#suggestions-discussion
1 messages · Page 66 of 1
i mean there are some shard weapon uprades and shark is easier than farming mummies for it
but i get what you mean
early hardmode also gives you a lot of things from the get-go
although thats a bit more tiered now thanks to hardmode ore progression
yea
if calclone is really the equivalent to plant, they should move a bunch of plant's unlocks to calclone
so I think that moving him ahead in progression (and making him cooler maybe because he's really basic even for being a miniboss at the moment) is the play here

I think pre-mech pre-Queen Slime probably fit much more
you unlock sandstorm at pre-mech, you unlock great sand shark
wdym basic
man's in the boat with earth elemental
single celled organism
true..
Removed. 
true
sorry for the late reply
if you're willing to, please give the feedback since I'd like to hear it
I speccified it for the sake of brainstorming really, but thanks for the criticism
aight yeah the gist of my feedback was that you were overly specific with your implementation
You don't need to describe how the radar would be Draedon themed and need to be placed down and have to be fueled with ingredients from the relevant biome represented by a meter etc etc etc
You should keep it closer to the core idea, an item radar that helps you more easily find the items naturally, instead of having the recipes to get them instantly
If you delve into overly-specifics like this, it reduces the chances that people will vote on it and reduces the chances that the devs will implement it,
because even if they agree with the concept of an item radar, they may disagree with exactly how you proposed it should be implemented, and therefore reject it overall
(The time is almost up on your sugg, 24 hours, so it'd probably be better to repost it instead of editing it)
I did already sort of discard that idea because of shimmer
but if the suggestion still doesn't become too much of a filler instead of an aid in the suggestions even with that, then I don't think it should be too bad to still put it as an actual suggestion for simply just making the idea be shown
aight got it
You can choose to not repost it if you think Shimmer solves the issue well enough
Your choice.
yea @fossil finch
Well if it's revealed knowledge then yeah
We do have it listed among our plans to move GSS to post-ML, as that stage of the game is in greater need of expansion (and (technically) non-boss content) than Post-Plantera
The exact tier is not specifically planned afaik, but definitely somewhere in post-ML.
I think it was more likely to be directly after ML, actually
Being immediately post ML would be great
Since then you have profaned enemies, gss, and folly to go after
though I think it will be abit strange to move GSS specifically to post-ML?
supposedly when profaned biome rework comes it will be an immediate post-ML content, and sentinels (kinda) is also right after post-ML, at least imo
(and there is also post-ML dungeon eventhough it is not much)
I mean in the standard progression of the mod sentinels and post ml dungeon are post providence
Having a big influx of content right after Moon Lord is better than inflating Post-Plant even more
Makes the game stage transition more similar to Hardmode, post-WoF
I was thinking premech since calamity premech is abit weird compare to vanilla right now
You basically get cobalt and you are ready to go, you dont really have to heavily farm things like mimic and biome mimic they are either easily obtainable or craftable
Yeah, I just felt it is the progression that fit most naturally (HM = sandshark can start spawning, and you have a great sandshark as miniboss, it make the most sense)
perhaps
Imo partially is because gss is like... Doesnt feel fitting/random for postML?
Thematically I mean
Sand Elementals are already there post-WoF, though you can't do a whole lot with their Forbidden Fragments right away
Can be argued as a good fit for GSS move due to being fitting, or as a bad move for GSS cuz Desert already gets stuff around that point
have you guys even decided what to do with sand scale weapons if great sand gets retiered
(It was part a larger plan that wouldn't make it seem so out of place)
No cuz the plan's still very tentative
👍
Though speaking of forbidden fragment is there any plan to make cryonic ore progression more natural?
Currently cryogen is basically a premech boss but the ore it spawn cant be used until after post2 mech
Several devs have qualms with Cryonic Ore
But
Nothing solid in the plans for reworking or re-tiering it, despite knowing it's a problem
Well, kinda
It's weird
The problems with it are talked about a lot more than there have been proposed solutions for it, I'll say that
I know this sounds.abit specific, but what if make cryonic ore immediately usable after cryogen (no hm forge/anvil req) and you can craft weapons with it, but the armor set require titanium/adamantite still and is a 1 helmet armor that is 5 class muticlass
It wouldn't be the first time we had a weapon set - armor separation
Though I'm not the biggest fan of it
Its main issue is the redundancy with Cryogen's drops
If they're put on the same tier, and one of them is to stay, then the other has to go
frigid bars 
.. hm, Cryo seems to have lost a lot of drops from last time I checked
I knew about em individually but haven't looked at his loot table in a while
Bittercold Staff and Glacial Crusher are both no more
Now he only has
(oh right, and)
One for each class
So that's good!
Cryonic also lost Trinity sword, so less redundancy there too
Was thinking which boss will be in the same situation (same tier drop and material) but can only thought of golem and postML bosses
But ya cryogen loot seems more tamed than I remembered too (in terms of how many there are)
Plantera
Perennial still crafts a full weapon set, Plantera drops a full weapon set
(We do have big plans for Perennial though)
((like all things))
I completely forgot that perennial have weapons make of just bars
(Does anyone actually use them)
No idea
the perrenial shotbow is good and that's it basically
anyone ever notice how many weapons randomly inflict cursed inferno + ichor for no real thematic reason
continental greatbow, perrenial weapons, celestial claymore, etc.
a few i get because they just wanted green fire so they used the default green fire but some of these are just kinda weird. and there are a ton of weapons that just. have the hardmode evil components thrown in for... reasons
like ultra liquidator and the devastation line
Doesn’t necro armor set bonus give crit? @river path I agree with the suggestion, but add this. Stat comparisons might also be useful.
It does, I was looking at the wrong necro armor, but it still does not take away for the fact that necro armor does not provide much benfit when compared to its peers in aerospec and stategel armor, I feel like a single class armor, expecially one avalable so late into pre hardmode. It gives less raw stat bonus then statigel and aerospec
made shure to include it gives bonus crit
god
this is gonna be the third time a necro buff is gonna be proposed and i already know it's gonna die like the rest and it drives me insane
necro is such a nothing set, getting an actual bonus would make bone wings so good, but no one ever votes for it
i dont know why
my personal feeling on statigel and aerospec armor is that they are useful for multiclass playthroughs, where you might want to use diffrent helmets for whatever class you are primarly using. I do not think they should be better then an armor set focused around a single class
bone wings are post plantera why farm for them when you can just get shroomite
shroomite is just flat out better at that stage so why use bone wings necro armor
if necro got a buff, then bone wings could actually be viable
I also have thogutht of another idea for a necro armor set bonus, which is essentaly the titaniam shards, but as bone fragments.
They orbit the player dealing damage on enemny contact, and only spawn from point blank hits, they also deal less damage then the titanium shards
the idea doesnt really matter
the devs are going to do whatever they think is best
what really matters is the reasons why
I feel necro armor is not buffed so that the calamity devs can force players to use the new modded armor
that just is not true
im pretty sure necro still has higher raw stats, the modded armors just have cool set bonuses that are much more useful
I know its not true, but thats what It feels like
Necro actully doesnt
well regardless cal isnt trying to force modded sets, just look at the ore armor reworks, and the fact necro even has bone wings in the first place. of all the sets to be overshadowed, necro was not supposed to be one of them
Both statigel and necro give +15% damage, statigel gives 12% crit chance compared to Necro's 10%, The only thing necro armor has better is 20% ammo reservation, which is pretty pointless
they should tie the bone wings to a new set which is an upgrade to necro before you gain access to shroomite
bone wings are post plantera, they drop from armored bones
i dont know why you keep saying that
bone wings have a set synergy with necro armor in calamity
also post-Plant does NOT need any more armor sets
moving Bone Wings would be nice but there really just isn't a good place to put them, and it would deviate too much from vanilla
i keep forgetting its post-plant, sorry
dw lmao
buffing brimstone flames probably doesnt need a suggestion right? currently its worse than cursed inferno, 20 vs 24 dps respectively
which makes flask of cursed flames better than flask of brimstone, despite being earlier in progression
yeah it just needs it
i think it would be better to slightly nerf cursed flames and slightly buff brimstone
Oh it hasnt been buffed?
unless the wiki is outdated, ill check in game rn
to not make calzone fight harder?
debuffs have seperate values for the amount they do to players, and the amoutn they do to enemies
ah yea true
so its already planned to be buffed?
aka whatever this is and more
#1016527231239082066 message
They cant access it 
cri
gigachad moment
Rip necro armor convo 
This Necro suggestion is actually not bad, cuz it keeps the specifics as just examples and provides more than one
The balancing rule is more so for weapons, stuff that can have DPS and Kill Time tests, something that can be changed with simple number tweaks to damage, usetime, etc
Asking for a new set bonus for an armor is much more on the dev side of things than the tester side, so I think it is fine as a full suggestion
Thanks, I also suggested in this channel about having a set bonus similar to titanium but it being weaker and only activating from point blank ranged attacks, but that’s just another idea
Really I want something to make necro armor viable, and not just stats
Necro Armor could allow bows and guns to use bones as ammo.
Genius idea, maybe a bit powerful since bones deal 20 damage
The point kind of was it could turn weapons into a star cannon of sorts. It wouldn't be OP though imo.
@oak sage the fifth paragraph sounds like a bug
How many worlds did you generate to get these conclusions?
I personally don't know the finer details of the new gen
go go gadget spelunker potion
Haven't heard of this idea for balancing MP yet
Trying to make bosses "close out" the teamkill, trying a bit harder when there are less players
I've only ever heard of and seen
just, making it so players cannot respawn while a boss is alive
What if bosses attack with less delay in multiplayer with the delay getting less the more people, and also, bosses will sometimes attack a random player ignoring aggro
that'd be horrible
just install better multiplayer
reducing attack delay would result in undodgeable situations, or not translate well at all
bosses attacking random would take Terraria's already horrible aggro system and make it even more unpredictable
@hot zephyr Have the testers formally tackled mythril armor versus shroomite armor? I'm interested in whether mythril does better damage.
Aggro indicators could help in MP honestly
That would indeed help
Just any direct visual for that a boss is targetting X player
And taking making aggro decay way less based on distance maybe too...?
I'm not sure if its something for Cal specifically to do but it wouldn't hurt to sugg about that I think...?
Does mythril inherit flasks again?
Wdym?
Like do the projectiles inflict the debuffs?
hm, lemme check
Not sure if this is relevant considering I'm focusing on ranger here.
gonna be honest bosses slowly increasing their enrage status as players remaining die would def make boss fights in MP more engaging
Most direct way will be just increasing damage and make MP player respawn time longer
Bosses kill player faster, player die for longer, so if they play bad it will just turn into singleplayer
fair
But ya regardless I do feel boss MP hp scaling need to be tuned up anyway
1.2x (I think last time I check?) on 2 player doesnt really make sense to me effectively bosses start with 60% hp
Unless one of the player really cannot play the game bosses will always be melted
i kinda hate this idea, since its exciting when youre barely making it by via the time. its a rush of trying to survive, and relief when you succeed for long enough. then again, i play death mode so maybe thats why its not as op feeling
one idea i had is to make it scale with more players
if you have 2 players, its 30 seconds until respawn
if you have 3 players, its 45 seconds until respawn
it gains 15 seconds per player
mods like Better Multiplayer only let you disable respawning and nothing else
as far as i know
mm
its more than that, at least 50% per player in effect, but the math is pretty complicated
but thats for vanilla
idk what happens in calamity, i play a 3 player world, bosses such as cryogen and twins have taken at least 5 minutes for us to kill, it certainly feels like a lot
actually im playing multiple playthroughs rn as different classes
cause i have one with my gf, one with my cousins, and another with a friend.
so i have a lot of data on this lmao
For calamity the hp multiplier need to be very close to 1.0 per player I think
Mainly because calamity massively expanded players' survivability, and most bosses are designed to wear doen player over a long term fight instead of killing them outright (except several final boss starting from dog)
Even providence to certain degree is an endurance fight
Unless it is iframe issue I cant imagine it taking this long, otherwise they are maybe using really bad weapons or play with no buffs and scuffed accessories
infinite flight time is not balanced in calamity
and it shouldnt be balanced around it
Yeah infinite flight breaks stuff like DoG, Exos and SCal
1 extra second of flight time is unironically amazing
true
this isnt the best comparison, but fargos souls bosses in post-ml are all balanced around infinite flight
Would I ever use it? No
But I will admit just how useful it is
While calamity definitely isn't
(and a whole lot better)
Hence tracers having far less flight time than wings
the tradeoff is increased run speed though
which is very nice
like
do you want the full experience of wings? or do you want a sorta full experience of wings plus some increased run speed
its only nice for getting around the world though tbh
I would say the run speed is nice for Hallowed Provi and then the horizontal speed benefits are fucking dumb for Exos and pretty good for SCal post bh4
soaring insignia is a vanilla boss drop so they will not move it
anyway dying light 1 finished downloading, ill see yall 🫡
especially to a boss that basically have 0 connection to it
Yeah
and also turns out soaring insignia is still extremely good (basically still the best movement accessory in the game beside wings/tracers)
I almost always use it on DoG and Providence (for pre-ML for Astrum Deus, Lunatic Cultist and even Moon Lord)
I guess people just like their ultimate build
(fuck this is outdated now that shattering is removed)
LOL
That is still amazing though
I also love how this used the least good of the main 4 post dog defensive accessories
core of the blood god and rampart doesn't give Damage Reduction it must be bad
(ok fuck this is bigger than I thought)
LOL
Wait but rampart does give DR
but rampart doesn't give DR if you are already dead, in calamity bosses one shot you
it totally make all the sense
@fathom aspen #bugs-read-pins
since it's obviously not intended
plus you'll waste time suggesting this when it could be fixed the next update
ok ik
is someone gonna ❗ the soaring insignia suggestion
(reposted suggestion because I just remembered I still want this to happen)
yeah, even ignoring the idea itself, the soaring insignia suggestion just lacks the reasoning of "how can soaring insiginia be more balanced by moving it to post-Providence" and also they have no proof on current version of soaring insignia being bad (when it is still very much decent to good)
and they can just make the suggestion way less controversial by suggesting to give an upgrade to soaring insignia at post-Providence (or simplified it to "some point Post-Moon Lord") that buff its effect (instead of moving the item for some reason)
@dapper tendon ^
also who tf would use that weird metal glove instead of something like asgardian aegi
glass cannon weirdos
I feel like melee should not be the class for people who wanna be glass cannons
mage & summoner almost always have the least defense of all the classes
and they wanna play glass cannon with the one that has the most defense
Correct
"oh no this gives Ddefense and HPiss i can't use it :(((((((((("
just fuckin use statis' whatever then
beetle armor was a viable glass armor up to like
Yharon, I think
dunno if it still is but its kinda hilarious how that works
you can get really bulky as a summoner and really glassy as a melee, either way
Soaring insignia does far more than 25% increased flight time
but infinite flight 😭 😢 ‼️
while this isn't exactly calamity related, I feel like Insignia in vanilla should just be the daytime EoL reward instead of stupid summoner sord
true
I remembered how in MrJFL's sentry playthrough, he was still not getting one-shot throughout post-Moon Lord with the Valhalla Knight armor
me when vanilla tank armor
i just remembered shinobi infiltrator gives melee speed bonuses
which effectively makes it a sort of bootleg whip armor
that's very funny
Aye random question
You get pinged when your suggestions get statuses like in consideration/will be implemented?
yes
ah yes, a pog dog weapon
Thank ya
@bright crag mpg told me youd be a person i should ping for testing times
Mage on Moonlord (ML)
Page 1 is current class setups
Page 2 is vanilla pre-cultist
Page 3 is calamity pre-cultist
Page 4 is calamity post-cultist
I am indeed
Thank you!
I don't quite understand why you guys use Greater Luck when it has no effect on damage :p
it does
Also
Why Everglade Spray?
It's a mid-HM support weapon
higher chance for high rolls
^
o
it's cause it was on class setups and i brought it up in our server chat lmfao
use greater luck for the funsies
even if greater luck had influence on damage I still wouldn't use it in testing because NOBODY farms for luck boosters
You use Blood Orbs for far more useful things.
I thought it was greatly diminished not removed
It was straight up removed.
based calamity
I use them for greater luck AND far more useful things. A good mob farm + zergs and chaos candles in a death mode blood moon can get me 30 of everything for fargo's permapots
I thought it did still have an influence which is why I've been using it
When testing
It still has influence in loot pools!
Fair enough
I mean fair
i dont need mob farms
So true Stip.
i just need a good minion
It's not hard to just setup a simple lava pyramid so that's what I've been doing recenlty as an effort to try and avoid using alchlite to buy potions outright
Any based "I buy potions from NPCs" enjoyers in the chat?
I mean I do for the normal stuff
I just try and avoid it if I can
Except draconic elixers, fuck that
oop accidently deleted 1st page lmao
@summer rock No joke suggestions read doc in pins
is back
@summer rock Do you have somewhere else to be
getting off this server, just like he suggested
Who to ping to check if buff on mutated truffle is needed?
Already tried two times via suggestions but didn't make it. Last time exceeded 150 votes.
Also it appeard mutated truffle frames conflict with minion frames.
The reason luck affecting dmg was removed is the same as to why we nerfed Old Die, it still was op and then we had to rework that shit
Luck was basically going to be old die 2
It seems like you're right
Young Duke does not use localNPC immunity / hit cooldown
It just has normal ole infinite pierce, meaning it can interfere with other things that have infinite pierce
Oh that explains why that acc sucks
Imma bring it up on dev
@hollow shell another joke sugg in #suggestions-posting
@north aurora Do you legitimately want there to be an upgrade to the Soul Edge? If so, why?
yes i do want an upgrade of soul edge. i feel like an upgrade would be cool
"It would be cool" is not enough reasoning
the subnautical plates on the fandom wiki just gave me that idea
it would be cool tho 
i dont know what an upgrade would do, but it seems intresting to me
el projectile sword numero 10
byeah you'd need to actually provide reasoning for why it would benefit the mod
Like
Can I use my suggestion as an example?
oh i should have thought this through
Basically, my suggestion can be broken down into more uses for Draedon Power Cells, as right now, they serve little purpose
Perhaps using the old turrets, or crafting your own, to use as base defense
However, it is for the devs to decide upon
This was it, by the way
Good to know also thank god.
heh
did it even make a difference
yes
.was it a big difference
.
considering it's compared to old die I would think so
well i never realy used old die 
boss rush balance suggestion
are there an exeptionally high number of those? oops
i doubt this boss rush suggestion is something thats intended
like, surely the projectiles doing about 1 damage is an oversight
rather than being done on purpose
what I think might be happening is the game's using the initial fight's values as the damage values, which given the issues earlier in 1.4 with bosses being treated as the actual fight, I wouldn't be surprised if that was the case
boss rush is painful to balance
because of its nature of taking a long ass time for each attempt
unlike balancing 42 separate bosses
Just make is so you are inflicted with like banishing fire or something for 0.2 second after taking damage from any attack in boss rush, so you are guaranteed to lose 100-200 HP from each attack
I can see nothing wrong with the idea :clueless:
at that point just slap arma on br
Is it true that Animus and a lot of other OG items got removed?
If so thats kind of disappointing
Yes although this isn't the place for that
Especially since adding old content back is a don't
a bit late to the party
I can't recall where it is but there's an explanation
I heard of it a while ago but did not know for certain
I heard the explanation was too many end game items or something like that but I thought it was cool to have a selection
Tldr: Kill the bad unoriginal weapons that suck to get rid of item bloat and bad weapon and then can focus on balancing easier. And also stuff with no potential gets removed bc it's not worth reworking
Also has the side benefit of people being able to use the more cooler and original weapons rather than some unoriginal and probably bad weapons
From what Nycro has said
too late, already pulled up the official statement from fab

byeah that's a decent tldr
Thank you, still sad Animus and a few others are gone cause those were my favorites
Bye bye coldheart
that weapon is stupid ngl
this really isn't the chat for this
Try not to send memes and reaction gifs in this chat
I dont understand the suggestion, dont you have to get near the nurse to not only right click her but also to prevent the dialogue interface from closing?
This is
a really.. weird proposal
It encourages the player to get just a few blocks closer
You already have to be pretty close to open the dialogue box
yeah I just straight up dont understand what the suggestion is referring to
I got a funny idea
If we really do wanna get rid of the disparity between normal gameplay and boss gameplay, which is an admirable goal,
Make it so in Rev and Death, the nurse needs some time to heal you, it's not an instant click thing. A few seconds, could be shorter in Rev and longer in Death. And if you or her take damage during the procedure, or you move out of her range, it gets completely cancelled
based
It'd function the same whether a boss/event is active or not,
but due to its nature it'll have a more detrimental effect during bosses and events, where threats are constantly on your ass
hmm actually not a bad idea
maybe I'll just keep the point about removing the boss specific thing
this is a good idea
I can see why it would be annoying to some people if not most people
Hopefully there are ways to execute it where that won't be the case
Like having a satisfying little "fixing you up" animation and sound effects
And drawing a very clear radius around the nurse (with a hitbox dot on you) to show where the healing will get cancelled prematurely if you cross it
Make it as clear and non-finicky as possible
the main thing I dislike about getting rid of the "normal vs boss" mechanics is that more often or not is just become "nerf these mechanics so that they are bad at boss and normal at the same time"
(or the alternative "basically leave these abuse to be available to the player and tell them to 'just dont use it' ")
I mean the main argument is for the player to just not use them
if it is something obscure and require extensive setup sure (eg: heart statue + ceaseless hunger), if it is something as simple as pressing recall then it is not
vanilla doesn't block it so like
and then there's having to put the nurse in an area that's easily accessible and safe during the boss
that too
I think that nurse should just be harder to use in rev+ overall
not just during bosses
Imagine using the nurse at all
But in all seriousness, having to take the risk of standing by the nurse for a few seconds with a boss after you is gonna be fun to watch
Though, there’s gonna be a lessens effect in multiplayer, someone could just snatch the aggro of the big bad
just multiplayer things 💅
then again, telling someone "i need to nurse, someone grab aggro" actually requires some brain cells
which.....some people lack to say the least
Your always gonna have that one unlucky bastard being chased around, so yeah
“I need to nurse” lmao
🤱
Unfortunately yeah Terraria's aggro system is too passive and also unpredictable
strange post
Only a few pieces of equipment let you change your aggro mid-fight
in the whole game
It would help if bosses had an indicator for who they are currently aggroing, so it's easier for players to discern aggro mechanics
as has been mentioned numerous times before
(I completely forgot about Rogue Stealth)
what kind of boss would be able to have a safe zone after like, King Slime or something
i mean most projectiles don't pierce blocks
maybe make it so that the nurse can only heal if all players are inside a certain range around Nurse? and in case that fucks up in Public servers make it so that only players detected to be fighting a same boss have to all be around said range
but bosses pierce walls, so setting up a safe zone where no bullets reach during the Nurse's healing would be really hard probably
if not, you'd not be able to do one which has 100% guarantee of heal
yes i think that is the point
yeah
do you mean Rover's nurse heal proposal?
yes i think the delay in healing is better than. that weird area thing you suggested
oh that's just something that came into my mind so that this thing would also work in Multiplayer
the original idea would also work in multiplayer still tbh because it forces the other players to play without you for longer
well that'd depend on how long it would take for the nurse to heal you then
if it's like 5 seconds, it wouldn't be too hard for players to cycle in and out of a boss fight for example
as if they couldn't do that already
well yes they can, and isn't preventing that what we're talking about right now?
My proposal was focused mainly on singleplayer
It would help to make nurse cheesing in multiplayer more difficult too, but not as much as it does in singleplayer where the boss is constantly targeting you
yeah
yes
well it'd work very well for Singleplayer
though something would probably have to made additionally so it would also work in Multiplayer well enough I believe
eh
multiplayer balancing is in the gutter rn anyway
id want boss HP values pumped back up first before we start addressing cheese
did bosses use to have more health in Multiplayer or something?
yeah
how did it use to scale vs now?
i dont feel like explaining, just check the vanilla changes page on wiki.gg
it used to be just like vanilla tho
it was changed back when bosses still had millions of HP
wait so Calamity changes boss HP scaling?
yes
well I'll check it out then
could you just tell me the page where HP scaling of bosses is explained?
...vanilla changes
oh right sorry
I thought that meant like, previous version of a page or something
bruh why is it done like that
Hm
i'm guessing cause even if there are x players it's not guaranteed that the average damage dealt to the boss will be the intended damage per second times x
things like other players drawing aggro and what weapons you're using might make it harder for other players to damage the boss which could theoretically make the fight last longer even if it should last about the same length as in singleplayer
well makes sense
congratulations
i love resubmitting things that already passed bc they haven't been implemented yet :)
at least this would be something that would actually be possible by the dev team unlike the HP bar one lmfao
Oh this actually is a suggestion before
Hmm pretty recently too, I guess i delete it?
Ok it is only 2 months old ya I should delete it
@coarse tartan pretty sure smth like that is planned, but leave the sugg to maybe encourage it
i thought we had a pretty extensive discussion on why generating aerilaite in the sky is Bad Idea
mostly because all the bonus structures that generate up there make it cluttered enough already
- post-ML sky ores
And also it is surprisingly unaccessible early game (preHM)
By the time you get aerialite you have already visited hell and checked sky islands
Mostly referring to that your first wing is locked behind aerialite (besides fledgling but that one have like no flight time), but ya I guess ropes or grav pot could work
Make it replace any remaining pre-boss ores in planetoids and make Aero Slimes generate in the sky. Problem solved, right?
what if
someone already mines all the ores 
i mean
they can farm slimes but
there should probably be some way to get it efficiently if they did mine all the ore
like. fighting a miniboss or refighting hive mind/perforators
but that goes quite a bit far
Man if only where was a mob that dropped aero 
aero slimes
aero bad more like
but ore slimes kinda stink in concept and there's other slimes which are basically the same
the only thing i could think of is maybe you could generate a sky island over the sulph sea opposite the world evil island who's cloud is made of aero ore or something. kinda like luminite planetoids
that way you can't accidentally screw yourself over
true
Sounds like a lotta work for a non issue tbh
i dont disagree
we just keep getting these suggestions
the only other thing i could think of is making all sky mobs drop the "ore" (make it not an ore) and making aero slime into something more thematic
you already gotta farm sky mobs to craft most of the gear anyway
It could also replace some clouds in sky islands, and/or bars could be retroactively generated in sky chests.
and if you destroy your sky islands/chests? 🤨
This doesn’t solve the problem that aerialite is such a thematic disconnect from perfs/hive mind
yes, much bigger issue
Harpie queen boss? 
Then slimes. But seriously, nobody is gonna destroy all the sky islands and sky chests AND mine all the ore from planetoids
that's why i kinda liked the "new enemy" idea and moving aerialite away from being a bar. like maybe there could be some sky spirit trapped in the hive/perfs that it ate when it got too low, and killing it releases these new enemies that you can get the resource from (along with the old enemies)
Make it so that the corrupt island in the sky spawns on killing 2nd evil boss
so it’s less of a fucking mess as well
Perhaps it could generate at the very start of the world and there could be a deathbringer/nightmare pickaxe upgrade with blood samples/rotten matter that is able to mine it.
how would that help? im prolly just missing something
just a thematic thing?
Reaver shark momento
Would show the actual connection between the world evil and the sky islands
true! yeah that makes sense then
And it could allow some corrupted sky enemies or something
yeah yeah...
It could be a property of the pickaxe, and not a result of the pickaxe power
sounds like a lot of work for not a lot of payoff
Yeah idk how picks work but that sounds like a hassle
you could just add a mining lock until the boss is killed but that's. dumb
what
we already made miracle fruits generate on the jungle planetoid without caring about if players destroy it early, sooooo
:ombg
(source : wiki
Wait miracle fruits?
Do you mean life fruits
am i missing something here
https://calamitymod.wiki.gg/wiki/Miracle_Fruit
The Miracle Fruit is a craftable Hardmode permanent power-up item that increases the player's maximum life, as an extension to Life Fruits. There are 3 other items that function identically to this: the Blood Orange, the Elderberry, and the Dragonfruit. It is the second of these to be obtainable following boss progression. It can only be used on...
wrong wiki
...wiki.gg
wrong wiki
💀
i guess this is just a bit or something...?
still aeralite is weird what else is new, im sure there's probably something in the works for it
Prolly
yes
😈
I have supercool ideas about aerialite and all the related things.. it will be so awesome.. it will be so cool
but not here or now
im still really curious to see it, but glad to know the issue has mostly been addressed or at least known, cause i doubt the sugg is gonna get through. who knows tho, suggs been wack these past couple weeks
interesting wulfrum pack suggestion
just place blocks where the cultists would spawn
Found my way in here because airy allite
But tm
I care less for generating it in planetoids and more the fact people keep wanting so much stuff out of planetoids
Should there just be more planetoids genned on world creation,;
I hate that planetoids are even there in the first place tbh
Space is kinda meant to be. mostly empty yknow?
Calamity EXTENDS THE SPACE LAYER!!!!
no
uh
I agree
But idk there's planny toids there now
And they're a part of the mods progression so idunnolol
Gotta find smth to do that doesn't break the current system mebbe
planetoids do a lot already
they do basically everything the underground does AND more considering they have the opposite world ores too. plus the main planetoid and the esword planetoid. and the opposite world evil sky island. and then also the lumi and cluster ones post-ML. plus im pretty sure aerie is gonna be a sky biome so like
there is no lack of content up there
and that isn't even factoring in vanilla sky islands
Doesn't calamity add recipes for all the vanilla sky island items anyway
The one problem is gems for mhage are inconsistent
no im pretty sure there's a recipe for all of them
grav potions and clouds are also still sky exclusive
thinking emoji
idk generally I'm asking are we at a point where we can inline edit and remove the genstage for islands or w.e it is
Or do we wanna
Keep them;
there is no recipe for fledgling wings
tru
I mean I see them and I'm like b-but me no hardmodey
just spawn a big void after a certain height during world gen

I mean I did say calamity extends the space layer but that was really honestly abbit of a joke
It used to do that
....i think
I love limiting mod compatibility
Way back in like terraria 1.1 something calamity extended space layer or sumshit
But uh
(Seriously if we’re removing something from the sky it’s gonna be planetoids)
yeah the sky extension was removed because it broke/wasn't supported in 1.4 i believe
Idunno now we have subworlds and I doubt the effort is rly worth it but making space extension a subworld in of itself seems like a good idea
You hit +y limit you go to subby
When in subby you hit -y limit and you go to main world
;
doesnt seem like a thing for cal to do tbh
One mod had an asteroid field subworld or something that was sick
every world is now dont dig up
you fly too high and end up in romania
Planetoids could be moved to something like that
cal already has its subworlds planned

Wait that's the real eclipse
this seems like way too much extra effort when post ML needs content love much more
De weaw ekwipse
sky is funny
also post ml has way more content than pre ml at a glance but I'm sleepy and not looking into it too much
Or at least they're equal ish
it's all boss content
glorified balls rush
Well yea but when u look at it what non boss content is there for pre ml
why do we have a boss rush when post ML exists
I can't think of much
It's mostly boss and then mine ore make new shit then next boss
You could even skip the ores sometimes
define preml
"The Game" as we call it
Pre ml meaning really I guess everything modded that is b4 cultist and events
id like to point out post-ML does not have Literally All Of Vanilla alongside it. like maybe original content but like. not what i meant
The problem is that the design now has been limited to kill boss mine ore make new item to smack next boss whriwhdshd because anything that is not that has a much larger scope and you're often exposed 2 scope creep
And tbf I know why people don't wanna do non boss content for that reason but
That's not rly an excuse to some degree
You don't have to become god tier slr RRRRRR level but in mods like calamity making new crap that's interesting things you can explore, fucking about w shimmer, new tiles, new liquids, new mechanics that don't require a donation of your brain power for a whole month of coding
Give me a lot of that in place of bosses and it's just as enjoyable
And yea your mileage may vary
But that's how it's been 4 me
add redstone unlocked by defeating moon lord
ANYWAYS PLANETOIDS
uh
spawnwise you can do a few things to avoid clutter, you can increase the spacing on the x axis between each planetoid to be farther, you can group them together in a different spot between a y threshold
So like above the oceans
It's really w.e works
i mean the next... man i dont even know how many major content updates are all biome reworks. and then we have two planned subworlds and another bonus biome we know almost nothing about
where's the update doc thing when you need it
The inaccurate one
THE CALAMITY MOD FUTURE CONTENT THEORY DOCUMENT The full-ass Calamity Mod Game Theory Google Doc.This is the doc of the man, the legend: This doc will mostly be focusing on future biomes that are planned to be added to the mod. NOTE THAT EVERYTHING ON THIS DOCUMENT IS SUBJECT TO CHANGEFOR UPC...
i mean i know it has a lot of stuff wrong at this point but how much of it wrong
Oh that's the one fryzah and neko wrote I think
Uh a good chunk of it is still correct idk how much
But anyway
All ik is people want more sky and or space and idk how ur gonna fulfill that indirect want that ppl have
But it's there;
Damn what a doc
More stuff revealed than I thought
but I am glad to still see intentional gaps in information 
"intentional" 
Rover are you able to confirm or deny anything in there
I could but won't haha
Fair enough
Rover being a chad dropping them spoilers
Ngl it'd be way more badass to face DoG in his own home
what would his own home look like
subworld
I don't think we can make it any more accurate
I don't expect you to
It's all built on public info (and admittedly hasn't been updated in a while)
doc makers in shambles
I could do something that would troll them so hard but I wont... yet
the power of the sun
in the palm of iban's hand
i wanna more bosses
eventually they will add more
we're getting more bosses, just keep on waitin
In 3+ years
eventually™
soon™️
i was gonna make a comparison to scal and when the exo mechs were released, but i dont feel like that would add any substance considering theyre the same exact tier 
SCal came out Feb 2017
Exo Mechs came out Nov 2021
so, nearly 5 years
(SCal got her signature box arena in Nov 2017)
i guess
the argument can be proved that bosses can take quite a long time, especially if working on other stuff
old duke counts right?
I think partially is because there are already a lot of bosses in the mod, and many of them already stacked on each progression and require balancing (eg: post-Plantera is still a mess, post-Golem still has a lot etc)
imo they definitely can pump out bosses really fast, just I feel eventually it will come to oversaturation/quantity over quality
so it is better to make very existing bosses good, rather than just adding more
plus there aren't actually that much bosses in planning so far (only 3 so far unless my info is outdated; Yharim, Noxus and Xeroc (the last 2 are BR superbosses))
Fuck Old Duke
old duke? more like
stinky duke (he cant take a shower due to how old he is)
man
sweet dukey goodness..... i love you smelly fishe.....
old fishe
we have water duke, we have sulphurous duke
other mods should make a lava duke, honey duke and shimmer duke
Shimmer duke would be incredibly funny too, though you can't really fish in Shimmer as you get Shimmering as soon as the bobber touches Shimmer
I think if they just make the tooth ball less obnoxious then the boss is a lot more fine
old duke when it has been a calmity to your kingdom
(that and the exploding shark corpses into hundreds of debris raining from the sky)
good gif 👍
i love how shit the new mobile discord is, that gif is chugging my client hard
very cool and normal
the gif was a calamity to your phones' framerate
@hardy axle You need to format and add reasons, as being cool isn’t a reason.
I am cool, that is the reason for whatever he said idk
It would be good to have calamity Emotes because if the NPCs talk about the next boss the player could get a little teaser for the next opponement
Oh you mean those emotes
The ones barely anyone looks at
they add character to the world, and the NPCs are lacking a bit of that
besides, that's the direction calamity is going for for now
Thx for the info
so like
so long as you add sufficient reasoning and with proper formatting you should be good
so are you going to add this to the suggestion or...?
yes wait
suggestions have to be formatted correctly to be sent through
in your case it would be like:
Add Calamity emotes
reasoning here
@hardy axle ur supposed to edit the original sugg
that too
why do the NPCs need to 'tease' the next boss?
if anything emote like this will just be a spoiler to the boss
format sugg properly impossible challenge
more atmosphere i guess
they can talk about the boss sure, why do they need an emote that literally shows you how the boss looks like
leave it up to the player to discover after they clicked the summon item
just do it like how vanilla does, which adds them to your table and lets NPCs use them after killing the boss
it is weird how all the vanilla bosses have them but cal doesn't have any (i have no idea if mods have support for this tho)
yeah after the boss sure why not, just the suggestion is specifically "to be used by NPCs when teasing the next boss"
tbf they do have some bosses grouped together, even if they haven't been beaten
its weird
is it a different emote the suggestion is referring? I thought it is this one
if you scroll up to the table that actually details how NPCs use them
this is the player unlock table
strange that vanilla straight up put spoilers like this (though it is not noticeable since how often do you look at NPCs' chat bubble)
true but i dont think it's "spoilers", i think it's supposed to be hinting the player in on these bosses existing
since without a wiki open, it's very hard to figure out a lot of these bosses exist from normal gameplay tbh
like without external interference i could very easily imagine someone never making it to hardmode because they don't want to hurt the guide or something lmao
it also adds a way for bosses to exist outside boss fights, it does make sense lorewise because they are creatures that exist in the world. Maybe not all bosses though
I dont mean that the NPCs talk about poltergesht in pre hartmote just the next boss on the normal playthroug list
but also they could talk about bosses like Crabulon, bosses that are just opptional so the player dont forget about them or something
I just would be intressted in calamity emotes
also if they work like in vanilla
Add calamity emotes.
The terraria emote system is widely under-utilised, especially in calamity.
Adding calamity's own emotes would serve to hint at upcoming bosses in progression, minorly reducing the need to wiki surf your entire playthrough, as well as integrating the bosses into Terrarias world - of course the NPCs would talk about the enormous sand worm terrorising the desert sometimes.
does this work?
@short walrus This is what i meant
what the hell is an emote
THERE ARE EMOTES???
yeah
eh, fuck it
at least someone got it right
The 💭 NPC stuff, except I didn’t know you could send them yourself
if people's way to "make bosses exist outside of fights" is just emotes that basically every player will barely notice,
zamn
it's a start
shrug
over having to hack into the code because there's no support for custom textboxes just for smth that's smaller than ur average small touch
😭
I think it’d help add to making Calamity feel more like an actual part of the world. Is there Calamity-related dialogue for Vanilla NPCs?
lmao i was worried that was gonna be the case
yea there is cal dialogue on vanilla npcs (no one reads it
frankly cannot believe tmod doesn't have support for emotes this is way more important than the 1.4.4 port 
gonna go hold tmod devs hostage until this is rectified
The fact that I had to ask supports your reasoning 😭
tmod will support emotes once they finished porting vanilla 1.5.0.1 "journeys ending™" update that add kirin boss
so like are we discussing adding custom textboxes or being able to /command in silly lil boss emotes which vanilla already does and hopefully has support for additional emotes
the thing is with vanilla npc dialogue additions is that vanilla npc dialogue is caca
it's just random
no player's gonna spend a minute just checking every npc quote because most of them are uninteresting and they wouldn't know that there's maybe one extra new cal quote hinting at a new boss
maybe every latest npc in progression should have a help quote like sea king 😳
add NPC dialogue to the growing stack of broken mechanics that would need way too much work to fix like farming and fishing
I love the wizard
or the guide should guide you...
Well yea but no one uses the help tab from amidias as well
The guide should just link the wiki
I just use it for the buff lmao
sea king when the maximum potential of his usage as an npc is to give small sticker spoiler of the next boss in progression
we already have a message to link the wiki on boot lmfao
fixing vanilla npc dialogue is just not worth it *
cuz vanilla npcs zzz
it's OK I am always one step ahead..
I love permafrost
guess i got ratio'd then
My favorite cal npc
iban removing vanilla npcs?!1?!?!1? 
My favorite is the Earth Elemental
cloud elemental got reworked so soon™️ will earth elemental
in acnh there's an option to ask tom nook 'what now'
there's a vanilla npc that's sorta meant to be all knowing that you have from the start of the world so that could work lol
boss checklist but not
in-world boss checklist
the guide already talks about funky creatures showing up in the hallow after ML right?
lmao
tbh turning the guide into a "where did i leave off" instead of the equivalent of a pamphlet worth of loading screen tips would be interesting
terraria devs where is my suggestion posting for your discord smh my head
true!!!
in world boss checklist like a stone that had all the boss names carved on it and slowly cancel each one out as you beat them will be cool
give you doubts on why are we killing the bosses (for seemingly no reason for many of them) in the first place
xeroc thought it would be funny
we*
it's either the guide or yharim who is all knowing enough to write the lore items but then he'd need to be an npc at the start of progression not the end oops 😳
"or was that all your intention"
yharim literally teaching new players how to progress lmaooo imagine
lmao
players wanting to not rely on qol mods
players relying on wikis for years 
tbh being able to hop to the guide whenever a progress message pops up to actually get an explination behind whatever the fuck "The ground is glittering with cyan light." means or something would help the new player experience a lot i think
"{Demolitionist's name} tells me there's a new cyan ore down in the caverns."
.
Byeah rework npc dialogue completely :)
sounds super ez yknow :)
I was mostly just talking about the idea behind the suggestion, adding more interactions that hints the existence of the bosses
what if Terminus have a boss checklist style kind of dynamic tooltip that marks every single boss in progression and cross them out as you defeat them
not immediately accessible, but they can just make the Terminus chest unlocked so it is "technically accessible"
and lock boss rush behind defeating all bosses perhaps?
maybe
like the pantheons from hollow knight
(it will make the most sense, since otherwise activating boss rush will basically be a spoiler, although you have to get to there first in boss rush)
Patrolling sentinels
I mean the only way who would've realistically patrol around is SW
add those as background elements
CV just does whatever and you'll never spot Signus until it's too late
like when you see eoc in the distance
GBoard update sucks ass
imagine signus is just 👁️👁️ in the hell bg
It'd still be cool
Besides, honestly
None of the sentinels would care about you without the Rune of Kos
Logically speaking
SW would be the only one remotely patroling its region since it seems to control rain and shit
byeah no one will really care until you pull up with the rune
@frail shell you're lacking formatting and reasoning with this
also this doesn't seem like something worth addressing by calamity lmfao
Also endgame is reserved for dev weapons
true
So only devs can request that
oh wait that's a don't isn't it? i forgot about that lmao
Yep
No suggestions relating to dev tier
And we have Face Melter for post DoG so an Auric instrument wouldn't make much sense
Even though another Auric mage weapon would be nice
they aren't even asking for a weapon, they want music implemented like in starbound
things like rain song, drumkit, and ivy
Yeah, different people define endgame differently, but I think on the official wiki Shadowspec-Tier is listed as endgame.
the tier listed as "endgame" is shadowspec
yeah
so
regardless there are so many other issues with this suggestion anyway so
nbd considering its malformated anyway
Building Reaver set buff based
Yeah that makes no sense on why that isn't already a thing
ligma grindset
(making good suggestions)
i just saw it and then i remembered that marnite armor gave range
& then i was like "why doesn't this give range too wtf lol"
Yeah that strikes me as weird
especially since both reaver & mining armor got buffed in the same update
I never noticed it bc I forget reaver armor exists but yeah
reaver armor kinda lost its fame when it stopped being a class armor
now it just has funny set bonuses
Not rly
like the tank armor set that nukes your damage for some reason
The tank set is a must for true melee
The mobility set is broken as shit for noshitters
Wanna know what's funnier
not everyone uses it anymore
Oh?
I mean there is also just the class armors that exist
guh
huh
oh i'm stupid
Oh
good job lvii
deleted suggestion 
@serene tendon I would add the fact that because some people build sky bridges that the infection sometimes doesn't generate properly and that would in turn allow people to get the ore that way should that occur
Can change the wording but yeah
Technically you can make an astral biome with the solution and farm slimes after Deus is defeated
death of astral slimes
- can we delete janox's suggestions and keep scorns' plez
- astral ore thingamajig is a good suggestion but doesn't the meteor already give enough of it
I don't remember using very much of it;
yeah astral ore isnt used for a whole lot
the set is (imo) mediocre and then theres pretty much just deific amulet
If you have a skybridge it doesn't generate
Oh you can just set it to ignore tiles for a range in between y(a) and y(b), right
Or am I stoopid
yeah the astral ore one would be nice in case you mess up the spawning
and im pretty sure the astral meteor follows the same code stuff as a regular meteor so it follows the same rules for spawning
Astral Blade, the best true melee weapon for ML
The armor and Etherial core are very useful for mages against ML
Devistation which is used for the amazing Devils Devastation (one of the best melee weapons for Yharon )
Deific Amulet
True Biome Blade for the eventual Ark of the Cosmos
oh yeah i forget about a lot of those things
It definitely has its uses
Devastation isn't good yeah, but it's upgrade is amazing
bad reasoning against the sugg; we still have astral slimes which are directly mentioned in the sugg, so there's going to be a method of renewability no matter what, it's just that using the clem on ores instead of killing some fodders enemies is a much more interesting way of going about it. it's also used for a dye and bricks, so if you wanted to use it for building AND get the gear, you could very easily run out.
I implied I liked the suggestion anyway what 
Thanks for giving me a reason to want more astral ore however
lol
@eternal escarp
Ayo prideful hunters plannar ripper is ass (Using the convert)
(Two guardians are dead, one of them was close to dead when I died her, averaging about 9-10% between cocoon phases)
If I remember correctly isnt it straight up impossible (technical wise) to implement the astral ore suggestion?
Converting ore with the astral spawn at a fixed area is significantly different code wise than using a clentaminator
Why would it be impossible? Astral Solution already converts a ton of stuff
May I ask why?
gotta ask @radiant meadow for that
Performance?
It might be because if you try to convert it back, which ore would it make?
meteorite
Fair
luiafk had a solution that converted anything into jungle mud so I don't see why it wouldn't be possible
@weary token You need to add a reason to your suggestion
(separated from your main idea using a line break (Shift+Enter))
Ok
@silver pike Way too big a scope for a community suggestion
We are planning on greatly expanding the Brimstone Crag in the future, so maybe that'll fill that same kinda desire
wait is there a place where we could make art of the suggestion
Uhh, you could go to the Art Server and post whatever you want there
(Adding art to your suggestion here won't make it any less invalid fyi)
Art server invite in #info
what does the 🗜️ even mean
the suggestion is not formatted properly, can check pinned message
have explanation for all the emotes
i only found an explanation for the ❗
@silver pike just edit the message, and that suggestion won't be added because of the "Don't suggest new biomes" thing
@silver pike too specific, and as the Moderator told you, too big scope for suggestion
oh srry
brimstone crag will basically be reworked into a real biome (instead of just an underworld biome with different background) so there is still that
ok
oh i was looking at the wrong pins lmao
where could i find the rule on what we could suggest
pins in #suggestions-posting
pinned have a link to the document, but I will just send the link here https://docs.google.com/document/d/1OA3GxJ4w4QA4pCkngwt8kqW8Qq18U5KOCUJEucUS8ck/edit
Calamity Suggestion "Don't"s [Also be sure to read ALL of the pins in #suggestions-voting and #suggestions-discussion.] [And remember: Always add a reason to your suggestion! Separate it from your title line using a line break (Shift+Enter)!!] Table of Contents:1.) List of things you should...
thx
well snap i cant post a suggestion
One day I'll make a cool mod
Wait are like normal enemy allowed
Suggestion rough draft
Rename the Bloody Edge.
This weapon is intended to be the crimson counterpart to the Night's Edge itself. Yes, Vanilla Terraria's very first legendary sword, and the first "very big recipe for very big damage" item. So surely, this crimson weapon should get a really cool name to back itself up?
Nope, you get the Bloody Edge. That name is just too basic, and the weapon deserves a much better title. And I know 1.4.4 for Calamity is a long way off, but it's almost certain the Bloody Edge is going to get reworked to be similar to the Night's Edge. So let's give it a really cool name, something like Scarlet Feast(totally not a monster hunter ref)
what's wrong with Bloody Edge
i mean you call it basic but
idk it aint that different
it's also really similar to the "Blood Butcherer", the crimson equivalent of the Light's Bane
also this is totally not related to my redesign of the bloody edge
....
is that needed really
sure the first word is the same
but then the second word is entirely different
it still feels really basic
with the entire 1.4.4 terrablade line rework I think they should just straight up delete the entire "crimson's nightedge to terratomere" line
it had been said many times already (by vanilla devs) that the reason there is no "crimson variant" of night's edge is because night's edge is referring to souls of night, aka both evil biome; otherwise it would had just been "corrupted edge" or something
the entire reason teratomere existing now is just because terrablade upgrades = zenith and teratomere upgrades = exoblade, and thats it; the weapon itself is as ununique as it gets
true
Night's Edge should be the only one as it's not a direct corruption inspiration
this should probably also go for the NE variants Cal adds to other classes
like Night's Ray and Carnage Ray
night's ray etc is a bit weird in that both are added by calamity, but ya basically same case
no need to maintenance 2 variant of basically similar weapon anyway so 1 less weapon to worry about in balancing
one day
bloody edge line disappear, "corruption weapons" become properly themed, "crimson weapons" probably end up in blood moons or something
doesn't making the "corruption" weapons actually corruption themed just justify bloody edge line.
and lunarian bow stops being weird
properly themed means shadow themed
night's edge is a shadow-themed weapon
there's a difference between the shadow theme and corruption? it feels only kinda vaguely different





