Corps
  • Accessories: Flesh Totem, Flame-Licked Shell, Frost Barrier

Why not just add Knockback Immunity to more items?
KB immunity is important in a lot of loadouts, stopping stunlocks and letting players keep momentum when hurt. In fact, Calamity Mod developer-approved gear setups for testing weapons start using KB-immune items as early as Hardmode. Still, current KB immunity options are limited, often relying on a few specific items:

  • Pre-HM: Cobalt/Obsidian Shield, Lead/Gladiator Armor
  • HM: Absorber, Asgard's Valor, Ankh/Paladin’s/Frozen/Hero/Stygian Shield, Giant Tortoise Shell, Titan Heart Armor, Shield of the High Ruler
  • Post-ML: Asgardian/Elysian Aegis, Rampart of Deities

Adding KB immunity to more items might seem like a solution, but the few options that we have serves to balance out this powerful effect—keeping KB immunity access limited encourages thoughtful accessory choices, showing that % knockback resistance can effectively broaden the range of viable builds.

Suggestion Author

@vivid night

arctic boughBOT
#
**Replace Exodium with Luminite**

Why does this item exist? Why was it added? No one can think of an answer besides "it looks cool". Every purpose that exodium serves is identical to luminite. They're even both obtained the same way, in the same place, and have nearly the same theme, being weird space rocks. For this reason, I think that all instances of exodium should be replaced with luminite. However, if you want to not waste the nice looking blocks that go with the stratus set, exodium could remain as a purely decorative block crafted from luminite and stone, or something like that.

Suggestion Author

@night palm

arctic boughBOT
#
**Add Gravity Normalizer Potion effect to the Astral Armor set**

The Gravity Normalizer potion grants immunity to the Distorted debuff, which mainly appears in fights with specific enemies like the Ceaseless Void, Alien Queens, and Slime God on the getfixedboi (gfb) seed. It also prevents low gravity in space, useful for arenas or exploration in the Space biome. However, these situational effects might be more impactful if included in a piece of gear rather than just a consumable potion.

Integration into the Astral Armor set:
This suggestion proposes adding both the Distorted and low gravity immunity of the potion to the Astral Armor set, crafted after defeating Astrum Deus, the final boss of the Astral Infection. This armor bonus would mark the player’s mastery over the Astral biome and grant them lasting protection against threats from outer space! The potion itself would still be available earlier in the game, while the Astral Armor gains some added value for pre-ML.

Suggestion Author

@vivid night

arctic boughBOT
#
**Rework the Empyrean Armor set bonus**

Vanilla's Lunar Armors all have somewhat unique set bonuses, which often put their own interesting spin on familiar set bonuses from earlier armor sets in the game, making them feel like the ultimate armor sets in the game. Even in Calamity, with the arguable exception of Vortex, all of these set bonuses still hold up on their own, to the point that half of them had to get nerfed in some capacity to keep the balance of the game in check. Calamity itself even decided to add what is effectively another Lunar armor set, since it happens to add the Rogue Class.

However, its set bonus doesn't really hold up in comparison to the vanilla Lunar Armors. It simply fires a lot of projectiles upon hitting enemies, and grants a stat boost on hit or below 50% hp. I personally feel like this set bonus does not hold up in comparison to the vanilla Lunar amor set bonuses, and should be reworked to give this armor set a better identity beyond just being another Rogue armor.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Retier Deep Wounder**

In Bountiful Harvest, Lumenyl and Depth Cells were changed from post-Calamitas Clone to post-Leviathan and Anahita, tier-shifting all the abyss-themed equipment they can be crafted into. The Deep Wounder clearly shares the same theming as these weapons yet Bandit still sells it post-Calamitas Clone. Shifting the item's availability would make it consistent with other, similar items.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make Burnt Sienna drop from Dune Splicers**

Burnt Sienna is used for Grand Guardian. But if a player is in Hardmode/Post-ML, and they need the weapon, the Tomb Crawlers will be less abundant than they were before.

Suggestion Author

@next juniper

arctic boughBOT
#
**Add more Paintings**

Vanilla has 173 total amount of Paintings, yet Calamity only add 1 Painting which is also a Donor item. I'd suggest to add more Paintings for the sake of consistency with Vanilla.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Add a Post-Moon Lord upgrade to Ambrosial Ampoule**

Ambrosial Ampoule is a very solid accessory that is used for a very long time. It's first acquired as Honey Dew post-QB, becomes Living Dew post-Plantera, and eventually becomes Ambrosial Ampoule after you defeat Cultist. And then, uh, nothing, until you defeat Yharon where it becomes Radiance by combining with Infected Jewel. That's a very large chunk of the game to be using the same accessory, when previously it had steadily spaced upgrades.

So, I suggest some kind of middle option between Ambrosial Ampoule and Radiance. Maybe a retiering of it or Infected Jewel, maybe a new accessory, something to make it less of a weird and lengthy gap.

Suggestion Author

@fast raptor

#
**Add Calamity Statues**

Vanilla has 117 total amount of Statues with 56 of them being functional, yet Calamity add none. It would be an idea very ingenious for Calamity to add their own Statues for more decoration option and for the sake of consistency with Vanilla.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Add a monarch statue**

As we all know, Bandit NPC is canon non binary person. They do not associate themselves with the binary man/woman genders, therefore it doesn't make sense they teleport to actually both king and queen statue. They are out of binary.
Its a very very small change but why not

Suggestion Author

@carmine shard

arctic boughBOT
#
**Make primordial wyrm always drop ectoplasm and lumenyl**

Primordial wyrm is a late game boss, which can be considered the strongest boss in vanilla calamity. However, it still drops lumenyl and ectoplasm after leviana and plantera respectively. Which doesn't make any sense, NO ONE would skip those two bosses by beating the very late game boss. And if someone does this, let them do that to be honest, they deserve that. High risk high reward ig

Suggestion Author

@carmine shard

arctic boughBOT
#
**Make most mounts actually worth using**

Calamity in fact adds a few mounts, something that is often glossed over by many. Why? Because most of them are outclassed by... the player. Specifically, the player tends to have a lot of mobility, making them faster than the mounts whose main uses are increased mobility. I can literally count in one hand the three Calamity mounts that are actually useful.

  • Brimrose, for being the best UFO-esque mount pre-DoG.
  • Alicorn, because its actually speedy and effectively has infinite flight.
  • Draedon's Gamer Chair, for being an even better Brimrose that can even slow down for SCAL's bullet hells.
    (You could also count Onyx Drill, but it's more of an building/mining tool.)

Every other mount is effectively outclassed, so most just settle for the vanilla slime mounts for quickly going down, and not much else. Therefore, I suggest that Calamity's mounts should each be buffed in some capacity, in order to make them actually worth equipping beyond just a small set.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make more mounts good, by giving them dashes**

Mounts are a really interesting and underutilized aspect of the game, but only a few overpowered ones, like the witch broom, are ever used. I think it would be fun to have a reason to consider using other ones.
Many mounts, especially the older ones from vanilla, have bad acceleration, and no good way to mitigate this. This trait is quite detrimental in boss fights, where it's important to be able to turn on a dime to dodge attacks. Given this, it would be a good idea to give mounts better acceleration in some way if they are to be a good option.
I believe the most fun way to make most mounts more usable and an interesting alternative to the traditional wings and boots might be to allow them to dash. Take for example, the Fishron mount, and the UFO mount. Both of these would benefit from being able to dash in order to better dodge attacks, and would be thematically fitting with this change. Some of Duke Fishron's main attacks involve dashing at the player and attempting to ram them, and UFOs are often depicted darting erratically in ways that seem unnatural. Giving these mounts, along with others, the ability to dash either as an innate added ability or by enabling dashes from accessories while using them would make them more interesting. There are definitely mounts that shouldn't have these abilities. Notably, this would probably make the broom overpowered, given how useful it already is. Over all, I think this idea, or something similar, is worth considering.

Suggestion Author

@night palm

arctic boughBOT
#
**Change Minion Idle Noises to the Ambience Sounds Category **

Minion Summons are something really nice, especially when you are exploring/mining/farming or doing whatever. Even when not the main focus of your build, they keep enemies at bay and reduce a lot of frustration. A.e. getting hit by Bats during cave exploration. Sadly, this amount of frustration is regained due to the constant noises some of the Minions tend to do.
A.e. the Wurlfrum Remote Minions. Or the Ravens.
They make a beeping/mechanical sound every 5~ seconds or so, which can get really anoyying when you hear it for the 300th time. Sadly, there is no option to reduce/disable those exact noises unless you want to mute all the other sounds aswell. Which is why i made this post/suggestion.

Suggestion Author

@shadow lichen

arctic boughBOT
#
**Move the stellar cannon from novas to fusion feeders**

Fusion feeders are the only astral infection enemy without any unique drops. However, novas have two, so moving stellar cannon to fusion feeders would be more fair and wouldn't really cause problems, since its basically another ranged weapon that not many people use. (Glorious end is the other weapon novas drop, but its more thematically connected and its a dedicated item so we can't suggest about it)

Suggestion Author

@rustic hinge

#
**Add a post-Moon Lord upgrade to the Hero's Shield**

This suggestion serves two purposes: To provide another defensive accessory option to earlier post-Moon lord, and to allow a unique multiplayer tanking accessory option later in the game.

From pre-Moonlord until post-Devourer of Gods, there is an extremely minimal amount of upgrades made to your accessories, especially ones that affect all classes. This feels extremely noticeable for the battle against the Devourer of Gods. I believe an additional accessory somewhere earlier in post-Moonlord would help alleviate this lack of upgrades.

The Hero's Shield in singleplayer mainly serves as a stat stick of 15 def and 45 hp. In multiplayer however, it provides a unique niche of serving as a great tank role accessory to complement glass cannon allies. There isn't another accessory similar to this until very late game, being the Rampart of Deities (which also doesn't have the aggro of the flesh knuckles). I believe an upgrade to this earlier would be a great addition for multiplayer specific playthroughs.

To kill two birds with one stone, I believe an upgrade to Hero's Shield would provide a very useful accessory at a stage of the game that feels somewhat lacking in them, while also providing an upgraded form of a good multiplayer accessory.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Rework the fallen stars in Deific Amulet and Rampart of Deities in some way**

The Deific Amulet and Rampart of Deities are upgraded accessories to star cloak that incorporate the fallen star effect, but the accessories treat this like an after effect. The fallen stars are not buffed in any way between upgrades and have no addtional effects. This is especially noticeable in Rampart of Deities, a post-Yharon accessory. Additionally, fallen stars don't really feel thematically relevant for Rampart, further showing how it feels like a complete afterthought.
For comparison, another component of both of these accessories is the cross necklace, an accessory that increases your invincibility frames. Both the deific amulet and rampart heavily play into, and expand upon this.

I believe reworking the fallen stars in some way to make them both more useful and thematically relevant to the accessories would make them feel like a proper upgrade to both the star cloak and the cross necklace, rather than leaving star cloak as an afterthought.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Allow Astral Grass on Mud, or Add Alternate Methods to get Astral Grass**

Astral grass is a type of grass that only grows on astral dirt, allowing the growth of astral trees and the gathering of astral grass seeds. However, if the astral lands in a place with little grass, or non convertible grass, you can find yourself with 0 naturally spawning astral grass. In normal playthroughs this is not an issue, as having 0 blocks of grass to convert is incredibly uncommon, and even if it is the case you can always buy the clentaminator from the steampunker and make your own astral biomes. However, in DontDigUp and especially GetFixedBoi worlds, not only is the large majority of the surface mud blocks, which cannot be converted to astral, but the clentaminator and solutions are also no longer sold! To exasperate this problem, as snow is opposite the jungle in these seeds, and the infection may not hit a desert biome, you can be entirely locked out of astral trees entirely, due to only growing on astral grass, astral snow, and astral sand. This results in special seeds being very frequently completely locked out of astral grass, and occasionally locked out of astral trees and thus monolith wood as well. This wouldn't be an issue thanks to thrown waters, which spread biomes and can still be used in GFB even without clentaminators, but the astral variant of thrown water requires astral grass seeds....... the entire source of this problem. In summary, an additional way to obtain astral grass seeds, or allowing astral grass to grow on mud just like the corruption can, would prevent DontDigUp and GetFixedBoi worlds from being entirely locked out of multiple useful items.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Add a Fishing equivalent of the Potion of Omniscience**

A new potion combining Fishing, Sonar, and Crate buffs would save buff slots and reward players who invest in Terraria and Calamity Mod’s fishing content. An added perk, like faster reel-ins or increased fishing speed, could make it even more worthwhile.

Suggestion Author

@vivid night

#
**Give Demonshade Armor Immunity to Auric Rejection**

Touching Auric Ore currently inflicts 300 damage and knockback unless players wear full Auric Tesla armor. Despite using Shadowspec Bars (which require Auric Bars), Demonshade lacks immunity to this effect, creating inconsistency in endgame gear.

Why would players still need Auric Ore after crafting Demonshade?
Players who prioritize Demonshade over Shadowspec-tier weapons may still need more Auric Bars, requiring further mining.

But don’t Seraph Tracers provide immunity?
Demonshade’s “shadow speed” reduces the need for Seraph Tracers, and some endgame setups skip boots or wings entirely for the Exo Box mount in Boss Rush.

Suggestion Author

@vivid night

arctic boughBOT
#
**Make the Power Cell Factories make more batteries/make batteries faster the farther you are in the progression**

It is common sense that you have to loot the labs at the beginning of the game and place the Power Cell Factories so they could generate you the so-wanted gazillion of power cells in order to decrypt all the schematics. But let's be real, a lot of news players usually miss out on those and can be quite in a frustration founding out that you have to get those in order to beat the Exo Mechs. Even if you add something before the Exo Mechs that absolutely requires power cells, players would still have to wait for factories to produce them, leading into the same loop again. Urgh...
The only reasonable solution that I can come up with as of right now is increasing the yield or the rate of power cells production depending on the progression. That way, you still generate the same amount in pre-hardmode, but you also don't have to wait as much in later stages of the game

Suggestion Author

@orchid frost

arctic boughBOT
#
**Provide a configuration option to disable/enable the Yharon Plushie status message on world enter**

In the most recent update, a new status message, equal to the old Calamitas Plushie status message, has been added, advertising the pre-ordering of the Yharon Plushie.

However, unlike the wiki.gg promotion message, — which guides players to the true wiki —, this one is just used to advertise a product. This can annoy various players of the mod, since many of them would not like to receive an advertisement of a product they do not want to buy due to multiple reasons.
Moreover, to address a consistency issue, the wiki.gg promotion message can be disabled or enabled in the configuration options; therefore, the Yharon Plushie message should also receive this configuration option.

All in all, if the players are provided a configuration option to disable the Yharon Plushie status message, it would solve an annoying thing of being forced to receive this message always on world enter.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Configuration for Draedon's talking speed when communicating with him**

The current speed at which Draedon talks when communicating with him in the Codebreaker is too fast to read for me, so I need to wait for him to finish talking and scroll back to understand what he said. There could be a configuration for how fast Draedon speaks or how long Draedon pauses between each paragraph.

Suggestion Author

@stoic salmon

arctic boughBOT
#
**Add a Method to Summon Windy Days**

Calamity adds a method to summon Rain (and in turn Blizzards) and Sandstorms for the handful of items locked behind them. Considering the Windy Day event locks a handful of items, even if they are mostly cosmetic, as well as a couple of enemies for the Bestiary, a method to summon Windy Days should be added as well for consistency.

If this was done, Windy Days could also be connected to more content due to being more controllable, such as spawning Cloud Elementals during them rather than Rain, which feels more fitting, or at the least, perhaps she could drop the item that could do this. It could also be done by an NPC or tile; the method isn't important. It's just strange that it isn't something you can do already despite nearly every kite in the game being locked behind it, and all other weather effects having one.

Suggestion Author

@olive shale

#
**Add a Method to Control Moon Phases**

Moon Phases are surprisingly relevant to Terraria, locking content related to enemy spawns, critter spawns, fishing power, herb collection, Luminite Brick shimmering, and controlling the shop tables of 10 NPCs; the most relevant locks being the Jetpack from the Steampunker, the Mechanic's Rod from the Mechanic, and the Wooden Chest and Yoyo items, as well as the Artisan's Loaf from the Skeleton Merchant. So, overall, being able to control Moon Phases is quite relevant.

Technically, within Calamity, there is already a way to control the phases of the moon by spamming Cosmolight, as you will go through the days repeatedly, and can do so to cycle all relevant content for moon phases, but you can overshoot a certain phase, and sometimes need to go through an entire week of moon phases just to get what you want. Giving Cosmolight a right click to manually change it via a UI, or just generally making controlling it cleaner than spamming the item would be appreciated and important.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add a common Pre-Hardmode Snow Biome Material**

Both Vanilla and Calamity have disregarded the Snow Biome and its Pre-Hardmode content, causing an issue of it not having a proper material that can be commonly used for recipes. The Desert had a similar issue but was fixed by the addition of Sturdy Fossils. Along with Calamity's more uncommon Stormlion Mandible, the Desert has appropriate common and uncommon materials to be used for crafting thematic weapons and items.

The Snow biome, however, only has one proper material, being the uncommon Flinx Fur. Due to this, Calamity uses a random assortement of materials for snow and ice related items, such as Snow, Ice, Silverthorn and Boreal Wood. This can be remedied by adding an item that has a similar role Sturdy Fossils play for the Desert.

Suggestion Author

@dense tapir

arctic boughBOT
#
**Make All Alcohol Increase Fishing Power**

The tipsy debuff is inflicted by every alcoholic drink in vanilla, and increases the players fishing power by 5. Despite this however, none of calamity's alcoholic drinks increase fishing power, forcing the player to choose from vanilla drinks. Making calamity drinks also increase fishing power would reduce the annoyance of having to switch your buffs when fishing, and fix the inconsistency of some drinks boosting fishing while others don't. As having 5 fishing power per drink may be too powerful, granting the 5 fishing power while having any drink, regardless of the amount, would help to keep fishing power the same as before while still allowing more diversity in drink choice.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Add "Click to advance" to Draedon's lore**

Draedon speaks too quickly to be able to read all the dialogue as it comes. You should be able to progress it a paragraph at a time by clicking.

Suggestion Author

@feral nymph

arctic boughBOT
#
**Wulfrum Acrobatics Pack Hook Slot Alternative**

I really enjoy the hook this gives but I have to give up an accessory slot just to use a hook. It would be nice if there is a hook slot version of the acrobatics pack, could remove the stats and safety feature for the hook slot version

Suggestion Author

@manic quest

arctic boughBOT
#
**Separate the current Master Revengeance and Master Death changes from Master itself**

The difficulty changes added by Master Revengeance and Master Death add another level of difficulty for players who want it, but some players who want to play with the higher stats of Master and the AI of Revengeance or Death do not enjoy the more brutal AI changes added by the current Master Rev and Death. This could be resolved by splitting the AI changes into their own sub-difficulty. It could still require the world to be in Master to activate, but it would allow the player to choose their own difficulty level more.

Suggestion Author

@bold trellis

arctic boughBOT
#
**Remove Microbial Cluster**

Microbial Cluster is a thing that spawn in Sulphurous Sea, its not enemy nor critter, its invisible with its sole purpose just to emit dust particles(just a small one, barely noticeable), as its purpose is very small/none and unclear while also having no bestiary entry for it, i believe its best to have it removed

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Remove the "Town NPC Potion Selling" Config Option**

With the removal of calamity NPC's selling buff potions as of 2.0.3.1, the only potions this config options affects are stink potions, builder potions, wormhole potions, and gender change potions. These potions have very little impact on the game overall, and are either cosmetic or QoL. Additionally, all of these potions are already locked behind happiness, and wormhole is unusable outside of multiplayer making these potions being sold already fairly restricted. For the most part these potions being sold is a good thing, allowing otherwise niche items less inconvenient to get, the issue however is in the config option itself. It is excessive for something this inconsequential to have an entire config option, and only serves to contribute to config bloat or mislead players into thinking buff potions will be sold as well.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Remove all non-material Boss Progression Locks**

The game already adds tons of freedom when it comes to fighting bosses and at this point it’s more of just needing certain materials to craft the summons to fight the bosses rather than actual progression locks. However, there are still certain progression locks, like Golem needing Hardmode and Cultist needing you to defeat Calamitas Clone.

I suggest completely removing all non-material boss progression locks so that bosses can be effectively fought in any order, you just need to be skilled enough to do so. It would sort of be the final step for this, as you can already do most bosses in any order, like how you can even do Destroyer now pre-HM.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make plague enemies have reduced spawns after PBG is defeated**

The plague is canonically designed to keep itself in check, and PBG prevents this from happening. Additionally, the plague enemies are annoying to deal with, even when they're not a threat. For these reasons, I think it would make sense to make them spawn less often after PBG is defeated.

Suggestion Author

@night palm

arctic boughBOT
#
**Plaguebringer spawn preventer**

A lot of the time i'm mining in the jungle a random plaguebringer spawns and distracts me. I think an item similar to the anti-cyst ointment or broken water filter that prevents plaguebringer spawns would be great. (inspired by message above.)

Suggestion Author

@halcyon cloud

arctic boughBOT
#
**Mo’ Elemental Flasks**

Out of all damage dealing flasks, two deal Sickness damage and four deal Heat damage. No flasks exist for other damage types, which makes dealing debuffs of these types significantly more difficult since flasks are among the most reliable way to inflict damaging debuffs. The debuff vulnerability system matters the most for Heat and Sickness, partially because of how their flasks make it easier to inflict them, so by expanding flasks to cover more debuffs it can make them more relevant for later in the game and can expand the impact of the debuff vulnerability system.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Include an Electrical debuff to Flask of Nanites**

Out of all flasks, three do not directly improve damage output. The Flask of Gold increases money drops by 10-49%, the Flask of Party increases whimsy by 10-49%, and the Flask of Nanites increases chance for disappointment by 10-49%. Confusion isn’t a terribly valuable effect- especially when a gamut of enemies are immune to it, including wraiths, reapers, plagued enemies, and bosses/minibosses. It’s easy to argue Flask of Nanites as the least memorable flask so an easy way to encourage its use would be to give it an electrical debuff to give it more purpose and diversify the debuff vulnerability system.
Introducing an electrical debuff at this stage would be excellent, as it gives an option to hit Plaguebringer Goliath and phase 2+ Duke Fishron with a vulnerable debuff, can show off the damage amplification effect of movement against the oft-idle Golem and Ravager, and can even show off the damage amplification effect of being submerged in liquids for Leviathan and Anahita and Duke Fishron.
Electrical debuffs are already few and far between, so converting an existing and oft forgotten one into something genuinely fun and relevant for the common player is a great idea for more reasons than one.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Remove Planty Mush from the Pre-Hardmode Sulphurous Sea Fishing Pool**

Planty mush is fished up in vast quantites when you fish in the Sulphurous Sea, for any period of time. However, this item has no uses until you defeat Plantera at minimum (where it can be used to make Life Fruit). This means that it clogs up the pre-hardmode fishing pool for the Sulphurous Sea, lowering the amount of actually useful things you can get. In addition, planty mush can be sold for a very high price, thus making the early game economy nonexistent.

Removing it from the pool therefore decreases annoyance while fishing, and makes players have to take some risks by going into the Abyss early if they want the money from it.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Add Photosensitivity Options or Reduce Large Flashes**

There are a variety of weapons and attacks in the mod with large bright visuals, leading to a larger visual impact when these are used. The issue is that these visuals can frequently be far too bright, and far too frequent, leading to extreme photosensitivity issues and headaches. This is problematic in items like the supernova, and legitimately unplayable with things like terminus and storm weavers lightning flashes. There is already a toggle in the config for screen shake effects which can somewhat help with this, but there really really needs to be some kind of option for flashing lights as well. There have been multiple times where I need to stop playing the game, often for a few days, just because of the throbbing headache certain bosses result in, and that's as someone with fairly minor photosensitivity.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Add Cryonic Ore to the Ore Shimmer Chain**

This is the only Calamity added ore (that is actually called an 'ore') that isn't included in the chain for some reason. It isn't special in any way, because Plantera's Perrenial was still added to the chain despite it only generating after her defeat and it is also part of Life Alloy, so those points aren't excuses to not add it.

Cryonic needs an Adamantite or Titanium pickaxe or stronger to mine, so it simply should be put between Hallowed Ore and Titanium Ore, much like how Perrenial and Scoria were put between Luminite and Chlorophyte.

Suggestion Author

@olive shale

arctic boughBOT
#
**Move Frost Flare to Ice Mimics**

Cryogen currently drops three accessories, being the Soul of Cryogen (wings), the Cryo Stone, and the Frost Flare. Of these, the Frost Flare is the least relevant to Cryogen, since neither its effects nor design particularly scream "Cryogen". Not to mention, three accessories from one boss can also be overwhelming, since most others drop two at most, with the average being closer to one.

However, there is another enemy that could drop this instead, that being Ice Mimics. This would put Frost Flare as a sort of counterpart to the Abaddon, in that it can be used to protect against the various cold debuffs that Cryogen inflicts without needing a potion to make them manageable. This would also give the player more reason to seek out Ice Mimics, since they currently aren't very useful in comparison to their normal cavern counterparts, which drop several useful accessories like the Philosopher's Stone and Cross Necklace. If this is, for whatever reason, too strong to be obtained from Ice Mimics, then the stats can simply be toned down.

Suggestion Author

@green torrent

arctic boughBOT
#
**Merge Frost Barrier and Frost Flare**

Frost Barrier is an early hardmode defensive accessory that drops from ice claspers that gives some defense, immunity to a few frost debuffs, and freezes enemies that hit you. It's not particularly useful, being outclassed by various other defensive accessories, but it does sound nice on paper.
Frost Flare is an early hardmode defensive accessory that drops from Cryogen and grants a wide variety of modest defensive and offensive effects, as well as resistance to cold debuffs and attacks. It's basically a better frost barrier, minus the 10 defense, but its still not quite worth using by the time you get it. Combining these two accessories into one would reduce unnecessary items in the game, and make both more worth using. It would also help against Cryogen if the combined version was available earlier. If this is too many effects on one accessory, you could remove a few. I think the 10 defense and freezing enemies is more important to have than the conditional movement speed boost.

Suggestion Author

@night palm

arctic boughBOT
#
**Add Magiluminescence into Statis' Ninja Belt**

Statis' Ninja Belt (and it's upgrade, Statis' Void Sash) are post-ML accessories that are based heavily around increased maneuverability. Despite it's many features, the Statis' line suffers from harsh competiton. Its dash is not a ram dash, so it would generally be equipped as the dodge accessory- where it is now competiting vs Amalgamated Brain/The Amalgam. Its other features generally aren't enough to make it stand out as a pick, particularily for horitzontal mobility.

I believe to help the Statis' line stand out better, adding Magiluminescence to it would be an ideal choice. Magiluminescence is a well loved accessory for its valuable movement and acceleration/deceleration effects, and having that added to the endgame ground-based mobility accessory would be an excellent fit. This would make the Statis' line a good alternative to boots for ground based mobility, on top of its other effects, letting it stand out better between its options. As the magiluminescence only works on the ground, this wouldn't cause any balance issues with mid-air combat. Overall, I believe this would allow the Statis' line to stand out better while fitting the ninja theme of being quick on their feet and precise in their movements.

Suggestion Author

@scenic geyser

arctic boughBOT
#
Replace the Jailor's sprite based lightning with the lightning used in ares' exoskeleton

They are both based off of ares' tesla cannon, yet only one of them uses the better-looking lightning done with code. Replacing the current sprite lightning with code would make it more consistent with ares' exoskeleton as well as ares himself who also uses the same lightning

Suggestion Author

@rapid bough

#
**Make the components of the Architect Gizmo Pack shimmerable into one another**

The Architect Gizmo Pack is crafted from 4 different accessories (Brick Layer, Portable Cement Mixer, Extendo Grip, and Paint Sprayer) which are all obtainable through the traveling merchant. It can be annoying to obtain all 4, as is the case for many of the traveling merchant's wares.

A simple way to make the process far less inconvenient is allowing the 4 accessories to shimmer into one another. One option is to have all 4 cycle into one another, like how the fishing accessories/class emblems do.

However, some may see this as 'too easy' or that it eliminates the traveling merchant a bit too quickly. To account for that, another option is to split up the 4 accessories into 2 pairs. The Brick Layer and Portable Cement mixer could shimmer into each other while having the Extendo Grip and Paint Sprayer shimmer into each other. Either of these options are both good ways to make it creating the Architect Gizmo Pack is far less inconvenient and RNG based.

Suggestion Author

@scenic geyser

arctic boughBOT
#
Make the Skeletron's straight-directional skulls look like bones

It's currently impossible to distinguish between homing and straight-directional projectiles of Skeletron. I suggest changing the straight-directional projectiles to bones or making homing skulls glow in blue like their eyes or like that

Suggestion Author

@tardy rover

arctic boughBOT
#
**Reduce the volume of the Plasma Caster**

The Plasma Caster is a normal weapon, relatively speaking. My main gripe with it stems from when you actually use it. Using the right click is an absolute assault on the ears, which sucks when you realize that that’s the ideal way to use the weapon. There’s absolutely no reason to have this weapon be so loud, unlike with the Eidolic Wail, which that at least has a tooltip that tells you that the noise is very much intended. So yeah, just turn down the sound, I can barely hear the amazing soundtrack.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Make the Luxor's Gift melee projectile always spawn directly from the weapon**

Luxor's Gift is a really unique accessory as it grants a separate bonus for all 5 classes if using one of it's weapons. However with certain melee weapons it gets really problematic and basically unusable due to it spawning from the same place as the (main) projectile, which almost entirely invalidates the ability if using weapons like Star Fury as the enemy will have probably moved away or is beneath a block.
Making it always spawn from the blade itself will prevent the accessory from being nearly unusable on melee weapons where the main projectile does not spawn from the weapon itself.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Buff the Arcane modifier**

What is Arcane?

Like other modifiers, Arcane is rather simple, granting 20 additional points of maximum mana. Nothing else.

Why is Arcane bad?

Whenever the player decides to play as mage, they have a choice between 2 options:

  • 1) They could use Mana Flower (or its upgrades), completely invalidating the reason to even try to have a high amount of max MP.
  • 2) They could also not use aforementioned accessories, which would make Arcane actually useful, right...?
    Sadly, that's not true, even with the fact that, unlike in Vanilla, the player can get more than 400 MP without a new limit.

Mana regeneration is based on the amount of MP the player has, however Calamity changes the scaling formula, greatly increasing it compared to Vanilla.

In conclusion, the Arcane modifier doesn't benefit any mage players after they get 200 MP from Mana Crystals alone, since mana regeneration rate is buffed. Don't forget about other mana upgrades from Calamity, in addition to armor's and accessories' existence!

What could be done to make Arcane worth using?

Calamity already has a great solution to this problem — additional stats! Arcane could decrease the mana cost, add mana regeneration that works even if you use a weapon and scales off based on the maximum MP you have, etc. Even just increasing the amount of MP Arcane grants could make the reforge rather specific, but useful in certain builds.

Buffing Arcane would open up new things to play around as mage and thus, new strategies.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Reduce the number of glass required for Flash Rounds**

Flash Rounds are a Pre-Hardmode ammo and their current crafting recipe is 1 Grenade and 3 glass blocks for 10 bullets. Most guns that use them will run through that ammo pretty quickly. This is because flash rounds do 1 damage 3 times in a small area with each shot's collision. Basically, faster fire rate is better damage. To get any large quantity of these bullets takes a lot of sand and it could simply be decreased to a 1-1 or 1-2 to reduce the mining required.

Suggestion Author

@urban carbon

arctic boughBOT
#
**Make Weapon Recipes Recognize the Don't Dig Up Seed**

Currently, any seed which uses the logic from the Don't Dig Up seed, being the eponymous seed itself and Get Fixed Boi, will not take into account the swapped positions of certain weapons in progression for weapon recipes. While the Omniblade, Ultra Liquidator, and Effervescence can mostly ignore these changes, the Flurrystorm Cannon and, most importantly, Night's Ray are impossible to obtain in Pre-Hardmode, due to their required weapons being moved to Hardmode exclusively.

While this could be brushed off if it was only in GFB, Don't Dig Up is more than just a joke seed, and rendering Mage's penultimate preHardmode weapon entirely unobtainable due to a basic oversight is not fun at all. The simplest solution would be to make the recipes use the items they swapped with instead, but if this is considered distasteful due to it making the recipes illogical, then buffing the Flurrystorm Cannon and Night's Ray to be usable at their new Hardmode-exclusive point in progression could be a reasonable, if more difficult option.

Suggestion Author

@olive shale

arctic boughBOT
#
**Polterghast no longer spawning from killing phantospirits**

So you don't end up dying suddenly due to being unprepared from just trying to farm, then out of no where having the boss just spawn from killing the spirits is somewhat unnecessary.

Their is a lot of thing someone can forget about grabbing in the dungeon that they only remember post-moon lord, since a lot of those drops ;lets just say a tabi for example; are RNG based and not recipe possible it makes this very much inconvenient.

Or maybe let's say your actually need the necroplasm for something and then while your at it suddenly the boss showing up stopping that entirely

Especially when the boss summon exists for it I would think logically removing this functionality would make things a lot smoother.

Suggestion Author

@regal wadi

arctic boughBOT
#
**Rework *Master Death* Skeletron**

I would say make him easier, but this is Master Death we're talking about here. All the previous bosses were fun, because their attacks were readable, dodgable, and most importantly, visible. Skeletron, however, just spams both homing and non-homing skulls at you, hoping you can see them. Now yes, this does make it harder, it also makes the fight feel less like a fun, challenging skill-check, and more like projectile vomit. I would also like to point out that his enraged form is incredibly easy, and makes wasting 20 minutes of flying in a circle more engaging than fighting him normally, because you can actually see and dodge his attacks. I suggest making his homing projectiles bigger and a bit slower, and having him teleport less frequently. Either that or just make the homing/non-homing brighter and more distinguishable

Suggestion Author

@frigid oasis

#
**Clarify Shroomite helmets' tooltip**

Unlike most items in both Vanilla and Calamity, Shroomite helmets' damage increase is multiplicative, behaving differently enough compared to usual additive bonuses. As such, this information should be stated in the tooltip.

Suggestion Author

@dim monolith

#
Rogue class buffing station

I noticed while looking at the wiki and saw that the rogue class doesn't have it's own buffing station and thought it should.

I think the rouge class should have it's own buffing station like every other class.

For buffs that the station could provide are: Increase Projectile velocity by 10%, or Increase throw speed by !0%, or Increase stealth generation by 10%.

For how to get i could be bought at the bandit for 12 gold pieces after entering hard mode.

Suggestion Author

@gusty lotus

arctic boughBOT
#
**Make Jellyfish Necklaces Easier to Obtain**

While Calamity makes it easier to get Jellyfish Necklaces by adding more types of jellyfish, they aren't the most common enemy still, and Mirage Jellies, who have the highest drop rate, only appear in fairly deep layers of the Abyss.

Furthermore, while Calamity has a guaranteed Artic Diving Gear in the Ice Lab, this is only one. If you're in multiplayer, you have the grind for extra copies for your co-players, and for such a weak and inconsequential item to be so rare, grinding for it just to get access to the rest of the Abyssal Diving Gear line kind of sucks.

Something like increasing the drop rate, or adding it to the Angling Kits from the Scourges or Angler quest rewards could be a few ways to tackle the problem.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Altars spawn more of the Hard-mode ores you've unlocked in the Progression Rework**

It's a small thing, but my thought was basically that since the main six hard-mode ores and now hallowed ore don't have slimes that drop them, nor does everyone like fishing, it'd be nice to re-add altars spawning more of those ores after being broken, but limiting the ores they cycle through to the ones you have unlocked. Or, alternatively, locking this reward behind all three mech bosses being defeated, and letting it cycle through all four once you do

It could also help introduce newer players from Vanilla to the idea of the rework, since if they break a few altars and only get cobalt from them, and/or a message implying that greater challenges need to be faced to unlock greater rewards, it'd be easier to realize what changed

Suggestion Author

@outer sage

arctic boughBOT
#
**Have Empress of light *not* enrage during the day if a solar eclipse is happening**

The enrage condition for empress of light is specifically tied to direct sunlight in the lore, so it only makes sense that when this light is blocked and taken away, she shouldn't be able to enrage.

Suggestion Author

@cobalt spoke

arctic boughBOT
#
**Add A Way To Build In the Abyss**

As Terraria is a sandbox game, it's only natural that many players wish they could build in the Abyss; perhaps even put their base there. Sadly, due to the nature of the area, unless the player wishes to constantly be drowning or dying, this is not possible.

However, perhaps an item could be added that, after completing a certain task, could be obtained by the player that allows them to build and dry out areas of the Abyss without the severe damage penalties that usually entails. This could be once the Abyss is no longer as relevant, such as after beating Polterghast or perhaps killing the Primordial Wyrm, or it could be highly restrictive in its use or range if placeable. There are, in fact, a few add-ons that add items like this, but requiring the player to download an add-on just to be able to build in a biome feels a bit excessive, as this is very much a problem base Calamity could easily tackle.

Suggestion Author

@exotic wasp

arctic boughBOT
#
**Add Copper/Tin and Silver/Tungsten Rogue Weapons**

Rogue is severely lacking in pre-Boss weapon options, and nearly every class has ore crafts for weapons. Now, this wouldn't be any reason for it, if not for the fact that Rogue already has weapons for both Iron/Lead and Gold/Platinum. It feels like a strange inconsistency, and considering the number of Rogue weapons which currently upgrade from other classes weapons, this feels like a good place for more weapons to be added as possible pre-grades to these as well.

Suggestion Author

@olive shale

arctic boughBOT
#
**Change the generation of the abyss so it isn't just a clean smooth cut through the world**

If you approach the abyss from the outside via digging around, you eventually just arrive at a completely smooth, solid black wall that cuts through the world, which just looks really awkward and unnatural. Most other biomes already have the edges not as a smooth cut but more fuzzy, like the jungle, the lower parts of the underground desert, even glowing mushroom biomes and the underground snow biome, if to a lesser degree. I obviously don't know the coding and how much effort that would be, but a slightly fuzzy edge of the biome would already make a difference (Unless that's already something being considered, only after I typed this all out did I remember what the next big update is about)

Suggestion Author

@cobalt spoke

arctic boughBOT
#
**Have Vampiric Talisman used instead of Rogue Emblem in the Nanotech recipe**

In Calamity, each class has their unique ‘endgame’ class accessory, created from luminite, galactica singularity, and ascended spirit essence. Each of these accessories have their respective class emblems featured as a component of their crafting tree. However, while all the other classes use their respective upgraded intermediary accessories (such as Sigil of Calamitas, or Deadshot Brooch), rogue just uses the Rogue Emblem for Nanotech. Rogue does have an intermediary accessory in the form of Vampiric Talisman, and it feels rather inconsistent that unlike every other class, it does not use this accessory to craft its respective endgame accessory. On top of that, having to either go kill the wall of flesh again or decraft your Vampiric Talisman for another Rogue Emblem is a LOT less satisfying than using the Vampiric Talisman to further upgrade it to its final form.

I suggest that the Rogue Emblem should be replaced with the Vampiric Talisman in its crafting recipe. This will fix this odd inconsistency, while also providing a much more accomplished feeling, worthy of acquiring the final upgrade to your accessory line.

Suggestion Author

@scenic geyser

arctic boughBOT
#
Chalice of the blood god needs better visual cues.

It doesn't inherit the 25% healing potion boost from Blood Pact, but instead turns damage into damage over time through a bleed effect and lets you cancel out half your potions worth in bleeding in addition to its normal healing. This means potions can be anywhere from 50% more valuable if timed correctly (potentially wasting time if you are missing health and wont get hit for a while) or 0% more if you heal while not bleeding. Getting the timing however is really difficult because you can't see how much you are bleeding for. When you get hit it says so in a single hard to read number, but when I get hit, I like to look at my healthbar to determine if I need to heal. What I suggest is simply making it so whatever health you are going to lose via bleed turns a different color while you're bleeding.

Suggestion Author

@minor yoke

arctic boughBOT
#
**Make the sky flash with Xeroc’s sigil after killing some major bosses**

In their boss rush dialogue, Xeroc tells us they’ve “caught glimpses of our journey.” A way to foreshadow this would be to have their sigil appear in the sky and slowly fade out after major bosses like DoG are defeated, showing that they are indeed watching us. This also helps to introduce the sigil, a significant image in Calamity lore, to the player earlier.
I think ideally the sigil should be the same size as in Boss Rush for continuity, but it could be made smaller to help with photosensitivity.

Suggestion Author

@gentle hemlock

arctic boughBOT
#
**Add more SFX to the Flak weapons (and crabs)**

I think they would benefit from having even simple sound effects when the shells split and when the projectiles hit tiles. Some kind of crack or shatter sound for the split would be cool. They're super cool but feel a bit empty like this. Also, the current shooting sound could be applied to the Flak Crabs since they use a very similar attack and don't have any sfx at all (this is kind of nitpicky but their projectile also starts pretty high above their sprite which looks a bit strange).

Suggestion Author

@arctic hawk

arctic boughBOT
#
**Small Scorched Earth Audiovisual tweaks**

I have a few thoughts about Scorched Earth since it appears to have had a lot of effort and care put into it (as showcased by the plethora of firing sounds as well as a unique rocket animation, not to mention the fact that it's present in the Magnomaly Cannon recipe).

  1. Make the firing sound play once per missile instead of once per four missiles, it sounds a bit silly the way it is. If you have 3 individual sound effects for the weapon then you may as well take advantage of it (maybe they could be made a bit quieter to compensate).

  2. The launcher should have a puff of smoke out the back and a tiny recoil animation when each missile is fired.

Suggestion Author

@arctic hawk

arctic boughBOT
#
**Make Astral Grass Sparkly with star particles or stars in the sprite**

The grass in the astral infection looks ok, but I feel like it would be more fitting if it had little stars in the sprite and/or as particle effects similar to hallowed grass. Currently, it looks like it has glowing blobs in it, which doesn't seem very star related. On top of looking better and more fitting, it would look more distinct from other blocks, which may be useful to players trying to see it when mixed in with other astral blocks.

Suggestion Author

@night palm

arctic boughBOT
#
**Make Plaguebringer Goliath and Astrum Aureus require the schematics to be summoned**

99% of players start doing the schematics only right before the exo mechs fight, so this would make people work on them way earlier and it would make the schematic weapons more popular, I think there should be an even earlier way that is before the wall of flesh but I cant think of anything, this can be a good start though, those two bosses make sense to be summoned like that seeing that they were made by draedon in the lore, also the plague schematic is found in the same lab where pbg was made so its even more thematic with that angle.

Suggestion Author

@rotund mango

#
**Scorched Earth Rocket tweaks**

I thought of a few tweaks that would make the weapon more up-to-date and satisfying to use. This goes along with the other launcher changes recently and I really love this weapon, not to mention the fact that it's present in the Magnomaly Cannon recipe. So I thought a few simple changes would easily bring it up to par with the others!

  1. The missiles should start slow when they initially shoot out (sort of like scorpio), then quickly accelerate once the rocket 'opening' animation finishes. This would make the weapon feel more dynamic and also showcase the awesome animation better.

  2. The homing should also be adjusted. The turning aggression should be decreased a bit to visually emphasize the weight and velocity of the rockets so they feel more impactful, but the enemy detection range should be increased to compensate so the functionality should remain basically the same and the rockets can turn back around again so they'll still usually hit the enemy.

  3. The rockets should collide with tiles. This would make the sub-munitions much more effective and make the weapon more visually appealing as you can bombard surfaces etc.

Suggestion Author

@arctic hawk

arctic boughBOT
#
**Add an upgrade to Putrid Scent usable by all classes**

Putrid Scent is the counterpart to Flesh Knuckles, both dropped by evil biome mimics. They best serve use in multiplayer, where their aggro effects play a VERY relevant role against bosses. In single player however, they still serve as decent stat sticks for early hardmode. In late hardmode, the Flesh Knuckles can be upgraded into the Hero's Shield. This is an excellent upgrade in multiplayer, further enhancing the tank role via the Paladin's Shield effect, while being an even better stat stick in singleplayer. Putrid Scent however...does not get an upgrade like this. It is only used for 2 ranger and 1 mage accessories, 2 of which eventually lose putrid's scent's aggro reduction when upgraded near endgame. Hero's Shield lets any class perform a tank role, but Putrid Scent lacks an upgrade like this.

I believe adding an upgrade to Putrid Scent, or adding it to an existing accessory line, would create more interesting and flexibile builds in multiplayer. It would further allow any class to be capable of performing a damage output role while not having to fear being focused by the boss... and at the very least, can be a better stat stick for single player. As an added bonus, this hypothetical upgrade could be very useful for exploring the abyss.

Suggestion Author

@scenic geyser

#
**Give the Putrid Scent a unique effect**

Its Crimson counterpart accessory, the Flesh Knuckles, got a good buff from the Calamity Mod in the form of +45 max HP, while the Putrid Scent got nothing. This is especially egregious since both accessories also got upgrades in 1.4, with the Flesh Knuckle upgrades granting the same HP bonus, while the Putrid Scent upgrades are very simply just straight upgrades.
Therefore, to solve an inconsistency, I'd suggest that the Putrid Scent get an additional unique effect on top of its current set of bonuses. Perhaps in contrast to the more defensive Flesh Knuckles, this effect could be more offensive.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add more paintings**

Terraria has a ton of paintings. They're able to be found in alot of places and can also be bought. Yet Calamity only adds one painting, chances are you don't even know about it aswell.

Adding more paintings is useful for builders, but can also be a way to communicate lore to the player with. There can be paintings of locations like Ilmeris prior to the Incineration, Permafrost years ago and more. Paintings of landscapes as they are now (sulpgurous sea for example) or entities would also be useful for builders.
They could be obtained in numerous ways, just like in vanilla.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Overhaul Resilient Candle**

Debatably the worst candle in the game right now is Resilient. The other three are fantastic and very well balanced in my humble opinion, but Resilient is far worse. Its design requires the player to be hit repeatedly for maximum effect (and to preserve more health than Vigorous can recover, justifying its use) which is fundamentally flawed, as defense damage and balance changes both work to make this more difficult.
The only solution to make Resilient worth using would be to give it a numerical buff, but this would just encourage the unhealthy facetanking playstyle I'm pretty sure the devs are working to avoid.

This candle is fundamentally flawed and will never be both balanced and fun to use in its current state, so it needs a reworked effect to give it a chance at life.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Rework Gunk Shot into an AoE weapon**
  • AoE is extremely helpful against the WoF, and there aren't many AoE weapons post Slime God. Having an additional weapon with large aoe and high knockback to help deal with the Hungries as well as bleed into the boss itself would fill a really helpful niche at this stage.
  • Gunk Shot is a pretty nonunique weapon compared to other weapons at this tier, functioning as just another shotgun without any other effects whatsoever, with other weapons functioning similarly. It could be reworked into a grenade launcher or sticky bomb launcher, perhaps shooting a spread of sludge grenades. maybe they could stick to the enemy with a delay before detonating
  • As for ammo, it could be ammoless, or maybe use slime blocks as ammo. It could have a special ammo type bought from the arms dealer while holding it, or crafted from purified gel.
Suggestion Author

@arctic hawk

arctic boughBOT
#
**Add Unholy Trident to Infernal Rift's Recipe**

Infernal Rift is an upgrade to Sky Fracture... that shoots "infernal blades". It is made with Scoria Bars... which are commonly associated with hydrothermic vents. Nothing about this weapon indicates that it should shoot demonic-looking tridents that it does. One could argue that tridents are somewhat aquatic themed, but the weapon itself, with its red, orange, and black color pallet, and a skull making up the bulk of the body looks far more demonic than aquatic.

A very simple fix to this could be to add the Unholy Trident, a drop from Red Devils that quite literally shoots demonic tridents, to its recipe, which would explain why it shoots tridents, while keeping Sky Fracture to explain the unique firing style. Scoria is simply there to lock it in progression, as many items tend to. This would make far more sense than whatever it's doing right now.

Suggestion Author

@olive shale

arctic boughBOT
#
**Expand on endgame building sets if not all sets to a degree**

I know I don’t speak for everyone but personally building and being creative is what keeps me sane and is therapeutic as hell between the crazy boss fights.

Unfortunately once I run out of vanilla blocks since I’m far past them in terms of progression I then find myself quite limited.

My proposal is first making more custom playables similar to the lab stuff like perhaps a satellite dish for the exoplate set, or an inactive plague unit to go with that set.

Last is some decorations that hint towards lore or events, like maybe a tease in one of the labs of the exo mechs, or logs from the wulfrum age, heck maybe allow us to upgrade wulfrum materials to their next technological level like wulfrum to lab stuff, to exoplate stuff, perhaps wulfrum is limited to pre hard mode, the lab plating and stuff is hardmode, and exoplate, is post exo mechs or just post ML if you make sure the items can’t be used to break progression and will only be decor.

The goal of this would be to both provide sources of environmental story telling that isn’t forced but always there to find while also giving the pieces for players to add to the story of their world by including more unique items. It’ll also make for more unique content that isn’t just bosses post ML

Suggestion Author

@viral wave

arctic boughBOT
#
**Consider Wet entities or those submerged in water or honey vulnerable to Cold debuffs**

Cold debuffs have only two ways to boost their damage, and one is a preboss armor set bonus. This change would raise that number to three in a way that is easily applicable onto any build at any point in the game that makes use of Cold debuffs, all in a way that makes sense in reality.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make blood moon spawn night after you kill some a pre-hardmode boss if blood moon didn't appear yet.**

Multiple times blood moon didn't spawn even after i already killed all the mech bosses, and i had to sleep in bed for some time to get the blood Orange.
Now i know that a Maggot zombie can drops blood orbs but a lot of players may not know about it.
So making blood moon spawn after you kill some pre-hardmode boss will make it so every player can experience the blood moon and its rewards.

Suggestion Author

@jagged hazel

arctic boughBOT
#
**Give the Hive a narrowing spread indicator like the Coral Spout**

Makes sense for a high tech weapon, would look cool, and would be genuinely useful. Maybe the length of the cone increases as the angle decreases to give you a sense of the distance the missiles will travel.

Suggestion Author

@arctic hawk

arctic boughBOT
#
**Allow wires to be dropped from extractonating Draedon Power Cells post-Skeletron**

There is clearly wires in there somewhere if there's Mysterious Plating, so it makes sense that sometimes when we can't manage to get a whole chunk of plating we'd at least get a wire (or three)
In addition, it would help in worlds that don't have a dungeon

Suggestion Author

@somber ember

arctic boughBOT
#
**Change Diabolists to shoot something other than dust based fireballs**

The fireballs shot by diabolists are made of "dust" (a system terraria uses for certain effects). However, they are made of so much dust that the existence of more than one fireball sometimes causes subsequent ones to be completely invisible due to there being too much dust in existence. They'll still deal damage, but you'll have no way to see what spot hurts you. This is a fairly common occurrence in the hardmode dungeon, and it also happens in the FTW skeletron fight. This is technically a vanilla bug, but it affects calamity too. For this reason, I think calamity should fix it anyways. This also can't be a bug report, because there are no relevant logs.
Calamity already does fix this issue for golem's similar fireballs, which now work differently than they used to and don't cause this problem. Diabolists could be changed to shoot golem's fireballs, specifically, as a possible fix for this issue.

Suggestion Author

@night palm

arctic boughBOT
#
**Change how fishing for Floodtide works**

basically the way you are able to fish Floodtide is unintuitive and confusing (it doesnt state in-game at all about gills effect making this interaction). The only way to know is wiki and I think thats straight up bad, change it to be able to fish in Sulpherous Sea post-Levi with higher than 100 fishing power sounds nice enough (very easy to achieve that amount too)

Suggestion Author

@grand girder

arctic boughBOT
#
**Name-swap Ashes of Calamity with Ashes of Annihilation**

Not a huge deal, but the names of these items have always been confusing to me. Having the titular "Ashes of Calamity" drop from the final boss seems a lot more satisfying for the player.

It also would make more sense to have Ashes of Calamity drop from Calamitas herself rather than the clone.

It would also be more consistent with the lyrics in Stained, Brutal Calamity. It doesn't make a whole lot of sense for Ashes of Calamity to be the spawn item for SCal while the song says "who shall emerge from the ashes of calamity," which would imply that they appear as a result of the fight ending.

Suggestion Author

@faint wharf

#
**Have Cryonic Ore Generate at the Start of Hardmode**

Simple request; have Cryonic Ore generate at the start of Hardmode instead of on Cryogen's defeat, but make it so it still needs a T3 pickaxe to mine like how Chloro gens immediately but needs a Hallowed pickaxe to mine, and Astral gens immediately but needs Deus dead and at least a Picksaw to mine.

You could even give it a Cryo lock much the same way Astral has a Deus lock, and/or give it a Hellstone/Astral/Auric effect that Cryo gives you an accessory that gives you an immunity to by inflicting a debuff or something so you're still incentivized, or even forced to fight the boss.

This behavior would make Cryonic less obtuse by making it consistent with all other vanilla Hardmode ores and let players discover it more easily by finding it while they gather Essence of Eleum and the like.

Suggestion Author

@olive shale

#
**Make Giant worms normal size again in Rev+**

Rev+ originally made giant worms larger so they had a larger hitbox to hit you with (even though to me it just made them way easier to kill with such terrible HP) But now Calamity changed non-boss worm enemies to only do damage with their head, so now there's no reason for Giant worms to be this strange long noodle. It just makes them easier to hit now, making them easier in Rev+ than just expert mode.

Either buff their HP and damage in Rev+ to compensate (60 HP and 16 damage in expert rev is pitiful for a worm enemy), make worm enemies do damage with their bodies again, or make them normal size again.~~ I know this is rather small insignificant suggestion, but I love worm enemies and will fight for their rights.~~

Suggestion Author

@tacit basalt

#
**Add a way to toggle the Paladin's Shield effect**

There are 4 accessories in the game that feature the Paladin's Shield effect, which makes it so some of the damage dealt to your allies is instead dealt to you. All of these accessories have other features alongside this effect that can be considered useful. However, equipping any of these accessories forces you to utilize the Paladin's Shield effect, while the user may not wish to. This is especially inconvenient for those who want to use the Rampart of Deities, which has plenty of iframes and the Frozen Turtle Shell's damage reduction. One may suggest to just not be on the same team, however that prevents you from using other useful features such as the Affliction or wormhole potions.

To allow one to use the benefits of these accessories without enabling the Paladin's Shield effect, I suggest adding some way to toggle if the effect will be active or not, making it so equipping it does not give the buff to allies. This could maybe be similarly done to the shellphone or encumbering stone, or perhaps a new UI.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Make Rover Drive repair if you don't take damage for 10 seconds.

**
Right now, rover drive starts with no shield as soon as you spawn, or equip the item, and then in 10 seconds, it gives you a 20 HP shield. This shield currently does not repair itself if you take damage, even if you don't take damage for 10 seconds, which I believe it should. Only when the shield completely breaks does it start over and recharge in 10 seconds without taking damage. What this means is that, right now, the only way to return to full shield HP it if you have a damaged shield, is to unequip it and re-equip it, or damage yourself. Which is tedious, something I think should be avoided.

Simply put, make the shield health of Rover drive return to full if you haven't taken damage in 10 seconds. No need to re-equip it.

Suggestion Author

@tacit basalt

arctic boughBOT
#
**Buffs/Reworks for the Ankh Charm Tree**

Calamity rebalances a lot of mid and filler Vanilla content, which is great, but the Ankh Charm still feels like a chore to grind for, more of a roadblock on the way to Ankh Shield and it's upgrades. Furthermore, for all the need for accessories in early hardmode, it's unheard of that anyone would give up a whole slot for immunity to a single debuff.

The solution? Buffs to each accessory. Adhesive Bandage could grant a buff to regen, Armor Polish to defense, Fast Clock to movement speed, and so on. Megaphone and the Pocket Mirror could even be given more unique accessory effects, such as some sort of close-range AoE or projectile/damage reflection. Vitamins, Trifold Map, Nazar, Blindfold, and Bezoar also line up nicely with the five separate classes, which could grant bonuses to Melee, Ranged, Magic, Summoner, and Rogue.

Needless to say, the two-piece combos for Armor Bracing, The Plan, Countercurse Mantra, Reflective Shades, and Medicated Bandage would combine the effects of their components. The Ankh Charm itself would only make sense to include these bonuses as well, but reducing the effects, as with other combo accessories like the old Chalice/Core of The Blood God. Ankh Shield and it's upgrades would probably be unbalanced if they inherited the same stats, but regardless, drawing a line and allowing players to choose between the Charm for it's stats or the Shield for it's alternate benefits would allow a nice bit of extra build diversity.

Suggestion Author

@ivory tree

arctic boughBOT
#
**Edit Thanatos' death laser's visualization to better show how to dodge it**

As it stands, the best (and I think only) way to dodge Thanatos' death laser is to stand close and slightly behind their head. While the startup for the laser itself has a very clear telegraph, it is not communicated to the player at all how to dodge it. The best way to survive this laser goes directly against the initiala mindset of most players, which is "get away from the big attack." The only way for a player to figure this out is with repetitive trial and error or being told directly, which is quite bad game design. Adding or editing the telegraph to better communicate this to the player would result in much less frustration.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Scorched Earth Rocket tweaks**

Scorched Earth is an incredibly cool and unique post-dog launcher weapon, which launches a burst of 4 homing missiles with special animations and sound effects. Scorched Earth has an important role to fill as a crafting component for the Magnomaly Cannon, so with all the launcher reworks and updates recently, I had some ideas for a few simple tweaks that would make the weapon even more satisfying, interactive, and fun to use.

  1. The rockets should have an acceleration period, where they start slow and quickly accelerate forward as the animation progresses. This would make the weapon feel more dynamic and also showcase the sick animation better. It would also add an aspect of predicting where the enemy is going to be, which would make using it more skill-based and fun than just shooting in the direction of the enemy.

  2. The homing should also be adjusted. The turning aggression should be decreased a bit to visually emphasize the weight and velocity of the rockets so they feel more impactful, but the enemy detection range should be increased to compensate. This would allow the rockets to still hit enemies just as consistently while looking and feeling much more powerful.

  3. And lastly, the rockets should collide with tiles. This would allow you to bombard surfaces and blast enemies with the submunitions easier, and would visually look really cool. It wouldn't have any negative effect on fights at this point in the game since you fight Yharon in a giant open area.

Suggestion Author

@arctic hawk

#
**Scorched Earth Audiovisual tweaks**

Scorched Earth is an incredibly cool and unique post-dog launcher weapon, which launches a burst of 4 homing missiles with special animations and sound effects. I have a few thoughts about the weapon since it seems to have had a lot of effort and care put into it, especially as a Magnomaly Cannon crafting component, to keep it top notch with the rest of the recent launcher reworks.

  1. Make the firing sound play once per missile instead of once per four missiles, it sounds a bit silly the way it is. If you have 3 individual sound effects for the weapon then you may as well take advantage of it. It would make more sense for consistency. The sounds should also be made quieter to compensate.

  2. The launcher should have a puff of smoke out the back and a tiny recoil animation when each missile is fired. This would bring it up to date with the visuals of other recently-reworked launchers, and would look sick.

Suggestion Author

@arctic hawk

arctic boughBOT
#
**Consider Wet entities or those submerged in water or honey resistant to Heat debuffs**

Heat is, by far, the most powerful debuff category, having the most debuffs and methods to amplify them, and logic already exists for some debuffs to become stronger in water. A welcome change to the supremacy of Heat, and one that just makes sense, would be to weaken them when submerged in anything but lava. It will be more relevant in the future as the Sunken Sea Overhaul comes along and players will presumably be underwater for a good portion of the game there.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Remove Ancient Cloth from the Arid Artifact and Sand Sharknado Staff crafting recipes.**

With the materials planned to be removed in the next update to avoid bloat, I find it astonishing that Ancient Cloth still hasn't been removed from some of the Calamity crafting recipes. A 10% droprate from a Ghoul for 1 roll of Ancient Cloth is absurd, but at least in Vanilla it didn't matter because it was solely for a Vanity set. The Ancient Cloth legitimately feels like an unnecessary extra step in crafting these items and obtaining the resources is simply tedious.

Suggestion Author

@visual citrus

#
**Change the movement speed penalty of Reaver Helm's armor set from flat to multiplicative**

This armor set has a million billion different ways to help you avoid dying on top of the already existing gold standard of not getting hit in the first place. A partial solution to this is the -30% penalty to movement speed and flight time, although this is not significant enough to warrant really thinking about, in my opinion.
Changing this movement speed penalty to be multiplicitive in nature (just like Mollusk's set bonus) can tone down this incredibly stacked armor set, as well as making it feel more appropriate for the bulkiest armor set in the game.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Creation of Artificial Abyss Biomes**

This could be very helpful for builds and maps. As of now, we may only create an artificial sulphuric sea. If we can create a sulphuric sea biome, I believe it is fair to allow the creation of the abyss biomes. This could be a great addition to the mod for builders.

Suggestion Author

@reef carbon

arctic boughBOT
#
**Change the Reaver Headgear's set bonus light effect**

The reaver orb provided by the reaver headgear often gets in the way of blocks that the player is placing or mining overhead, and the light of the orb is green which is annoying when trying to judge a color palette while building. These are two really annoying features for an armor set that is intended to aid building/mining.

I suggest removing the reaver orb, and have the armor provide a permanent shine effect for the player. This would make it so that there is no orb to obscure player vision, and the light provided by the armor set would be a pure white, which will not interfere with the perception of colors while building.

Suggestion Author

@limpid gull

arctic boughBOT
#
**Reduce the spawnrate of voodoo demons in prehm drastically and instead make the voodoo demon doll increase their spawnrate**

Having to micromanage voodoo demons in prehm can sometimes be quite frustrating, what with them sometimes dropping their dolls in lava before you wanted to fight WoF.
This suggested change would also allow for easier WoF farming after initially defeating him, if you didn't get the items you wanted on the first kill.

Suggestion Author

@slender ether

arctic boughBOT
#
**Adjust the Biome Blade line's desert attunement VFX to appear more dangerous**

This weapon operates by holding out the blade while some more rotate around it slowly. When it deals damage, it doesn't feel impactful- it looks as if the damage is coming from merely touching the bad guy with a hot iron. This weapon would feel more exciting and the weak 'pogo' effect make a bit more sense if the VFX were updated.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Improve arm swinging animation for custom swords**

Some of the Exoblade components have custom swing animations where the arms look unnatural compared to using other swords. One of the arm is clipped behind the shoulder plate, while the other being absent.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Make stealth meter pinned to the cursor when using rogue weapons**

Sometimes it's really uncomfortable using stealth strikes, because you simply need to move your eyes to see if the stealth meter is full, so instead I suggest pinning it to the cursor.

Of course, it would also be uncomfortable too, 'cause the stealth meter will sometimes cover the target. I propose to make it smaller and instead of it being a regular linear progress bar, it would now be a circular one, while also replacing the cursor itself.

Suggestion Author

@sick basin

arctic boughBOT
#
**Rework Bloom Stone**

This accessory's conditional regeneration bonuses are a headache to manage, as there is just under four minutes of maximum effectiveness of the regen (3 HP/s buff regen) when using the Cosmolight to set the time to noon.
This is a problem because Radiant Ooze grants 2-6 HP/s irrespective of time, scaling to be stronger as the user's health falls, making it a generally better accessory.
It must also compete with other powerful defensive accessories in the tier which may not function in an identical way, but still may outperform it in terms of keeping the user alive.
Its second effect of producing flowers and dye plants is useful- without a doubt- but the Plaguebringer Pistons already do that (and are part of a donor set so they're not going anywhere)

This accessory has no significant value in its current state and deserves a rework to give it an identity and use cases.

Suggestion Author

@distant knoll

arctic boughBOT
#
Make Draedon’s computer a summoning station for the mechanical bosses

I think it would give more incentive to building the computer up throughout the whole game instead of just throwing it together at the end, as well as more closely linking Draedon and the mechanical bosses lore-wise. The summoning items could be the same, just only usable at the early-hardmode leveled computer.

Suggestion Author

@remote storm

arctic boughBOT
#
**Make Auric Quantum Cooling Cell craftable without schematics and replace the Codebreaker component in the Ice Encrypted Schematic with something else on-tier**

The Auric Quantum Cooling Cell has the unique effect of dramatically hastening schematic decoding, except it's not possible to get under normal circumstances without decoding every schematic.
Making this effect possible to get earlier on before everything is decoded would solve the issue of players failing to craft it by the time they're ready to challenge the Exo Mechs and then being bored waiting for everything to decode without impacting normal progression.
A different, similar item to gate the Exo Mechs to post-Yharon would fill this gap that the repurposed Auric Quantum Cooling Cell would no longer fill.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Improve Spears and Jousting Lances to make them more Satisfying to use**

As of right now, Spears and Lances feel quite plain in terms of VFX/SFX and in usability, While other weapon types have far flashier and far more versatile options at almost every point in progression to the point where i would rarely ever use them if given the choice. Yet ultimately they feel like diamonds in the rough, with specially Lances, as while you can do a lot of damage with them, it doesnt ¨feel¨ like you are doing a lot of damage with them, as there is no good feedback between the damage you do and the overall ¨feel¨ of the weapon. Which is why i think they should be made a little flashier.

Suggestion Author

@noble osprey

arctic boughBOT
#
**A new, unique item to replace the Amber Mosquito in Novae Slag's extractinator loot table**

Silt, slush and desert fossils have a unique and rare pet which can be obtained when extractinating them at a 0.01% chance each, making them a bit more exciting to use. Novae Slag, despite functioning in much the same way, does not have a similar 'jackpot' item much like it. A pet or other item relating to it can further enhance the Astral Infection's mutagenic elements and make Novae Slag more exciting to mine and use.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Standardize Dunerider Boots' Effect to All Boots**

Because Calamity nerfs its secondary effect from 75% bonus speed on sand to 25%, while it is technically still the best Pre-Boss boot, it is not nearly a good enough effect to go out of the way for. Angel Treads, which are the penultimate upgrade to boots before Tracers, give 36% bonus speed (it's acceleration, technically, but you get the idea).

This effect could be expanded to the rest of the line; Flurry gets bonus speed on Snow, Hermes gets bonus speed on Grass(?), Sailfish/Amphibian gets it on Water (which gives a neat interaction with Water-Walking Potions), and Spectre+ could get it while on full blocks (as in, any non-platform; it could be reduced from 25% to 15-10% since you get the utility of flight, too).

Then, when you upgrade to Angel Treads, it's like you're quite literally "getting wings" by losing the grounded restriction on the extra speed. This also makes the effect into more of a specialization rather than Dunerider being objectively better than the rest.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make getting hit with a full adrenaline bar not deal damage**

Currently when getting hit with a full adrenaline bar, the amount of damage dealt is halved. However, with the amount of damage adrenaline can do this does not feel like a fair compensation. People are pressured to use adrenaline immediately as the risk of keep full adrenaline is too high and not worth the compensation. If getting hit with full adrenaline did not deal damage, then it would add a new layer of strategy on whether it is better to use it immediately, or wait for a more favorable time to use it.

Suggestion Author

@silk gyro

arctic boughBOT
#
**Add Holy Protection (Hallowed Armor Dodge) to the Cooldown Rack**

The Holy Protection buff has a 30 second cooldown after use, but this isn't indicated anywhere. Considering all other dodges fall under Calamity's universal dodge system and are shown by the rack, Hallowed armor's unique niche as the only dodge that does not should have its own cooldown added to the rack for visibility's sake, since in vanilla it is completely hidden information.

Suggestion Author

@olive shale

arctic boughBOT
#
**Rework the Sand Sharknado staff**

This weapon feels like a relic of older calamity, the minions are recolored tempest staff sharknados without a unique identity or abilities. Oftentimes when using the staff it will slaughter every weaker enemy in the general vicinity before they even appear on your screen due to the sandnado’s insane aggro range and ability to attack through walls, meaning if you want to check for mob drops you need to scour the entire area for corpses after the enemies already died 30 seconds ago, which feels really bad.

Aside from small balance updates it’s hardly been updated since its introduction in 2018, which is a shame because the idea of a great sand shark summon weapon has a ton of potential. A simple bandaid fix would be to greatly reduce the aggro range of the sandnados, but that doesn’t fix the fact that the weapon is just super boring and it kinda needs a full rework to give it an identity beyond “brown overtuned tempest staff” at this point.

Suggestion Author

@pulsar spruce

arctic boughBOT
#
**Fix Forbidden Circlet/Forbidden Armor So They Actually Synergize**

Forbidden Circlet is an armor piece added by Calamity which makes it so Forbidden armor can be a Rogue/Summoner armor set, however, the set bonus and the other pieces of armor give Mage bonuses still.

Because of this lack of focus or direction on the armor, it leaves it feeling very neutered, with it having the lowest stealth stat in the entire game, that being 40, which is even lower than very first armor set you can get for Rogue; Snow Ruffian, at 50. Considering Rogue has a whopping one Hardmode armor set in the form of Titan Heart until post-Cryogen, fixing Forbidden Circlet and Armor so they actually synergize better would vastly improve Rogue's options in Hardmode currently.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make the Slagsplitter Pauldron and Leviathan Ambergris dash effects visible in vanity slots**

These two effects look pretty nice, and that they cannot be used as vanity is a bit of a shame. I suggest making so that when either of these accessories are placed in the vanity slot(s), their visual dash effects become visible on dash.

Suggestion Author

@bitter mirage

#
**Add a post-Moon Lord upgrade to the Hero's Shield**

This suggestion serves two purposes: To provide another defensive accessory option to earlier post-Moon lord, and to allow a unique multiplayer tanking accessory option later in the game.

From pre-Moonlord until post-Devourer of Gods, there is an extremely minimal amount of upgrades made to your accessories, especially ones that affect all classes. I believe an additional accessory somewhere earlier in post-Moonlord would help alleviate this lack of options.

There isn’t another accessory which provides a similar tank support role akin to the Hero’s Shield until very late game, being the Rampart of Deities. I believe an upgrade to the Hero’s Shield would be a great addition for multiplayer playthroughs.

To kill two birds with one stone, I believe an upgrade to Hero's Shield would provide a very useful accessory at a stage of the game that feels somewhat lacking in them, while also providing an upgraded form of a good multiplayer accessory.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Retier Excalibur to be earlier (post-1 mech)**

Currently, Excalibur and its upgrade, True Excalibur, are both obtained on the same tier, requiring the player to defeat 3 mechanical bosses. As a result, this makes Excalibur nearly useless as anything more than a material, and completely destroys its identity, turning it from a competent weapon into a forgettable stepping stone.

As a way to fix it, Excalibur could drop from the 1st defeated mech if the Early Hardmode Ore Progression Rework config is enabled, which is consistent with how the Wall of Flesh drops the Pwnhammer, another blatantly Hallowed themed weapon. In order to prevent abusing the fact Excalibur is craftable, it could be Shimmer locked until all three mechanical bosses have been defeated.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Clarify Shroomite helmets' tooltip**

Unlike most items in both Vanilla and Calamity, Shroomite helmets' damage increase is multiplicative, behaving differently compared to usual additive bonuses. As such, this information should be stated in the tooltips.

Suggestion Author

@dim monolith

#
**Make Blue Moon a Sidegrade to Sunfury Similarly To How Magic Missile is a Sidegrade to Flamelash**

Blue Moon and Sunfury are two flails obtained at the exact same point in progression, but Blue Moon is objectively worse than Sunfury due to Blue Moon being a Dungeon drop and Sunfury being a Shadow Chest drop, which requires getting a Shadow Key from the Dungeon.

Calamity tries to fix this issue with Magic Missle and Flamelash by making Magic Missile shoot two projectiles, which at least differentiates it in functionality from Flamelash. Blue Moon should get a similar treatment, as it is currently both wholly unoriginal and basically useless due to being immediately outclassed. Adding something to differentiate Blue Moon would both be consistent with the Magic Missile changes, and help the already struggling flail class of weapons by giving them more variety.

Suggestion Author

@olive shale

arctic boughBOT
#
**Highlight Draedon's lab turrets with Dangersense effects**

For all intents and purposes, they ARE traps. They sit wherever they were generated and wait until the player is close enough- where they will then be shot until they die or leave. They can even be destroyed with the pickaxe. Highlighting them can help isolate them from the rest of the lab and make them easier to see as something dangerous.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Allow Cryo Stone's arctic shield to be affected by visibility**

This accessory is more or less a permanent Tesla Potion on super crack, making it very effective for building without needing to worry about potions, candles, or enemies. Unfortunately, it recieves no effect from the visibility toggle, making it unnecessarily difficult to see objects where the shield spins. Visibility will be a nice QoL change to enable seeing close up objects without needing to unequip the entire accessory.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Convert all instances of classless damage (e.x. Spore Sac, Bone Glove) into scaling typeless damage (e.x. Slagsplitter Pauldron, Feather Crown) OR to summon damage (e.x. Profaned Soul Artifact, Heart of the Elements)**

Classless damage is an antiquated damage type used by vanilla, notable for being unable to land critical hits, and unable to be increased in any way (even via 'global' damage bonuses like Avenger Emblem.) Calamity has a better system in place already, and makes minor tweaks to vanilla weapons to help them better fit in with Calamity's additions. Exterminating the last remnants of this old system will breathe new life into some of these oft forgotten items and make them less jarring compared to the rest.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Minor Punishment for getting hit with Adrenaline active **

Adren in its current state has the problem of where you can zone out a boss for a prolonged period of time with no risks being taken as you dont need to worry about dealing damage while generating the buff, then activating the buff to tank a boss for its duration and skip massive chunks of health. This is the optimal way to use adrenaline for a majority of bosses, and it’s very boring and lame as you don’t engage with the boss itself when doing this.

My idea is for adrenaline’s buff duration to be cut down every time you take damage while the buff is active, keeping its “dodge well” identity but removing its facetank abuses. This still lets large chunks of hp be melted, but this now would require real skill to keep the buff intact for the close range required to see these melts happen.

Suggestion Author

@mortal drum

arctic boughBOT
#
**Change boss self damage number text popup from green to red**

A fair share of bosses inflict self damage to themselves like Ceaseless Void final phase and Yharon bullet hells, hence a number popup is displayed for the health lost. However it is green which could be easily be mistaken for the boss healing itself. Changing to red would avoid this confusion.

Suggestion Author

@torpid monolith

arctic boughBOT
#
# Rework progression of Enchanted Sundial to Cosmolight

Currently, the Cosmolight item is available at the beginning of hardmode, and replaces the main function of the Enchanted Sundial item. The difference in ability between these two items is far larger than their points in progression would indicate, as the Enchanted Sundial requires a large amount of fishing quests, meaning most players who get the item will likely get it in late pre-hardmode.
My suggestion would be to move the Cosmolight to later in progression, such as requiring Solar Veils and/or Ectoplasm in the recipe. This would give the Enchanted Sundial more of a purpose in progression instead of being brutally outclassed so shortly after being obtained.

Suggestion Author

@tawdry tangle

arctic boughBOT
#
# Small animations on Mage & Ranger weapon sprites

Me and my cousin were doing a run of calamity and we couldn't help but notice the distinct difference between some weapons sprites vs there projectile. We that many weapons sprites in the Mage and Ranger classes do not feel like they are participating in the visuals, just existing in front of your character sprite.

I suggest adding small but noticeable animations to some sprites in these 2 classes to add more depth/immersion and make it feel like the weapon is actually a weapon, not just a picture. I also suggest most of these are post ML/providence on more unique weapons or on weapons that have a story.

Some basic examples: Tomes opening away from the player and glowing inside, slow firing guns having a very visible muzzle flash or bolt action, wands having sparks fly around them, and fast firing guns/bows to have some sort of pulsing effect.

Suggestion Author

@pure barn

arctic boughBOT
#
**Allow Perennial ore to generate in Mud**

The defeat of Plantera, the Jungle plant monster, spawns Perennial ore, the green and flowery ore made of, quote, “energized plant matter."
It’s not out of the realm of possibility for someone, at first glance, to believe that this would generate in the jungle. Like was my assumption. Several times.
I got frustrated mining since I didn’t find much of any and went fishing.

By allowing Perennial to generate in mud, it would make this assumption at least partially correct, so those who make it would not waste their time digging in where Perennial ore does not exist.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Clarify spawn-blocking tool tooltips**

Whether or not a spawn-blocking item being enabled means it is currently blocking spawns has been a source of very consistent confusion for newer Calamity players, and even though saying that they can't read is funny, the tooltip is reasonably ambiguous.

Changing the wording to something along the lines of (in case of the Broken Water Filter) "When enabled, this item will prevent the Acid Rain from occurring" would clear up said confusion.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Change Sirenproof Earmuffs tooltip to avoid spoiling Anahita**

The tooltip of the Sirenproof Earmuffs, a pre-boss spawn blocker, explicitly mentions Anahita herself; "Toggle this item to prevent Anahita from spawning." While this makes it more straightforward, it can also potentially spoil the true nature of the ??? enemy to new players. I would recommend changing the wording to not directly mention Anahita, perhaps instead saying "Toggle this item to silence the songs of a siren." or something like that.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Make Ceaseless Void's Bestiary Entry look more like an intentionally empty entry.**

The Ceaseless Void's bestiary entry (and the Dark Energy too) is conspiciously blank. Which does make sense, since this portal to the distortion's true nature is deliberately meant to be obscured. However, I think a singular "-" looks more like an oversight than a deliberate non-reveal. Therefore, although I am not intending to add an actual Bestiary Entry for CV, I am still requesting that the deliberately empty entry look more intentional. Perhaps you could do something as simple as replacing the "-" with a "..." or do something much more fancy, like what WoTG does occasionally with its text, and have the entry look straight up like it's been censored or torn out, like in the image shared below.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Buff/retier later mounts to compete with Witch's Broom**

This post-Plantera mount holds the crown of 'best infinite/precise flight' mount until Exo Box dethrones it (although Brimrose is debatable, but it's post-Providence) since it's reasonably fast and doesn't make the player's hitbox larger. Similar mounts like the UFO and DCU are often slower and make the player larger, which are bad traits.
Nerfing the broom isn't ideal since it's so well integrated in the community, so instead, other mounts should be buffed to improve build diversity so that more mounts are relevant in the eyes of the playerbase.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Update Laboratory (and Exo) furniture to become interactable**

This is a minor change that should be very easy to implement. Let the Laboratory/Exo terminals, consoles, displays, and screens (both aged and normal) act as switches which are able to be toggled on and off, and output a wire signal. This could be a fun little addition which allows builders to make more interactive bases. Perhaps the actual generated Draedon labs could be retrofitted with wiring to make certain things occur (lights toggling, "experiments" being ran) when the furniture pieces are interacted with?

Suggestion Author

@civic kayak

arctic boughBOT
#
**Combine the Ancient and Ashen Altars**

These are two nearly identical crafting stations for two nearly identical sets of furniture. I get that one is supposed to be more broken and decrepit, but vanilla doesn't separate out variants on the same furniture set, and even Ancient items, and I see no reason Calamity should not do the same.

Just combine the two crafting stations into one for both sets of furniture to reduce clutter both in terms of the number of stations and confusion when someone tries to get one set of furniture and accidentally crafts the other crafting station because frankly that should not even be a possible problem to have. If you really need to separate the two sets out, just make one only craftable at Ecto Mist.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove or Modify the Hardmode Progression Lock on Solar Tablet**

The Solar Eclipse is the only event in the game with a Hardmode progression lock. Even Pirates and Martians can be summoned with their respective items. Removing the lock would keep this consistent with every other vanilla event.

The tablet itself is locked behind hoiking into the Jungle Temple, which is a very deliberate action. If a player wants to do Solar Eclipse pre-Boss, how is it any different than doing Anahita as your first boss? It also provides incredibly interesting lines of progression for Calamity's more dynamic progression system, which are currently impossible due to the lock.

If this is unreasonable, making all Solar Eclipse content unlock after Plantera dies would be a good alternative, as Reapers are locked behind killing all mechs, despite only dropping a single weapon, and Mechs are quite skippable in Calamity. (Though, letting Mechs unlock the event would also be nice as you can fight some of them before Hardmode in Calamity as well.)

Suggestion Author

@olive shale

arctic boughBOT
#
**Move Belching Coral and Anthozoan Crabs to be Tier 2 Acid Rain enemies**

Considering most of the HM Post-Aquatic Scourge enemies only spawn during Tier 2 of the Acid Rain, it's incredibly strange that these two in particular spawn normally and not during the event. Since the first thing most people do after defeating AS is Tier 2 Acid Rain, very few people are likely to encounter these enemies. Reasonably, you'll only ever encounter them if you're actively looking for them. This makes their mere existence in the game very obscure, and by extent the Belching Saxophone could very easily be missed.

The solution is simple: Move these two enemies to the Acid Rain event. The Mauler was moved to Tier 3 a while back, why can't these two enemies be moved into Tier 2?

Suggestion Author

@visual citrus

arctic boughBOT
#
**"Rogue" should be called "Artificer" in order to fit its mechanics more**

The stealth strike mechanic doesn't seem to actually have much to do with stealth in the literal sense. These strikes see a weapon perform a special function after waiting for a certain time, which seems more like a charging mechanic rather than a "stealth" one. Furthermore, the rogue arsenal consists of quite a few of these types of weapons that seem to charge and perform a special function as if they are engineered devices rather than anything having to do with stealth. Putting all of this together this sounds more like a typical artificer archetype than anything.

Suggestion Author

@vapid moth

arctic boughBOT
#
**Make OOA Sentries Scale Off the Higher Damage Stat of their OOA Armor**

So Flameburst and Mage, Explosive Trap and Ranged, Ballista and Melee, and Lightning Aura and... well, still Melee, I guess. They would still scale off Summon damage if your Summon damage bonuses were higher, but it would prioritize the highest one of the two.

This change would make it so people are more incentivized to actually use the crossclass aspects of these armor sets and sentries, since the easiest way to kill crossclassing is to make one half of the multi-class aspect objectively better than the other. If the sentries scaled off of the higher damage stat, people would be more incentivized to actually use them with their class. This could only apply while wearing the armor if it would be too strong standalone, but generally, this would help a lot in making this playstyle actually viable by letting people actually use gear and accessories related to the class.

Suggestion Author

@olive shale

#
**Make OOA Armors Cause Attacks of Their Secondary Class to Focus Minions**

'Focus' is the term used for the little white circle that appears over enemies you hit with a whip or right click with a summon weapon which causes all minions and sentries to prioritize that enemy. It is not whip tag damage.

The basic idea with this is to allow players to use their secondary class weapons while still allowing them to target enemies with their summon weapons, which is usually only possible by switching off to a whip or summoner weapon. Whips still have summon tag, so there is still a reason to use them independently, but being forced to use another weapon with these multi-class sets usually just breaks gameflow and makes people less likely to actually utilize the multi-class aspect.

Suggestion Author

@olive shale

arctic boughBOT
#
# Add a Brimstone Solution

Every major vanilla biome has a solution that spreads it as of 1.4.4. However, Calamity hasn’t followed this trend, with its sole solution being from 2018. A brimstone solution would allow players to efficiently place a brimstone crag where they wish, without having to manually place and terraform blocks.
Since Brimstone Crag isn’t a biome that converts other blocks, it would make the most sense to have it be post-ML, as following the trend with other 1.4.4 solutions.

Suggestion Author

@somber ember

arctic boughBOT
#
**Add More Hooks**

Hooks are useful tools, but Calamity only adds two of them compared to the dozens of other items they add for other tools and categories. Especially in Post-Moon Lord, which comprises about a fourth of progression and contains some of the harder boss fights, there's only a single hook to upgrade to. Adding some new hooks to the game would allow for more variety in that department and in the area of obtaining new hooks.

Besides Post-Moon Lord, there is one other stretch of progression that I think could use a hook or two, and that is either post-1 mech to post-Golem or post-Plantera to post-Cultist, depending on where you consider the event moons to be progression-wise. They're both long stretches of bosses that elicit use of the same hook or set of hooks, and could benefit from increased variety.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Change non class specific armor variants into an ability toggle**

For armors like Reaver armor, which provide different bonuses depending on different helmet variants that aren't tied to a specific class, I believe it would be fitting to be able to have all the variants in one set of items, with an ability to toggle between different modes using the armor ability keybind. This would make it easier to utilize different options in different situations, which may lead to more interesting gameplay, as opposed to sticking to one set unless you take the effort to craft an extra helmet and swap between them.

Suggestion Author

@night palm

#
**Add some more variety to existing hooks**

Hooks are an interesting part of movement abilities that I think have some untapped potential. Most playthroughs will only use a few, because there is a clear best option at any given point in progression, that being whichever one has the highest speed and/or more than one hook usable at a time. Like calamity does with some wings, I believe this could be made more interesting by adding some bonus effects to certain underpowered hooks. For example, you might apply the anti gravity hook's ability to pivot around a point to some other kind of hook, or the teleporting effect of the hook of dissonance to another. You could even add new effects, like making the end of the hook damage enemies that touch it. However it is done, I think adding some extra bonuses to some existing grappling hooks could provide more interesting choices for players.

Suggestion Author

@night palm

arctic boughBOT
#
**Change Hydrothermic melee's on-hit Hellfire effect to something else**

By this stage, melee users will likely have the Fire Gauntlet, an accessory which causes melee attacks to inflict Hellfire on hit. The Hydrothermic set causes, among other things, melee attacks to inflict Hellfire on hit.
Since Hellfire + Hellfire = Hellfire, and the melee users that do not use Fire Gauntlet are in the vast minority, this effect is completely redundant. Changing or removing this effect will make this effect something worth remembering.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Add bait to the starter bag**

It provides starter items for all of: melee, ranged (along with with ammo), mage (along with with mana crystals), summoner, rouge, wall destruction (a hammer), and exploration (in the form of ropes, bombs, mining + spelunker + recall potions, and torches). Thus, it should add starter items for fishing.
What about can of worms? It gives bait early on. The chests and nearby pots also give torches, rope, bombs, and some potions, and the bag gives them anyway, so it giving bait makes sense
Why is it needed if Merchant sells a bug net (for bait collection)/it is craftable? Merchant also sells torches, and torches are craftable, so why are those in there? Because sometimes you want them before you can get merchant, or, in the case of bait, in higher quantities than easily gotten with the net.
Why not a fishing pole? Wulfrum adds a fishing pole, so sticking with Calamity's decision on active summons (it only adds a sentry not a normal summon). Also, you can make a wooden fishing pole.

Suggestion Author

@somber ember

arctic boughBOT
#
**Make Sulphurskin Potion Use A Sulphurous Sea Fish**

Sulphurous Sea currently has zero unique fish, which is kind of hilarious considering it is literally a sea, and it should be self-evident why this is a problem. Sulphurskin Potion is made with nothing but sand. No other potion in the game is made with a single block. There is no Sulphurous herb, either.

Adding a fish to be used for this potion would make it consistent with vanilla in two aspects; it will no longer be a potion made with a single ingredient, especially not a block, and adds an actual fish you can get from fishing from the biome.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove the Death Mode Antlion's ability to spawn multiple Sand Blocks.**

There are few attacks in Calamity that are as infuriating and annoying as this attack, and it's from a Pre-HM vanilla enemy. This attack constantly forces the player to clean up after multiple sand blocks. NO OTHER ENEMY in the entire game, aside from those in FTW/GFB, griefs the world to this extent. You don't even need to remove the attack entirely, just remove its ability to spawn sand blocks.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Increase the spawn rate of ??? after defeating the Aquatic Scourge**

One of my favourite aspects of Calamity is the fact that you can fight some bosses way earlier than they are intended to be fought. One of these bosses is the Leviathan and Anahita, as the ??? that spawns them can appear at any stage of the game. The spawn rate in pre-hardmode is incredibly low, and is multiplied by 4 after defeating the WoF and multiplied by 4 again after defeating CalClone or Plantera.

My suggestion would be to trigger the first 4x boost after defeating either the WoF or the Aquatic Scourge, which is another hardmode boss that can be fought in pre-hardmode. For those that want the extra challenge of fighting these bosses in pre-hardmode, this would significantly reduce the pain of waiting for a ??? to spawn so early, and will have zero effect on players following normal progression.

Suggestion Author

@finite raft

arctic boughBOT
#
**Add more post-Moonlord hover wings**

At the moment, there aren't any hover-wings post-moonlord, aside from Starboard and the Vortex+Nebula options, but nothing afterwards, and Starboard is drastically underpowered for SCal or Exos. Some people like using hover wings, and they provide an alternative to standard wings that is important to keep in the game for the sake of varied mobility options, so maybe there could be a Starboard upgrade line for people to use, or merge the hover ability into tracers which are already focused on "horizontal mobility (run speed) in trade for slightly lower flight stats"

Suggestion Author

@barren lantern

arctic boughBOT
#
**Increase the effect of negative aggro when in singleplayer**

The way aggro works is it's a multiplier on the perceived distance between a hostile entity and the player. Since entities prefer targeting closer creatures over more distant ones, in effect it gives a preference for enemies to target those with higher aggro- unless the real distance between an enemy and a player is already very short.
But if there's nobody else to target, enemies will instead attack the player anyways. I noticed this issue inconsistently applied, as some enemies seem unaffected by aggro but others remain oblivious to the player.
By increasing the impact of this stat, it will make it something more relevant in players' eyes.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Fix Armed Zombies being unable to hit the player while jumping**

Currently, Armed Zombies only deal damage while swinging, and have no other forms of contact damage. However, they cannot swing while midair. This makes them incredibly easy to deal with by just jumping. This is an issue because, to an experienced player who knows to abuse this, an armed zombie can be essentially unable to deal damage, making them weaker than normal zombies.

Suggestion Author

@willow escarp

arctic boughBOT
#
Add the volume II of the calamity soundtrack onto vinyl

So far, the first volume of the soundtrack has been released with most of the soundtrack being of prehard mode bosses with the exception of the Aquatic Scourge. The soundtrack of Calamity is amazing and a lot of the favorites are missing on vinyl.

Suggestion Author

@errant finch

arctic boughBOT
#
**Improve the MOAB**

Despite the fact that the MOAB is intended to be an upgrade to the Bundle of Horseshoe Balloons, it is largely considered to be a direct downgrade due to the wings capping the max horizontal speed that double jumps can let you reach.
To remedy this, the MOAB should either be buffed (with such possible examples as increasing the jump speed boost or improving the attached wing stats) or reworked (with such possible examples as removing the wings entirely, adding more double jumps, or adding a unique additional benefit).
Alternatively, the horizontal speed cap could perhaps be uniquely removed or restricted for double jumps so that MOAB is the direct upgrade it was intended to be.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Make the Little Light pet hover a little further away and a bit higher than it does.**

The thing practically clips behind me 90% of the time

Suggestion Author

@analog mantle

arctic boughBOT
#
**Rename either Astrum Aureus or Astrum Deus**

These two bosses are incredibly alike and are oftentimes confused with eachother by players. They're both from the same biome, not too far from eachother in intended progression, and have incredibly similar names (only 3 letters different). All in all, renaming one of the bosses would likely diminish potential confusion amongst the community.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Make Brimstone Crag Ambient Objects Placeable**

I recently tried making a more natural build in the crags, and realized there was no way to add the stalactites/stalagmites or floral ambient objects to my build to add that final layer of polish. I ended up using cheat sheet, but the Rubblemaker does exist in the game and is already compatible with some Ambient Calamity Objects, so I figured posting a suggestion about it would make sense. Perhaps for the lava lilies/pistils, there could be seeds or they could drop from brimstone/slag crates like how hellstone/obsidian crates drop some decorative plants.

Suggestion Author

@inner lotus

arctic boughBOT
#
**Add acidwood fences**

Theres fences for every other wood in the game and I use them a lot, so i would be nice to build with these. Also add fences for astral monoliths if there arent any as well.

Suggestion Author

@raven seal

arctic boughBOT
#
**More Wiring Interactions With Blocks 2: Auric-Tesla Boogaloo**

Currently, Calamity has almost no wiring-related stuff beyond lamps and what-have-you. To amend this, a few of the already-added blocks (and possibly more) could be given unique interactions when powered.

Auric Repulser blocks could become toggle-able, Exo/Auric plating could electrify and deal damage, Eutrophic glass could become opaque, etc. Changes like these would mainly benefit builders and technical players, mainly because they could fill gaps in Terraria’s vanilla wiring functionality on top of their uses as very interesting and nice looking decorations. Some changes could even open up room for more unique worldgen structures in the future without the need for extremely bespoke, “one-off” blocks and other inclusions.

Suggestion Author

@civic kayak

arctic boughBOT
#
**Remove Sea Urchin**

The Sea Urchin enemy has no reason to exist. It functions exactly the same as the Aquatic Urchin (aside from debuff inflictions) and is just bloat. The Ocean suffers from having far too many enemies in such a small area, and with Sea Urchins being a reskin of Aquatic Urchins, this is a simple yet effective way to remove both bloat and enemies without identity.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Make the Ball and Chain activated with right click rather than favoriting**

Ball and Chain is an item that causes the player to lose dashes from equipment that grants them while the item is favorited. Other items that function similarily (disabling something) such as calamity's Sirenproof Earmuffs and vanilla's Encumbering Stone can be activated/disabled by right clicking on the item. This is not the case for the Ball and Chain. Not only this, but aforementioned items such as the Sirenproof Earmuffs used to be activated by favoriting them, which leads me to believe that the Ball and Chain was forgotten amongst these items. Changing this would not only make the item more flexible in its use cases, as it can be enabled or disabled regardless of if it's favorited, but also also act more consistent with other similar items.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Replace the Zenith's material swords with their Calamity upgrades.**

Okay, it does make sense that the Zenith was updated to be Post-Yharon, due to how exorbitantly overpowered it would be if it wasn't moved from its vanilla tier. However, to accomplish this, Calamity just adds 5 Auric Bars to its recipe, and calls it a day. No using any of the Zenith material swords' Calamity upgrades, just 5 Auric Bars.

First off, it's very annoying for players, as the player is likely to have already upgraded many of the "Zenith material" swords into their Calamity upgrades in their path from Moon Lord to Yharon; their best bet is to shimmer all of their upgraded swords. Secondly, it's antithetical to the theming of the Zenith as the summation of the (melee) player's journey; you might as well rename the Zenith if you don't want to stick with that.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Rework Violence**

Violence is a weapon that drops from Supreme Witch, Calamitas, one of the final 2 bosses in the mod. It works by holding your mouse at the spot you want it to attack. However there are 2 very similar weapons obtained right before you obtain this one. The Oracle and Zenith, whereas Zenith can hit opponents between the player and the curson (and slight homing) and The Oracle which gets better the longer you hit enemies in a row. Violence has neither of these gimmicks and is just a Yoyo that can be directed across the entire screen. This also is not what a player would expect in the slightest when looking at the sprite of the weapon. Reworking it to something that fits the theming of the weapon would make it stand out much more.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Change Blasphemous Donut Obtainment**

In Calamity, all food items are intended to be obtained via crafting or buying from NPCs, and not from enemy drops. Running contrary to that is the Blasphemous Donut, which drops from Impious Immolators at a 5% rate. The obtainment method for this item should be changed to something that is not "killing an enemy" to assist in maintaining consistency for intended mechanics.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Categorize Alcohol Sickness as a Sickness debuff**

Not only would this change be intuitive, given the name of the two and the nature of ethanol, it would add nuance to the alcohol system and the debuff system on the player's end. It wouldn't do terribly much, but it would make it inflict half damage should the player enjoy resistance to Sickness debuffs from Honey Dew or its upgrades.

Suggestion Author

@distant knoll

#
**Rework or remove some of the meteor staff like weapons Calamity adds**

This weapon type is overused which makes it boring, unoriginal, and leads to weapon bloat.
These include Icicle staff, Sky glaze, Wyverns call, Vesuvius left click, Astral staff, Star shower, Asteroid staff, Clamor noctus, Deathhail staff, and Phoenix flame barrage.
While not mage, Burning sky also has a similar issue.
In my opinion the biggest offenders of these are Star shower, Astral staff, and Asteroid staff, as they are obtained at about the same time as Lunar flare.

Suggestion Author

@quiet zodiac

arctic boughBOT
#
**Implement a method to find shrines besides getting lucky**

In their current state, the various biome shrines are questions of dedication. Only the forest one really proves consistent in its accessibility, the others ranging from difficult to downright atrocious to find. The Draedon bio center labs are an apt comparison, but despite being larger than the shrines (and just more visible, with bright lights and the sharp laboratory theme) they have a consistent manner of location in the form of Lab Seeking Mechanisms.

For this unfair discrepancy, a mechanic should be implemented to assist in finding the shrines. Perhaps something similar to how a fairy works, or something closer to the seeking mechanisms. Regardless of implementation, a consistent method to find shrines would make them and the special items they hold much more accessible in the earlygame, which is after all when they're intended to be used.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Add lore for the pirates**

The pirates have essentially no presence in Calamity and it would be cool if they had lore, perhaps in the form of a lore item obtained after defeating them or Draedon commentary. They just feel out of place, and I completely forget about them in all of my playthroughs. The Pirates are simply just unintegrated into Calamity unlike most other vanilla events. Giving them lore would add more depth to the game and would probably not be hard to add.

Suggestion Author

@brazen kestrel

arctic boughBOT
#
**Change EoC's horizontal dash attack in Rev+ always starting from the left**

In Revengeance mode, Eye of Cthulhu gains an attack at lower HP where it lines itself up with the player for a horizontal dash. When transitioning to do this attack for the first time, EoC will always move to the left side of the screen. If the player was running left to dodge the boss, this essentially leads the boss through the player to reach its desired position. Changing this someway would eliminate the potential for awkward damage during the transition and generally improve the flow of the battle.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Fix Armor Set Jump Precedence**

All accessories that grant double jumps have a specific hierarchy: sandstorm first, as it is the best (frankly by a lot), then in descending order of strength: blizzard, fart, tsunami, and cloud.

Armor sets that grant double jumps, meanwhile, completely ignore this hierarchy of strength and simply place theirs at the very top. For example, despite giving a jump comparable to the tsunami in a bottle, sulphurous armor's double jump takes precedence over all three of the objectively better jumps, which limits both the mechanical potential of the player and makes the armor sets much more unwieldy to use. Moving the double jumps to be where they're supposed to (e.g. jump order of sandstorm, blizzard, fart, sulphur, tsunami, cloud) would make them much better for mobility when using other double jumps, as they were clearly intended to be, and just make them less annoying to use.

Suggestion Author

@warped lodge

arctic boughBOT
#
** Decrease the Amount of Homing skulls/Lasers for Death Skeletron Prime **

In death mode skeletron prime’s is just a genuine awful fight on his second phase. Mostly from the several amount of aggressive homing skulls coming right at the player. Which isn’t a bad idea because it does teach the player to dodge. The issue comes from when skeletron prime fires both his laser + the several homing skulls barely leaving the player to react to his multiple of laser spam. Additionally for phase three when he shoots missiles right at the player. I suggest the amount of homing skulls/lasers should be decrease to a reasonable amount to be a challenge but it’s also not unfair for the player.

Suggestion Author

@bronze trail

arctic boughBOT
#
**Make Adrenaline and Rage able to be instantly fired when ready while holding the Rage or Adrenaline key**

This may not be possible, but what I mean is: If you hold your adrenaline key right before your adrenaline is ready, it immediately pops as soon as its ready so you don't have to repress it. This would allow you to get adrenaline off in more clutch scenarios where you're about to take damage but almost have full adrenaline.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Sound effect for the ranger point-blank damage bonus**

I think it would be good if there were an extra impact sound effect when you get the point-blank damage bonus with a ranged weapon, for two main reasons:

  1. The simpler reason is it would make these shots feel more powerful and more satisfying.
  2. The more important reason in my opinion is that without paying close attention to damage numbers or a dps meter, it isn't easy to tell if you're close enough to even get the damage bonus, or even what "point-blank" entails in the first place. Does the projectile need to appear near the center of the enemy's hitbox? Do enemies with larger hitboxes have a larger area where you can get the bonus? Does your projectile need to spawn inside the enemy's hitbox in the first place or is there more room for error? Adding a sound effect to the point-blank bonus would be an intuitive way of making these questions very easy to answer, perhaps to the point where players may not even need to think to ask these questions if it's intuitive enough.
Suggestion Author

@fresh dock

arctic boughBOT
#
**Halt/Slow Biome Spread after killing Moon Lord**

Biome spread (for the Corruption, Crimson, and Hallowed biomes) is a widely disliked mechanic. It is very slow and easy to control in prehardmode, however upon entering hardmode it speeds up drastically and becomes a genuine threat. Despite the hate, it is key to the identity of the three biomes, so removing it outright would be less than ideal.
In base Terraria, the biome spread speed is already halved after killing Plantera. After killing the Moon Lord, there is nothing left for the player to do in any of the three biomes*, and then there's an entire other leg of the game left where they're forced to continue managing the already numbing spread. Removing it would prove valuable quality of life for people who spend more than ten minutes in their world after entering hardmode.

The spread could also be removed after killing a boss other than the Moon Lord, or if it is seen as simply too integral then it could also just be halved or further again to make it more manageable.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Add a config to disable special hurtsounds from equipment**

For example, Titan Heart armor.
While not many, a few pieces of player equipment replace the normal player hurtsound with a different one. These can often make it difficult to recognize when the player gets hit, especially when the player has knockback immunity from other equipment, even moreso if they don't constantly look at their HP. Adding some way to disable these special effects would allow players using the certain equipment that alters their hurtsounds to easier recognize when they take damage. Because not all players would have these issues, I recommend adding a way to toggle this, such as a config option.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Add post-ML event content**

Vanilla Terraria periodically adds new invasions as you progress through the game, or occasionally improves existing ones. With the additional content added by Calamity, Moon Lord is placed as a pivotal boss, of similar importance to the Wall of Flesh in terms of progression. However, unlike the Wall of Flesh, no new or improved events are added until Polterghast. Expanding upon or strengthening an invasion immediately post-Moon Lord would create parity with vanilla content, reinforce "post-Moon Lord" as a distinct stage of progression, and break up the monotony of content at this stage of play.

Suggestion Author

@half thicket

arctic boughBOT
#
**Add more ultra rare items to hunt**

I am at final steps on my calamity revengance playthrough and i feel like ultra rare drops are not a thing anymore. Farming is really fast and easy and i think there is missed opportunity for giga grind oriented person ( like me ) to give a carrot to do insane hours for small QoL items / vanities. In vanilla there is biome keys, accessory farming, some vanity items etc. which are so rare that you need to build a farm or get insane lucky with your run to find them. I dont think it needs to be "must have" items, more like to show of some collectables. Even furniture would be nice.

Suggestion Author

@polar plover

arctic boughBOT
#
**Allow the Photoviscerators homing exo flares(Right Click) to go through blocks when attached to enemies **

The Photoviscerator is an exo weapon intended to be used against Supreme Calamitas, which is a fight contained entirely within a box constructed by the boss; yet despite this fact, and the fact that the exo flares can target through blocks, they cannot pass through blocks, my solution to this issue is to allow the homing exo fares fired from the right click to be able to pass through blocks when attached to enemies, because currently when they are attached to an enemy and it passes through blocks they just fall off of their target and are unable to deal damage whilst still being locked onto the un reachable target making the player miss out on valuable damage. alternatively making them work how they used to where they went through blocks all of the time could work, and since im pretty sure that there are plans to move away from the current tiles boarder and replace it for a projectile one, i don't really see much point for them not being able to pass through blocks.

Suggestion Author

@sharp temple

arctic boughBOT
#
**Make the Dog Chibi Plushie actually drop from Dog and not the treasure bag**

This could be an oversight but I count it as intentional. The dog chibi plushie can be cheesed through getting the bag and making a hardcore character instead of being rightfully earned through the treasure bag.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Remove inconsistencies from several tooltips**

Several items in Calamity have similar effects, but some of the tooltips describing the effects are unnecessarily different. For example:

  • Most generic damage increasing accessory tooltips are written as "x% increased damage". However, Soul of Cryogen and Void of Calamity list the increase as "x% increase to all damage" and Dark Sun Ring lists it as "x% increase to damage".
  • Most immunity effects are written as "Grants immunity to (effect/debuff)". However, Angel Treads, Frost Flare and The Transformer list it as "Immunity to (debuff(s))". Hide of Astrum Deus lists it as "Provides immunity to (debuffs)", while also not capitalizing the debuffs. Shield of the High Ruler and Ursa Sergeant list it as "Immune to (debuffs)",
    I don't think there's any good reason for these tooltips to have different wording while working the same as others and I believe should all be standardized.
Suggestion Author

@charred sorrel

arctic boughBOT
#
**Visible Difference for Brain of Cthulhu on Rev and onwards**

In vanilla, the brain of Cthulhu on expert despite it being easy had a visible difference for the player to notice. In calamity Rev onwards, the brain of cthulu does not have that mostly in his third phase. The second phase follows the patterns of vanilla and even added the blood for the difference but, the third phase just neglects that. The issue about BOC in calamity is this; there is no way you can just visibly tell which brain is the real one in this third phase. To even tell which one is the real one you have to do specific combos to tell which brain is the real one but even then it's not consistent. Sometimes the real brain will just up and charge right at you without any warning or just knowing which brain is the real one. I do mess with the concept but there should be a visible difference between the brain to make a reasonable challenge.

Suggestion Author

@bronze trail

arctic boughBOT
#
**Make the projectiles from Providence's Holy Crystal attack intangible for a very short time upon appearing**

The holy crystal attack providence uses when summoned in the underworld is a mostly fair attack, however there is no telegraph for when the crystal is about to shoot, and the projectiles' hitboxes are active the very moment they appear. This means if you're ascending too quickly, you can be hit by the crystal with no warning.

Granted, this may be intentional, and the strategy is to simply not ascend too quickly while the crystal is present, but that doesn't seem fair in my opinion. Using wings to move upward quickly is a huge part of the player's toolkit, and my perception of this attack is that it's meant to be "add more projectiles to be aware of" rather than "disable an entire direction of movement for an extended period of time".

As such I suggest that the holy crystal projectiles should not have active hitboxes for a few frames upon spawning, only becoming active once they have fanned out and started falling.

Suggestion Author

@fresh dock

arctic boughBOT
#
**Make Electrified's damage increase only apply to dashes instead of moving**

Electrified is extremely punishing, as it deals 16dps when moving, which is an extremely potent debuff, and active at nearly all times. Because of how punishing standing still is, this turns what would be an otherwise interesting and unique debuff into a generic damage over time effect.

The proposed change I offer is to make this only apply during dashes. The game is completeable without dashes and its something people do quite often. This way, the conditional isn't almost always active, and constricts you based on a secondary game mechanic vs a vital one.

Suggestion Author

@keen scarab

#
**Reimplement RoD Self-Damage Teleporting on Right Click**

Calamity changes the Rod of Discord to be unusable while Chaos State is active. Perhaps as an attempt at balancing a potentially extremely powerful item, perhaps simply for quality of life, that change regardless reduces the prospective flexibility that trading your health for mobility affords the player.

So, why not just rebalance and reintroduce it on the right click?

The left click would function like it currently does, however the right click would allow you to trade a (probably substantial) portion of your hp in order to teleport before losing Chaos State. This would allow for more interesting gameplay and flexibility during boss fights without being completely gamebreaking; reintroducing an interesting "risk vs reward" dynamic that forces the player to decide whether avoiding damage is worth the teleport. It would also reduce the risk of misclicking and losing all your health, hence using right click.

Suggestion Author

@warped lodge

#
**Add an upgrade to the Hand of Creation**

Specifically, I think an accessory with greatly increased placement speed and range would be very welcome to have. There's an argument to be made that this would be better suited as something another mod does, but Calamity does already add many QoL features, plus I think a more powerful building accessory would work well with Calamity's storyline of the player becoming increasingly godlike in abilities. Additionally, it would be well suited to making arenas, something that is pretty important with difficult boss battles.

(Also, since Calamity includes the Toolbox in the snow biome cabin, that could reasonably be included in the recipe and therefore become a relevant accessory as well)

Suggestion Author

@fresh dock

#
**Increase Laudanum's effect accessibility**

Laudanum turns 10 debuffs into buffs for the player, then doubles their duration. Half of the debuffs are blocked by Ankh Shield and its upgrades which is (likely) the most used shield/dash line. Laundanum doesn't override immunity, so the effects it grants can never occur if you have it.
The other 5 (Chilled, Ichor, Obstructed, Blackout and Armor Crunch) are too niche to be used reliably. The only exception is Armor Crunch which is helpful to deter frequent hit damage from Leviathan, Golem, Ravager and post-plant dungeon enemies.
And yes, the accessory can be used prior to Ankh, but the only boss debatably worth using it for are Slime God with Darkness/Slow.

The suggestion is while Laudanum is equipped, override immunities to debuffs it grants buffs to. Additionally to add more interactions with other debuffs so it feels more useful in more settings. Lastly to a set minimum duration so 1-3 second buffs aren't useless.

Suggestion Author

@urban carbon

#
If the player has wings equipped, make extra jumps added by armor sets activate automatically after flight time expires

Wings and balloons don't mix; this is a commonly known fact. If you use balloons, you're used to pressing the jump button for every individual jump, but if you use wings, you're used to being able to hold down the jump button. Mixing the two adds needless complexity to your movement, but with extra jump accessories you can avoid this by just not wearing them. However, some armor sets, like Sulphurous and Statigel, also grant extra jumps. So, if you are also using wings you either need to instinctively remember the way both movement options work, or just not use that part of the armor set. I believe that making the extra jump activate automatically after wing flight time expires would fix this issue, while letting the extra jump work as normal if you are using balloons.

Suggestion Author

@gritty flower

arctic boughBOT
#
***Add toilets to the other furniture sets to be consistent with the newer sets***

If it was just auric toilet as a joke and no other toilet exists, then it wouldn't be a moderate problem.
But since Wulfrum & Draedon [who came after S.Cal and is same tier as her] have toilets for their respective furniture ties, it feels strange that currently no other set, specially the Sacrilegious furniture set, have no toilet options to be crafted.

So may I suggest adding toilets for the rest of the sets? This would eliminate an inconsistency, allow for certain craftable items to be crafted with all the furniture across the board, ||would help eliminate some people's ocd|| would allow for more building options for builders.

Suggestion Author

@lilac flame

arctic boughBOT
#
**Change the Celestial Claymore's Obtaining Method**

The Celestial Claymore is a very solid post-WoF weapon, and I usually use it when it drops while hunting for other items. The problem is that it's super out of place. The only relation to the biomes the claymore has is inflicting ichor 1/3 of the time. It's more in tune with the Frigidflash Bolt, inflicting Frostburn and Hellfire, or Cosmolight which isn't a weapon, but has a similar colour scheme.
I suggest a way of obtaining relating to fire/ice like fishing it up, in the snow/underworld, crafting it with Havoc/Eleum, dropping from some snow/underworld enemies like the ice and shadow mimics, or being sold by the Wizard while in the snow/underworld.

Suggestion Author

@inner lotus

arctic boughBOT
#
**Consistent way to get multiple Tally Counters**

It is currently (to my knowledge) the only ingredient for the cell phone without a consistent way to get it, at least for multiplayer (most/all others being craftable, angler dropping from aqua scourge)

Suggestion Author

@prime turtle

arctic boughBOT
#
**Allow Architect Gizmo Pack Components to Shimmer Cycle**

As it currently stands, the Architect Gizmo Pack and its upgrade, Hand of Creation, are extremely useful items that are gated behind the horrific prospect of being repeatedly scammed by the traveling merchant.

Allowing the 4 components of the Architect Gizmo Pack (Paint Sprayer, Brick Layer, Extendo Grip, and Portable Cement Mixer) to shimmer into one another like emblems do would vastly increase the accessibility and quality of life for the average player, as you would only need a little bit of luck on one merchant spawn as opposed to a lot on upwards of dozens.
Alternatively, there could be pairs of shimmerable accessories, similar to the components of the Ankh Charm, if shimmer chaining all 4 is deemed too powerful.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Make Skynamite explode at the cursor's position when thrown**

Put simply, I think Skynamite should explode where you click instead of an arbitrary distance in the direction you click.

On paper, Skynamite sounds like a really good item: dynamite that hovers in midair before exploding. Unfortunately, in practice it's nearly impossible to actually have it explode where you want it to. This is because it always explodes at a set distance from where it was thrown, and that set distance is quite a large one (it goes nearly ofscreeen if thrown directly up or down) and has no telegraph or point of reference, making it very difficult to eyeball. Precision is possible, but imo the concentration it would take would be better spent on simply using sticky dynamite.

I suggest that instead of its current behavior, Skynamite should be able to explode at a variable distance, based on where the player's cursor was when it was thrown.

Suggestion Author

@fresh dock

arctic boughBOT
#
**Make Wulfrum Drones and Hovercraft able to see through tiles**

The fact that they lose track of the player and stop moving for a couple seconds when they fly into tiles is very annoying, especially when trying to fight them near hills. When they spot a player, they move sideways to try to position themselves before attacking. So they fly into a hill, lose track of the player, wait, start flying up to despawn, spot the player, fly sideways back into the hill, only a few blocks higher, and then repeat the process, over and over and over again.

Suggestion Author

@fresh dock

arctic boughBOT
#
**Add another obtainment method for the Murasama once it's been found**

I suggest, in a similar manner to how the Encrypted Schematics can be crafted after being found at least once, that you can also obtain the Murasama after it's been found with some method. This could be crafting, a drop from an enemy or boss, some method to do with the Code Breaker, etc. One method that was suggested by someone else was that shimmering Muramasa would turn it into Murasama. This is for the same reason as the schematics, which is to prevent world hopping if you accidentally delete it. In addition, if you're in multiplayer, then multiple people can use it so it isn't limited to one player per world.

Yes, world hopping is always an option if you want multiple people to use it or accidentally delete it, but adding another obtainment method after finding the Murasama for the first time would work to prevent this from being needed.

Suggestion Author

@burnt schooner

#
**Rework or remove Void of calamity**

Void of calamity is just an avenger emblem that causes brimstone to rain down when you take damage, which makes this accessory underwhelming. Especially for something you get from Calamitas clone, part of the namesake of the mod.

Suggestion Author

@quiet zodiac

#
**Change Aquatic Heart's method of obtainment**

Aquatic Heart has a relatively good niche, being one of the better accessory for underwater exploration in pre-Hardmode. However, it has its fair share of drawbacks, namely how the player obtains it.
The accessory is dropped as early as pre-Boss by ??? — a rare enemy that, when killed, will summon Leviathan & Anahita, a pair of bosses intended to be fought post-Plantera. Not only that, the chance of ??? dropping the accessory is only 25%. And to top it off, Aquatic Heart's effects are locked behind defeating Skeletron.
Combining these 3 facts together, the player will most likely not get Aquatic Heart, not knowing about its existence or its effects (without getting lucky or searching wiki, at least) and not wanting to deal with ??? before much later into the game, when the accessory gets overshadowed by better alternatives.

Suggestion Author

@dim monolith

#
**Increase Ocean Critter Variety**

As it is right now, the ocean is… anticlimactic. Its terrain is empty, and is filled with nothing but water, the occasional shell and coral, and palm trees. The enemies are also super bloated in this nothingburger of a biome, with the same 3 ai spanning across almost a dozen enemies. I could go on and on about the inherent issues of the ocean that could only be fixed through an entire rework, and it isn’t your guys’ job to fix a vanilla issue, but I think we should start with baby steps. Increasing aquatic critter variety would help significantly to save the ocean. Sea Urchins and other species we know exist in canon could help increase ambient variety in a biome outshone by the mods 3 other ocean biomes.

Suggestion Author

@winged rune

#
**Move the start of tier 3 of the Boss Rush to after Calamitas Clone, before Plantera**

Calamitas Clone represents a significant thematic climax in the "story" of the mod, on par with the Wall of Flesh, Moon Lord, and Devourer of Gods, who all end a tier of the Boss Rush themselves. This is almost explicitly acknowledged by the inclusion of "Silence Before the Storms" after defeating her in normal gameplay. Conversely, Plantera does not have a major place in Calamity's lore, nor a required role in any path of game progression (Cal Clone can also be skipped, but is one of only two possible paths to Supreme Calamitas).

Additionally, Calamitas Clone represents a pacing shift in the fights of the event itself, due to the enforced downtime of the bullet hells, and regardless of subjective difficulty, will always take at least a certain amount of time to defeat.

For these reasons, it would be more appropriate for Calamitas Clone to be the final boss of tier 2 of the Boss Rush, providing more satisfying pacing through the event.

Suggestion Author

@midnight hemlock

#
**Rework or remove the acid bubbles that float up from the Sulphurous Sea**

These bubbles do not feel like a fun or fair obstacle in their current state. They spawn suddenly without warning, in random places, and blend in with the environment to the point where at first it took me a while to understand what was even damaging me. They are also not highlighted by dangersense potions.

All these factors combined with their not-insignificant damage just come together to form a hazard that is much more annoying than interesting.

Suggestion Author

@fresh dock

#
abyss pylon

you can have admias the sea king and calamitas at the bottom of the abyss and they dont die and admias is happy enough to sell a ocean pylon but it doesnt work fast travel to the bottom of the abyss would be useful also its funny to have npcs in the abyss

Suggestion Author

@analog root

arctic boughBOT
#
**Make Armor Set Bonuses visible without needing to equip the full set**

A lot of armor pieces are pretty useless without their set bonus, and when you're just looking at them in a crafting menu for example, you only get to see their individual base stats and not their set bonuses. This makes it difficult to tell what armor sets you actually want to spend your resources on crafting, and it has almost certainly led to me completely ignoring a good armor set because I didn't know about the set bonus it gives.

This could be implemented as part of the armor items' tooltips, perhaps only showing the set bonuses (as well as what the other parts of the set are) while holding the shift key. If an armor piece is part of multiple sets, it could just show all of them, or have some way to cycle through the possible set bonuses.

Suggestion Author

@fresh dock

arctic boughBOT
#
**Make Astral Chests Lockable**

The Chest Lock item allows you to re-lock unlocked biome chests, such that another key is needed to reopen them. This feature is not present with the Astral Chest. I think it would make sense to be able to lock an astral chest with the chest lock item, and defeating astrum aureus would unlock all astral chests in a given world.

Suggestion Author

@fresh dock

arctic boughBOT
#
**Increase Mauler Spawn Rate**

The Mauler Miniboss has a... rather low rate of spawning i did not know about this miniboss's existence until i checked the wiki
an alternate option would be to just make him spawn after a certain procentage of the event has been acheived by the player

Suggestion Author

@sly imp

arctic boughBOT
#
**improve Death Mode Duke Fishron's final phase**

while the permanent dashes can catch you off guard occasionally, the final phase itself is extremely simplistic, while conceptually this isnt bad, consider that calamitas clone is only a few bosses prior and has a similar and more involved final phase. In comparison, duke's final 20% feels a bit lackluster for a late hardmode boss.

Suggestion Author

@naive tide

arctic boughBOT
#
**Add an indicator for bosses enraging for the vanilla style healthbar**

With Calamity's MGRR inspired boss health bar, you can easily tell when a boss is enraged based on its name turning red. However, to my knowledge, no such indication exists for the vanilla style boss health bar. While it is already established with the HP percentage indicator that the different bar styles contain different amounts of information, I still believe that it would be beneficial to have an enrage indicator on both styles.

Suggestion Author

@fresh dock

arctic boughBOT
#
**Give an indication as to when Ravager's nukes are going to blow up**

Currently, Ravager has an attack where its "head" shoots a homing nuke/missile at the player. These nukes can deal high contact damage and, as the name suggests, explode and deal damage in a wider area, something which is hard to react to and even harder to predict. I recommend adding an indicator as to when these missiles are going to explode to better communicate information to the player.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Add to Endogenesis special line in the tooltip or in the other way, that says in which form currently weapon used.**

To check current form of the weapon, everytime I must use Target Dummy or getting away from my home since enemies didn't spawn around my home, and both methods take my time before I take Dummy from storages or before i'll find any enemy. When i umsummon Endogenesis, or when i die, it's not clear in which form i'll summon Minion next time, and process starts again.

Suggestion Author

@digital kiln

arctic boughBOT
#
**Protect fragile objects like pots from stray projectiles when offscreen**

I think it's a fairly known problem that projectiles that have a long lifespan and go through blocks can cause a lot of damage. Most often they break pots, which is a minor annoyance, but more famously they can break larvae, causing random Queen Bee spawns, effectively punishing the player for using certain weapons in the underground jungle. I think when they're offscreen or perhaps a certain distance away from the player, these kinds of objects should be invulnerable to being destroyed by attacks. (However they'd still be vulnerable to explosions and/or the blocks beneath them breaking, so that bombing a hellevator doesn't leave floating pots everywhere.)

Suggestion Author

@fresh dock

arctic boughBOT
#
**Make the Hemogoblin Shark, Great Sand Shark, and the Reaper Shark drop Shark Fins**

These are all sharks, and are even explicitly referred to as sharks in their NAMES, and they all have fins. Yet you're telling me that none of these sharks drop any Shark Fins? The Mauler drops shark fins, the Sand Sharks that aren't the Great one drop shark fins, hell even the Fusion Feeder drops shark fins!
This change would actually be a little helpful, because Shark Fins are shockingly difficult to actually obtain at times, so adding other ways to obtain them would help a bit in alleviating this.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Tweak fundamental mechanics of Living Dew**

The only differences between the pre-Skeletron Honey Dew and the post-Plantera Living Dew are that Living Dew grants 20 more max health and it halves the duration of Heat debuffs. Living Dew does nothing new to justify its existence- it’s just a very marginal upgrade from something half the game ago.
Giving it something new that Honey Dew can’t boast of will make this item’s identity something other than “Slightly better honey dew”

Suggestion Author

@distant knoll

arctic boughBOT
#
**Implement Missing Walls**

Several, SEVERAL walls are missing from the mod. While some are simply absent due to a vanilla counterpart not being present (eg. Astral Clay), the building opportunities provided by adding more walls could not be understated. The missing walls are:

  • Scorched Remains, Planty Mush, Pyre Mantle (+Molten), Astral Clay, Astral Sand, Novae Slag, and Vernal Soil
  • Auric Panels (+Active +Repulsor +Exo), Auric Absorber, Eutrophic Glass, Hardened Eutrophic Sand, Laboratory Pipe Plating, and Sea Prism Brick
Suggestion Author

@winged rune

arctic boughBOT
#
**Rename Astral Ore and Astral Bars.**

For the mysterious ore of the Astral Infection, one that you can gaze upon during the entirety of Hardmode, but never be able to mine it until you kill Astrum Deus, you'd think it'd have a much cooler and unique name than Astral Ore. It feels like a holdover name from the older eras of Calamity, where ores and Bars were given names like Chaotic Ore and Draedon Bars (yes, really), something that would be replaced with a far better name that even bases itself off an actual name for a mineral. Therefore, I suggest renaming the Astral Ore and its Bar to something much more unique for what this ore is.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Light up Plantera's thorn balls in Rev+**

In my recent death mode playthrough i found myself running into them a lot, simply because they were hard to see. They do pulse before exploding, but it is a bit faint and only for a short period.
Since also the seed projectiles are self illuminated i figured having the same thing apply to the thorn balls would make the fight visually more clear and less feel like getting hit by something you literally didn‘t see in time.

Suggestion Author

@gritty mango

arctic boughBOT
#
**Update the ingame mod descriptions to fit the current patches**

At the moment, Calamity has over 2500 items (2424 if you only count the main mod). Has over 200 enemies, excluding bosses. The difficulties now have changes in master mode and there's a second music mod. However, the descriptions of the main mod and the main music mod do not have this. It lists 1800+ items, 100+ enemies, 2 full difficulty settings above Expert, seperate from master and there is no mention of Vanilla Calamity Mod Music on either of the descriptions. Updating the descriptions would fix this issue and make it consistent with the current version.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Make Butterfly Dust and Tattered Bee Wings always able to be dropped when Early Hardmode Progression Rework is enabled**

In vanilla, Moths and Moss Hornets will only drop their respective wing ingredients once at least one mechanical boss has been defeated, thus gating these wings to not be pre-mech. Since both the Butterfly Wings and the Bee Wings must be crafted with a Hardmode Anvil, which isn't available pre-mech by default in Calamity, this behavior is redundant. Changing it would make obtaining these rare wings less annoying, since spending time in the Underground Jungle while pre-mech would still allow you to obtain the items preemptively so that you don't have to come back and farm them later.

Suggestion Author

@fresh dock

arctic boughBOT
#
Re-enable BBQ Ribs being dropped by dungeon skeleton enemies

Like the already enabled chicken nugget from harpies, the item actually makes sense as a joke and is also pretty damn useful as you farm dungeon enemies anyway and it gives you the best food buff. I dont think this one should be lumped in with the awful item bloat of the rest of the dropped food items. It could also remain as a sold item too.

Suggestion Author

@orchid flicker

arctic boughBOT
#
**Make Blood Moon Minibosses Guaranteed to Drop at Least One of Their Weapons/Tools**

Unlike most minibosses, these have a chance to drop no items when defeating them. Due to the fishing requirement, they're arguably rarer than minibosses from events like the Seasonal Moons, and in turn are even more deserving of the "Drop At Least One" style loot table that they use.

They have a 12.5% drop chance for each, which can make these already struggling items even harder to obtain, even if the enemies also give you chum buckets to improve your fishing power. (Which is also only a 33% chance.) This is especially true for the pre-Hardmode drops, as unless you are actively specing into fishing, your fishing power and bait availability will be miserable in the early game, making even getting these enemies to spawn even more difficult.

The Goblin Warlock and Earth Elemental could also be considered for this system, as, in general, minibosses should always reward you with something to make the effort of killing them feel worthwhile, and these fail at that.

Suggestion Author

@olive shale

arctic boughBOT
#
**More uses for exodium clusters**

Exodium is nearly useless in its current state, only being used for a certain amount of items (nearly all of which aren't even at the same tier as the ore itself) which i have rarely seen people use. Giving more uses for exodium, especially on tier, would make it feel MUCH more useful and would fix the issue of it feeling unnecessary or bloaty.

Suggestion Author

@obtuse aspen

arctic boughBOT
#
**Add the ability for Server Hosts/Admins to fully lock in difficulty modes, like Revengence and Death mode**

I'd like to see some sort of way for server hosts/admins to lock the Calamity difficulty for a world, or alternatively a way to see which player changed the difficulty mode. Reason being that I've done a full public playthrough and months worth of testing for a fully dedicated 24/7 Calamity Mod server and plan on having its official public launch by the end of the month, and any player being able to change the modes in-game when things feel a little too difficult has shown in the testing playthrough to ruin the fun and challenging aspects of those difficulty modes.

Suggestion Author

@unreal quail

arctic boughBOT
#
**Add missing characteristics to permanent power-ups to make them consistent and somewhat distinct from each other.**

Calamity adds several new one-time use permanent power ups to several stats, such as Health, Mana, Rage, Adrenaline, and an additional accessory slot, that a player will encounter throughout their journey.

Many of these items have a unique use sound effect, an additional tooltip that describes the unique properties of the item, and/or a status message that displays some sort of consequence of using the power-up a second time if one attempts to do such. However, some of these power-ups, particularly the rage and adrenaline boosts, are missing some of these features.

While this should be fixed primarily for consistency's sake, these features could help set them apart from each other and make them feel like a bit more of an accomplishment, as well as providing some information as to what the item is and what it does to have it's effects. (The blood orange increases the user's health by thickening their blood, for instance)

Suggestion Author

@placid gust

arctic boughBOT
#
**Add planty mush walls**

Planty mush is a block found in the abyss and I believe it should have a wall counterpart

While a lot of blocks does have a wall counterpart, planty mush does not, even though it is a very pretty block and quite versatile for building, such as for trees and other nature stuff

Suggestion Author

@marsh aspen

arctic boughBOT
#
**Bosses roaming the world to add life to both the bosses and the world.**

Bosses important to the story of calamity could be roaming the world similar to how Noxus blocks out the sun in WOTG or the storm weaver appearing every so often in Infernum. It would add life to the world and give bosses more personality and feel like they are apart of the world instead of just being something we spawn. This could also function as an alternate way to spawn bosses.

Suggestion Author

@timid lagoon

arctic boughBOT
#
**Make the Hellfireballs in the Brimstone Elemental and Calamitas Clone fights more threatening**

Hellfireballs are projectiles that explode on contact with solid blocks or after enough time passes. The issue is that they don't pose a significant threat if the player uses an arena, since the projectiles pass through platforms and the timer takes too long for the projectiles to explode at a threatening range.
Changing the behavior of Hellfireballs to make them a more significant threat near the player would make their danger in arenas consistent to that if the player fought on the ground.

Suggestion Author

@vernal peak

arctic boughBOT
#
**Remove Lucrecia**

Lucrecia... certainly exists. In the past, it was notorious for being one of the most defensively ridiculous weapons, with it giving i-frames on hitting an enemy. However, in 2.0.4.1, that was removed, and along with it, Lucrecia's identity. In its current state, Lucrecia fires generic, medium-range projectiles directly towards your cursor. It is a weapon with no purpose, whatever shred of identity it once had stripped away, a husk masquerading as an item. Removing it would be a mercy at this point.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Simplify the mechanics of endgame accessories**

One excellent example is the Radiance. Although its effects make sense as it’s a combination, it’s undeniably a wall of text to look through. At that stage, the gimmicks don’t serve a large purpose. Ex. “Standing still grants +2HP/s life regen”. This is a small amount and lategame boss fights do not give you much free time.
On the other hand, conditionals such as “while having a debuff” are almost always active due to those bosses or an SCal enchantment.
Simplifying the mechanics will respect the player’s time while not reducing the strength or identity of the accessory.

Suggestion Author

@cosmic drift

arctic boughBOT
#
**Let the Cragmaw Mire make contact with the surface of water**

Cragmaw Mire, the rare acid rain miniboss, has an attack where it will teleport above the player before slamming down. If they player takes the miniboss to the surface, it is very possible for it to do said attack, teleport above the player over water, and end up despawning. This can be infuriating due to how rare the miniboss can be. If the Cragmaw Mire made contact with water, this would not be a problem.

Suggestion Author

@willow escarp

arctic boughBOT
#
Do something about the doors of the planetoid lab

Right now the lab in the planetoid has 2 doors on each end that lead into the walls most of the time, so i suggest to rework that little aspect. For example remove them completely, make corridors that lead to the planetoids surface or something else. It's not really an important thing, but for me it kind of breaks the immersion a little when i need to break into that lab like a barbarian.

Suggestion Author

@errant barn

arctic boughBOT
#
**Adjust rotation of Tomahawk weapons**

Various Tomahawk / Throwing Ask style weapons will only rotate in motion with the blade of the axe is thrown to the right. It's an odd nitpick but it feels weird throwing an axe handle first when attacking to the left.

Suggestion Author

@winged rune

arctic boughBOT
#
**Add a way to obtain Moon Lord Legs in non-Drunk Worlds**

Moon Lord Legs is an armor piece that was added as a joke but is actually really fun to use and handily enables armor mixing when focusing on mobility. Allowing players to get it in normal worlds would allow for much more flexibility in armor choice from preboss until maybe as late as mid-hardmode, and of course Moon Lord Legs are just fun to play with.

For implementation, maybe they could just spawn in a chest like in Drunk Worlds, or maybe they could be an enemy drop, or possibly even craftable. Ideally, you'd be able to get them not later than mid-prehardmode.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Make teleporters (the placed ones) inflict chaos state and not be usable during it**

It would prevent some cheese, be consistent with other calamity teleporter options, and if you're using teleporters legit you usually don't need to use multiple in a row
E.G.: it prevents teleporting into the abyss

Suggestion Author

@somber ember

arctic boughBOT
#
**Make frost barrier a barrier accessory**

frost barrier is a neat but fairly uninteresting accessory, its primary effect of inflicting glacial state when you take damage already exists on a different accessory, the Aquatic Heart. While its other effects are fairly bland immunities and defense. Barriers (such as rover drive and the sponge) are an interesting but underutilized calamity mechanic, being featured on only 4 accessories (one of which is endgame) and a niche armor set. Because of this lack of barrier items, there is a massive gap between gaining access to any that goes across most of phm and hardmode. Frost Barrier then, is in the perfect position, both lacking an identity, while being at a point in progression that entirely lacks barrier items. Plus, its name is literally frost barrier.

Suggestion Author

@naive tide

arctic boughBOT
#
**Add a Fargo's Souls-esk config menu for armor and accessory effects**

So there have been quite a few suggestions in the past about stuff like removing the flying carpet off of auric armor. And while this hasn't come up as a suggestion, some people like myself don't like the extra fall speed from aerolite

So, something like a config menu that let you enable and disable certain effects at will that you didn't like playing would let you keep the effects but let players have more control about the stuff they use, being able to toggle on and off at will

Suggestion Author

@pallid spire

arctic boughBOT
#
**Remove Giant Clam contact damage when not open/attacking the player**

The contact damage rework has essentially made contact damage "make sense" and "more fair." But out of all the changes, the Giant Clam did not receive any - a decision I don't understand.

Before it is aggro'd and is closed to the player, it still has contact damage. This is juxtaposed to the normal Clams, who if the player wishes, can be walked through without taking damage. Since Giant Clams are much larger, it is quite likely for them to take up enough space to disallow the player to pass by, either forcing the player to fight, or take damage (typically multiple hits due to knockback). Changing this would fix inconsistencies between clams and giant clams whilst also making them overall less annoying to deal with.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Make Eidolon Tablet function even if the cultists are alive at the dungeon**

I, among other people, have had frustration when obtaining Eidolon Tablet, only for it to not function because Golem has been killed, and the only workarounds are debug mods to convince the game Golem hasn't died yet, and placing tiles at specific locations to prevent the cultists from spawning (which is not something many people would know about or figure out). Preventing multiple cultist spawns makes sense, but the conflict is nonetheless annoying to deal with, so having it kill/despawn those cultists would make the item much less annoying and more practical to use, without needing a debug mod that many would consider cheating.

Suggestion Author

@barren lantern

arctic boughBOT
#
**Add a Hallowed Rogue Helmet**

Hardmode comprises between a third to a half of the entire game, and throughout it melee has access to 15 armor sets, ranger has access to 17, mage has 16, and even summoner has 17. How many does rogue have? 5, and that's technically inaccurate because one of them is from prehardmode.

In vanilla, Hallowed armor is the only armor set to have a helmet for every class. Extending this logic into Calamity would add a new rogue armor set to compete with Umbraphile armor (which would otherwise last from after Calamitas Clone to after Golem) as well as add more variety to the rogue class. Plus, Hallowed armor is awesome.

Suggestion Author

@warped lodge

#
**make boss summoning methods more implicit of their intended tier**

some bosses have summon methods that just plainly don't match where you're meant to fight them, take slime god for instance, its summon is so simple one could easily mistake it for a post eye of cthulhu boss, yet its intended to be fought all the way after skeletron. Or astral bosses, who's summon items you can get after spending barely 5 minutes in the biome, you'd logically expect them to therefore be fairly early hardmode, but instead they're intended for mid-late hardmode. I'm not saying these obtainment methods should be locked to certain progression stages, but they should at least be made such that the difficulty of obtainment at least somewhat matches their intended stage of progression.

Suggestion Author

@naive tide

arctic boughBOT
#
**Make Astral and Ancient Treasure chests renewable**

cus they look cool, that's about it I just wanna mass produce them
"just create a small world, kill skeletron and get it" it is 10 times easier to just use some iron bars and maybe abyss gravel
and for the Astral chest since there isn't a key for it we can't shimmer it to get another one

Suggestion Author

@rotund badge

arctic boughBOT
#
**Config option to disable dash keybind while chest is open**

Currently, if you bind dash keybind to something like "shift" and press that to manage items while having a chest open, you dash. It would be nice to add option to not dash while chest is open, like "helpful hotkeys" mod (which unfortunately doesn't seem to work correctly with calamity's no-items dash).

Suggestion Author

@trim monolith

arctic boughBOT
#
**Update the Enchanted Pearl accessory’s description to mention treasure**

This accessory’s description suggests it increases fishing power and increases the rate at which crates are caught.
Its actual effects according to the wiki are that it increases fishing power, increases the rate at which crates are caught, and increases the rate at which treasure is caught.

That last line is extremely important and gives the accessory much more value. Making it understandable to the common player without the need for a wiki should improve clarity.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Add missing aggro stats to vanilla melee armor sets**

In vanilla, (almost) all dedicated melee sets increase the player's aggro. In Calamity, all added multiclass sets (armor sets that have unique helmets corresponding to different classes, such as Hallowed armor) also increase the player's aggro when wearing the melee helmet. However, this does not extend to vanilla multiclass sets, namely the Old One's Army sets and the Hardmode Ore armor sets, and also Molten armor for some reason. To improve consistency between the melee class and vanilla and Calamity, the aforementioned melee armor sets should be given an aggro value.

Suggestion Author

@quaint geyser

arctic boughBOT
#
**UI fix needed in Sulphurous Sea**

If you're by the edge of the map, your player will begin moving to one side of the screen, but the toxicity meter stays in the center. This makes it difficult to locate.

Suggestion Author

@trail phoenix

arctic boughBOT
#
**Change the look of the Black Anurian bubbles**

Currently the bubbles spawned by this weapon look almost identical to the projectiles spawned by the main boss you will fight with it, Slime God which makes the fight alot more confusing and frustrating then it needs to be if you want to use this weapon

Suggestion Author

@half mural

arctic boughBOT
#
**Removal of shimmering Lore into Trophies**

I think Trophies should be something special that you get as a reward from spending your time on grinding the boss. Currently this effort can be nullified by shimmering one item that you always get on first kill. Getting Trophies never meant to be easy from the beginning and since it's just a vanity furniture item, that people are not obligated to spend time on getting, I think they should be as rare as they are. Though making Trophies into Lore is great, since you can accidentally delete one time only drop and having it back is nice option to have

Suggestion Author

@dapper wigeon

arctic boughBOT
#
**Remove aggro from melee armor**

Enemies being more likely to target you on melee armor makes sense for balance, you're more tanky so enemies target you more often, but its something that I've found to be more infuriating when I want to take aggro from my melee friend. For a frame of reference Godslayer increases aggro by 1000 and flesh knuckles is 400. This is way too much aggro to the point where 3 of my accessory slots would be just aggro increases.

I understand that this is for balance but ultimately its frustrating when I want to take aggro, but cant because someone chose a specific class, and its also very punishing to that specific class to constantly be targeted all the time and can lead to them being frustrated. It's balance but not very fun at all on either side where a simple flesh knuckle or putrid scent would do just fine, since it isn't entirely dependent on which class either of us plays.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Adding Hellstone to Hellstone/Obsidian crates and adding Infernal Suevite to Brimstone/Slag crates**

I think it seems obvious to be this way, but also removal of Hellstone from Brimstone/Slag crates, since this ore can't be mined in Brimstone Crag biome, thus making getting Infernal Suevite main gimmick

Suggestion Author

@dapper wigeon

arctic boughBOT
#
**Move debuff immunities from the Asgardian Aegis line into the Rampart of Deities line**

When Charm of Myths was removed from Deific Amulet it caused Deific Amulet to feel like a negligible upgrade from Star Veil, as they have the exact same basic effects.

One way to strengthen it's identity while not giving too much more power would be to move Ankh Shield's debuff immunities from Asgard's Valor to Deific Amulet. Deific is already an immunity accessory, so it makes sense to build on that idea further.

Plus, it serves to make Aegis line less overcentralizing

Suggestion Author

@last peak

arctic boughBOT
#
**Reorder Draedon labs**

I've always found it odd that, in terms of lab order, the Sunken Sea comes before the Planetoid, considering that the large planetoid has the smallest lab and it's also the easiest to find. (Planetoid is accessible the moment you have enough rope; Sunken Sea requires defeating Scourge and clearing the Underground Desert.) This mainly applies to my own experience, but I'd like to see it rejigged so that Sunken Sea and Planetoid are switched in the progression (Jungle-Ice-Hell remaining the same).

Suggestion Author

@trail phoenix

arctic boughBOT
#
Do something, literally anything with feral bite

In Hellish Harbour feral bite had its random negative status effects removed and its damage increases removed. While I'm not here to discuss the validity of this, I am here to bring up that feral bite only lowers your base regen rate by half, and that's it. For such a limited status effect this does almost nothing and doesn't impact regular gameplay.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Remove the "Mana cannot Regen" from Brimflame Frenzy**

It's just stupid. Brimflame Frenzy already comes at a downside: Massive life Regen decrease, while also being a more frail set of armor. And the damage boost from it is good enough to use it

But there is no reason for it to disable mana regen. If you are going mana regen build you lose damage anyways, and having to disable the armor set bonus to play the game also just leads to a shitty gameplay experience

So it should be removed, there isn't a reason for it to exist from a balance or gameplay experience reason

Suggestion Author

@pallid spire

arctic boughBOT
#
**Rework Phaseslayer**

Phaseslayer sucks to use. Not even from a balancing perspective, but simply from how you use it. In order to make the most use out of Phaseslayer, you have to essentially destroy your wrists for the sake of doing more circles faster. This is more than player-hostile design, this actively hurts you in real life if you use it the way it's supposed to be used. The nicest thing I can say about it is the weapon is a disaster. As it is now, its literally just a worse, more painful Galaxia with the Phoenix's Pride attunement. Rework Phaseslayer, save the wrists of both the devs who have to test it and the players who might use it.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Add a right click to go back on Cosmolight**

It's not very important, but I'd find the Cosmolight a little easier to use if you could right-click to go to the previous stage of the day (dusk -> noon, for instance) and left-click to go to the next.

Suggestion Author

@trail phoenix

arctic boughBOT
#
**Change the monolith trees**

the monolith trees of the astral infection need to be redone into a custom tree type. I'm not sure if the reason the current trees don't resemble the ones in the background are due to old code limitations, but I am 100% sure that the developers are capable of doing this now. I propose to make the new monolith trees 2 blocks wide and have no branches so they no longer have any attachments to trees, and now truly resemble stone monolithic formations. I think it would make the biome a lot more visually interesting, since the astral infection is currently lacking in things like this. This isn't just an "oh I think it would look cool" suggestion, it's something to change a thing in the astral infection that I think is kinda outdated and needs to be more interesting.

Suggestion Author

@low flame

#
**Rework the Cosmic Immaterializer to match the visual style of the other miracle matter weapons**

Currently the Cosmic Immaterializer in use doesn't match visually with the other miracle matter weapons, largely because many of the others were reworked to have that super bright rainbow laser-esque style. The cosmic immaterializer never received such a rework, and as a result it feels rather underwhelming to use, especially compared to its fellow miracle matter weapons, and doubly so given that unlike the other classes, summoner only has one miracle matter weapon.

Suggestion Author

@pallid geyser

arctic boughBOT
#
Rewrite the vanilla bestiary entries that conflict with Calamity's lore

A multitude of bestiary entries don't align with Calamity's lore. For example, Skeletron Prime's bestiary entry lists it as a construct meant to revive Cthulhu, while in Calamity's lore it's an old weapon from Yharim's armies. Most of the entries that need rewriting are bosses, but some NPCs and enemies need it as well.

Suggestion Author

@toxic geyser

arctic boughBOT
#
Significantly buff boss HP in Boss rush (BR for future)

I think main drawback of BR is that most bosses can be absolutely melted not opposing any challenge. I think buffing boss HP (Or maybe damage reduction, mainly something to make fights longer) is key to making BR really good event. I mean calamity even already has buffed movement and damage for bosses to match endgame gear speed and defense. I understand, that BR would most likely will PROBABLY be an hour or longer event, (but it can be shorter, if you make like tier 1 bosses around 30 sec, tier 2/3 around 60 sec, tier 4 atound 90 sec, and tier 5 around 120 sec, then it'll be around 45 minutes) but I would much rather play long but challenging event for throughout, then play it in it's current state, where first 3 tiers of bosses can just be shredded, mostly without any sweat. BR has a lot of potential and that's just 1 thing of many things on how to make it better

Suggestion Author

@lyric prawn

arctic boughBOT
#
Swap the amount of things needed for ascendant spirit essence

To craft the ascendant spirit essence you need 2 necroplasm, 2 dark sun fragments and 5 of both nightmare fuel and endothermic energy. 2 necroplasm actually makes sense because it isn't that easy to get. However, both nightmare fuel and endothermic energy are way harder to get than dark sun fragments, because the pumpkin and the frost moons are harder than the solar eclipse and only the eclipse regular enemies drop dark sun fragments. I suggest changing the recipe to be 2 necroplasm, 5 dark sun fragments and 2 of both nightmare fuel and endothermic energy.

Suggestion Author

@tardy rover

arctic boughBOT
#
**Add Inferno Fork to the Infernal Rift Recipe**

Now this is likely a very nitpicky suggestion, but I’d like it for two reasons:

  1. It makes sense for the hellish magic fork to craft into the better hellish magic fork, even if Scoria Bars are in it
  2. It would allow the Vivid Clarity to be crafted from the Elemental Weapon as well as upgrades to the three dungeon drops
Suggestion Author

@desert oasis

#
**Unique effects to some weapons**

Some weapons are just fundamentally flawed. Great examples are in grounded minions. The Pirate Staff is too weak and thus is completely unusable. Buff the damage and then you get Necrosteocytes which is somehow simultaneously completely unusable to some players and comically overpowered to others.
These weapons are likely going to require significant balancing effort just to be on par with competition, which is not an ideal situation in my opinion.
Instead, honoring some of them with novel effects unseen among existing weapons will make them more relevant, memorable, and usable- all without the nightmare of number tweaks or full reworks.

Suggestion Author

@distant knoll

#
**Add some calamity related items to the steam points shop**

Im gonna be honest, I have no idea if this can be done since Calamity is a mod inside Tmodloader, which contains thousand of other mods, but i think it'd be really sweet if we could use Calamity (or other mods) related items in our steam profiles. Even some simple stuff would be great, like the main menu as an animated background, or maybe a brimstone flames avatar frame.

Suggestion Author

@tranquil moth

#
**Changes regarding Cosmolight obtainment method/usage**

Now I was thinking, the cosmolight is incredibly strong. So useful, that it effectively makes both the enchanted sundial, and the bloody tear practically useless. Along with beds. Being able to skip time at will is something that I think should be harder to get, or use, than it is currently.

Suggestion Author

@inner depot

arctic boughBOT
#
**Make Ares slower**

In its current state, Ares moves ridiculously fast. As an example, if you teleport inside of it, it travels back to its original location relative to the playerin a fraction of a second. This leads to Ares feeling less like a boss and more like a .png stapled to the top of your screen during the Exos fight. While this is effective at making it always present, it's also effective at strongarming the player into not using shorter range weapons. If Ares is made slightly slower, it can still be at or near the top of the screen in almost all situations, while still allowing shorter range weapons to be effective.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Remove the Death Mode Antlion's ability to spawn multiple Sand Blocks.**

There are few attacks in Calamity that are as infuriating and annoying as this attack, and it's from a Pre-HM vanilla enemy. This attack constantly forces the player to clean up after multiple sand blocks. NO OTHER ENEMY in the entire game griefs the world to this extent, aside from those in FTW/GFB. You don't even need to remove the attack entirely, just remove its ability to spawn sand blocks.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Change how the sand spawning mechanic of the Antlion's projectile works**

While not a gameplay ruining mechanic for most players, the fact that these blocks being spawned can become inevitable when any more than two antlions spawn in a desert (which they often do) only makes encountering them an annoyance for anyone who wants their desert to look a certain way, since they'll need to go back and dig up any blocks that were placed and rehammer any slopes and slabs that were landed on.

The blocks themselves aren't entirely an issue in themselves either, since it is interesting that they're the only enemy that effects your terrain while you fight them, but it's that it stays changed after you're done dealing with them, which leaves a mess that you likely weren't there to clean in the first place. So if someone wanted them to keep this mechanic, then a middle ground could be to make them temporary a la the Ice Rod's blocks.

Suggestion Author

@outer sage

arctic boughBOT
#
**Nerf money severely**

In my Calamity run, I'm discovering that money is ridiculously easy to come by. Post-mechs, I can fight the Destroyer without any real danger, and that's 70 gold at least. This is less of a problem in standard Terraria, but in Calamity, boss items are non-consumable. As a result, money is trivialised. There's no cost to me stuffing every NPC in a single tower, other than not having pylon access.

As a solution, I propose that you get the same amount of money from bosses as you currently get, but only once per boss. Repeat boss kills will give similar amounts of their loot, but the boss will yield much less money. (I might even suggest making bosses drop more gear but cutting its price severely so that can't be farmed, either.)

Suggestion Author

@trail phoenix

arctic boughBOT
#
**allow ruthless to be a final reforge for more weapons**

currently ruthless is only offered as the "final" reforge for minions and sentries, as those are, ostensibly, the only 2 where ruthless is the best option for damage, but this isnt exactly true. on weapons where godly is the best reforge (meaning they dont get an attack speed buff) ruthless is actually better for damage in situations where you already have 100% crit chance, although this is rare, it can be frustrating when it does come up, and as such these weapons should be able to have ruthless alongside godly for their final reforge.

Suggestion Author

@naive tide

arctic boughBOT
#
**Do... something.. with obsidian horseshoe.**

This item, ever since it's inception in 1.1, has been almost useless, if not entirely niche. And even then it is useless as obs. shield was also added in 1.1.

Admittedly, it has a niche. Said niche being before skeletron and needing obs. skull and a horseshoe... but it requires a tinkerers workbench to make, and balloons are a strictly better option for your horseshoe as extra jump height and no fall damage is almost always much more favorable than no fall damage and no burning. If you don't want burning then generally you put on an obs. skin or just an obsidian skull as burning is such a niche debuff as it is; nothing except meteorite and hellstone inflict burning.

I do understand the limitations of vanilla stuff appearance wise, so this may need some theory crafting. Though as it stands this item is extremely niche and left to rot on almost all occasions, and even in the niche scenarios it does well in its never worth crafting, even with shimmer

Suggestion Author

@keen scarab

#
**Communicate the target in Storm Weaver Phase 1 more clearly**

Too often have people been seen questioning why Storm Weaver takes so long to kill, only for them to realize too late they were meant to be attacking the tail.

Adding some sort of telegraph like a glowmask or flashing (something to draw the player's eyes to the tail segment) would help to solve this issue. Alternatively, you could change the boss fight itself to, for example, act like a crawltipede, where the other segments just cannot be damaged whatsoever (although the tail might have to take less damage for this to not make Phase 1 too easy)

Suggestion Author

@warped lodge

arctic boughBOT
#
**Resistances that are like 70%+ should have a diff sound to indicate that this wepaon is kinda doing much less**

Thought about it, having this would solve a lot of "Why is my infinite pierce weapon doing much less" or insert specific weapon.

This can help new players who dont have to go wiki hunting to figure out why smth isnt the wya it is, i feel this change can help new players find out why something is way weaker than it should be.

While its not smth game changing I think its nice ot have

Suggestion Author

@elder topaz

arctic boughBOT
#
**A way to switch between the colors of permanent upgrades**

The player's hearts start out red and mana blue, but change color as permanent upgrades are used. Some players prefer colors of inferior upgrades to these stats, so they must decide whether to use the advanced upgrades for the mechanical benefit or stay as is to keep the color they like.
Enabling players to toggle will enable greater customization with no significant downside and eliminate this tough choice.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Add more Flasks**

There are literally only three flasks added by Calamity. (And most people use only the Crumbling one since that's a pretty good alternative to Ichor) Calamity itself adds not only around 20 debuffs that can be inflicted on enemies by the player, but also adds a substantial debuff-resistance/vulnerability system that applies to nearly EVERY enemy in the entire game.
Adding more flasks for the various Calamity debuffs could not only add more variety to an underutilized mechanic, but also allow more player options in Post-ML, a section where the debuff resistance/vulnerability system struggles with due to the majority of the debuffs being either fire-based or non-specific debuffs.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make the Altar of the Accursed display Calamitas arena boundaries while the player has the Ruler enabled**

As it stands, neither the altar nor its tooltip state or show how large the arena will be when Calamitas is summoned, leaving players who want to build a nice looking arena up to guessing where they need to place blocks. By having the Ruler toggle arena boundary visuals, this would allow the player to toggle them on and off at any time, which would greatly help with building plans while also alleviating any issues with visual clutter when turned off.

Suggestion Author

@ivory chasm

arctic boughBOT
#
**Make it so that ”minions” from set bonuses are also affected by the critter shampoo.**

Now, this may be more of a personal preference thing, but in my case, it’s a teeny bit annoying to have all my pets/minions have a cool dye that fits with my Terrarian, but the red devil is still.. red. There are probably more examples of set bonus minions, and I have no idea if this is a calamity issue or just generally an issue in Terraria, but if it’s a calamity issue, I’d like to see this added! ^^

Suggestion Author

@amber radish

arctic boughBOT
#
**Make Boss Rush music not play when Xeroc is talking**

The Boss Rush is an event where you face all the bosses in a row, but it also has a very important character talk, Xeroc. He talks at the beginning of each Tier of the Boss Rush, and the start of each tier also starts playing the music for that. The problem; the music doesn't fit with the dialogue and just feels off.

It feels weird to have intense tracks play, while someone is just talking to you about you being strong. Making the music only start playing after the dialogue would make the placement of the tracks feel much more natural.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Allow Bombfish to be converted to Bomb**

There are a few variants of Bomb, most notably the Sticky Bomb and Dirt Bomb. Since they are easily crafted by hand, one can easily craft one variant as necessary, improving the versatility of Bombs.
Bombfish lack this property and are, functionally, sticky bombs, which limits their usefulness. Some way to convert Bombfish to Bombs in the field or before they’re necessary will make them more useful and more versatile, as the roll or bounce of other variants may be more preferable in some situations.

Suggestion Author

@distant knoll

arctic boughBOT
#
*Allow Buff Durations to Stack When Using Multiple Potions*

Currently, when drinking a buff potion in Terraria, the duration is simply reset rather than being added. For example, if a potion lasts 8 minutes and you drink another one before it expires, the duration remains at 8 minutes instead of increasing to 16 minutes.

This system makes it frustrating to maintain buffs, especially in long fights, exploration, or fishing. Instead, a stacking duration system should be introduced, where:
-Drinking the same potion again adds its full duration to the existing timer (up to a reasonable cap).
-Buffs should stack up to a limit (e.g., 30 or 60 minutes max per buff) to prevent excessive duration stacking.
-This would improve QoL, especially in boss fights, invasions, and long spelunking sessions where players want to extend buffs without wasting potions.

This change would make potion use more intuitive and efficient, reducing the annoyance of rebuffing while keeping the system balanced.

Suggestion Author

@rugged sorrel

arctic boughBOT
#
**Rename Jump Speed**

When I first played the game and saw this stat, I scoffed and wrote it off as irrelevant because I believe wings are so much better than jumps. However, I have later discovered that jump speed affects the vertical speed of grounded jumps, double jumps and wings, giving much more value to this stat. Renaming it will iron out this confusion for anyone else who may think the same way I did and make it easier to understand what it does just at a glance.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Collapse the Adrenaline Bar outside of bossfights.**

Currently, the Adrenaline Bar is always present on screen when Rev+ is activated, even though it only really has an actual important role whilst fighting bossfights. This could potentially be confusing to new players who often don't read stuff, so there should be a way for the Adrenaline Bar to convey it's function in some way. Perhaps collapsing the Adrenaline Bar when there isn't any boss, could help demonstrate the functionality of the Adrenaline Bar being locked to bossfights.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Lower Astral Ore’s priority on the Metal Detector**

For a block that can be easily seen anywhere, the Metal Detector really wants to make sure you can see it, covering up ores that the player would be looking for like the hardmode ores and especially Cryonic ore. Now, I know Cryonic ore glows as well, but the glow is very faint and kind of hard to see in an environment like the Astral Underground, which often intersects with the snow biome. Ultimately, I see no reason for an ore so easy to find to be so high up on the priority list for the Metal Detector.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Make the Wulfrum Controller usable in enclosed spaces**

The Wulfrum controller is a very useful early game summon weapon, but its tendency to swing around the player makes it very hard to use in tightly enclosed spaces. It will often fire one shot at an enemy before moving into a wall, and if the space is small enough it just goes between walls on either side without ever attacking. Making its movement less chaotic would make it much easier to use in tight spaces

Suggestion Author

@keen pilot

#
**Scorched Earth revamp**

Scorched Earth is a very cool launcher with an important role as part of the Magnomaly Cannon recipe. It is a heavy quad missile launcher and should feel that way too

  1. The rockets have a special animation for opening up that goes unused since the projectile speed is static. This seems like a missed opportunity
  2. They have several sound effects and fire in bursts, so it's a little weird that only one sound effect is used for the whole burst. Volume lowered?
  3. The submunitions go underused when they could be fun splash damage or interact with other rocket ammo types (airburst in proximity with an enemy if it misses comes to mind etc). tile phasing and tight homing undermine this by making rockets directly hit the enemy 99% of the time. this sabotages the weight of the rockets and makes them feel uninteresting. it might be remedied by slightly reducing homing (help make it less mindless), adding an acceleration period (help emphasize the animation) etc.
Suggestion Author

@arctic hawk

arctic boughBOT
#
**Make Lihzahrd Pressure Plates only breakable after Golem**

The wires and traps in the jungle temple are only able to be broken after Golem. So the pressure plates in the temple being breakable beforehand makes this easily avoidable when it could make traversing the jungle temple more challenging.

Suggestion Author

@blazing knoll

arctic boughBOT
#
**Make the Sulphurous Sea water always be green.**

Currently, when during a blood moon or otherwise when the water color is changed, it can clash with the bright lime color that still remains in the background. Making it not change color during a blood moon or when using fountains would fix this issue.

Suggestion Author

@steady drum

arctic boughBOT
#
Setting to Hide/surprese Accessories paticals

If you hide a Accessory, you hide it's paticals or at least surprese them a bit like th heart of elements elementals will be a bit more transparent or make the projectiles form the a bit more transparent or a bit smaller to reduce combat confusion and so the player can focus on douging the acual enimys attacks, this could be a toggle setting for those who want to keep them

Suggestion Author

@swift oracle

arctic boughBOT
#
**Make it so queen bee's "bee hive larvae" doesn't summon her while plantera is alive**

For the last 3 playthroughs Ive had atleast one plantera fight attempt ruined mid fight because a queen bee larvae I have never seen gets spawned. Changing it to only allow natural spawns while plantera isnt alive makes this not happen. And players who wish to fight both at once can use the queen bee summon item

Suggestion Author

@half mural

arctic boughBOT
#
**Move the Shadow Key to Post-Slime God**

The items provided by the Shadow Chest have the issue of being needed to be balanced alongside the Dungeon items, since those are both technically unlocked at the same tier.

Perhaps moving them to post-Slime God may help in this regard. The Shadow Key does share a theme with the Night's Edge, and as that is crafted with Purified Gel, you could potentially make the Shadow Key craftable with Purified Gel (maybe replacing the Shadow Key chest spawn with a key mold?). But that is only just one way of doing it, and I encourage the devs to think of something more fanciful.

This would also help the Underworld maintain a slight bit more relevance later before the Wall of Flesh fight.

Suggestion Author

@bitter mirage

#
**Rework the supreme bait tackle box fishing station to contain more ingredients/effects**

Since the purpose of the accessory is to be the "Ultimate" fishing accessory, It would make sense for the crafting recipe to not only be composed of sonar potions, master bait, and mollusk husk, as none of them are accessory components. There are many fishing accessories in calamity that could instead be implemented to the final upgrade of the tackle box. This change would make the final upgrade of the fishing accessory actually combine more fishing buffs similar to how the terraspark boots combines different functional boots. Since fishing becomes mostly obsolete after early hardmode, this change would make "endgame" fishing more easier, as I found constantly switching on and off multiple accessories at once to be a hassle and many times hinder mobility.

Suggestion Author

@slow stone

#
**Decrease/Change the pickaxe power required to mine Astral Beacon**

Currently, the Astral Beacon requires 200% pickaxe power to be mined. Although this typically doesn't come into play, as the boss, Deus, is intended post-cultist, it can become quite annoying to not be able to move it if you're trying to defeat it early. Changing it would make fighting the boss earlier less annoying.

If the argument is to be made that you shouldn't be able to do Deus early due to progression skipping, I find it also worthy to note that 200% pickaxe power is around Plantera's stage (with the Beastial Pickaxe). This is still well before Deus is intended anyways. (And, of course, Calamity being very open and friendly with its progression skips already.)

Suggestion Author

@willow escarp

#
**Make Storms before the catastrophes play after vanilla's end credit instead of immediately after moon lord**

Storms before the catastrophes play immediately after moon lord is killed, which is very unideal due to it not fitting the vanilla's end credit on background while also steal the end credit soundtrack'​s place, making it play after vanilla's end credit would be the solution most ideal

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Rename the Murasama**

I remember reading that cal devs wanted to strive further away from content that references other games and what not, so my proposal is to rename the Murasama. It also just sounds way too similar to the already existing vanilla item "Muramasa" obtained from dungeon chests. Everyone who knows what MGRR is can easily tell that its the Murasama just based off design, stands out a decent bit as a red energy katana therefor nothing would really be lost if its name were to be changed.

The Murasama is also so iconic to Calamity that it becomes "misleading" in a way, when searching up "murasama" calamity is mentioned TWICE before anything related to MGRR shows up. I wouldn't be too surprised if several people who are new to the game first thought the item wasn't a reference but in fact created by Calamity first, so in conclusion renaming the sword would allow MGRR to reclaim the name Murasama as something exclusive without Calamity interfering and stealing the spotlight.

Suggestion Author

@brittle sonnet

arctic boughBOT
#
**Rework worm boss spawns to not bunch them up together.**

Many worm bosses have had this issue where when they spawn, they are bunched up together and still spawning new segments. This is problematic because this can be easily exploited by players, to the point that the devs had to introduce extreme damage reduction to deal with this.

However, this problem can be entirely avoided by simply overhauling the spawning of worm bosses, as shown by... the Desert Scourge, which already spawns offscreen and with high enough acceleration to avoid being coiled into a single bunch that can be attacked (Same applies to its kids too). This sort of behavior shows that this specific outdated method of worm boss spawning can in fact be completely replaced, therefore also no longer necessitating the extreme damage reduction given to worm bosses at the start.

Therefore, I suggest that this method should be spread out from just Desert Scourge and apply it to all other worm bosses.

Suggestion Author

@bitter mirage

#
**More rigorously pattern The Destroyer**

The Destroyer boss fight is designed around tanking hits rather than being able to dodge everything. The lasers are fired in such a manner that the pattern may as well be randomized, which when then combined with the boss' unpredictable movement that frequently leads it well offscreen means that oftentimes the player may be hit by a projectile that was fired upwards of twenty seconds prior from an entirely unexpected angle due to the unpredictable coincidence of their movement and the boss'.

To attempt to salvage the fight without entirely reimagining it, some changes such as laser telegraph lines, intersegment firing delay reduction, or making the probes try to keep some distance from the player, could be implemented.
These changes wouldn't really make the fight any less challenging (the fight isn't hard to begin with), but they would make it more comprehensible and help shift the blame of taking damage from the boss design itself to the individual player's ineptitude.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Add a "Can Of Worms" fish**

Herb Bags have a fishing equivalent (Stuffed Fish), but the Can of Worms does not. It makes a lot of sense considering how many other goodie bag fish are in the game, and that crates provide bait anyways. If it were added, it'd also be nice to shimmer between the Stuffed Fish and this new "Fish of Worms" like their vanilla counterparts

Suggestion Author

@inner lotus

#
**Potion and Station Buffs Should Persist After Death + Add Larger Potion Variants **

Currently, when players die, all potion and station buffs are removed, forcing them to re-drink potions and revisit stations every time.
This is frustrating and tedious, especially in Calamity’s late game where bosses often require dozens or even hundreds of attempts.
Allowing buffs to persist after death would greatly reduce downtime and help focus on learning the boss fights instead of redoing preparations every time.

Additionally, there could be upgraded versions of potions — such as "Large" and "Extra Large" variants — that offer longer durations.
These upgraded potions would be crafted by using more of the same materials making them easier to integrate into existing crafting routes.
This would make preparation smoother, while keeping the resource gathering balanced and accessible. We still have the Amalgam which takes an accessory slot and it is not worth reserving an accessory slot for The Amalgam. Especially in post moon lord.

Suggestion Author

@timid dirge

#
**Add 6 Missing Weapons so Every Tier Has Weapons of Every Class**

This is not about adding weapons to bosses.

Calamity is thorough about making sure every class unlocks at least one weapon after every significant boss. It is so thorough that there are only 4 tiers that lack at least one weapon for every class, and 6 that lack at least one Calamity weapon. Post-Destroyer and Dragonfolly both lack Summoner and Rogue weapons, and Brimstone Elemental and Empress of Light lack Rogue weapons. For Calamity weapons, this only adds Post-3Mechs with Ranger (this one you can actually feel the consequence of due to the Ranger weapons in vanilla being kind of boring at this tier), and Post-Cultist with Summoner.

I simply suggest weapons be added at these 6 points in progression so that every class covers the entire game, which could be obtained by any method. If you really wanted to be extravagant, you could also look at progression after Queen Bee and Slime, Deerclops, and the Sentinels, but they aren't treated the same as bosses mentioned here.

Suggestion Author

@olive shale

arctic boughBOT
#
MORE SPAWN BLOCKERS?

can we get more spawn blockers for events like goblin army or blood moon? some events can interrupt activities like fishing for blood moon or building for invasions. being able to turn on of off would definitely help. (though personally hoping for ones to shutdown mech bosses auto spawn)

Suggestion Author

@next bough

arctic boughBOT
#
**Remove almost all Music Box recipes**

There are over 100 music boxes currently in the mod, and all of them are craftable. But most of these definitely shouldn't be as you can listen to them whenever you like, such as fighting a boss. If you equip an empty music box while a track is playing you will get that track as a music box. However, VCMM adds recipes for ALL of the tracks. This completely invalidates going to certain places with a music box to record its music.

The exceptions here should be the tracks that you can not listen to if you reach a certain point in the game to if you didn't bring a music box with you so you can craft them whenever you want without getting locked from listening to them ingame, including music box exclusive tracks and menu tracks. These tracks summed up are: The Tale of a Cruel World, Corrosion, SBC Acceptance, the music box exclusive tracks and Trial by Fire.

Removing most music box recipes would incentivize exploration with a music box equipped rather than just crafting the music box.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Make the buffs for Rage and Adrenaline Consistent in whether or not they show their remaining time.**

Currently, Rage mode's buff icon does not display its remaining time, while Adrenaline's buff icon does. For consistency of appearance, either Rage Mode's buff icon should display its remaining time, or Adrenaline's buff icon should not display its remaining time.

Suggestion Author

@dire ocean

arctic boughBOT
#
**Move the Tier 2 Rage upgrade to Brimstone Elemental**

This would fix 2 issues in my opinion. One is that Brimmy doesn’t really change anything besides giving the player a few extra items. Giving her the rage upgrade would give her something unique. Second is that the rage and adrenaline upgrades are inconsistently placed, with the player getting adrenaline 2 from Astrum Aureus usually before rage 2 from Ravager. In conclusion, I want Brimstone Elemental to have something along the lines of Cryonic and Tier 2 Acid Rain, an item that you want to fight her for that isn’t just a few more weapons.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Allow Wulfrum Lure to spawn Wulfrum Rovers**

Wulfrum Lure is able to spawn every Wulfrum enemy except Amplifers and Rovers. While it not spawning Amplifers is understandable (they are stationary and drop energy cores), its strange that it doesn't spawn Rovers since quickly getting Rover Drive would be the biggest reasons to use Wulfrum Lure. Especially in hardmode when rovers become much rarer.

Suggestion Author

@quiet zodiac

arctic boughBOT
#
**Flip the Ancient Chair sprite**

Simply a matter of consistency, all other seating sprites are facing to the right, while Ancient Chair is facing to the left.

Suggestion Author

@winged rune

arctic boughBOT
#
**Fix Plagued lighting furniture sprite inconsistencies**

Another consistency issue, the lighting items from the Plague furniture set (Candle, Candelabra, Chandelier, Lamp, Lantern) are all inconsistent with other lighting sprites, as the Plague set’s item sprites show the items in their “off” state, while all other lighting items show them in their “on” state.

Suggestion Author

@winged rune

arctic boughBOT
#
**standardize lifesteal across all difficulties**

lifesteal currently in cal is a relatively balanced mechanic, several items grant it and for many of them lifesteal is the core of their identity, as such, their strength tends to directly corelate with the strength of lifesteal

this is a problem due to cal's changes to lifesteal, calamity makes lifesteal's difficulty scaling far harsher, lifesteal is over 50% more effective in classic compared to expert rev, and more than twice as effective in expert rev than it is in master death

in practice, this serves little purpose other than to artificially nerf lifestealing items, in a way that is never communicated to the player, standardizing them simply makes more sense.

Suggestion Author

@naive tide

arctic boughBOT
#
**Replace the "Don't get cocky!" line on Devourer of Gods**

It only made sense during pre-1.5 when players would think they're almost done with the fight then DoG would regain all his health and become harder, but there's no reason players would be getting cocky while DoG is at 65% health and on his first phase. Maybe if you put it near the end of the fight right before some insane difficulty spike it would make more sense, but there really isn't a point to adding a difficulty spike when the fight is already hard enough for most players. The second phase isn't harder than the first phase enough that players would feel like it was easy at first but it gets way harder, so it doesn't make sense in that respect either. There should still be a line signifying the phase change in order to not give DoG less lines, but it should be when he enters the portal.

Suggestion Author

@hallow pivot

arctic boughBOT
#
Shrine Locator Items

Locating Biome-specific Shrines in pre-Hardmode can often feel annoying and frustrating. Their importance in gearing up for early bosses is significant, yet they're difficult to find due to limited mobility and exploration tools. This slows down the pace and can make early progression feel like a chore.

A potential solution could be a new consumable utility item line, similar in function to Lab Seeking Mechanisms, that helps players locate Shrines based on biome. These could be crafted using early-game materials like Wulfrum scraps, encouraging exploration and combat while reducing excessive wandering. The goal is not to remove exploration but to enhance it with a guided and rewarding direction. This would make early-game flow smoother without trivializing the challenge, helping players stay engaged and better prepared for upcoming bosses.

Suggestion Author

@quiet jungle

arctic boughBOT
#
**Make Stat Meter always display summon count**

The stat meter has a useful feature where it'll show the maximum number of summons that the player can currently use. However, it only displays this when the player is actually holding a summon weapon. For players who use summons from their inventory and not from their hotbar, being forced to place the summon in the hotbar just to see their max summon slots can be very tedious for summoners and non-summoners alike. Changing this would fix a slightly annoying feature of the stat meter and make it less tedious to deal with for some players.

Suggestion Author

@willow escarp

arctic boughBOT
#
**make radiant ooze crafted at a static refiner**

Radiant ooze is crafted with only 2 materials; blighted gel and purified gel, every other item that shares that trait is crafted at a static refiner, there is simply no reason for ooze to be the exception

Suggestion Author

@naive tide

arctic boughBOT
#
**Make Magma Stone apply its effects to all classes**

Magma Stone's effect is that it allows melee attacks to inflict Hellfire. However, one of its two upgrades is a ranger accessory, Molten Quiver. Given that Calamity buffs another Pre-HM Underworld accessory, the (otherwise useless) Flame Waker Boots, to apply On Fire! on all weapons, it isn't out of the blue to update this accessory to apply Hellfire on all classes instead of just Melee, for consistency's sake.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Queen-Bee Sacs More Durable**

I don't know the official name of the item/entity/whatever, so please forgive me for that. However, fighting Queen Bee is generally very obnoxious, as the sacs can get destroyed by anything with more power than a sneeze. Whether it be your minions settling on them, something else completely setting them off, or QB attacking another sac so you have to fight two of them, it's very annoying and I don't like it.

How do you fix it? Simple, just make it so the sacs can only be broken via a pickaxe, axe, or another similar tool

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Make "Town NPCs Spawn at Night" enabled by default**

And probably remove it from the config. There's almost no reason not to have it on at all times, and casual players might not end up checking the config for it.

This is important beyond just basic quality of life because it allows the Old Man to respawn without having to wait the entire night and next day, so Skeletron attempts aren't agonizing without Cosmolight.

Also, there are a few other arguably pointless config options that could help reduce bloat if removed.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Add more (optional, non-progression) encrypted schematics**

The Codebreaker's decryption mechanic is a very interesting one that is used solely for progressing to the Exo Mechs boss fight. The player is required to decrypt 5 mandatory schematics in order to beat the game, and that's the extent of use the mechanic sees.

Adding more optional to decrypt schematics would help to flesh out the mechanic more, and add more uses for Draedon Power Cells throughout a playthrough. Additionally, it would make the Codebreaker feel more multifaceted and interesting like it was intended to be, and less like an instrument solely to get to Exo Mechs - as it stands, it does 3 things, and two are at the end of the game.

What the schematics would actually give could be anything, maybe crafting materials, money, or even lore for those who are interested. Alternatively, they could unlock new Draedon items like crafting recipes for furniture (or already existing arsenal gear could be moved onto them, such as the current weapons or the turrets).

Suggestion Author

@warped lodge

arctic boughBOT
#
**Remove the pre-Boss nerfs to Hardmode enemy stats.**

This might just be me, but I personally think the difficulty spike in Hardmode's beginning to be one of the best parts of vanilla Terraria. It not only makes it really feel like you're at the beginning of the game once again, as well as making it feel like you've entered Hardmode.

Calamity, oddly enough, happens to nerf Hardmode enemy stats prior to killing any Hardmode boss, probably because (unless you toggle it back on) Titanium/Adamantite items are not available immediately anymore. However, these nerfs break that amazing feeling that Hardmode's beginning had with its tougher enemies. (Some might say it contradict's Calamity's "identity" as a difficult mod, but I don't think the devs like that identity anymore.)

Reverting the nerfs to Hardmode enemy stats would, obviously, bring that feeling back. Plus, I doubt Calamity players will be completely destroyed by unicorns, given their plenty strong equipment.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Rework the Cosmic Immaterializer to match the visual style of the other miracle matter weapons**

Currently the Cosmic Immaterializer in use doesn't match visually with the other miracle matter weapons, largely because many of the others were reworked to have that super bright rainbow laser-esque style. The cosmic immaterializer never received such a rework, and as a result it feels rather underwhelming to use, especially compared to its fellow miracle matter weapons, and doubly so given that unlike the other classes, summoner only has one miracle matter weapon.

Suggestion Author

@pallid geyser

arctic boughBOT
#
**Give The Jungle Plague more presence**

Currently, the plague feels very underwhelming and it doesn't do much but introduce a few new new enemies, and (correct me if I'm wrong) put a green shader on.

My fix? Make the jungle show that it's infected, maybe take inspiration from The Rot in RW (more specifically the watcher dlc and sentient rot spread.) Things like once dominant jungle creatures now leaking pustule, sacs of the plague growing on the walls - just ideas, but you get what I mean.

Also, maybe after defeating PBG, the plague becomes visually less dominant, perhaps eventually fading (still have the creatures spawn, but stuff like the shader/pus sacs that I mentioned disappeared)

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Make it So Moonlord Cannot Close His Last Eye if You Kill the Other Two**

One of the worst parts of his fight is sitting around dodging attacks while you wait for an eye to open. It simply exists as a way to artificially extend kill times for the boss. As such, I suggest that once the other two eyes are dead that he permanently has the last eye open. Maybe to compensate he can enter an enraged state where he shoots lasers or attacks more frequently, but at least you’d be able to damage him.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Change Flavor Text for Auric Toilet**

Currently the flavor text for the Auric Toilet is: "This was used by the gods Sitting on such a throne would be a disgrace to all". However, given the lore that the gods could not use auric ore because they had not befriended a dragon, and it's the same reason the Terrarian bounces off of the block, there is no possible way that the Auric Toilet could have actually been used by the gods. The gods had no way of getting Auric Bars to make the Auric Toilet, so they could never have used the Auric Toilet unless the implication is that they used Yharim's toilet. As such, I suggest changing the flavor text to better fit the Calamity lore.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add a post-Moon Lord upgrade to the Hero's Shield**

From pre-Moonlord until post-Devourer of Gods, there is an extremely minimal amount of upgrades made to your accessories, especially ones that affect all classes. There also isn’t another accessory which provides a similar tank support role akin to the Hero’s Shield until very late game, being the Rampart of Deities. I believe an upgrade to the Hero’s Shield would be a great addition for multiplayer playthroughs.

To kill two birds with one stone, I believe an upgrade to Hero's Shield would provide a very useful accessory at a stage of the game that feels somewhat lacking in them, while also standing out with it’s unique multiplayer utility.

Suggestion Author

@scenic geyser

arctic boughBOT
#
Remove cultist freeze

this stun is bullshit. This stun comes from the Lunatic cultists Ice mist, which is often decently difficult to dodge due to how Calamity changes it from a static moving attack to a faster seeking variant. This is one of the few "hard stuns" in the game, which often times is unfun to fight against, and sometimes unfair. You can take around 130-200+ damage from it and be completely stunned for 1-2 seconds.

A suggestion I have is simply changing it to glacial state, a much less infuriating debuff as you can still attack and very slightly move, or simply removing the effect all together.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Add the Hand Warmer to the Ankh Shield's recipe**

As of yet, the Hand Warmer is the only vanilla accessory that solely exists to negate a debuff, but isn't in the recipe for the Ankh Shield, and it doesn't provide any other benefits in vanilla or Calamity when you aren't wearing snow armor. Then in Calamity, Glacial State exists, which acts as a partial stun, is inflicted by a hardmode boss (Cryogen), and is only fully negated by the Hand Warmer, which makes players either sacrifice an extra accessory slot to wear it with an Ankh Shield, or sacrifice the shield itself and take knockback. So my suggestion is just that, adding it to the recipe as a standalone item, and finish off the vanilla roster in the process.

Suggestion Author

@outer sage

arctic boughBOT
#
**Give Leviathan & Anahita more Team Attacks**

For being an inseperable pair in lore, it's kind of disappointing how little they coordinate and work together - they just kinda shoot projectiles at you with moderate rhyme and reason, and it's disappointing because I know that well-done teamwork bossfights can be done (profaned guardians, for example.) Even something as simple as showing one protecting the other when they're invulnerable could add to the story of them being inseparable companions

Suggestion Author

@marsh sapphire

#
Add more Ranger accessories throughout the game.

Right now, there is only 2 endgame accessories for Rangers, the Daawnlight Spirit Origin and Elemental Quiver. There are also almost zero other Ranged accessories anywhere else. Ranger is already bordering the worst class with alright DPS throughout the game, but having no accessories hurts the class a lot. More accessories in pre HM, Hardmode, and pre DoG would be amazing.

Suggestion Author

@plain elm

arctic boughBOT
#
**Rename underground astral infection bestiary section**

Unlike other underground biome, underground astral infection is named Astral Underground in bestiary instead of usual Underground [Biome], so i'd suggest to rename it to Underground Astral for the sake of consistency with other underground biome name

Suggestion Author

@wicked garnet

#
**Add visibility option to the blunder booster**

It summons a circle around the player like the rover drive and sponge, but you can't disable the visual effect like you can with the other 2 items. You should be able to do that.

Suggestion Author

@trail birch

#
**Add more Melee boomerangs**

The melee class has many new weapons in Calamity, many in different subclasses. However, one lags behind by a significant margin. the Boomerang class. They only have 5 pre endgame boomerangs, and the first one is post all mechs. I propose that there could be more boomerangs to fill these gaps in progression in.

Suggestion Author

@plain elm

#
**Give Mage some more Accessories**

Mage has FOUR whole unique accessories in calamity, being the Chaos Stone, Sigil of Calamitas, Ethereal Talisman and Mana Polarizer. For what is already, arguably, the worst class it's honestly funny how little love this class got - they have ONE post moon lord accessory, and it's just a stat stick.

Suggestion Author

@marsh sapphire

#
**Lyrics while fighting yharon and scal**

Sometimes people like me dont know what the lyrics say untill searching them up, and lyrics make the song way more interesting. I feel like putting the lyrics of the songs would make the fights so much more cinematic, they could be added like in a place thats not annoying like bottom screen, and a bit transparent and of course there can be an option to disable/able

Suggestion Author

@tepid elk

#
**Remove the Feller of Evergreens**

Frankly, this item has no reason to exist. It is a pre-boss axe that outperforms all other axes at the stage despite only being made from a copper axe and tungsten. Not only that, but the Axe of Regrowth was added, which, while equally powerful, has a neat bonus feature. I know axe balance really isn't a priority, but while Lucy and the Axe of Regrowth have quirks or perks to make them more fun to use, the Feller of Evergreens has nothing. The Axe of Purity, its only reason to exist, could just as easily be crafted with a different axe, maybe even the aforementioned Axe of Regrowth, since both have a focus on extra support features.

In short, the Feller of Evergreens is boring and instantly gets outclassed. It could theoretically be reworked, but honestly there isn't much point. What would it even do? And anyway, carrying two separate axes around would be kinda cringe.

Suggestion Author

@gritty flower

#
**Throwable Weapon Rogue Damage**

Throwing weapons such as the Shuriken , Throwing Knives, Spiky balls, and Javelins, all function very similar if not identical how the usual Rogue weapons function so it would make sense they should be changed to do rogue damage. At the same time it would hardly effect anything on any large scale since they are usually pretty weak, and almost worthless outside of the pre-boss stage, excluding Beenades. Just makes a little more sense with Calamities damage categories.

Suggestion Author

@warm ginkgo

#
Specifically during rematch battles (ie not the first time you fight her), scal should be incapable of killing the player, instead reducing them to 1 hp, which will then prompt the fight to prematurely end without counting as a victory.

Since her dialogue during rematches implies that this is a friendly spar, it stands to reason that she would deliberately try not to kill the player.

Suggestion Author

@hexed berry

#
**Make the Calamitas NPC start her bossfight when attacking her**

I feel like if we attack her with flymeal or some other weapon it would provoke her enough for her to start her bossfight. As it stands, the player can just hit her around without retaliation, and I think that should change.

Suggestion Author

@toxic geyser

#
**Make the Enchanted Sword enemies post-Mech Bosses (as a whole) drop Hallowed Ore**

Their sprite is literally the Excalibur. They exist in the underground Hallowed as well as the Hallowed Ore. Maybe after all mech bosses are defeated, the Enchanted Swords should drop the ore they seem to be made out of?

For actually practical reasons, Hallowed Ore can potentially run into generation issues, and there isn't a renewable method for the player to obtain Hallowed Ore, without just shimmering Hallowed Bars. I think it would make some sense for them to be able to drop Hallowed Ore.

Suggestion Author

@bitter mirage

#
**Rework Class-Specific Endgame Accessories**

Right now, most of the class specific endgame accessories are boring stat sticks - the elemental gauntlet, ethereal talisman, nucleogenesis (no, "sparks" aren't an interesting effect,) et cetera. With the advent of a lot of earlier accessories being reworked to be much more interesting, I hope that these can also be made to be just as fun, without sacrificing viability.

Suggestion Author

@marsh sapphire

#
**More Magic Accessories**

My friend suggested more Ranger stuff, so I decided to actually answer the voice ringing in my head that’s been wondering why there’s only four. Possible a Magic Cuffs upgrade?

Suggestion Author

@desert oasis

#
**Replace the Rotten Matter and Blood Samples in the Evil 2 boss summon items with Shadow Scales and Tissue Samples**

I've been grinding out the Hive Mind for a bit now and I've found it extremely annoying to have to farm for the tumors every time I want to fight the boss. It also isn't right that the summon item for a boss it locked behind the boss itself. The tumor / cyst summon method is cool and leads to fun surprises but the summon item itself should be accessible before the boss. My suggestion is to use the Evil 1 boss materials as they fit and defeating the Evil 1 boss will allow players to fight the second world evil boss, as well as making repeat attempts not be reliant on waiting for the tumors / cysts to spawn.

Suggestion Author

@proper bane

#
Radiators should have a visual indicator of where their aura of debuffs are.

Radiators, or those little slugs in Acid Rain, are quite unique. They attack by having an aura in where, you have multiple poison related debuffs while in it. I think that there should be a visual area where you can see exactly how close you can get before getting debuffed, like a green circle around it.

Suggestion Author

@plain elm

arctic boughBOT
#
**Give Drew's Wings and Seraph Tracers the ability to hover**

I feel that with them being end-game wings and all, they should have at minimum the same abilities as celestial starboard, for example UP to boost or DOWN to hover. That is all.

Suggestion Author

@vestal atlas

arctic boughBOT
#
**Guarantee that the Travelling Merchant sells at least one of his PDA items when he arrives**

I don't know about anyone else, but I don't like starting hardmode until I actually get my hands on the cell phone. The issue is that 3 of the 12 items required to craft it are locked behind Travelling Merchant RNG, and nothing sucks my will to play the game more than waiting for him to sell me the 3 of them.

Suggestion Author

@vital musk

arctic boughBOT
#
**Make Suspicious Scrap a renewable resource through Extractinator, Fishing, or Cyborg wares.**

Suspicious Scrap has only two recipes that can use it, being the Lab Turret semi-decoration (which appears to be likely worse than other variants) and a singular Hardmode weapon for Mages. It would make sense to incorporate it into use for laboratory buildings due to being only decorative/low use for non-Mages and a strange drain for Mages.
I'd also like to point out that you unlock the ability to make the Onyx Turret, an arguably better variant anyway, from the same Schematic tier, so this will not likely affect balance of using basic Lab turrets.

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Add an Ability Selector Panel Similar to Fargo’s Souls Mod**

For how sparse it is to actually have keybinds on items in Calamity, the mod has 14 independent keybinds in total. Obviously Rage and Adrenaline can be excluded from this, but that’s still 12 keybinds for a rather sparse set of abilities. As such, to prevent people from just stacking keybinds for convenience or not using abilities because it’s annoying to have so many keybinds, I suggest adding an ability selector panel, similar to what Fargo’s Souls mod has. This would serve to make it significantly easier to assign and use abilities, also making them more attractive item options knowing that the player doesn’t need to worry about 12 keys and instead only has to worry about 3 or 4 keys.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add an item similar to Broken Water Filter to disable Invasion events like Goblin Army and Pirate Invasion.**

After the first one or two times, these events become extremely low value- Goblin Armies especially- and instead become a slog distraction at best and messes up NPC housing/bases from breaking doors at worst. I'd suggest making this item exist from Shimmering the summon totem item for the respective invasion- A Treasure Map becomes the toggle item to disable Pirate Invasions- or have this sold by the NPCs unlocked from completing this event the first time like Tinkerer for Goblin Armies.

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Potential Controller Support**

I believe that my suggestion should be implemented because it really wouldn’t be that difficult, a lot of players play on controller, and because it could open the way for calamity to actually be an official terraria mod (though that’s just extremely wishful thinking). As of now calamity is pretty much viable with controllers. there just has to be a bit of balancing I think. I’ve beat the game twice now with controller and never faced any major issues except some bosses being super easy and some weapons not being compatible with lock on. With calamity not being built on with lock on mode in mind there might be some non-intended things when using controller. Maybe the controller support could be just an extra addon so it doesn’t mess with the computer playing experience.

Suggestion Author

@slender seal

arctic boughBOT
#
**Make Eidolon Wyrms More Interesting and Threatening**

Since the From The Ashes update, Eidolon Wyrms have lost much of what made them unique and challenging. The removal of their Lunatic Cultist-based attacks and telekinesis abilities left them feeling incredibly easy and boring. At this point, their only threat is trying to ram into the player, which is laughably easy to dodge due to their slow speed.

While the other Abyss minibosses can be countered by circling, they have abilities to make them an actual threat. Colossal Squids have sudden bursts of speed and lingering projectiles that make circling difficult, while Reaper Sharks are quite fast, especially in their second phase. The Eidolon Wyrms, however, have nothing of the like.

Changing how Eidolon Wyrms attack the player would make them feel moreso like a true miniboss: threatening, interesting, and more than just a loot bag locked behind a health bar.

Suggestion Author

@willow escarp

#
**Give Artemis/Apollo a Magic Weapon drop**

Rather self-explanatory, probably suggested before, probably already being added, but for good measure I’m posting here. It just feels unfair for one class to be left out, and the Exos mysteriously lacking a third drop are the perfect place for a fix.

Suggestion Author

@desert oasis

#
**Rework Storm Weaver’s Movement to Feel More like Lightning**

I feel Storm Weaver, y’know, the one with the lightning tusks, doesn’t feel like a storm. My suggestion is to remove his normal ability to turn and replace it with sharp, sudden turns every few seconds.

Why? Lightning doesn’t curve, it zig-zags. It’d also give it a unique identity from other worms.
What about its dash attack in the middle phases? It would be a bit weird, so I suggest it being a couple of turns in quick succession instead.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Rename Ice Clasper**

On its own the name is fine. It has spikey mandibles that clasp thing. Clasper makes sense. Problem is “Clasper” does not mean “something that grabs” and instead the only meaning of that word is a scientific term for a Shark’s male reproductive organs.

Suggestion Author

@winged rune

arctic boughBOT
#
**Add an Ancient Manipulator Recipe Available Post-Astrum Deus**

It feels dumb that 75% of the gear dropped by him needs another station to actually be of use. If someone can kill it pre-Cultist, they deserve the ability to use all the power it can give.

Meld Constructs, Astral Ore, and the Vanilla Fragments are all options here. Other things like Aureus Cells and Astral Stone can work as extra ingredients if needed. The details don’t matter, just the ability to get the Manipulator post-Deus and pre-Cultist.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Add more content for the evil biomes and the Astral Infection in Post Moon Lord.**

The evil biomes, and especially the Astral Infection, are super cool biomes that have a lot of potential. However, all of them (except for the Hallow, which gains a few new enemies not exclusive to it and 2 bosses also not exclusive to it), become irrelevant post Moon Lord. It would be nice to see these biomes get more love after ML.

Suggestion Author

@plain elm

arctic boughBOT
#
**More merchandise**

I know there were shirts and there were mousepads but there weren't any official posters, figures, or decorations of sorts. There could be calamity Murasama posters,Yharon figures, Vinyls, etc. I've seen some made by other people like fans or Etsy but it would be cool for an official source so the money could contribute to the devs. (The figures might be a bit ambitious)

Suggestion Author

@light eagle

arctic boughBOT
#
**Remove the sulfurous armor's jump**

This jump is really clunky to use when you already have other forms of vertical mobility. When you also have something like a sandstorm in a bottle or rocket boots, the jump feels like it reduces vertical mobility instead of increasing it because it comes first before any other forms of vertical mobility, but is also very short. If removing the jump is not acceptable, other ways to solve this problem could be by making it toggleable, making other forms of double jump override it (it could be that sulfurous armor buffs other forms of double jump), or making the jump come last instead of first.

Suggestion Author

@hexed berry

arctic boughBOT
#
**Standardize Planter Box amounts in the Space Bio-Center Lab**

The Planetoid Draedon Lab gives you herb bags and planter boxes to facilitate herb farms in earlygame, which are especially helpful preboss. However, the amount of different planter boxes you get is random, which means that you often end up with drastically uneven rows for planting herbs.
Additionally, the Dryad doesn't sell all planter box types by default, but rather incrementally as you beat bosses, which makes it weirdly annoying to upkeep your farm.

Suggestion Author

@warped lodge

arctic boughBOT
#
The Axe of Purity should be able to be combined with the Axe of Regrowth

Currently, the axe of purity is upgraded into the Inferna Cutter, which is thematically unrelated and abandons the Axe of Purity’s titular feature. The Axes of Purity and of Regrowth are thematically similar and would mesh well mechanically. As it is now, once I have the Axe of Regrowth I almost never use any other axe, at least for tree cutting, because the convenience of not having to replant outweighs most other features of an axe.

Suggestion Author

@nocturne oyster

arctic boughBOT
#
**make the power cell factories directional**

Would be cool for building and making things symmetrical, and I'd assume it'd just be a property you could add with one line of code, so no hassle either
i.e like beds, being able to face both way

Suggestion Author

@rain grove

arctic boughBOT
#
**make the dreadon storyline stuff more mainline**

So what I mean by the dreadon storyline is the labs, schematics, codebreaker, and exomechs. Yeah those things are important to the storyline but during your basic calamity playthrough you aren’t really gonna pay attention to the labs. This makes it so that at the end of the game you have to do all this annoying backtracking to get the stuff for the codebreaker. Another reason why is all the cool weapons that are missed. I literally don’t think I’ve EVER used any of the weapons you get from schematics. Maybe this just a me problem but even still I feel like the way it’s done in game could be improved.

Suggestion Author

@slender seal

arctic boughBOT
#
**Architect Gizmo Pack Components Shimmer Cycle**

The Architect Gizmo Pack is crafted from 4 different accessories all of which are obtainable through the traveling merchant. It can be annoying to obtain all 4, as is the case for many of the traveling merchant's wares due to a reliance on uncontrollable luck.

A shimmer cycle for the accessories would be an effective method, reducing the needed luck and number of random travelling merchant visits required.

One option is for a shimmer cycle alternating between all 4 accessories similar to the class emblems/fishing accessories, while another option is to divide them into two pairs that shimmer between each other (e.g. Brick Layer <-> Cement Mixer).

Either of these methods would ultimately make the architect gizmo pack much less inconvenient to obtain.

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Make Yharon and DoG's phases use shield bars**

Shield bars are the second layer health bars that the pillars and also cryogen's shield use. I think they'd fit well for bosses that have important second phases, acting similarly to the old two healthbars system without hiding information from the player, they'd even make it more obvious that there's a second phase.

Suggestion Author

@night palm

arctic boughBOT
#
**Rework or remove Cryogen and Anahita's shields.**

For some reason, these two bosses have this weird shield mechanic where every 18/12/9 seconds (Normal, Expert, and Death) for Cryogen, and everytime Anahita spawns/reaches 70% and 40% health, they spawn a unique entity that makes the boss that spawned them invincible, until the player destroys the shield entity.

This feels like an ancient addition by Calamity back in the early days when making difficult bosses was supposedly its thing, and I don't understand at all why these shield minions, in their current form, are still present today. Therefore, I suggest reevaluating Cryogen and Anahita's shields, either reworking them (like how Infernum turns Cryogen's shield into a specific attack) or just outright removing them.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Change some `Main.DayTime` instances related to equips to `Main.IsItDay()` to further support Don't Dig Up secret seed**

According to the tml documentation, Main.DayTime can only tell the time of the day, while Terraria.Main.IsItDay additionally takes into account the constant night state of Terraria.Main.remixWorld worlds and is suggested for logics regarding day/night.

I suggest changing instances related to equips such as DarkSunRing, BloomStone, Sun/MoonStone and buffs such as Photosynthesis, TequilaSunrise, Tequila to make them fit better while not harming the progression too much.

Suggestion Author

@broken solar

arctic boughBOT
#
**Make the Phoenix Blaster require Purified Gel to craft, making it a real upgrade to the Handgun**

A bit of a personal suggestion, I just don't like how the Phoenix Blaster is treated as a sidegrade rather than a direct upgrade to the Handgun, I get why, but there's a different, and in my opinion much better solution. Yes, I know, the Phoenix Blaster has nothing to really do with Slime God or gel, but neither does the Fractured Ark or any of the Night's Edge tier weapons, and those require Purified Gel to craft, so why can't the Phoenix Blaster?

Suggestion Author

@autumn lance

arctic boughBOT
#
**A quality of life item/change to resolve tombstone problem**

Most of the endgame bosses of calamity, especially on higher difficulty, provides players with really tough battles, that more than often results in several deaths. This leads to littering the world with a mass of tombstones that will inevitably change the collor pallete into ugly, deppresing one. For players that dislikes view of this shader, this leaves with no other option than to go, try to find most of them and manually destroy them. This task, when repeated many times, especially on bigger arenas, gets really annoying. Most preferable way to prevent this issue in my opinion is to add an item that would work similarly to an item that was already added by calamity mod, something like a "voodoo demon voodoo doll", and that would perfectly fit for such problem.

Suggestion Author

@true swallow

arctic boughBOT
#
**Make freshly generated Calamity worlds start at 4:30am instead of 8:15am**

All generated worlds start at 8:15am, which is kinda weird. No part of the ingame day starts at that time. If you have the Vanilla Calamity Mod Music mod (which is officially endorsed) enabled, the day theme gets split into 4 sections and obviously due to freshly generated worlds being set to 8:15am, you don't get to fully listen to A Legend's Strife, which is split into 4 sections. The first section, which really feels like an opening track for the game itself gets entirely skipped and part of the morning section gets skipped aswell.
It would also make the first night slightly more bearable as most people tend to struggle with the first night due to the time given to prepare for it, which causes alot of players to just build a box and stay in there for the entire night.

Making freshly generated Calamity worlds start at 4:30 instead of 8:15am would not only make starting a new world more of a new experience, but it is also pretty practical for players.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Decrease the weapon drop rates from astral infection enemies**

When you don't need astral infection weapons, these drops can get really annoying, as they constantly fill up your inventory and there's nothing you can do about it. An encumbering stone is not sufficient because sometimes, there are items you want to pick up, such as astral ore and boss treasure bags, but the weapons are in the way. A lower drop rate would decrease the magnitude of this problem.

Suggestion Author

@hexed berry

arctic boughBOT
#
**Remove pre hardmode's increase to Voodoo Demon spawn rates**

In 1.4, a handy feature was added that made it so the player no longer needed Guide Voodoo Dolls to summon the Wall of Flesh. Now, the player can summon the Wall of Flesh if the Guide dies to lava in Hell. This addition effectively nullifies the need for Voodoo Demons, and more specifically, the spawn rate buff Calamity gives them in pre hardmode.

With this new summoning method, you no longer need so many Voodoo Demons to summon the Wall of Flesh. Even in Vanilla, the player will typically get enough Guide Voodoo Dolls for a good amount of attempts against the wall. This is much more prevalent in Calamity, where the sheer amount of demons often makes dealing with the threat of Voodoo Demons incredibly common and bothersome.

Although the spawnrate increase was initially a useful tool for defeating the Wall of Flesh, the fact you no longer need a doll to summon the boss leads to the Voodoo Demons being both abundant, redundant, and annoying.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Remove the Goblin Peon's ability to destroy doors**

I don't even know why this is a feature in base game, it's just obnoxious and I hope it needs no explanation as to why it should be removed. Just make them open doors instead.

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Add fences to the acidwood and monolith wood types**

I noticed that there are no Acidwood or Monolith fences. While niche in use case, fences can be a useful block in a builder's palette. The only vanilla set of wood items that doesn't include a fence is, to my knowledge, dynasty wood. So, to bring the calamity wood types in line with the majority of vanilla wood types, I suggest they each get a fence tile.

Suggestion Author

@rustic totem

arctic boughBOT
#
**Give special tooltips to the vanilla boss summons**

Every single Calamity boss summon has a tooltip description that typically describes something about the boss, the item itself, or a bit of lore. These give a special flair to the boss summons, making them feel more special and unique.

The same cannot be said for the Vanilla boss summons. Not one has a tooltip (added by Calamity, at least). This makes the Vanilla bosses feel a lot less special in comparison to the Calamity bosses. It also just makes them feel inconsistent with eachother; both at once doesn't make a whole lot of sense. Adding a tooltip to vanilla boss summons would make them feel more special and also fixing what feels like a consistency error.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Rework the Ninja Armor to be Rogue based**

As of right now, the Ninja Armor was not modified in any way by Calamity. Making it Rogue Class would only be the most logical modification if it were to get one. The Rogue class does not strictly provide any guidance either to get armor, and new players would not understand, let alone know what the Stealth function is, with it only mentioned about it in excerpts of Rogue weapon descriptions. As an armor gained from defeating a vanilla boss, the altered Ninja Armor could serve some information on what Stealth is in the early game without need of the wiki.

Suggestion Author

@floral sage

arctic boughBOT
#
**Make Hive Mind overlap on top of vile spits during drifting phase**

A pile of dust just layers on top of the boss, which just looks visually unappealing especially on higher difficulties where spits are constantly spammed. Layering the spits below the boss will make this attack less of an eyesore.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Scorched Earth revamp**

Scorched Earth is an extremely cool launcher with a big role as part of the Magnomaly Cannon recipe. It's a heavy quad missile launcher, and should feel that way too.

  1. The rockets have a special animation for opening up that goes unused since the projectile speed is static. This seems like a missed opportunity,
  2. They have several sound effects and fire in bursts, so it's a little weird that only one sound effect is used for the whole burst. Volume lowered?,
  3. The submunitions go underused when they could be fun splash damage or interact with other rocket ammo types (airburst in proximity with an enemy if it misses comes to mind etc). tile phasing and tight homing undermine this by making rockets directly hit the enemy 99% of the time. this sabotages the weight of the rockets and makes them feel uninteresting. it might be remedied by slightly reducing homing (help make it less mindless), adding an acceleration period (help emphasize the animation) etc.
Suggestion Author

@arctic hawk

arctic boughBOT
#
**Revamp the Botanic Piercer and Elemental Lance**

These two spears are in a weird spot. WHILE they are spears, they are functionally very basic. You just fire the spear, and you fire projectiles. The Botanic Piercer fires one piercing sword beam, while the Elemental Lance does fire a projectile that splits into an absurd amount of projectiles, being able to at the end fire 162 orange beams, but this is still just projectile spam. They're not that functionally different from the original Terra Blade (and the original Ark of the Elements), other than their swing animations... and the swords they're based on got reworks that made them more interesting.
I'd therefore suggest reworking these two spears to be more interesting and different from that "sword beam spear" style.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Move the Mecha Mayhem aspect of Death-Master Skeletron Prime to the last Mech in Progression Instead**

Skeletron Prime received an overhaul in Death-Master where it now has two heads AND spawns in both other mechs, though weakened. I think the two head aspect is actually really cool, and a great way to mix up the fight, but the problem is it ALSO gets the ability to spawn the other mechs.

It just feels like such a massive middle finger to the player that might want to not do SPrime as their last mech, since you literally have to do ALL THREE FIGHTS at the same time for it, even if they are weakened. It sort of pigeonholes the exact progression that Calamity was trying to incentivize with the Hardmode progression rework, and it isn't even mentioned on the spawn item.

A very simple fix for this is to just add this functionality to the last mech in progression instead. This gives Master Mode a nice additional flare while still fitting in with the intended progression, and would let the individual double-headed SPrime fight actually have its own space.

Suggestion Author

@olive shale

arctic boughBOT
#
**Convert Vanilla boomerangs into rogue weapons**

Vanilla has boomerangs that are melee weapons. There are only a few of them, but of these few, some of them upgrade into Calamity's boomerangs, which are rogue weapons. I think it would be a good idea to convert vanilla's boomerangs, at least the three that are used in calamity recipes (enchanted, flamarang, ice) for the sake of consistency

Suggestion Author

@night palm

arctic boughBOT
#
**Move Odd Mushroom to Grow as a Plant in the Astral Infection**

The Astral Infection is a biome that could really used more content, so moving the Odd Mushroom to grow there instead could help with that. The biome currently has no unique plants outside of the monolith tree, having it feel and look rather dull. Having Odd Mushrooms serve as a replacement to normal mushrooms in the biome could help make the infection feel more unique and look less dull, alongside giving it more content that it desperately needs.

Suggestion Author

@rotund notch

arctic boughBOT
#
**Swap Enchanted Boomerang and Enchanted Axe**

The Enchanted Axe is basically just the enchanted boomerang, but for rogues. The Enchanted Boomerang, on the other hand, is a boomerang for melee users because it's vanilla. If you were to switch the sprites and names of these two items, it would make perfect thematic sense for both classes.

Suggestion Author

@night palm

#
**Change the buff candles to be purely vanity house decor instead**

I feel like the housebuilding aspect of the mod is overlooked a lot, and even with a lot of options to choose from, there isn't too many interior decorations that could help the player make an interior of a building more interesting than what we have. The candles could serve those purposes well, fitting with many building sets (both modded and vanilla ones) and generally serve as a better substitute to the vanilla candles.

Suggestion Author

@rain socket

arctic boughBOT
#
**Add a dedicated way to increase the Prismatic Lacewing spawn rate**

Buying Prismatic Lacewings from an NPC is boring and uninspired. However, the existing alternatives (enemy spawn boosters) tend to be tedious and are often very dangerous, leaving only a small minority of people to use them.
For this, a specific method for increasing ONLY Prismatic Lacewing spawns could be implemented. It could take the form of an item, maybe a placed monolith or the inverse of a spawn blocker, a potion to increase critter spawns, or it could even be the side effect of putting a specific NPC in the hallow.
Additionally, if spawn boosters end up being problematic in some way, maybe a way to duplicate Lacewings similar to Allays or Stardew Valley Crystalariums could be implemented. Just, something to make it more interesting than 10 gold post plantera

Suggestion Author

@warped lodge

arctic boughBOT
#
**Add a Lacewing spawn preventer**

Lacewings serve a niche similar to voodoo demons or evil 2 cysts, being a critter or enemy that, on death, spawns a boss. The former two have means of disabling their spawns (Voodoo doll and ointments), however lacewings are missing such a luxury, and as such can get in the way at times. Something like “Prismatic Bugspray” could help mitigate that issue.

Suggestion Author

@winged rune

arctic boughBOT
#
**Readjust cryogen shield

**
Looking at it and what it does its just clutter in the fight that serves no purpose.... its a 700 hp in death mode (dies in like 1-2s) and just kinda does nothing.... It says it fires ice blasts but it dies so quickly I do not think I have noticed it.

I feel adjusting the power of this attack that cryogen has would be beneficial as right now it serves no actual purpose or threat. Its basically "if cryogen had more hp" and feels like an attack that would feel much better if it was reworked

Suggestion Author

@elder topaz

arctic boughBOT
#
**Add alternative ways to obtain fishing-exclusive weapons/accessories**

I think most people can agree that fishing as a game mechanic is boring, or at least unengaging. Having unique gear locked behind fishing necessitates an extra grind for bait and fishing equipment for players who want said gear. With Calamity's strong focus on boss progression and combat, I think all Calamity weapons and accessories should be obtainable without having to fish (with the exception of Duke Fishron's and Old Duke's items, of course). In my opinion, fishing should serve as an alternative, low risk way to obtain ores and valuables rather than a way to obtain exclusive gear. Many of the fishing-exclusive items are very creative and fun to use, so it's a shame that most players won't ever use them due to how grindy and boring it is to obtain them.

Suggestion Author

@little parrot

#
**Make Crystal Assassin armor support the Summoner class**

Obviously, giving minions to the armor set that buffs every class is a Bad™ idea. So instead, it could focus on whips.
Most likely, the damage stats would reflect that of spider armor, however without the minion slots. To compensate for this, there is of course the built-in fantastic mobility, but the armor set could boost whip speed and/or range to promote a more aggressive, fast-paced combat style.
Though Summoner isn't exactly strapped for armor sets in early hardmode, (ignoring OOA gear) it does have less than melee, ranger, and mage, so allowing practical access to Crystal Assassin would help significantly to promote variety in equipment and playstyle.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Remove or replace Queen Bee's ability to spawn bees on while dashing**

On revengeance mode and above, once queen bee falls below 50% health, she begins spawning bees while dashing. This is a problem because the dash can only be avoided by precise movement, especially as it also becomes able to move slightly diagonal at this stage in the fight. The bees knock you back or juggle you if they hit you, and you can't dodge them because you're already dodging the dash. You are expected to kill bees or take a cheap hit from the dash, and when using an imprecise or slow weapon, this is nearly impossible, and even with most weapons it is very challenging to do this while dodging what is arguably the hardest, and definitely the most fast-paced attack in this fight. If removing this is too much of a nerf, replacing this with a projectile spread that moves in a more predictable way than bees, ideally the same direction as the dash, could work.

Suggestion Author

@nova bone

arctic boughBOT
#
**Make it so Rimehound always drops Essence of Eleum**

As it stands, this is the only enemy to be buffed post cryogen and given Essence of Eleum. It doesn’t lock anything extra behind cryogen, as other enemies drop it beforehand, so it just feels like a weird inconsistency.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**easily accesible ways to spread infections in early hm**

One small but quite annoying issue right now is surface biomes getting eaten. Everyone has at some point or another just had no surface hallow, or had crimson eaten by astral infection or whatever other chicanery. A really small, and really simple way to fix this, would be to give the dryad (or some other npc) an item that spreads the hallow. Evil biomes actually do have easy ways to spread them, so this would be less of a priority. This could be a completely new item, like a new powder, or simply just having the dryad sell holy water. All of this would be only in hardmode of course. This would help fix issues with the hallow getting eaten by other biomes, like the astral infection.

Suggestion Author

@high plume

arctic boughBOT
#
**Fishron Wings and/or Fin Wings should give Fishing Power**

As it stands, most wings provide either small boosts to damage stats, a set bonus when worn with specific armor, or other combat oriented changes such as max life from fairy wings. However, few if any wings provide more niche uses outside of combat. Uses such as mining speed, fishing power, and building are for the most part neglected.

Therefore, I suggest that Fishron and/or Fin Wings should give a fishing power boost, or other related fishing boost of some sort. As it stands, both provide improved aquatic mobility, which is undeniably useful, but Fishron Wings already had this functionality, and are almost unchanged from their vanilla counterpart. Giving either, or both of these wings fishing-related benefits would keep them relevant throughout the game on fishing loadouts.

Suggestion Author

@keen ruin

arctic boughBOT
#
**Add a Fake Demon Altar item**

(I am aware that mods add this item, however it isn't available if you are playing with only calamity, which I am doing rn haha)
Having to travel to the corruption everytime you need to do a craft is a massive inconvenience if you need to craft multiple items, especially since the demon altars are far from your chests. Having a Fake Demon Altar would make it much easier for one to craft certain items without having to leave your base to get to one.
I suggest making this Fake Demon Altar either post EOW or post Hive Mind/Perforators

Suggestion Author

@remote ocean

arctic boughBOT
#
**Organize the lore items into a single item or delete them entirely**

The lore items in of themselves may not be harmful to the game's balance or progression, however, they can cause a lot of unnecessary inventory clutter over the course of a regular playthrough. They can make inventory and storage management unnecessarily cumbersome without relying on quality of life mods and they don't serve a function other than to deliver some flavor text. While the lore is a nice addition, it feels unnecessary to have them as seperate items when the bestiary already fulfills the purpose of providing boss and enemy lore. My suggestion is to find a way to implement them into the bestiary and delete the items, or make a single item to store all the lore text, to make it more organized and readily available for players to read. Since the bestiary has been available in calamity for almost three years now, these items feel outdated and have long since served their purpose since the 1.4 update.

Suggestion Author

@sharp sparrow

arctic boughBOT
#
Make Wingman feel more fluid

As it stands, I feel like the first shots when using Wingman feel a bit too slow. They take half a second to go through the animation of sending the wingmen out, making the weapon feel a bit unresponsive at times. I think Wingman should have its startup time decreased, since the grenades come out instantly anyway.

Suggestion Author

@late talon

arctic boughBOT
#
**Put Two or Three Can of Worms inside the Ice Shack (the structure with builder equipment)**

Having to wait for rain is very inconvenient for early game fishing as it might take hours for it to happen when you need it. I think adding a few Can of Worms inside the Ice Shack's chest would make it easier to start up fishing.
Its not much, but it can be really helpful if you dont get rain for a while.

Suggestion Author

@remote ocean

arctic boughBOT
#
**Rework the Cynosure Lore to Not Confuse Players**

Right now, it is the build-up to a Yharim boss fight, instructing the player where to go. However, that boss fight doesn’t actually exist. I suggest making it so it doesn’t confuse players who don’t know the game well.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Elementals Resprite**

Now that development has taken a massive turn could we please make the elementals not as voluptuous?
I imagine it's a pretty reasonable request considering how much was changed recently, anyways.
Maybe something akin to how the Cloud Elemental is going to look in Calamity Fables?

Suggestion Author

@stoic smelt

arctic boughBOT
#
**Cycle though Biome Mimics Loot**

Instead of having to kill dozens of Biome Mimics for a single item, make it so Biome Mimics drops items on a certain order of kills. For example, with a corruption mimic, make it so it drops Chain Guillotines, then Dart Rifle, Clinger Staff etc.
Make it so the order changes between worlds.
This will help reduce the annoying RNG aspect of Biome Mimics without completely removing it

Suggestion Author

@remote ocean

arctic boughBOT
#
**add a snap sound effect to the ark of the elements and ark of the cosmos right click while holding up attack**

One of the best parts of the ark of the elements and its upgrades is the SNAAP. it is one of the most satisfying things in this entire mod. So naturally, just add more snap. This would not only just make the attack feel more punchy, it would also fix the issue of it being somewhat difficult to tell when the attack lands. This is an issue specifically with the ark of the elements more then the cosmos, as it doesnt have much indicator that the attack had landed aside from the damage number. A very small change that i think would improve these already amazing weapons.

Suggestion Author

@high plume

arctic boughBOT
#
**Rename the Flesh of Infidelity**

This thing has no relation to it's primary name's definition, of being unfaithful to one's partner. While it can be argued that it relates to other definitions, such as "lack of belief or religion", this is tenous at best. The word is also primarily used to describe this act, and it's something the summon has no real connection to.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**make acid rain visuals more distinct**

To make the acid rain look more distinct from regular rain, I think that the visuals of the acid rain should be updated. My personal idea of how this could work is that rainfall should begin to noticeably glow, as well having some visual clouds of acidic mist over the ground.

Suggestion Author

@grand kestrel

arctic boughBOT
#
**Make Rare Sand Elemental in a Bottle easier to utilize**

Rare Sand sucks to have to collect the projectiles for. It makes the item feel a bit tough to use, and overly restrictive/inconvenient. I would enjoy if it was easier to use.
Addendum: Heartreach potions work on Rare Sand’s projectiles— however, making it rely on heartreach potions is Annoying— theyre not exactly easy to come by, at least, and you have to keep reapplying it. At least, that’s my reasoning,

Suggestion Author

@late talon

arctic boughBOT
#
**Move astral biome event to post plantera or other hardmode boss**

By seperating the astral biome event from the hallow and corruption/crimson events, it makes the event much more noticeable.
It would also help spread out the progression further, and distract from the boss-rush feel of hardmode (even if just a little)

Suggestion Author

@blazing ice

arctic boughBOT
#
**Add the unofficial/old Calamity themes as music boxes**

Examples I can think of are: Structured Antarctic Reinforcement mix, Guardian of the Former Seas 8-bit mix, old bio-lab theme (Engineer's Sanctum) and old astral theme (Heaven's Hell Sent Gift). I like these themes and would also want them to be added not because they are better, but because they are different.

Suggestion Author

@floral sage

arctic boughBOT
#
**Add the texture of wings of rebirth to Sereph tracers**

as it stands the Sereph tracers still use the texture of drews wings, which are still a link to fabsol that should be stamped out, in addition, the wings of rebirth are scientifically proven by pug theologists to look 900x cooler, and I dont doubt that a lot of players (mabey including myself) will just not craft the sereph tracers due to losing the wings of rebirth, also given that players that do opt to craft the tracers will be missing out on the epic new texture almost immediately, finally, if its the belief that the wings of rebirth dont look "angel like" enough, in many forms of mythology Phoenix's are regarded as angels, so the sereph wings being the wings of rebirth would not hurt at all lore wise.

Suggestion Author

@errant chasm

arctic boughBOT
#
**Dwarf Elementals**

The Elementals used in HotE can easily clog and take much space of the screen.
An adjustion to their size could help, for example dwarf their size by x 0.6 - 0.75

Suggestion Author

@earnest helm

arctic boughBOT
#
**Stealth Strike QoL**

Add a toggle button (like Smart Cursor) that makes you only attack when you have enough stealth for a stealth strike. This QoL will be good for players who can't pay attention to their stealth bar to use the stealth strike properly or to be able to focus more on aiming and dodging, it will also encourage players to use stealth strikes more, since most of them just spam attacks because of laziness or lack of habit.

Suggestion Author

@simple crown

arctic boughBOT
#
**Decrease the amount of tiles required for artificial Astral Biomes to around 300**

Currently the player needs to place 950 astral tiles to get an artificial biome, and its pretty inconvenient since youd have to turn a big chunk of ur base into an astral biome just to spawn bosses there
Make the same change for the snow biome cuz apparently it requires 1500 tiles just for an artificial one lmao

Suggestion Author

@remote ocean

arctic boughBOT
#
**Add Andromeda's Stride shockwave effect to Ark of the Cosmos lunge**

So far, AotC uses every unique mechanic from its crafting ingredients, except for Andromeda's Stride. So I think a pretty easy fix for that would be adding this attunement's shockwave to the end of Big Rip if it ends by hitting a tile.

Suggestion Author

@gray tundra

#
**making it clear that you have actually killed moon lord's eyes on revengeance and death**

On reveangance and death (dunno if this is for both), after killing the eyes of Moon Lord's head and hands; the eyes appear to come back (when in reality, they didnt) and watching playthroughs of some people when fighting moon lord, they appear to be confused on whats happened to the eyes. In conclusion, make it more clear and very noticeable to the fact that you have actually killed the eyes instead of making it look like you haven't.

Suggestion Author

@sonic horizon

arctic boughBOT
#
**Add Endgame Hammer**

There's an item you can make that has 3000% axe power and a pickaxe that has 1000% power, might as well complete the set and add a hammer that obliterates walls so I don't have to waste a really long time clearing out walls for certain builds, I know there's QoL mods that probably have a feature to delete walls faster but it would be cool if there was something like this built into calamity mod since there's other items equally absurd for mining and cutting down trees. (maybe, to make it easy you can just make it so the Triactus Paladin Hammer has like 1000% hammer power or something like that.)

Suggestion Author

@safe crane

arctic boughBOT
#
**Replace Cirrus' Dress to something**

Cirrus' Dress was removed but it was actually useful. You could drink 5 alcohols or even more if you had enough regen, this can be helpful in no-hitting, it can be renamed to Permafrost's Coat by analogy like supreme alchemist was replaced on GFB.

Suggestion Author

@silver vessel

arctic boughBOT
#
**Make Coldheart Icicle ignore DR/Defense to avoid damage discrepancies**

The way the Coldheart Icicle deals damage actually includes DR, Defense, and other resistances in the final damage output, instead of being a flat -0.5% health. This is fine for most enemies that are shredded in seconds, but that means that some enemies will take significantly less than 0.5% of their HP on hit. The best examples of this are Skeletron with all limbs and Providence in her cocoon or when her RDR is triggered at night, where they take forever to kill with it.
So, contrary to what the wiki says, this means the Coldheart Icicle does not deal damage equal to 0.5% of the enemies health. It's base damage is 0.5%, which is then modified by DR and Defense.
By making the item ignore enemy DR and Defense, this discrepancy can be avoided.

Suggestion Author

@fervent palm

arctic boughBOT
#
**Make Spike Balls not invincible**

These are some of the only invincible enemies in Terraria, but unlike say, the True Eyes of Cthulhu and the flying mode of the Golem Head, which are parts of boss fights, the Spike Balls and Blazing Wheels are invincible. This is... particularly problematic, as they are still enemies whose spawn rates are buffed by Battle and Zerg potions, meaning that there isn't a way to deal with swarms of Spike Balls unless you teleport back to spawn, letting them despawn.

I'd therefore suggest just simply giving them actual stats as entities that you can destroy.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Adjust the positioning of Yharon's flame pillars to be a whole number of blocks away from the player when they generate**

At the moment, Yharon's flame pillars generate a non-whole distance away from the player. So, if the player spawns Yharon in the same spot at every time, then the geysers will not be evenly balanced to the 'grid' of blocks that Terraria naturally exists in. This makes attempting to build around the flame pillars unwieldy, since at least one of the two pillars will always be misaligned.

This minute change will make these builds appear cleaner without causing any impact on the balance of his fight.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Rename Astral Ore and Astral Bars.**

For the mysterious ore of the Astral Infection, one that you can gaze upon during the entirety of Hardmode, but never be able to mine it until you kill Astrum Deus, you'd think it'd have a much cooler and unique name than Astral Ore. It feels like a holdover name from the older eras of Calamity, where ores and Bars were given names like Chaotic Ore and Draedon Bars (yes, really); something that these days would be replaced with a far better name, often one that even bases itself off an actual name for a mineral. Therefore, I suggest renaming the Astral Ore and its Bar to something much more unique for what this ore is.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Baroclaw on hit adjustment**

Baroclaw inflicts armor crunch and crush depth.
It beeing a claw indicates an offensive aspect- if would look more fitting if the debuffs would also be applied when the user damages an enemy.

Its other bonuses are also mixed, giving 10% damage and 5%DR.

Currently the debuffs are only applied when a hit is taken, however holding a weapon while using a claw would make it look more natural to also make it work when damaging avtively.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Have the Tabi line's dashes quickly cancel momentum near the end of their dashes**

The Tabi line has a longer dash length than the Ornate Shield line. This means the Tabi line's dashes take longer to resolve, and thus begin their dash cooldown later, which means they take longer to input another dash compared to the Ornate Shield line.

This makes the Tabi line feel sluggish to use in comparison, which is unacceptable considering the utility of the Ornate Shield line and the great feats of agility that martial arts experts and ninjas are known for in popular culture.

If the Tabi line had a similar "braking" mechanic to the Deep Diver, where the player will quickly slow down to their base speed after an extremely quick dash, it would make it resolve sooner and therefore enable inputting another dash sooner.

This will give it a more tangible difference in its behavior compared to the Ornate Shield line, and make it feel more agile to use--appropriate for the opportunity cost, and appropriate for ninjas.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Make The Camper grant the player the Ammo Station buff when holding the Clentaminator or Terraformer**

Under normal circumstances, holding a non-rogue weapon whilst using The Camper will grant the player the appropriate station buff. This includes tools.
Despite being affected by ammo efficiency and enjoying the Ammo Station, the Clentaminator does not trigger it. This would be a minor quality of life effect for everyone who isn't already using the Ammo Station, which is a majority chunk of the playerbase.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Hardmode items that are crafted from the shrine Accessoires**

The pre hm shrine accs are unique and have rare properties that could also fit hardmode builds very well, allowing many other build options.

For example Gladiators locked bonus to movespeed and damage synergizing very well with regenator.

Unstable granite cores lightning hits can carry debuffs from accs like lumenous amulet.

Their properties are Rare and very interesting, it would be a great enrichment to carry those properties into hardmode, by giving each shrine item an upgrade for (early) hardmode

Suggestion Author

@earnest helm

arctic boughBOT
#
**Remove all Wall of Flesh weapon drops from all miracle matter and shadowspec crafting trees or add a way to quickly farm Wall of Flesh**

Needing to farm the Wall of Flesh for a specific weapon drop so you can craft a miracle matter or shadowspec weapon is uniquely annoying, because the Wall of Flesh is the only boss that requires you to wait for an NPC to move in before you can summon it. If you don't get lucky with rng, the game can force you to just sit on your hands doing nothing over and over and over and over again as you have to wait for the guide to move in before you're allowed to summon the damn thing and be disappointed that it didn't drop the thing you need again.

Two possible ways to solve this are by removeing all wall of flesh weapon drops from all miracle matter and shadowspec crafting trees, or by adding a way to farm wall of flesh without needing to kill the guide (if necessary, this method can be hardmode exclusive or even post moon lord exclusive; the problem comes after exo mechs, anyway).

Suggestion Author

@hexed berry

arctic boughBOT
#
**Terragon Spawn Rate Decrease Removal**

TG armor has great crowd control.
It makes enemys spawn more hearts on death while having an inbuild heart reach potion.
It leeches on enemys.

Every class path except melee has the decreased spawn effect which looks obsolete due to its crowd control capabilities.

However the decreased spawn also makes it harder to grind for certain Drops when wearing it.

The summoner class even gets a damaging life aura for additional CC.

I think the decrease could be removed or even replaced with the opposite or a inbuild water candle effect, to support its leeching/ crowd controling properties and better utilize it for farming.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Make it easier to farm sharks**

Shark fins are a material dropped by sharks. They are used in the Seafood, two potions, and three weapons that are used in other weapons' crafting trees.
Within the Ocean, sharks are, as the wiki says, "frustratingly rare", making the obtainment of shark fins difficult. While obtainable from sand sharks, sandstorms are rare and can only be summoned post 2 mechs.
In vanilla Terraria, shark fins are only used for the megashark and potions, and all enemies move toward you in a predictable manner that makes farming simple. Calamity adds several enemies to the ocean, decreasing the chances of sharks spawning and complicating farm designs. Due to this, shark fins are one of the most annoying materials to farm for many players.
There are many ways to deal with this. Changing frogfish to not waste spawn slots would allow vanilla farms to work normally. Increasing shark spawn rate or the amount of fins per shark would be simple and effective as well.

Suggestion Author

@hybrid nimbus

arctic boughBOT
#
**Add a Quest Book**

After playing with a friend who played calamity the first time, i analyzed the progression on calamity is not clear and requires alot on boss checklist, so you guys could add a quest book that looks similar to the boss checklist, it could be an button on the inventory (like the bestiary) or be given by the starter bag.

Suggestion Author

@rough jewel

arctic boughBOT
#
**Architect Gizmo Pack components shimmer cycle**

Getting the Architect Gizmo Pack generally boils down to sleeping in a bed for real-life hours while praying that you not only actually get a traveling merchant, but that that traveling merchant has the specific accessory you need (it usually doesn't). This, put simply, is not fun, and pushes almost all casual players away from the Architect Gizmo Pack.

Allowing the accessories to shimmer cycle would vastly improve the availability of the very useful Hand of Creation by cutting the amount of luck needed in half, and would complement the informational accessories sold by the traveling merchant, which can also shimmer cycle.

Additionally, they could likely be paired (Brick Layer <-> Portable Cement Mixer) so as to work more like the components of the Ankh Charm rather than the class emblems, and be less lame.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Add a way to obtain non-renewable dungeon furniture**

In my opinion, the Dungeon is home to some of the nicest looking furniture items in vanilla, it has nice lanterns, good doors, and a whole set of Gothic furniture, yet they're not only non-renewable, but you don't even get them all in a single world. Having to journey through multiple worlds' dungeons to get the lanterns you want isn't fun, and you shouldn't have to resort to a cheat mod to get these furniture items.

Giving players a way to get the Dungeon furniture, such as by adding it to the Clothier's store or Dungeon Crates, would make it easier to design nice looking builds and introduce more variety within builds.

This doesn't necessarily have to just apply to the dungeon furniture, but it is the first example that came to mind for me. There are other furniture sets as well like the obsidian furniture set that are non-renewable too.

Suggestion Author

@keen ruin

arctic boughBOT
#
**Add a way to prevent the Cultists from spawning at the Dungeon**

The Cultists (Devotee and Archers) spawn at the Dungeon even when you've beaten Providence and Moon Lord and need to fight Polterghast. My solution is an item that's based on the Guide's help text for them.

Combining items from post-Golem to Pre-Moon Lord could make a "No Loitering" sign or something similar that prevents the Cultists from accidentally getting smitten by the hands of my Rogue that tripped and threw her Shattered Sun at them. <3

Suggestion Author

@tight raven

arctic boughBOT
#
**Alter Penumbra recipe to use Darksun Fragments instead of Nightmare Fuel**

The Penumbra is a Solar Eclipse themed weapon and changing its recipe to use the Eclipse's Darksun Fragments instead of the Pumpkin Moon's Nightmare Fuel will save players from potential confusion and major time-wasting grinding an event they didn't need. Also it just really bugs me.

Suggestion Author

@storm prawn

arctic boughBOT
#
**Make invasions not happen randomly**

Having a goblin army or pirate invasion show up when you're either not ready for it or don't need anything from it isn't fun, it's just annoying. To this end, I think the random spawning of these events should be removed. Instead, you could make it easier to summon them when necessary, perhaps by making the goblin tinkerer sell the goblin battle standard and the pirate sell the treasure map.

Suggestion Author

@night palm

arctic boughBOT
#
**Create more uses for solar veils**

solar veils is basically the rogue's equivalent to spooky wood, but I find that there are almost no uses for it other than an armor set that quickly becomes overshadowed and a few redundant weapons. At least you could craft furniture with spooky wood but I see almost no creative uses for solar veils despite them having potential, and I feel that they are left out with calamity having so many unique materials and crafting recipes.

Suggestion Author

@lean cypress

arctic boughBOT
#
**add a friendly projectile transparency and particle transparency config**

I'm aware that this QoL is included with fargo's mutant, but it would be nice to have this config on base calamity, as well as an added particle transparency config because some weapons like Triactis' Hammer create such an absurd amount of particles you can't really see whats going on, and the config just straight up doesn't work for other weapons like exoblade due to their projectiles' visuals being more focused on the particles rather than the sprite itself. I've had this problem with Scal on my very first calamity playthrough where my weapon's projectiles and particles covered up a lot of Scal's projectiles to the point where I had to stop attacking in some situations (I remember it being particularly bad with dragon pow's direct hits) and also had the exact same problem with infernum moonlord due to the amount of projectiles that Radiant Star created that made it literally impossible to tell which projectiles were mine and which were not.

Suggestion Author

@lean cypress

arctic boughBOT
#
**Zoologist sells Lacewings after the defeat of Empress of Light**

Really just a convivence thing, with Cirrus gone, it's a bit annoying to grind out EoL for drops.

Suggestion Author

@violet meadow

arctic boughBOT
#
**Make Giant Squid Drop Ink Bomb**

Giant Squid has no drops and Colossal Squid and Cuttlefish both drop Ink Bomb and are the same family of animals, and at the same tier in the Abyss as the other two. Giant Squid should also drop Ink Bomb considering the other Squid also drops it, as it would also make obtaining the item far easier due to three enemy types dropping it.

Normal Squids from Vanilla Terraria could also drop it if two of the four squids in the game already drop them, but that's less important.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove the McNuggets item (and associated pet)**

Right now, McNuggets summons the Son of Yharon, a pet with a design that resembles Yharon's current sprite. However, dropping from the same boss, there is additionally the Forgotten Dragon Egg, a donor item that summons the Akato pet, which resembles Yharon's future resprite. This leads to an awkward situation, where there are 2 separate pets dropping from the same boss that both resemble said boss. This leads to a large amount of confusion due to there being 2 nearly identically themed and functioning items at the same stage in progression. Because Forgotten Dragon Egg is donor content, it can't be removed, which leaves the only viable removal option as McNuggets and the Son of Yharon.
As another argument for the removal of specifically McNuggets, the idea of a "Son of Yharon" is contradictory to lore, as Yharon is canonically the last Auric Dragon.
Remove McNuggets, the item is messy with other items in its progression area (and McDonald's isn't that good anyways).

Suggestion Author

@cyan hare

arctic boughBOT
#
**Swap the Space and Sunken Sea schematic tiers**

Currently, the Sunken Sea lab holds the first tier of schematic, while the Space lab holds the second tier. This can be confusing, as in general the ease of access of Gravitation Potions allow one to get to space pre boss. Swapping the tiers would make this less confusing and make it more likely for people to get the tier one schematic first.

Suggestion Author

@keen pilot

arctic boughBOT
#
**Improve Boss screen effects**

The majority of Calamity's boss screen effects (i.e. stuff like Moon Lord's black background and screen effects) are stupidly simple. The majority of them are literally just Moon Lord's black background with an additional color overlay. They don't even have Moon Lord's cool additional screen effects, so they look even less impressive than the original in some way too.

Some are better, such as Cryogen summoning auroras in the sky and Exo Mechs summoning a special thunderstorm just for them. The worst are those that are just color overlays. They are not impressive whatsover, which is a shame because a good boss screen effect, like Moon Lord's one, can make a boss fight so much more intense.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make PBG's Plague Nukes Actually Explode**

PBG's plague nukes are called nukes but they don't explode, instead just dealing a lot of damage if they hit you and then just flying away to narnia. These nukes should explode on tiles or player contact so their name actually makes sense (plus they're nukes man, let nukes nuke. nukes are awesome)

Suggestion Author

@arctic hawk

arctic boughBOT
#
**Add some form of unique visual when Adrenaline and Rage are activated at the same time**

Adrenaline and Rage are 2 of Calamity's central mechanics. Each of them functions as a sort of burst mode, large damage boosts for limited time periods as a reward for certain actions in combat. Adding a unique visual when both are activated at the same time gives more emphasis to a very strong combination of burst modes, as well as functioning as a minor reward for managing to gain both full Rage and full Adrenaline at the same time.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Remove Malice AI from Boss Rush**

Regardless of whether its a standalone difficulty or if it only exists in this one niche event, Malice AI is just not very fun. It was removed for a reason, and it really doesn't make sense to have it be kept in Boss Rush.
On top of that, the boss changes that came with bountiful harvest were clearly never intended to work alongside Malice and it's very obvious when playing Boss Rush. I'm not against a difficult event but Boss Rush is really straddling that line of difficulty and bullshit, and its very reminiscent of release Malice at the moment. Players should at the very least have an option to disable it/lower the difficulty.

I understand that Boss Rush is a low priority ticket but this is a relatively simple change that would drastically improve the event, and besides the time commitment needed to get it done, I don't see any reason that Boss Rush should be kept as it is

Suggestion Author

@midnight cobalt

arctic boughBOT
#
Let us craft Obsidian furniture

For the unaware: You can't craft it. It can only be obtained from hell.
Please, it'd be nice for when you're out of what you want or can't find it. If there's a concern about ruining world exploration, you can make it require hell materials. It'd make builds more expansive and accessible, and it'd add consistency with the rest of the game to have it be craftable.

Suggestion Author

@fast raptor

arctic boughBOT
#
**Improve the Naturally Generated Lab Turrets to Be Actually Threatening**

Currently, the lab turrets that generate in the Arsenal Labs are a joke. They shoot lasers that can't even go through blocks in an enclosed space underground, leading to players simply blocking their projectiles with blocks or mining through the labs to easily destroy them. Changing the turrets to be actually threatening, though ideally not too annoying, would be nice to help make Arsenal Labs feel more threatening and rewarding to go through.

Suggestion Author

@rotund notch

arctic boughBOT
#
**make "Bloodworm instantly spawn Old Duke" mechanic only happen after Old Duke being *encountered* once or just remove this mechanic completely**

Fishing with Bloodworm in Sulphurous Sea instantly spawn Old Duke as soon as the bobber touches water unlike Duke Fishron which need the player to fish it up manually, this mostly result in jumpscare to new player, while also being an inconsistency with other fish. I'd suggest to make this mechanic only active after Old Duke being encountered once so that the first time player dont get the Old Duke jumpscare or just remove it for the sake of consistency with other fish/Duke Fishron.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**The Vivid Clarity and Cosmic Immaterializer are in need of visual touchups**

In my opinion, the Vivid Clarity and the Cosmic Immaterializer both look lame compared to the other Miracle Matter weapons, with the Vivid Clarity firing beams that mostly look like a mess of whiteish particle lines (mainly because it IS a mess of whiteish particle lines) and the Cosmic Immaterializer summoning a lame and somewhat visually unappealing minion that doesn't really fit the sprite of the weapon itself. Both feel underwhelming for the final upgrades to a long weapon line.
The other MM weapons (besides Magnomaly Cannon, we don't care about it) are much flashier and look nicer, with pale but noticable colors that aren't oversaturated. Details like giving the Vivid Clarity actual beams instead of particle lines and giving them more color, along with changing the minion summoned by the Cosmic Immaterializer to fit with the weapon sprite and look less garish, would be nice so they stay visually consistent and not ugly.

Suggestion Author

@vagrant granite

arctic boughBOT
#
**Rework PBG's Homing Missiles and Mines**

Plaguebringer Goliath's homing missiles and mines are extremely hard to see while concentrating on her movement, and they don't add much to the fight. Mechanically, they function as an invisible cloud of bs, fading into the background noise of the fight but following you around at high speed, and randomly dealing a ton of damage if you slip up even once while focusing on the boss herself. Trying to kill them is also pointless since you're not dealing damage to the boss and she tends to just spawn more immediately after or while you're focusing on killing them. These projectiles should be reworked, or something.

Suggestion Author

@arctic hawk

arctic boughBOT
#
**PLEASE make rover drives craftable**

im sure we've all had the problem of having to grind wulfrum rovers for hours late game for the sponge
it be really nice to be able to craft it with scraps and energy cores just like it can be extractinated and it'd help a LOT of people

Suggestion Author

@lean cypress

arctic boughBOT
#
**Weapons with Right Clicks should not be able to interact with items**

When wielding a weapon like the Ark of the Ancients, I often have trouble with interacting with items like chests, furniture, and gravestones, which can be annoying to deal with when grinding bosses or solar eclipses, be cause it often results in death when a parry doesn't activate due to an interactable block interferring

Suggestion Author

@lusty ruin

arctic boughBOT
#
**The Reaver Orb from the Reaver Headgear's set bonus should be able to attack enemies similarly to the Leaf Crystal**

When building or exploring, one of the most annoying things to deal with is fodder enemies throwing themselves at you when you are well beyond their ability to be a serious threat, and one thing the Leaf Crystal does a very good job at is keeping these nuisances from interfering with whatever you're doing at the moment by being a pseudo-summon.

Given Reaver and Chlorophyte's similarities, and the similarities of these two pseudo-summons, it would make sense for the Reaver Orb to attack enemies in some way. Since the Headgear is meant to be a utility set and not a combat set, it would make sense for the orb to not do all the things the Leaf Crystal does, however, it could at least be given a large amount of knockback to keep lesser enemies away. This would make it more convenient for people who use this set as utility to go about their business uninterrupted.

Suggestion Author

@keen ruin

arctic boughBOT
#
**Add more Paintings**

Terraria adds a huge amount of paintings. They're able to be found in alot of places and can be bought by Town NPCs in certain cases. Yet Calamity only adds one painting, chances are you don't even know about it aswell.

Adding more paintings is useful for builders to give more flair to their builds, but can also be a way to communicate lore to the player with. There can be paintings of locations like Ilmeris prior to the Incineration, Permafrost years ago and more. Not every painting has to communicate lore though.
They could be obtained in alot of ways which also makes the player interact more with the world and the Town NPCs.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Give the Excalibur a use**

The normal Excalibur is a useless weapon, and not just because there’s better options but because you can immediately craft its upgrade upon obtaining it, there is no reason to ever use the weapon, the only reason you have to craft it is in order to make its upgrade, I don’t believe any weapon should be outright useless like it is, weapons like the gunir and repeater have niches from their chlorophyte counterparts, so should Excalibur. I think it could be obtainable post one mech boss or post wof, dropping from the first mech boss killed or since its named Excalibur, it could be stuck in a stone near the shimmer or in the hallowed when it generates, having a distinct structure on the surface so that it’s easy to find, and you can’t pull the sword out until you meet the requirements, keep the crafting recipe in order to let you obtain multiple copies of it

Suggestion Author

@eternal sundial

arctic boughBOT
#
**Give Forbidden Armors Minion an attack to make it beeing able to compete with other armors of its Progression point**

Forbidden armor is kinda unused.
It just might fit a small niche for invasions.
It isnt listed even once in the class Progression guide.

At this armors Progression point, its active skill does not do much against most early hm bosses, overall set bonuses appear a bit undertuned for calamity standarts.
It competes against sets like mollusk armor, which performs very well against many early HM bosses and is recommended from the start of hm, up until post mech boss 2 - it has a decent progression span where it works very well.

To make forbidden armor more viable, flexible and competitive, it could have its minion do some kind of passive attack.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Add a config option to change/disable vanilla changes (specifically no contact damage on vanilla enemies)**

Fabsol implemented a metric ton of unneeded vanilla changes, many of which aim to make the progression trivial and too boss-centric. Some of these used to be configurable, such as the mining speed buff, which has been noticeably removed. The no contact damage on stationary/ranged enemies is extremely unnecessary, and I think an ability to disable/configure most vanilla changes in calamity should be introduced as installing calamity mod now feels like it's bloated with a bunch of cheaty "QoL" changes.
A quick list of changes that could benefit from a config option: respawn timer being 3 seconds when no boss is active, vanilla tool (mining) speed changes, removed contact damage on vanilla enemies, early hardmode enemy hp/damage changes. many others

just to be clear, these are opt-in/opt-out changes i'm suggesting.

Suggestion Author

@quick falcon

#
**Replace the True Melee damage increase in Counter Scarf with something else**

For some reason, the otherwise non-class specific dash accessory, has a 10% true melee increase. This is probably a holdover from when it used to buff the player after dodging, but now it just sticks out like a sore thumb.

I think it would be ideal if this was replaced with something else; perhaps something like the previous buff-on-dodge mechanic?

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add items that display (and/or spawn) Repair Units and Nanodroids**

With virtually any other critter displayable in jars, it feels off that Repair Units and Nanodroids are left out. They add to the aesthetic of Draedon's laboratories and would also make for a tone-setting factor of lab bases players make. Right now, you may spawn the units, but they would despawn off-screen.

The display cases would strengthen the units' consistency with other critters, but there are some logical conflicts. While a Nanodroid jar would make sense due to it being a suitable size, it is expected to hover around instead of concealed for display. The Repair Unit would make less sense for a display, as it is a noticeably bigger entity that behaves in a much more unique manner for a critter. This is why I would also suggest the addition a shaft or chamber that Repair Units/Nanodroids would enter and exit, which can help replicate Draedon's labs' vibe.

Suggestion Author

@floral sage

arctic boughBOT
#
**More vegetation for the Astral Infection**

I’ve seen a lot of people (myself included) note that the Astral Infection is - for lack of a better word - bare. There’s not much vegetation or variety, which really doesn’t help its reputation of “go for the bosses and leave”.

If an Astral Infection revamp is being planned, it would be good to a see a few new shrubs, tree variations, or maybe some Astral specific vegetation. This could help more people feel more inclined to stay, build in the Astral Infection, and discover more that the biome has to offer. It would give some much needed variation seeing some new vegetation sprouting up, maybe even in different stages of the game to show the Astral Infection changing and adapting to the environment.

Suggestion Author

@oak vortex

arctic boughBOT
#
**Change Bloody Worm Tooth to an all class accessory**

The Bloody Worm Tooth (and it's upgrade, the Bloody Worm Scarf by proxy) are melee centric. This feels like an odd decision considering that this is supposed to be the Crimson equivalent to Rotten Brain, which is an all class accessory. I believe like the Crimson and Corruption boss drops should all serve as counterparts for all classes.

Changing Bloody Worm Tooth to be generalized for all classes allows a good offensive+defensive accessory that would benefit the classes sorely lacking in accessories pre-Hardmode, such as ranger. It also would allow for its upgrade to be another good accessory option for all classes at the start of hardmode alongside it's counterpart the Amalgamated Brain, perhaps even opening up more variety in builds.

Melee is also not a class suffering from a lack of accessories, so changing this item to all classes does not hurt melee significantly (especially considering it would still have access to the accessory anyway).

Suggestion Author

@scenic geyser

arctic boughBOT
#
**Allow stealth's "generates faster while stationary" mechanic to work while airborne**

Despite how useless on bosses it sounds, this mechanic is actually very nice to use when bosses are stationary or not firing projectiles at the player, or any other situation where the player can stand still generally. However it won't work while stationary and airborne at the same time, like when using a hovering wing or flight mount. This effectively kills the mechanic by Post-ML where most fights are fully spent in the air, and the only reason it doesn't work in the first place is due to jank in terraria code with how it calculates player velocity. Allowing the increased generation to work in these situations would make aggressive stealth play at these stages more interesting and accessible, alongside just making sense for what the "stealth" mechanic is supposed to be.

Suggestion Author

@mortal drum

arctic boughBOT
#
**Visual improvements to Cryo Stone**

Right now, the Cryo Stone is an accessory that give the player a spinning 'shield' of ice shards like Cryogen's spinning around them. This looks really cool usually, except for a few issues:

  1. It isn't affected by dyes. The accessory's visual effects should change color from dyes like every other accessory

  2. Its shading uses the player's light level, but it covers a huge area, making it look really weird as the player moves into small dark areas or the edge of a shadow and the entire shield goes dark even though it is in a light area. I would recommend either making every ice shard in the shield individually shaded, or if this isn't possible for technical reasons then just make it glow.

Suggestion Author

@nova bone

arctic boughBOT
#
**Rename Providence guardians when she summons them**

Right now they're named as Providence (respective title). They don't really sound right so renaming to something like "Guardian Healer" or "Providence's Healer" would be more appropriate. Or give them new unique names as they sound generic.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Remove Rotten Dogtooth**

This is a rogue accessory dropped by an uncommon enemy that makes stealth strikes inflict Armor Crunch and deal 8% more damage. Slightly more stats and a debuff, wow. It also doesn’t upgrade into anything. Theres already way too many pre-hardmode rogue accessories (11!!!), and other accessories at least try to encourage more unique playstyles, like Raider’s Talisman or Black Mirror. Removing it would allow focus to be on more unique and stronger offensive accessories.

Suggestion Author

@mortal drum

arctic boughBOT
#
**Add a sound queue for DoG's phase 2 fireballs**

all of his laser attacks have sound queues so its strange that these don't. there's currently no indication whatsoever that he's shot a fireball from his face which makes it very easy to get caught off guard. especially when using a weapon with a fair bit of visual clutter (which a lot of on tier weapons do have), basically impossible to know that he's shot one if he's coming at you in a straight line.

Suggestion Author

@midnight cobalt

arctic boughBOT
#
**Rework Reflections**

Reflecting only projectiles is objectively less versatile than dodging any attack. Reflections are only found on the Evolution and the melee Daedalus armor set (and also the Transformer but only bullets so it's in a weird spot); and in both cases, are not worth using outside of extreme circumstances.
In order to improve the viability of these two accessories, the reflections should be reworked in some way to make them more useful/versatile and just... not be significantly worse versions of a dodge, because that's boring. Especially since Calamity bosses have a tendency to rely on contact damage for a significant portion of their offensive capability.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Rework Gladiator Armour**

Gladiator Armour takes a while to get (Hoplites have a 1/7 chance to drop 1 piece of 3), and justifies it's existence as a more defensive alternative to Snow Ruffian (no glide, but has 10 more def and knockback immunity). However, it immediately falls off after the Eye of Cthulhu, since Acid Rain unlocks Sulphurous Armour, which has only slightly less defense, and has four unique traits. I believe Gladiator Armour should be designed as more of a lasting sidegrade to expand player options, like how Jungle Armour is for a general mage, while Meteor Armour focuses on magic guns, as it's current identity isn't interesting, and can't really be changed to make the armour hold up longer (giving it more durability runs the risk of it making you too tanky for how early you'd get it).

Suggestion Author

@hybrid oxide

arctic boughBOT
#
**Alter the Miracle Matter weapon recipes**

The Miracle Matter weapons are flashy, powerful weapons crafted late-game with weapons of their type from throughout progression (but mostly post ML and late HM). With such powerful weapons representing the culmination of their weapon type, they should be crafted with very strong and powerful components, but some have weapons that are weak and not suitable for such a crafting recipe. The biggest example is probably Celestus (using the post-SKELETRON Enchanted Axe). Replacing these weapons with stronger ones would fix this issue.

Suggestion Author

@vagrant granite

arctic boughBOT
#
**Lower spawn rate of Cnidrion**

The Cnidrion in the desert can be a hassle to deal with early game, and seeing as how they're noted as rare enemies and have a high chance to drop an accessory it feels wrong that they spawn so often, and it makes any form of early desert building into a chore. This is a pretty simple problem that could be fixed by just lowering their spawn rate to match that rare enemy status.

Suggestion Author

@neon girder

arctic boughBOT
#
**Make Defense Damage Scale Exponentially**

Defense damage punishes casual or less-skilled players moreso than most. The point of it is to discourage face-tanking, which it does do. However, the heavy defense damage some enemies inflict, especially with some of the later bosses, can be extremely unfair when you're simply just not that good at the game.

Making an expontential scale means having earlier hits inflict less defense damage, but later ones inflict heavier damage. This way, people still can't facetank, but less skilled players have a chance to recover and learn the fights without being unnecessarily punished.

Suggestion Author

@fast raptor

#
**Add an option to disable or simplify Thanatos laser telegraph lines**

Thats all, normally when I fight thanatos, the lines normally lag me a lot

That or maybe check if they can be optimized, maybe add a less performance demanding graphic line

I know its bad to ask this being a potato user, but could be nice as this is the only boss that actually gives me lag

Including Provi, Astrum Deus and Supreme Calamitas

Suggestion Author

@wispy bane

arctic boughBOT
#
**Make the Evil Smasher more convenient to use**

The Evil Smasher's whole gimmick is that it gets stronger the more kills (or stacks) it has. However, I believe there are 2 main problems with this:

  1. You cannot swap off to anything (like torches) unless you want to lose your stacks;
  2. You cannot gain stacks against most bosses

As it stands, the Evil Smasher cannot be used effectively against many bosses, making it only useful for exploration and other miscellaneous activities. And even then it struggles, as you can't use any items that aren't even weapons, limiting you greatly.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Make Crystal Assassin armor support the Summoner class**

Obviously, giving minions to the armor set that buffs every class is a Bad™ idea. So instead, it could focus on whips.
Most likely, the damage stats would reflect that of spider armor, however without the minion slots. To compensate for this, there is of course the built-in fantastic mobility, but the armor set could boost whip speed and/or range to promote a more aggressive, fast-paced combat style.
Though Summoner isn't exactly strapped for armor sets in early hardmode, (ignoring OOA gear) it does have less than melee, ranger, and mage, so allowing practical access to Crystal Assassin would help significantly to promote variety in equipment and playstyle.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Display Calamity Health/Mana config**

My Idea is to add a config setting to disable the color change in Health and Mana displays. Since a lot of ppl (including me) play with texture packs that might change the way Hearts and Mana stars are displayed. The Calamity perma buffs like the Blood Orange or Comet Shard can screw over said texture packs and weaken the expirience or outright "break" these packs. For example by using a pack that turns Mana stars into moons, the Comet shard will display the Stars over the Moons outline.

Suggestion Author

@pseudo lantern

arctic boughBOT
#
**Make astrum deus post-moonlord instead of inbetween lunatic cultist and moonlord on the boss checklist.**

its such a pain trying to fight bosses in order where you have to evade 4 celestial pillars so you dont accidently end up killing a boss 1 ahead of the stage you're on because you're "supposed to fight astrum deus before moonlord, but after lunatic cultist" maybe you can use 1 titan heart along with some post moonlord materials to make the astrum deus summon item at the thing you summon it at

Suggestion Author

@sudden sluice

arctic boughBOT
#
**Remove the Taunting for Leaving Death Mode**

Right now, the game itself mocks you for just… playing the game. No game should force you to be on difficult settings or be shamed. No experience should actively mock you for being bad.

It’s just rubbing salt in the wound. There is absolutely nothing gained from taunting players who just wanted to have a bit of an easier time. People make mistakes and go over their skill level sometimes, and they shouldn’t be taunted into staying into a miserable deathfest if they don’t want to.

Sure, it’s not actively stopping you. But it adds nothing to make fun of your own players in a mod that isn’t about bs difficulty anymore. If a player wants to just expand a game they love, don’t make fun of them for taking the easy way through if that’s their preferred method.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Add more of a reason to play Death mode**

Death mode, as it stands, adds a total of 3 items and they're all post-Devourer of Gods. Currently the only reason to play it boils down to "Play a more difficult mode". Therefore, I feel like there should be some vanity accessory, furniture item or pet reward for beating each boss in Death mode. This would add a proper incentive to play the more difficult mode. To prevent treasure bag cheese they would drop directly from the boss.

Suggestion Author

@unreal flax

arctic boughBOT
#
**Rework of the life crystal craft.**

Changes the life crystal craft by replacing rubies with blood orbs. This will be a more rational craft considering the stage at which life crystals are required. Rubies are a rather rare gem, and using it in other Crafts makes the life crystal craft irrational at the early stages of the game. Blood orbs will be more logically located in the craft considering the moment of their receipt and the effect of the life crystal with an increase in HP. This should also create a need for this craft, since if he could not find enough life crystals but had already survived the blood moon, then he can increase part of his health with the help of orbs.

Suggestion Author

@pearl pivot

arctic boughBOT
#
**Remove/Rework Astral Ore's Boss Lock to be a Tool Power Lock**

Calamity has a mechanic that prevents mining certain ores until a boss has been defeated. This has always been a bit weird and unintuitive, as vanilla ores are just locked by pickaxe power. The few bosses that still have this quirk also have pickaxes made with their ore. (Aerialite at least has the unique 'enchantment' mechanic, so its not as relevant here.)

Desert Scourge already lost its lock on mining in the Sunken Sea, and Brimmy her lock on Infernal Suevite, so for Astrum Deus, it could be made to drop a tweaked version of the Astral Pickaxe, much like Golem and the Picksaw. Plus, if you've defeated Moon Lord or later bosses, Astrum Deus would be easy to beat, so the lock makes no sense. Astral Ore could also finally have a normal spot in the ore Shimmer chain between Luminite and Scoria rather than being unobtainable downward but equivalent to Luminite, since "cheesing" would no longer be an issue.

Suggestion Author

@olive shale

arctic boughBOT
#
**increase crate potions duration from 4 to 8 minutes**

Both Sonar & fishing potion sit at 8 minutes.
This way all 3 can be refreshed at the same time, matching their duration.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Redesign the Murasama to not be a MGRR reference**

Isn't it a little weird that one of the most iconic Calamity weapons, if not the most iconic weapon in all of Calamity, is a blatant reference to another game? I get it, said game was unusually relevant in its inspiration for Calamity and all... But it's one thing to make a red energy sword as a reference to Metal Gear Rising, it's another thing to literally call it "Murasama" and use sound effects directly from MGRR.

This has proven problematic when making changes to the sword in the past, and while retheming Murasama to not be the Murasama might cause another uproar, as with many of said changes, it probably would prove for the better if the red katana was redesigned to be something else.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Standardize Combat Potion Durations to 8 Minutes**

Rage, Wrath, Endurance, and Magic Power Potions all have a duration of 4 minutes. Calamity's testing standards say that Supreme Calamitas and the Exo Mechs are expected to take 5-6 minutes, and Boss Rush is supposed to last 25.

Of the 50 or so buff potions, over half have a duration of 8+ minutes. In order to avoid players needing to keep track of some of the most important buffs while in some of the hardest fights in the game, the duration of these potions could be doubled from 4 to 8 minutes to be more consistent with all other combat buffs.

If doubling the duration is too strong for the early game, restoring upgrades like Profaned Rage or just making new ones could be used to lock this extension to the late game where it is more necessary, similarly to Omniscience Potion.

Suggestion Author

@olive shale

arctic boughBOT
#
**Custom respawn timer longer than 60**

A more niche thing here, but something a few of us want for higher difficulty in multiplayer. Simple really, a custom respawn timer during boss fights longer than the default 60. There's a check for anything higher than 60 too so you can't custom edit it in the config either. If the check could be removed or something so we could do our own timers beyond 60 that would be good thanks!

Suggestion Author

@quick ice

arctic boughBOT
#
**Change Wulfrum & Desert Prowler’s armor set bonuses to use the Set Bonus keybind**

It’s really strange how these two armor sets are activated by double tapping DOWN instead of using the dedicated Set Bonus keybind. It’s currently way too easy to accidentally activate Wulfrum Bastion while exploring, and it can be really annoying, since it not only consumes Wulfrum Scrap, but it also locks you from being able to use any other item for a short duration.

Suggestion Author

@sacred hamlet

arctic boughBOT
#
**Switch Monk/Shinobi Infiltrator Armors to be Rogue**

So, in Vanilla, they decided they would give Melee two separate armors. Why this is I am unsure (perhaps due to crossover limitations or deciding two Melees was better than something more unique,) Calamity has a lot more freedom (and an extra class.)

I suggest making the 4th OOA armors to be Rogue/Summoner rather than Melee(again)/Summoner. It would round out the OOA sets with a unique class for all and integrate Rogue into the event a little more. Besides, don’t those armors (especially Shinobi) look very rogue-like?

(As a bonus, Sleepy Octopod and Sky Dragon’s Fury could possibly be Rogue as well to round things out.)

Suggestion Author

@desert oasis

arctic boughBOT
#
**Make the Kraken yoyo drop from Duke Fishron instead of post Plantera dungeon**

Currently the weapon is functionally equivalent to the Eye of Cthulhu yoyo at the exact same spot in progression.
The latter barely outperforms it (i think), but it is very close.
Buffing the item to be comparable to the Fault Line would give it it's own time to shine, placing it very flexibly in the games progression.
Also the sprite just fits perfectly with the dukes other weapons.

Suggestion Author

@gritty mango

arctic boughBOT
#
**Make Excalibur a drop from Enchanted Swords**

Excalibur is in kind of a poor spot in Calamity. It's only obtainable after defeating every mech, due to the hardmode ore rework, and is immediately upgraded into the True Excalibur. Other methods of obtainment have been suggested for it, but I think this is the most obvious choice. Having it drop from Enchanted Swords not only works thematically, since the sprites are exactly the same, but gives it a bit of space between its upgrade. This would obviously need to come with a damage or attack speed nerf, and maybe something more to differentiate it from ore swords. But I think that even without the latter, making Excalibur drop from Enchanted Swords would give it its much-needed niche in progression.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Move the quote "Just what is that contraption? It makes my Teleporters look like child's play!" from the Steampunker to the Mechanic**

As of 1.4.4 Teleporters are sold by the Mechanic and not by the Steampunker, so this quote being said by the Steampunker makes little sense.

Suggestion Author

@umbral ferry

arctic boughBOT
#
**rename cosmic worm**

the word cosmic implies an origin from space, which doesn't exactly line up with dog being extradimensional rather than extraterrestrial. renaming it to better describe the nature of the "cosmic worm" in question would help to clue people in who are unaware of or otherwise ignoring the supplemental information the game provides.

Suggestion Author

@naive tide

arctic boughBOT
#
**Replace the throwing bricks in the starter bag with a non-consumable item like an old dagger**

One of the issues of early-game rogue, is running out of bricks before finding an alternative weapon, leaving the player weak and defenceless. if the bricks were replaced with something like a weak dagger, it would allow the player to defend themselves until they find a suitable alternative.

Suggestion Author

@sleek ether

arctic boughBOT
#
**Make Draedon's dates be in YYYY-MM-DD format**

Make it so anytime Draedon references a date, it's always in the computer science nerd format of YYYY-MM-DD. I feel like its unambigious nature, as well as the fact that sorting alphabetically also sorts by time, would make it his preferred format

Suggestion Author

@uncut moss

arctic boughBOT
#
**Change and lower the particle effects of the Orderbringer**

The Orderbringer is the best melee option (To my knowledge) for Yharon, however on weaker systems its particle effects cause the game to slow down by a lot, making it so that everything is either choppy or in slow motion

Suggestion Author

@lone sun

arctic boughBOT
#
**Upgradeable Mounts**

The main purpose of mounts for most people is infinite flight. So I propose a way to upgrade mounts to be more useful. Be that added flight, more damage, or even a new special mechanic. Perhaps even the ability to fire projectiles. It could be anything.

Suggestion Author

@nocturne sage

arctic boughBOT
#
**merge frost flare into rampart of deities crafting tree and make RoD absorb its effects**

Rampart of deities beeing Post DoG should legitimate the additional bonuses from frost flare, which is an early HM item.

Frost flare itself doesnt merge into anything.
Its immunity to chilled, frostburn & frozen matches RoD design since RoD has absorbed frozen shield and puts a frost barrier around the player (at low health)

Frost flares while below 50% health effects also perfectly matches RoD design, since it gives the ice barrier and increased immunity frames at lower health, both items work synergetically.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Add a distinction between Brain Rot and Burning Blood debuffs**

As of now, they are just the same DoT debuff with a different coat of paint for world evils. Maybe to match with Ichor/Cursed Flames, Burning Blood could reduce defense instead?

Suggestion Author

@desert oasis

arctic boughBOT
#
**Remove Rampart of Deities' Star Projectiles**

Rampart's falling star projectiles are utterly inconsequential. At the stage its used, the vast majority of damage isn't being taken from a close enough range for the stars to deal any damage. This leads to a funky little situation where removing the effect changes nothing about the accessory's function. With the current function of Rampart, the stars are nothing more than a leftover artifact from its early hardmode roots.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Let the Exo Mechs summon be controllable via wiring**

To clarify, this would mean that, when a wire is activated that is going through a Codebreaker with a Quantum Auric Cooling Cell installed, the sequence to summon the Exo Mechs would begin. This would allow for the Codebreaker to be used more as a decorative block instead of being firmly in your arena, since you can just run wiring to it.

Suggestion Author

@narrow dirge

#
**Reduce Sea Prisms needed for Eutrophic Shelf**

It’s only used to create furniture, no actual gear, so I see no reason that it has to be annoying to get. It already takes 5 prism shards, and then it needs 25 more (crafted into sea prisms.

Suggestion Author

@pliant hollow

#
**Make Glove of Recklessness' Tooltip consistent with other Stealth Generation Tool Tips**

The Glove of Recklessness says in its tooltip, "15% increased stealth regeneration", despite most other accessories saying, "Stealth generates % faster". It's tooltip should be fixed to be consistent with the other stealth gen accessories.

Suggestion Author

@frozen cargo