#suggestions-discussion
1 messages · Page 221 of 1
It's such a fucking brutal way to end off a surprisingly good boss fight
infernum aquatic scourge was a really cool way to rework an otherwise simplistic worm boss
force the player to fight him underwater for the first two thirds of the fight, have the sulphur poison meter become something to manage during the fight, and then the last part of the fight finally brings you out of the water
aquatic scourge?
i think he, like,
vomits out a bunch of gores and dissolves into a skeleton
(you can then mine and place down his skull somewhere else if you wish to)
Who could have known that even in the uninhabitable acid sea, the sea serpent still habits the waves.
🕓 Timestamps:
00:00 Phase 1
01:16 Phase 2
02:17 Phase 3
03:52 Equipment
04:26 Outro
---------------------------------------------------------------------...
this video link puts you directly right before the death animation
@slow hound - Your suggestion has received an updated status!
[Let Staff of Regrowth / Flower boots etc work on Scorched Remains (Crags)]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@wintry gale - Your suggestion has received an updated status!
[Make Biome Mimics Harmless Until You Get Close/Add a Biome Mimic Spawnblocker]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@glass arch - Your suggestion has received an updated status!
[Rework Biofusillade]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@modern rapids - Your suggestion has received an updated status!
[Make night Providence drop more Divine Geodes]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
this argument really doesnt make much sense and is very easy to just, not make be the case
people arent going to go "wtf he stole my kill" they are going to go "wtf thats cool"
same thing with yharon regening his health for phase 2
im pretty sure people aren't going to be like "Wtf yharon regened all of his health?", they'll probably be "Wtf yharon regened all of his health? that's epic"
exactly
its only unsatisfying if its made to be that
plenty of ways to make smth cool
it should also be understood that there is context to these "epic moments"
lets say old duke fucking revived
that
would not be epic at all
well that makes zero sense ye
and honestly there's a lot of other factors at play that shouldn't make the revive confusing
specifically, he gets his title changed to "Resplendent Phoenix" and he starts playing his absolutely fucking fantastic and epic p2 theme
and also bosses regening their entire health for their phase 2 is quite common as well in games in general
so the main reason why this revival got removed, that it'd be "confusing" doesn't seem that valid to me
most games also usually show that theirs going to be a second bar OR intentionally make the first part too easy. it is also usually also used for climactic fights, or done consistently through the entire game
which
yharon was neither
"Oh, he didn't think you were worthy enough, go beat up some big fucking moths and get a snazzy ring to actually be worth fighting" - Yharim
yknow i forgot that the fight was split like that
speaking of which, that ring still kinda just exists
that was odd
tbh i kinda wish there was something for polterghast before the fight
currently its spawn method is just
"zerg pot in dungeon"
what if there was a post plantera miniboss in the dungeon

i honestly wonder if yharons weird multi-fight thing (that probably wont ever come back) had its first fight occur much earlier than like
post-DoG
how did t he refight even work again?
but im not sure how to make that work without confusing the player so uh
it varied
originally it was just as i said, get a snazzy ring by killing some mothrons
post-yharon
then after that requirement was removed, you just had to fight yharon twice
which was... weird
so then it was just fight him once, but he still had the revive thing
not sure on the specifics since i didnt play it but iirc you just fought phase 1, then got access to darksun and silva, then fought him again
then that got removed for some reason
ye thats, not how to do a refight like that 
it could work if it was much further apart
usually, a refight occurs a lot later than the first fight
what if polter got a revive instead since its just getting drugged on more souls over the course of the fight
but tbh there wasnt really, any reason for it to be a refight at all

post-Moon Lord, before any of the other bosses, could've been interesting
yharons revive makes more sense as hes a phoenix dragon fire thingy
and rebirth is kinda a phoenix thing
but well, that's gone for a reason so lets just go back to the yharon revive
pretty sure those are immortal no?
no
they arent
they only revive a certain amount of times
they also dont revive immediately


972 times the length of a long-lived human
yes
regardless of whether its immortal or near immortal yharon reviving would make perfect sense :p
i dont see why a minor inaccuracy to something that isnt real is a big deal
like ye sure maybe they dont
but who really cares
we're talkinga bout goddamn mythologies here
not the calamity mythology
lemme bring up yharon lore item rq
Yharon was the last of the Auric Dragons. As a phoenix, his domain of power includes rebirth.
The Gods thought him culled with the rest of his kind, but he returned as an egg. Hidden on the Aerie.(...)(...)Yharon may yet return, as he does, but he… he has bade me farewell.
- Yharim
...paladin???
and his bestiary entry says
He who made his kind eternal through his powers of Rebirth... and yet, even eternity did not last.
whats slime god got to do with the dungeon 
so apparently the thing that made the Auric Dragons revive constantly was yharon
something that isnt just a hp sponge and throws 300 damage projectiles from ur entire screen
just because paladin is bad doesnt mean there needs to be two of them
yharon has just about every reason to revive mid-fight to spite you
and beside it's pretty cool
?????
i think i meant that there was enough lore precedent to allow yharon to revive mid-fight
yharon cant revive mid fight
what i meant by revive mid-fight, was the revive we were talking about earlier
or the regeneration rather
"lets be lore accurate by disregarding the lore"
so
not rebirth
and therefore not what he can do
Yharon, Dragon of Regen
my brother in christ that is just called the dragon of life
They can just easily make adjustment to the lore to account for that
they already exist and are ironically dead
The lore is literally still in development
LMAO, was not aware of this
very funny
The issue is the dev said "no we dont want yharon revive", then comes the rest
yeah how did Silva kill life
Yharon's rebirth is like the player's spawn cooldown but it's a few decades instead of a few seconds
they went into a match of who could grow more plants (silva won because shes the nature elemental)
I don't think player deaths are cannon, but yeah
i love how in lore, terrarian is quite literally built different
Just don't get hit
by first trying every boss
Surviving the fucking barrage of attacks some bosses like SCal and exos have first try is kinda brazy
did they fucking eat the auric soul of agility or somethin?
cause that's the only thing i can think of for a lore explanation of that
They watched a nohit beforehand
the auric soul of gamer
TRUE
The Terrarian is a multi-timeline being, capable of running quadrillions (and magnitudes of quadrillions) of timelines in their head to understand what will work. Once a viable timeline is found, the exact specifications of movement are applied as a reflex to itself.
HELLYEAH
🎉
Yharon is absolutely a climactic fight
Also it would make decent lore sense if it was a kind of lesser rebirth magic
Regeneration is like, tangentially related to rebirth. Both are used in forms of immortality
and how is it climactic exactly?
and no
its rebirth
not regeneration
Rebirth before dying is indistinguishable from regeneration, from a certain point of view
You're fighting the last auric dragon, the stuff of legends, in a battle that will (at least contribute to) change the course of history. Of course it's climactic
It is the required boss before the final tier of bosses, a potential penultimate fight
afaik, it is unknown that yharon is the last dragon until after you fight him
People can probably figure that out regardless
Or guess it
Plus that doesn't matter
It's something that I would argue the domain could cover
yknow what domain would cover regeneration
fucking
life
Not that it definitely does, but could
I think they'd both have regeneration by different methods
yes, and rebirths "regeneration" requires death and takes a decade
Life covers regular birth, growth, and regeneration
Those are separate things
One is growing back something new in place of the old lost thing, the other is a direct reversion of the loss
Because life isn't just one thing, I think rebirth could be more broad as well
uhm
do you know how regeneration works in this world
because it really sounds like you do
I'm not saying I know how it works, I'm saying there doesn't have to be just one way
how can you be sure that the regeneration is just accelerating growth
Biological regeneration is that by definition
aka, growing back something new in place of the old lost thing
probably best to proceed to #lore-discussion or something
the tldr is just:
Yharon is not regening because the devs dont want it to regen
the lore explanation of it comes second
if they want Yharon to regen they can simply adjust the lore to account for it to make sense; but since they are not doing the regen idea so the current lore do not account for it, it is that simple
Yes, this is true
I think it was wrong of them to remove the regen thing
But it's not getting changed back
ищу тиммейта
Yeah, this
(Though we're not really changing the lore in any significant way)
What is ingame is set in stone
i saw what you deleted, poster
i feel like this is invalid
sulph sea spawns on that side for compatability with thorium and also bc that is where the crags are
changing it at this point would break so much
There is already stuff in place to try to prevent the sulph sea and dungeon from overlapping
couldnt they just flip where the crags spawn aswell?
no because that would fuck with infernum
because that's where the profaned temple spawns
there's just no point to do this
if you're not using mods that fuck with dungeon generation there should already be measures that stop the dungeon and sulph sea from mixing
I think best case scenario you can suggest for dungeon to be moved a little further from the world edge or something
does infernium have dungeon overlapping counters?
infernum is a calamity addon
Are you using Infernum
ye
wasn't the aquatic depths from thorium specifically made opposite the dungeon to not interfere with calamity abyss
ah
which means this isn't an issue with base cal
yeah
ik it's thorium not calamity i'm just checking
When did you make your world
like a week ago
was referring to xanax using infernum there, not you lol
i meant saying that it isnt an issue with base cal lol
got to dungeon and abyss cut off more than half my dungeon
There was an attempt at fixing that issue, doesn't seem to have worked for some people
Well that is assuming* you don't have any other worldgen mods
no i know i was just saying i knew my question was unrelated and just making sure
Yeah
Base Calamity Abyss doesn't touch the Dungeon
It's Infernum's reworked Abyss that tends to do that
Exclam'd the sugg, then
They should go to the Infernum server and probably file it as a bug report
assuming they're not already well aware of the issue
cuz base Cal does specifically modify Dungeon gen to never touch the Abyss
m
@zenith hound bugs should be reported in the #1052323733961977947 , not formatted as suggestions
Yeah, if you're just reporting lag then that's better suited as a bug report
this issue has been reported there before, and some people reported it was an incompatibilty with certain wings.
are you by any chance using arkhalis wings?
woops
no, i'm using silva wings
OH WAIT
I HAVE ARK ONES IN VANITY
THANK YOU
THANK YOU SO MUCH
you could make a report still as updated logs might be appreciated for the devs to fix the issue, but at least it (should) be avoidable now 
how do i go about a sugg that reads like:
Introduce more or change some summoner weapons to be like the Igneous Exaltation
well the title could be shortened to something like
Introduce more summon-based weapons which have secondary actives
then talk about igneous exaltation, glacial embrace, wulfrum controller, etc
no i just told you an alt title to spite you and prove that im better at writing suggestions

eh i haven't had the best record of ideas recently
i still find it funny that my absorber upgrade suggestion, despite a clear and blunt opinion on it by a dev, still got enough votes to be sent to dev server
A good amount of people who vote on stuff don't read what happens here, or if they do, they don't speak
You can look at just about any suggestion and you'll see plenty of names that don't ever appear in this chat in the votes
what the chances of a "make omniblade actually able to swing omnidirectionally" sugg getting through?
Murasama moment
ye pretty much
ehh idk
its whole gimmick currently is "locked in place swinging but amazing damage"
I feel like the Murasama doesn't have the best visuals due to the omnidirectional swinging.
making it easier to use would make it way way more powerful
so it would be nerfed
and it would just be another midrange melee weapon
I feel like the weapon's identity hinges on the lack of omnidirectional swinging, makes it not a terragrim copy.
Random idea: melee weapons with swing speed beyond a certain limit stop gaining melee speed and instead gain an arkhalis style attack on top of their normal sprite
fair enough, if it actually affects the balance of the weapon I won't suggest it
Seems hard to code
Probably
Honestly, when I had this suggestion idea in mind, I was just straight up thinking of how to rework those summoner "magic" weapons
aka those that dont take up any slots and are just homing items
just turn the slime puppet and borealis bomber into igneous exaltation-type weapons
summon some floating slimes, then right click to have them home onto an enemy
that could be a proposed idea
could also propose currently lacking items to get it throughout progression
glacial embrace

keke
but honestly glacial embrace should remain as it is, it's about the same tier as igneous anyways
no im saying that it also does the thing igneous does
Igneous Exaltation is a more active version of Glacial
Igneous requires you constantly summon back the lost blades and then fire them
glacial just has you right click during the fight a few times, and the normal projectiles just fire automatically
In the big "God/Divine" rename bunch
Since it's got "Divinity" in the name that could be misconstrued so it got renamed or something
rip touhou reference
2.0.3
well that's unfortunate
im just gonna delete my sugg, since we ALREADY had one that passed
here's the sugg that i wrote, for future reference:
Add more Igneous Exaltation-type summoner weapons
Igneous Exaltation is probably amongst the most unique minion-type summoner weapons, primarily thanks to its unique right click function: it fires all summoned Igenous Blades in a direction, dealing good amounts of damage. No other summoner weapon, aside from the Void Concentration Staff (although that only summons one Aura), does something like this, even though this is a great way to change up the gameplay of Summoner. Therefore, I propose that more such "Minion-flinging" summon weapons should be added, although you could also rework some summoner weapons (Slime Puppet and Borealis Bomber could be such weapons, given they're basically just homing summon damage-dealing magic weapons) into these types.
lol
yeah, hopefully we can get more non-whip active summon options
i really want more igneous exaltation type summoner weaps
its the best summoner weapon
I like whips, but more variety would be nice
they could be like how other classes have sub-classes
struggling to word this in a way that I find satisfying, but I have a minor issue with how Joureny Mode Research interacts with Calamity's infinite use boss items
Basically, boss summons in vanilla need 3 to research, but Calamity makes them infinite use and non-stackable
And it's kinda annoying to have to triple craft non-stackable items
Calamity's Boss summoning items only need 1 to research, is it possible to make vanilla items require less to research?
there was an atempt to pass a similar thing but it didn't get enough stars so you could try resuggesting it #suggestions-voting message
Why would you need more than 1 spawning item?
The issue is the inconsistency, not needing more of the summons
@robust totem what laser square? a telegraphed laser wall move?
yes
@robust totem you need to like. actually provide a reason
Explaing this dumb attack: Thats a Attack close to impossible to dodge, some of them are to small or there more bullets than normal. and with flying you go up and down, if you want to remain at a certain spot and if you flying limit is reached it is not possible to dodge(most likely it's gonna be a hit for that reason)
Comperession: Have you played Elden Ring and fought melenia? if not i can't imagine you to even beat this thing
there is a Attack "Waterfoul Dance" it's a requirement to dodge this attack and that's why this boss fight is shit imp , for me it's the same with this boss.
LAG: I get a Lagg if this happens, i have a AMD Ryzen 5 5600X 6-Core, RTX 3060 Ti and 16 gb RAM. maybe its causing it because of the amount of summons i'm using idk.
why are you trying to tapfly when you can just easily hook onto a platform or use [[Brimrose]]
never used mounts, i thought they are useless
okay so being bad at an attack is not a reason to remove it
like
at all
the lag is a know issue at least but also still not grounds to remove it
it's a reason to change it bruh
and they already know its a problem
an actually good reason to change laser walls would be like how they fuck up the pacing of the fight
being bad at it is not a good reason to change it either there are literally hundreds upon thousands of people who can deal with the attack just fine
Laser wall sucks but your skill issue isn't a reason it should be removed
dude your saying two diffrent things change it or not?
im saying i dislike it because it breaks up the pace of the fight of being high nerves and fast when the worm is chasing you, but it's not bad enough i think it needs immediate attention, and it being hard is not a valid basis whatsoever
speaking of the laser wall, is the lag very common?
Aqua apparently figured out what was causing laser wall lag, and the change was pushed
I'm interested to see if it finally works
have been guessing that the huge lag caused by it is due to "index being out of bounds of array" happening too many times, instead of the commonly believed "too many projectiles created in one frame"
would be good if it is to be fixed 
I don't like the Laser Wall for 2 specific reasons.
- it basically requires you to stop all of your momentum in a split second to react to it. Don't like it but it can be accomplished with Grapples so that's fine I guess
- It basically forces you to run an infinite flight mount. I get that certain bosses are gonna be more easy with certain builds but I don't vibe with this. I like using horse mounts and that isn't viable for DoG because of the laser wall
it does not: you can just sprint in one direction and dodge in between that side's lasers' gap instead of stopping your movement
design-wise I never liked laser walls(it's just an super old attack that feels very disengaging) but it's not completely unplayable so, well
I tested and can confirm that for me, it fixed the issue
man compared the laser grid to elden ring 💀
doesnt dog give inf flight during grids
yes he does
He does? In base Calamity?
yes he now gives infinite flight during grid laser
Okay neat I spose
another one is Ares blender
Laser walls will be removed in the DoG rework
It is possible (and super fun imo) to dodge current laser walls without breaking momentum, actually
can you fallgod laser walls if you don't have platforms in your arena
(though not having platforms probably isn't a good idea for dog since he has crawltipede ai)
an example I remembered from the funny deaths ascension times
#1042197406776827914 message
i think you can just rungod and then dodge only the vertical ones
what is the point of sulphurous crates dropping planty mush post calclone when you can fish it directly from sulphurous sea
you can suggest to change it
@onyx osprey - Your suggestion has received an updated status!
[Show off the Devourer of Gods consuming a god for once; after Providence is defeated, as she's dying, have DoG portal in and consume her, and portal back out.]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
@buoyant idol - Your suggestion has received an updated status!
[Allow Baby Cannonball Jellyfish to be used by Cannons]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@visual jackal - Your suggestion has received an updated status!
[Wulfrum Acrobatics Pack should go in the grappling hook slot]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
@mystic sandal - Your suggestion has received an updated status!
[Monolith for the DoG backgrounds]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
thumbs up emoji
...
shok
huge surprise
when the victory is stolen moment
Cannonball
🙏
wonderful
If I had a penny for every time I saw victory stolen parroted...
If I had a penny for every time it was relevant to be parroted...
It's probably the least relevant reason because it's entirely dependent on how it's implemented
If that wasn't the case then I wouldn't have been able to make it work for infernum
A much better reason for not doing it is 1) not wanting to or 2) it doesn't line up with current lore and that might not want to be changed
A bit late to the party but lol none of these are true you can flygod the laser walls straight up or tap fly/rungod them to either direction with enough movement speed and just outrun them with no caveots you just need to actually try to go against the norm and they become way more fun
And fab has confirmed that to me that it is in fact: Intentional that those are an alternate way to dodge them
knowing how to cheese the laser walls makes dog like 1.5x easier fr
this would confuse newer players
i get where you're going with this but lore should not supersede gameplay (and also is kind of a jab against calamity's philosophy of ripping out linearity away from hardmode)
^ agreed, it makes sense with lore but I don't think lore should be a detriment to gameplay experience
||i keep forgetting queen slime exists||
the bigger problem is that boss summons are non consumable in cal so you end up with several summons that you cannot sell

disgusting crystal
Does anyone know how to remove water fountains from my multiplyer server? Apperently its breaking the pylons
not really the right channel, but just break the fountains
I never placed any its just doesnt work
sunken sea pylon?
do you have the no pylon restrictions mod? and is it just the sunken sea pylon?
I had that and I thought the mod was the issue but it still doesnt work without the mod
no just regular
sunken sea pylon is bugged to not work in multiplayer. If you have the no pylon restrictions mod enabled and a sunken sea pylon placed it will break all pylons
alr got it
so to fix it do I just break the pylon down there?
yes
alright tysm I'll try that right now
for future reference #help-advice-read-pins or #1052323733961977947 would be the correct place for stuff like this

yea thanks I was looking for #questions I didnt see the help channel mb
nice one skeletron
@vague pollen
suggestions need more reasoning than just "It would be cool"
if the only possible reasoning for a suggestion is "it would be cool", it shouldn't be a suggestion
Ah alright
It’s in Calval anyway no?
it is in calval afaik

man
It’s as shrimple as that
Rolls off the tongue better
i guess
that explains it
@novel belfry what consistency? To match up with the lore?
Idk if there’s any precedent for this
Since isn’t slime king a part of slime god?
what
no
I love making assumptions!!
Feels weird to lock Queen Slime behind defeating Slime God...
At least with Profaned Guardians locking Providence it makes some sense to do that, but there really isn't much reason to lock Queen Slime that I can think of
Yeah even if it's Lore
It would cause a massive confusion on players that aren't aware of it
yeah now that i think of it, it might not be the best idea
@modern rapids - Your suggestion has received an updated status!
[Make night Providence drop more Divine Geodes]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@wintry gale - Your suggestion has received an updated status!
[Make Biome Mimics Harmless Until You Get Close/Add a Biome Mimic Spawnblocker]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
@slow hound - Your suggestion has received an updated status!
[Let Staff of Regrowth / Flower boots etc work on Scorched Remains (Crags)]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message

@pulsar tendon #suggestions-voting message A meld dye is already in the works
Makes sense. If I thought of it, others before me would’ve thought of it too
i mean like a shorter tp
you dash and instantly go where you want to be
with slightly increased range so it's actually worth it
That's not really any different
Faster dash = faster dash
Anyway dashes are already pretty op so this would make them more broken ngl
you do sacrifice other stats as for it to make sense you would need a high added % of movement speed
i guess it would be usefull for no-hit runs where you could sacrifice defense for movement speed and get this
You're already sacrificing stats to do that though?
It's not sacrificing anything if you already have that build
It just makes it better straight up
that's the point
Ok
That sounds overtuned but you get it
I'd rather just see the dash velocity accs be improved tbh
They already do said things they're just kinda weak
them giving increased dash distance would improve them
this one would just make cells another boring material
ODScales has distance
because what's the point of faster dashes if they are the same distance
So that you reach your distance faster and can dash again faster?
Velocity of a dash is more important than you think
As you were talking about teleportation, another form of instant transmission
yeah and it giving a longer dash
They can get longer dashes
so youre saying you wwwould rather be doing the same thing many times at a short range instead of a larger dash distance
It's just ignoring what velocity does and compare it to distance is not good
Because velocity is just as important
Yes
iframes:
Velocity and distance are pretty much alternatives

Well let me rephrase that
literly no tho
I wouldn't rather do one or the other
And why is that?
It's that doing one or the other results in the same thing
if you do the same thing many times with a small cooldown it will still take longer than doing it all at once
it's more work for the same outcome
That's entirely dependent on the values
Can't really make that assumption
🥟
You can make shorter dashes gain more distance than longer ones if the velocity differed enough
too much work for 1 or 2 players
you would need extremelly high velocity for that
Anyway point is velocity is still an alternative to distance and they are similar stats used to achieve the same result
fr
You don't know that lol you're not working with numbers here
you need high enough velocity to cover the time it takes between dashes and human imput
that you need to do multiple times, and even those miliseconds add up
mofo thats a separate mod

Bro doesn't even know about dash hotkey and talks about dashes
Incredible
cal added a dash hotkey a while ago
fr?
Anyway velocity and distance are similar stats used to achieve the same result
Period
bro doesnt have friends and talks about humans
can anyone understand what the dash sugg is asking for
followed up by another sentance disproving you
It's suggesting to buff dashes straight up
Bye
cool it
LETS GOOO
hi hello one of habbles friends here
you are incorrect
that is off topic and not needed to say
the power of friendship when it
ghost you dont need to tell him i already did
when you have to divert to insults you lose the argument
I don't mind the suggestion personally but I think it can be a bit better in the regard I mentioned earlier
To buff dashes you can simply resort to improving dash velocity accessories and balance it out pretty well like that
it's not perfect but it's a concept i'd like, putting enough into one stat to buff a ability linked to it
the best buff for dash velocity accessories would need to be big enough to outweight the sacrifice of a accessory slot
like a simple dash distance buff with it would work
Well yeah, ODScales does that
i get what you mean with velocity being similar to distance but to be worth it they both would need to be buffed from 1 accessory
I think it needs better stamina regen though
less cooldown between dashes would be op
Takes quite a while to be able to perform one additional dash without depleting the entire bar
Reaver mobility
Which is why it's stuck to an armor over an accessory
reaver is a bad armor set and that is my oppinion and you cannot change it

I feel like your suggestion could be a bit more clear about what it wants
it is okay to be completely and utterly wrong 

to make it short i simply want a insta-dash (teleport) with increased range IF i have enough added movement speed (without hermes boots)
i sacrifice other stats to get movement speed and gain that ability, and movement builds would become better
Yeah, that I do understand
But it's kinda hard to to understand from the way your suggestion is currently worded
that sounds
like a bad idea

like every other form of teleportation already has a ton of restrictions on it
this is sort of what i want it to do
https://youtu.be/Y8f6bzbM3XU?si=-3b_9IndcckUpztU
Yeah, it doesn't really sound like a good idea
As Cog said, every teleportation comes with drawbacks
If you mean just having the dash instant (but not give you insane momentum), that sounds like a pretty powerful thing that would only be fitting of a later accessory
Making such bonus come from simply building towards movement speed doesn't make much sense
that's why it would need to be a high amount, or lock it behind a certain boss
maybe it'd be better as an accessory, hook, or mount
instead of something global
global seems broken
but having a Flash sounds pretty cool
wait
that's just normality relocator
again, you sacrifice other stats (defense, damage, crit chance) to gain aditional movement speed
this is just rod of discord
is it really tho, people move hella fast with bulky builds
I think it'd be best as something that isn't global
Since if you're changing your build anyways it might as well just be directly tied to the build
if ya catch my drift
you need movement speed %, like the one you get from reforging, making it a very high amount would make you more brittle
Maybe an armour set bonus
except this ends up with you not needing any of that in the end because you have a free rod of harmony
oh yeah that's true
that would be fun
have a blink dash that actively kills you as you use it
Wait that's just rod
Guys I think this suggestion might already be in the game
funny pink stick
Then rewrite your suggestion with proper formatting, clearer wording, and more reasoning
How would this addition contribute to the game? Why is that specific ability the go-to? If there are concerns about it, how can they be addressed?
This is the type of stuff you have to clear with your reasoning
Yeah, it absolutely wouldn't be global
i reworded it and added some aspects to make it more clear
You still don't have a suggestion title, which is incorrect formatting

I don't see how your reasoning is any better, and your TLDR explains your idea vastly better than the text that preceedes it
you just keep slapping more additions onto the original sugg instead of making the reasoning make sense beyond saying it could be a payoff for building into MS
you should be focusing on a problem you need to solve not an implementation anyway
what problem would this teleportation dash even be solving
Ooh ooh I know!
Ski-
#suggestions-posting message wth arcane oddities,,,,,,,
truly a game
i
this is
okay i guess??
this still focuses too much on the solution rather than the problem but whatever
Yeah, agreed
I'm exclamating it, because then again, you mention how it could be a problematic feature without any sort of way to dodge such problem
Not only is your reasoning a bit lacking, but your suggestion just openly, explicitly flawed
@viscid zinc
this has truly been arcane odyssey
Truly the fault of white eyes, it's always white eyes
Arcane Odyssey!? In my SUGGESTIONS DISCUSSIONS!?
Cool
But anyways instant dashes should probably not be added if you get a large sum of movement speed
As a late game dash accessory on the other hand? I think that’d be nice
wh
wait why does this have a formatting error
it looks right to me
oh wait i know
file size
FFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
the 8mb shredder claims another
Currently it lies at approximately 9 megabytes, so just compress it a bit to get it under 8 and you should be good
To answer your first question: Not sure, but I think it's to help with transferring the suggestion to voting
To answer your second question: Nitro-less file size was 8 megabytes for a while, then it got raised to 25 recently. The bot hasn't accounted for that yet (iirc the creator of it is rather busy at the moment so they haven't done it yet) so it still remains at 8
i see
something from catalyst iirc
oh i see now, it's catalyst's final whip
@thick geode this kind of thing is considered a issue to be reported to #1052323733961977947
aaaand i reported it already
👍
It's fine here
swag
Idea I'm not going to post officially because it's against the rules:
Exo spellbook that combines all the other spell books and has some kind of unique mechanic involving switching between or combining different spells
Uh
I haven't played mage in a while, I forgot
But I meant something that utilizes the aspects of more than just a few of the books
Wow ok mage got a huge glow-up recently
I hope the sunken sea and lore update comes soon
I want to try a new playthrough with that stuff and mage
why does rimehound get buffed post cryogen instead of in hm
it's the only enemy that does this
and it doesn't even make sense since the enemies which are created by permafrost in lore don't get buffed post cryogen
Zenith spell 
wasnt this already ❗
yeah im pretty sure it was
Even having 4 since running since beating king slime doesnt work enough to have all of them work
also im quite certain this is just false, last i remember 4 factories gave me more cells than i ever needed
Batteries do not charge by air
that is entirely dependent on how fast you play the game, if you are speedrunning then you wont have enough
if you are going to decrypt all schematic using crafted powercell
you need 16,400 wulfrum scrap according to this suggestion
oh my god
Lmao
lmao
Dear god nobody would use that
and i mean fr asking to make cells craftable just defeats the entire point of having cells to begin with imo
it would be completely useless
not neccesarily a sis, it just suggests potential materials
but it doesnt matter anyways
well sis is just a generic term i use for anything too specific
this certainly isnt too specific 
ok i did the calculations
it takes 36 minutes to produce the required 8200 power cells with 4 factories

too long, boss rush only takes 20 minutes and everyone knows people only play cal to fight the bosses smh
i litterly started with 4 powercells and went to exo mechs but i needed to wait like 1 hour more
idk how fast you play if thats the case
true
insert rover quote
we just did the math and that is literally not possible unless another mod is interfering with the factories like noob just said it would only take 30 minutes max..,.,..,.,
yeah just under 36 minutes 30 seconds
i must be speed incarnate ig
how does it take someone an hour to wait 30 minutes?
eh
what?
i was exsagurating
however its spelled
how did you
calculate that
because they produce 4/min
with 4 facs that is 16/min
16*36 = 8200???
lol
i may or may not have also calculated wrong
its just over 8 and a half hours
u stupid
that is a very important difference
yea
you think i care about math
i mean that's how fast they used to be made before they were nerfed 
no i checked his work i just didnt do it right either
we were exsagurating
i calculated one power cell a long time ago and its not like
ill still be real 36 hours is still pretty normal to me
especially when every main drae lab gives you like, yet another 2 factories
the worse thing ever
my issue is that you need so many
now that would be a better suggestion
requiring less per thing
.
36 hours is more than enough time if you arent boss rushing
its really cutting is close
okay please calculate correctly and then publish your findings 
yeah i think the amounts are a tad silly unless you make it abundantly clear you need factoties
im confused now
it is 8 hours or so jacob said it correctly earlier
oh okay so thats like
pretty fine
shirmply make cells actually tied into summoning the earlier draedon related bosses (aureus, PBG, etc.) 

that is, with 4 factories
noob ur so bad at math frfr
which you get from like 1 lab 
i dont like how that sounds reasonable because ive had issues with cell quantity before and i do anything but boss rush
8200/4/# of factories
aka, visiting one lab
you get 2 in the second lab iirc (the one everyone goes to first (planetoid))
theres 4 in sunken sea?
oh damn okay yeah
by the time you are around evil 2 you should have like 6 factories
urghhhh
minimum
the space one also has 4
the real issue is making sure people pick them up lol
actually
man im terrible at counting
but clearly there IS an issue here because there are a ton of people with cell quantity issues
not counting the small labs
there's 4 factories in every unique lab except the cavern lab
ALL THE ARSENAL LAB ARE 4
yeah thats just a different issue tho
that is
which needs a different type of sugg 
pretty much the only issue
i mean it is an issue that directly correlates to this one
suggs have passed for those before iirc
you wouldnt need to worry about having enough cells if people just actually grabbed the factories
im pretty sure weve had this discussion a couple weeks ago and a sugg about it passed, but idk the status on it now
the fact they have to be broken and picked up is innately an issue because only deranged people like me break every piece of furniture on a first pt
which one? 
yeah they kinda just need to look not like random decal and more like they have a use
thats what a sugg should actually be.,.,.,.,.,,.,.,
tbqh krill issue
#suggestions-discussion message
shaboom'd then
🐌
cog posted it first
and i post one relating to the factories themselves
instead of the cells
how
Functional
i am above these things like "servers" or "friends"

if we didnt have to deal with the awesome issue of req bosses being vanilla only you could probably find a way to force players to find power cells via something like that
power cells in the mech spawn items real
dear god
charge up the summon to make it infinite 
i mean it cant get more thematically relevant
that would be really funny tho
its like the old single use provi summon all over again
do you guys also think sometimes this channel was a mistake
no
the hell one too
I feel like similar suggestions have already passed, and if the player is already ignoring furniture I don't see how having furniture indicate it would help
because draedon
I think the bright blue and animation will make more people notice it and interact with it than a broken cell generator in a broken lab
The Power Cell Factories are currently (upon world generation) inactive, and don't move
Players would be more inclined to interact with something that moves rather than something that doesn't (imo)
The human eyes notice movement more after all
How to make the Power Cell Factories noticable: Make them take up your entire screen and flash varying colors every frame
This certainly won't be a terrible idea 
TRUE
no this is what we should do to the difficulty indicator
why have turrets to guard your lab when you can just give a siezure to anyone who enters
Big brain defense mode
@dapper thicket - Your suggestion has received an updated status!
[Add Plague Dye]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message
@novel belfry - Your suggestion has received an updated status!
[Give Meld it’s own dye]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message
Make them into a boss fight that drops batteries
Wait
Actually
Hmm
Excavator 
Nice
@pulsar tendon - Your suggestion has received an updated status!
[## Add Empyrean/Meld Dye]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message
Gee that went fast
Not all repeats get done that fast
no as in
a different suggestion for the same thing was implemented
so that one was also marked as implemented
Real
oh, yeah
even makes sense actually
well, not a problem at all when people start putting hundreds of factories because of onyx needing them 
or else
put a "note" document randomly inside aged lab chests throught all the generated labs
Bold of you to assume people would read a note item
Well, except the lore nerds
Those I can trust to read notes
lore nerds stay winning
Put a few power cells in the chests and add a note to the tooltip saying they're created by power cell factories 
not a note that you gotta click to open in your screen like draedon notes
more like a note written in the item's tooltip
and make it produce a smal star-shaped shining when you first get it
like
just a small ordinary paper
and nothing else
but
with a smol shine
to took the player's attention
That might... actually work
So, basically, a highlighted tooltip
that's actually ingenious
That is probably one of the things we'll do, along with making the furniture itself pop out more
How to tell the player this critically important "material" exists? just show it in the chests
and probably give a bunch just to allow the player to use enough
perhaps enough that if you like, scour the world for draedon labs for the power cells, you could feasibly do all of the codebreaker decryptions
oh wait
is it possible to generate an item a single time upon collecting another item?
I'm suing you for intellectual property theft /j
thats what happens when you create what i assumed was intended to be a joke, but i realized was actually a good idea 
get Overdoned
Wasn't a joke just wasn't something I deemed important enough to suggest formally, anyways glad you think it's a good idea
first of all, make lab chests start generating with only 1-2 draedon power cells, or even a aged version of it
when you first time pick up one power cell, it could drop alongside with it a note with custom rarity and a specific part underlined explaining about the power cell's utility and how you get them
the rest of the note would be like, explaining that note were made by some employee that had problems with running out of energy during a critical moment/someone else had this problem and he saw the need of making the note to avoid this kind of smal inccident
sorry to interrupt, but
The Suggestion Don'ts Doc, now known as the Suggestions Guide or Guide Doc, has been completely rewritten from the ground up!
Some rules were completely removed, and some have been significantly rewritten. We've also added more info about what should be done when writing suggestions rather than only what shouldn't be done.
The "Frequently Suggested" section has been completely wiped as well, anything that was disallowed by it before is now allowed again, until we start adding more based on the trends we see going forward.
This was a thorough joint effort between both the developers and the moderators.
Overall we've done our best to improve the presentation of the doc and make it easier to read and navigate. (Google Docs' pageless format even allows sections to be collapsed!)
Please familiarize yourself with the new doc before writing any new suggestions! All relevant links have been updated.
https://docs.google.com/document/d/1dRB4W_bVX7qj_wAwi-w2E6MTitvIpg0xafeAvKDsLyU/edit?usp=sharing
dont scare the shit outta me bud 
for a sec i thought i was saying something wrong according to Don'ts
tbf they did apologise for interrupting 
The devs and mods and I have been workin on writing this for the past like
month
A lot of the heavy lifting was done by Ozzatron, he did a lot of the new formatting and rewriting
So thank you Ozza 🙏
yeah yeah, not trying to be mean
i just got a heart attack for a fraction of a second after opening the channel again and then facing a text wall bigger than mine's with a link
heh
(Your idea of having a dedicated explanation note item about how the power cell system works isn't a bad idea
It's a bit clunky but considering how important the system is, it may be worth it)
(The lore context probably isn't necessary. May make some people glance at it and assume the entire note is just unimportant flavor)
im glad you like it
know i have the chance of making a positive difference on my favorite game/mod makes me happy 
Not sure this is the best solution, considering how easy it is to just do “Loot All” on chests and ignore it from then on
I think the most major problem with power cells is their sprite. While it fits the aesthetics of the arsenal stuff, it doesn’t particularly stand out
This issue is more prevalent with the factories, as those could be given more shine or glow or something in their sprite to signify their importance
Indeed that idea has been tossed around / suggested a lot
Posts literally anything.
Admin responds with a moderate wall of text containing a major link and bolded text.
Definitely heart attack moment

SUGG GUIDE REWRITE 
No cuz that was an example of a valid sugg
*splits off the sponge from the absorber, making it only a rover drive upgrade*
"hey guys what if we gave the absorber an upgrade" /j
i'm not upset or anything (before anyone asks) i just find that funny
what happens when the accessory line just stops before even moon lord
its still a good accessory tho, i can see why the devs rejected the sugg on that basis
if it's good enough people will just keep using it forever
like um for example on guide class setups celestial shell and fire gauntled is recommended for melee all the way until the endgame
and those are vanilla accessories so they're 100% pre-ML
(Just noticed, channel descriptions for #suggestions-posting and #suggestions-discussion still have the old doc)
Ahh true I forgot descriptions thank you

Indeed, we got rid of the vanilla damage type change rule
because we figured Calamity already makes really significant changes to vanilla items
I kinda agree with that tbh, like what is the practical difference between reworking or balancing an item to be terrible and just changing the class. Additionally classes are a player applied restriction in the first place
well classes exist in the form of the little words after the damage number on the item but yeah in the grand scheme of things that really doesnt mean much
also i really tried to trim the fat on this one
Had to go clear out my old Suggestions Storage Doc to account for the new changes, turns out I had a lot of suggestions that just weren't valid anymore (or were just, eh)
...Also reminds me I wanted to repost some stuff later
I'll do it another day, I have other priorities at the moment
lol
I should also point out that a few Rogue weapons are straight up upgrades of formerly throwing class weapons
Yes
Early hardmode progression rework 
I was just gonna ask to replace the Daybreak in the Night's Gaze recipe with an actual rogue weapon, but apparently they already did that
with the Profaned Partisan
also
ECLIPSE'S SMALL
Yeah
oh the doc is already getting revamped?
it already got revamped
I wonder if the "fixed examples" in the suggestion guide is already planned
like, the rework ones
murasama will stop being murasama before it becomes cool
references for the sake of references are lame as fuck
oh, by that I meant yharim's gift
Interesting. I didn't think we added that many new restrictions
melee rogue weapons are funny
using the pwnagehammer line always makes me think i can stealth strike
I don't think they were on there before anyway?
they arent at all
It’s still an actually interesting ___ soul artifact item
I know :p
I remember there was a conversation a bit ago about adding the Evasion Scarf to the Statis Belt, and the problem was that EScarf is a Patron Request
Did anyone ever end up contacting the original Patron?
i dont see exactly why that would be a problem
iirc monstrous knives are used later on for crafting and there was no contact with the donor for adding them onto recipes
Well assuming that wouldn't be a problem, another thing I remember being a problem was that the EScarf has a much shorter cooldown on the dodge than the Void Sash
yes that would most likely be a problem with escarf integration into the mng line
it would just be very good
Which I don't really understand? If the fact that it has a 30 sec dodge cooldown is a problem, then it seems the Escarf itself would be the unquestionable best dash item in the game
dash length is kinda what caps the viability of escarf
there has been concerns about the dodge cds being a bit rigid across the board
outside of scarves and some rare exceptions, everything is at 90s CD iirc
no matter the progression point
honestly dash accessories could get some revising
rams are just too good most of the time
which makes ninja gear upgrades pretty underwhelming (especially since they are just long dashes with extremely long dodge cooldowns)
It is unquestionably the best dodge, not dash though
It is unironically SCal viable for being a possible alternative to Amalgam dodge albeit not a passive one
Though only for the matter of hotswapping
(Maybe not in that sense, more of just they weren't up to my suggesting standards anymore)
(That's what I meant by "weren't valid anymore" but I did end up leaving it quite vague, is true)
also @ the laud sugg
tbf expert used to double debuff duration
so you could argue that is where the connection is
but like
cal reverts that too so
¯_(ツ)_/¯
Btw
Why did it get reworked?
The dedicated asked for or smth? Or you guys decided by yourselves?
(And had to ask about the item being changed aswell)
because Amber, a dev and the person who it's dedicated to iirc, wanted to rework it
Ohhh
I didnt know it was a dev item
soul crystal is the dev item, artifact is the donor item
both are dedicated to the same person
actually before i came back as dev memes had sent a general potential rework outline for psa early last october, not sure how it got brought up again but i decided to go ahead and do it with my own spin on it iirc
Hmmm, ok
That does make sense, all id seen was that you came back and reworked your item
@fathom steeple I'd recommend posting that in #1052323733961977947 instead of here.
I wasn't aware it would be considered a bug, but I will do that. Thank you.
what kind of ore flags are they looking for
calamity tags ores in more ways than one
I have no idea. But this is what the OE Dev says whenever anyone has brought this up so I thought I would pass it along.
ive never had this problem but yeah this is a bug, and just like i said when people kept bringing up XL sized worlds, if they dont want to provide details about this issue by talking to the caldevs (who would easily listen) then there isnt much we can do
Which is why I come to bring it to your attention. I believe I mentioned it in my bug report post but it only happens when ore multiplication is active. I'm not a modder so I'm not sure why that is, but I figure you geniuses can figure it out.
that's odd
calamity already has their ores show up in the metal detector so one would think that means they're "flagged" as ore
also fabsol doesn't like veinminer so i doubt that would ever happen 
why is there a lot of instances where mod devs just refuse to Talk to calamity
for a function mod in the same sphere as The biggest mod in the game, I thought they'd already try to ask for help
is it because of Fab or smth lmao because that'd be funny

👀
The Voodoo Demon Voodoo Doll doesn't work in multiplayer?
I thought it (and the other items like it) were designed specifically to function in multiplayer
Hm I see Hm I see
#1064340291957555230 message
#1107521902588743724 message
Yeah none of them work
#unknown and #unknown my favorite
I'm guessing that OE failed to multiply calamity ore item drops is because Calamity does not set ore tile's itemdrops in ModTile's SetDefaults(), and instead sets that in somewhere else, which made OE can't read that successfully
cannot confirm though
Calamity mod compatibility is a joke and always will be, not because of bugs, but because of balance
The fact that calamity buffs vanilla weapons is proof of that
basically just me failing on my attempt to help solving the bug
calamity seems to use a way other than the common one to modify ore drops, which is incompatible with OE multiplier code
Honestly I don't mind it, but there shouldn't be this facade of things being compatible
:3 typing
pretty sure calamity just uses 1.4.4 auto drop registry
it's a 1.4.4 feature?
it is one of 1.4.4 tml's major porting notes

sometimes i forget they have their nick set to :3

I never know altix except for colon three lmao
it makes it a pain to search for their messages sometimes for me

then it could possibly be oe code problem I suppose, maybe not ported in proper form
to be fair
we kinda need OE devs to chime in
or more like
both mods' devs to dm each other about this thing
wires
just tested and mining set's bonus drop works correctly on calamity ores so yeah
@slender mica There is already a config to multiply the boss health. Use that to balance it out to your liking.
Yea i was gonna say that thats just the boss hp config with extra steps
There’s also a mod for the no respawns too
BetterMultiplayer
i mean also this is quite specific, though not an item
Suggs doc rework 
exist? The only option that exists increases the boss life in general

and then you can just use better multiplayer to tackle the respawn thing
Doesn't Calamity do this automatically to a lesser extent even without configs



