#suggestions-discussion
1 messages · Page 304 of 1
you're telling me the 2.5 second dash doesn't cover a quarter of the world
Imagine it as you getting to ride DoG for a while 
Ok kinda like Sion's ultimate from the game that shall not be named™
...Kinda?
Volcanic Egg is pretty similar actually yeah
Yeah you control the dash
When I say it follows your cursor
I mean in the middle of the dash
Yeah 
Big burst of speed, and the inability to stop coupled with immunity to projectiles
And big contact damage ofc
I didn't meant for the Void Sash special dash to be to your cursor, mind you
It'd still be fairly big
But not straight up RoD
If it's just to your cursor it's just RoD with extra steps
Yeah I was gonna say that it’d kinda just be rod if it was exactly like the one in Katana Zero
It'd either follow the direction your cursor is at
Omnidirectional short range dash
Or the direction you're going to
Long range, but yeah
1 block dash wow
🔥
1 block dash but you can do 30 consecutively
New accessory that lets you do a 1 block dash you're fully invincible during 🗣️
Peak
Silva dash
Cooldown 0.5 seconds can store 20 charges
No
Byeah, considering how projectile-heavy literally every Boss after you get Void Sash is
Huntress alt dash
you should get a silva dash and god slayer revive in gfb
I think having what is essentially two dodges would be enough of a motivation to use it over Aegis
instead of the regular abilities
I think it becomes a bit of a stomp on SCal but I believe Aegis would be better on Exos
GSD
Silva dash is you surfing her corpse
It would be better on thanatos
isnt sash already just way better for scal though? you get knockback immunity from rampart
But ares and twins stick to a distance
Yeah
Ig the dash attacks and blender exist but still
Yeah, but it'd be hard to pull out that kind of dodge on them considering how fast their projectiles are
At least I wouldn't be able to use the dash to its fullest potential
On another note, man
We really need to add more knockback immunity accessories
Wasn't this suggested or am I mad
Maybe
Then remove it from ram dashes so there's a reason to use the others
Just add it to armor
sort of
Rams come from Ankh Shield, so no
Yea
It'd be just removing a staple from the line
Take that out of the line that's used literally all game
adding more kb immunities was mentioned, but it was mainly about the idea of kb resistance being added to items
No point adding kb immunity to other things when everyone will have asgards
That's... exactly why it has that
Alongside the ankh debuff immunities
If you want to make kb immunity an effect you use an item for, it can't just be on a staple of a build
My point is that sometimes you have a different dash available, and therefore wants to use something other than Asgard's
Remove Ankh Shield from Asgard's? 😳 👉 👈
However, no one gives up on Asgard due to the knockback immunity
If there was another source of knockback immunity with more value than Asgard's
You'd use that instead
That doesn't stop people from optimizing their build when Asgard's is just worse in projectile heavy fights which is easily replaced so you would still be using a different item for kb immunity
The problem is how Asgard's Valor is the go-to choice for two incredibly overcentralizing effects
would it be ok to make the entire ankh line grant resistance but not immunity
If you have a different dash, you'll still use Asgard's
If you have knockback immunity, you'll still use Asgard's
But if you have both, you can skip on Asgard's
Because it offers surprisingly little value outside of those two (immunity to random ass debuffs that only trash mobs apply and like 20 HP)
I don't really see why people would use Asgard's if the ram is practically useless on said boss tbh, getting it for knockback immunity is a bad idea
This may be my peak it's over folks
I'd agree with that if not for the fact that Ankh Shield sucks 
The 90 second cooldown on dodge dashes means they'll also be used twice a fight (3x at best), which doesn't really help either
SPECIALLY in Calamity
do not underestimate the power of 20 hp also they were removed for the purposes of nerfing the item yeah
Far lower than 90s until later post ML
Suppose it could build into something else, but that's an SRS pipe dream
Oh true dodge scaling, I haven't played the game since that was added 
Fluffy you're an old timer now...
Noooil
I have a bit of an idea...
It's a painfully outclassed defensive accessory and removing it from Asgard's would just relegate it to being a collection item, because no one would go after an accessory that gives you immunities to a bunch of useless debuffs, 8 defense and knockback immunity
👏 post-ML 👏 absorber 👏
https://calamitymod.wiki.gg/wiki/Rampart_of_Deities/Crafting_tree
Add ankh to this
and swap out something else from it
You have already joined us. Master Merkalto awaits
NO
rampart already has kb immunity
Dodge scaling actually made dodges goated
fym add ankh to rampart
Besides, Rampart already has plans
You forget the part where this won't be Void's entire deal
Byeah Ankh Shield should always be at a relevant spot because the player must be able to ignore objectively shitty aspects of the game without an opportunity cost 
First of all, it'd have two dodges in one accessory
A dash
And then something else I need to think of a different effect to put instead of the random bullshit it has right now
True
Add ankh shield to sash 
my idea was that you'd swap frozen shield and ankh shield, so that rampart has all the immunities including KB, and asgards valor would have dash and stats I guess?
that may be flawed
Congratulations you nuked Asgard's Valor out of the game
oh nvm frozen also has KB immunity
So that's where the defense came from 
That'd nuke the game
ok yeah, no idea what to do with this
Like, idk where y'all are coming from. Asgard's Valor is stupidly powerful, yes, but that's because the item has no fucking competition in either of its centralizing effects
best (bad) idea is to change cobalt shield to resistance instead of immunity
I'm really interested in how Rampart's new thing will be handled
what new thing...
Because both of its current effects kinda are playing a good role
Will it still be i-frame demon
I have a list just for this
- Pre-HM: Cobalt/Obsidian Shield, Lead/Gladiator Armor
- HM: Absorber, Asgard's Valor, Ankh/Paladin’s/Frozen/Hero/Stygian Shield, Giant Tortoise Shell, Titan Heart Armor, Shield of the High Ruler
- Post-ML: Asgardian/Elysian Aegis, Rampart of Deities
There are no good sources of knockback immunity in Post Plantera. Paladin's Shield is awful
And the only dash at the tier is Tabi
Ok I'm convinced. Buff other things it should be then.
The problem is in parts to Asgard's being too powerful, yes. It needs some toning down
You can opt for knockback resistance
TRUE
But nuking Asgard's won't make people stop using it, because it's the only source of both effects at the tier, and both effects are insanely powerful
Add it to multiple items so KB immunity is assembled together rather than granted in one item
I use MNG + Frozen Shield very often and it's a strong combo that definitely beats out Asgard + other defensive accessory on non-ram situations
You have the calcium potion rework coming which gives 50% KB resistance
I believe it should still be knockback immunity because taking that out of Asgard's won't make the game more fun
Knockback sucks
Knockback sucks
stupid idea... remove knockback
"Non-ram situations" are sparse though.
Imagine getting juggled in Cal Clone's bullet hell?
If a few other items are given 25-50% KB Resistance, you now have KB immunity without asgard’s
or at least, remove knockback from 95% of attacks?
80% of infernum skeletron's difficulty is not having knockback immunity
That'd also nuke the game p sure
You just get pingponged into 4 projectiles and die
That'd be a sweeping overhaul of how combat works in PHM so absolutely no
lead armor
lead armor
Anyways, while I believe Asgard's is, infact, too strong, I don't think the solution is nuking it out of the game
It's like the Zap from CR
Christiano ronaldo?
Yes, it's overpowered, but a good part of its dominance over the meta is because there just aren't other interesting options at the tier
Just curious, do you believe adding more sources of knockback immunity isn’t a solution either?
Supercell's one singular good balance decision paid off
It is the solution

Adding competition to Asgard's, coupled with a reasonable nerf, is how you solve the problem
Knockback resistance just sounds like adding complexity
fantastic
Yeah, and as I said, I do not believe it makes the game more fun
i was for the idea cos the current availability of kb immunity seems intentional
Knockback is not a fun mechanic after a while and a good deal of the game is balanced around having immunity to it
It was a somewhat poor decision that I believe we are not capable of walking back on without severely overhauling a good part of the combat of this game
Therefore, I believe knockback immunity should be readily available and a staple of basically every build. It's almost as ingrained as wings and dashes
Agreed
+1
+1
👍
I would argue that you have an easier time giving up wings or dashes than you do knockback immunity
(but not both combined)
Actually reasonable argument
hey hey we’re not trying to bring back defiled ok
i can live without a dash as standard dash exists
i can live without wings as bloons exists
i cannot live without KB immunity
Outright disabled on Crags when the rework comes lmao
interesting
"The air is burning"
I think designing Crags around Wings is just impossible and would make the place not fun to explore
permanent burning wings biome?
Yeah, basically
outright disabling wings for some fights would add so much value to statis belts/sash
what about mounts though...
Ravager rework applying Weak Petrification all throughout the biome
and hooks
I think wings just straight up nuke exploration out of the game
Abyss and Sunken Sea work because they're underwater. Astral Infection will likely end up working because the bulk is underground
They do
But Crags would be completely nullified by just flying over all of it
Well... you are meant to have explored every large open area before even getting wings
there are mods that introduce unhookable blocks
in vanilla
There’s a reason the most exploration you get in vanilla hardmode is the dungeon
so it’s doable within cal
Flying mounts would likely end up disabled, but not hooks
I think hooks are fine
mounts can be disabled iirc
Leviathan and Anahita where Levi is way too big to ram safely though aberrations are good to ram (Anahita has dashes but if you're ramming those that's more of an aggression thing that you try to hit her since she's small and hard to hit). This may sound like a stretch but I'm pretty serious about it -> Astrum Aureus you shouldn't actually ram often if you aren't trying to be aggressive as the stomps will never hit you if you're moving away. Golem almost the whole fight until body is vulnerable and sometimes the hands (not consistent). Ravager sometimes hands. Empress. Lunatic Cultist. Moon Lord
Ultrakill ass skip
Because my problem is ultimately how
the underworld is my favourite spot to use the wulfrum acrobatics pack since it has a relatively level ceiling
If Wings were readily available in the Crags, everything would need some fucking cracked anti-air to deal with you
Because the moment you saw an enemy, you'd just fly up
Without wings, you'd have to hook up ruined buildings or shit like that
ok but wait
There's no easy way out
If you're wondering about Distortion
TRUE. It's like hard ingrained into the game's design/balance that exploration is EARLY early game. By the point you get non-fledgeling wings in vanilla it's fully over. Later game exploration like is planned for cal is not wing-compatible.
I have no fucking idea how we'll handle that 
this is really funny knowing scryllar wings exist in calvalex
But like, yeah
In my opinion
Crags cannot function with Wings in the game, and I believe they should be completely disabled while exploring the biome
step 1:
Vanilla's anti Air unit is the crawltipede. It isn't perfectly ideal, but the idea can be improved.
step 2: the crags were the site of the largest(?) necromancy event ever, and there's probably lingering magic
step 3: sepulcher that acts like primodial wyrm but for excessive flight
My ass thought we were still talking about Void Sash at the time. You're totally right on Ninja Gear at that stage
I think it's way easier to just disable Wings there
easier, sure, but cooler? more fun?
And imo, more easily communicable while also being a bigger "oh shit"
You walk into the Crags, and the first thing you notice is that your Wings are gone
if you fly too much, you disturb the sepulcher
What about the five hundred jumps from bundle of horseshoes
now we need an anti-ram boss
Me when Icarus indeed had a folly:
at the level the crags are at, the sepulcher would be like a dungeon guardian
I FORGOT

actively gets madder if a ram is detected
there are just SO many air movement options in the game

Tbh I wanted to limit movement in general around the Crags but by that point I think it's too much
The balloons melt from the heat 
that I think being non grounded aggroing an enemy would be the best solution
Crawltipedes
In my opinion, BoB just gets a pass. That one I think we can work around in the design of the biome itself
Scrylltipedes
Like, my ultimate problem is that
BoB + Hooks + rope
Wings make it too easy to escape anything
I wonder if DoG was ever in the crags, in lore
I'm fine with hooks because hooking to the ceiling of a building won't do shit
patrolling enemies that you need to avoid triggering remind me of those flying things from sky: children of the light that just fucking drain the life out of you
The enemy is still going to jump and maul you
why can't i remember the name
I like this idea
Ropes are the exact thing I want to encourage people to use 
Wulfrum Acrobat Enemy in the Crags is peak
Guide to plant fibre cordage...
rot from rain world that hears you flying and attacks you with this
My goal with Crags is to, essentially, be the only place where you have to consistently pull out PHM tricks even past it
man, what if exploring the crags was like exploring five pebbles...
hold on, I think vertrasyl would like this idea
Crags miniboss with those rules would go hard
do I ping him
Probably not
that was my idea, its the very thing that stops you from flying
Ultimately tho, I do think an entity that enrages depending on how much you fly would just be frustrating
supreme clamitas
and the sepulcher as the invincible monster that acts that way is very fitting
Like, Terraria is very clear with its "limits"
It works in the abyss, no? Though that has obvious rules, I suppose
Dungeon Guardian? You can't enter the Dungeon before Skeletron
Abyss? You can't use RoD
and now crags
Wings aren't something that people just won't use
could tie it to time off the ground, or status messages, or something
I mean, horror games make it work
It's hard to get rid of that muscle memory, and if every time you got to the Crags you died because you flew
minecraft kind of makes it work with the deep dark
It'd be really annoying, in my opinion
does this apply to artificial crags?
Even more annoying if there's a middle ground. "Don't fly too much" ok, what's too much?
This is why I think Crags should just tell you
"You can't use wings, deal with it"
I do believe sufficient VFX and SFX could clearly communicate this, but I see your point, its likely excessive effort
Crags stealth section?
Maybe instead of no wings no dashes?
Practical explanation is it’s so fucking hot in the crags that the heat makes it impossible to make short ranged bursts of movement
Oh
No wings is best yeah
.
Crags exploration is essentially meant to be a throwback to PHM exploration
I do wonder what the lore reason for no wings is
ah PHM tricks….featherfall lmao
Burning wings
Literally just that it's too hot 
Yeah
Icarus' shit
featherfall stays with me for the entire game
your wings come back but like, ok
fav potion
Featherfall is indeed funny af
I have other places I want to use stealth
Literally Abyss
And I think Crags is just not fitting
featherfall + pogo stick + hook = incredible vertical bursts
Crags is more a "welcome to the place where everything is killing each other"
Fitting for the "Step Below Hell"
Very nice
The place with blugh stealth mechanics already
I think Abyss' stealth mechanic needs to be ironed out but, honestly?
I almost want to just entirely remove it
Uh oh, fish alert!
I have never had to actually interact with it, except like maybe once in a summoner playthrough when I had no defense
Player immediately dies*
I can just overpower the fish
It’s very meaningless rn
I think Abyss' stealth mechanic fundamentally does not work unless we gave sweeping overhauls to the enemy behavior and biome generation
rot balls when...
I feel like stealth as a concept works more for the jungle
or the dungeon
Abyss is already isolated as is
hey actually
polter triggered by stealth mechanics instead of killing phantoms...
make it happen post plantera to really spice things up
God no
What places do you have in mind?
GOD NO
post plague jungle 
you'd need a dungeon overhaul to make it work
I sure do love trying to farm ectoplasm and getting killed for it
If a Post Moon Lord Boss could spawn as early as Post Plantera because you, idk
but like, have you played metroid dread? it's so fun
I'm thinking more like this. It's always patrolling, you just have to avoid it
No fucking way that's happening
Mfw Oarfish permanently circles you instead of fucking off when it's not aggroed 
true
The problem with this is Lumenous Corvina but that's easy to change into like
"When the player has this debuff, enemies aggro range is bigger"
Shrimple
🦐
I also think Abyss' stealth mechanic should be more considered a bonus rather than something you should be interacting with
Like, yeah if you want
You can do some shit to go undetected in the Abyss
There is this bitch that makes that a bit harder
Otherwise, have fun
Just assassinate Lumenous Corvina
I still think the bigger problem is that it already is. Like I said, I have never once had to actually bother hiding. I simply overpower the enemies, except for very rare circumstances when I'm deeper than I should be for the progression point, or am on a summoner playthrough with zero defense
Also does Colossal Squid still reduce normal aggro instead of abyssal when it eats you or is that no longer the case
But it's cool..............
Pretty fish
🐟
It's that, but it's not treated as such
Anyways I'm tired now
I shall sleep
G'night
Night.
Anyways fellas does anyone know if this is the case
Or if I am misinterpreting something?
wiki says it just affects regular aggro yeah
although i never even knew this was a thing
hmm
No I mean
The player assassinates Lumenous Corvina
All stealthy like
Not triggering the screech
Was thinking of making a suggestion about it, but more info may be needed
Seems like an oversight then
so more likely bug report territory
Yea
Or it was just never updated 
Pretty much the same deal then
On what we can do I mean
Yeah not stopping you
I probably won't do it tbh 
My only source is the wiki currently
Plus I'll sleep in a few hours and It'll be weird if I made the report and dipped in like 3 hours
(If someone else wants to report it feel free)
It'll also have to somehow show if the nearby abyss enemies' detection radius goes away/deactivates when you're grabbed
I don't have the tools for that
Yes, it does
Isn't Lab Gaming Table from CalVal
Solution: buff Abyss mobs to be a lot tankier 
No fighting for you anymore
@tame mountain If I'm not mistaken, Lab Gaming Table is a Calamity Vanities item
It is.
crags disabling wings sounds weird
and also inf flight mounts
sounds kind of miserable if you ever want to build anything there
also if it's to try and make enemies harder to deal with then like
how do they work against ice rod or just like placing blocks
the current version of the biome has enough shit that can fly and phase through blocks that i never really thought wings were broken there
id hope that the wing disabling effect could be removed after like. idk maybe killing ravager or something. kinda like how people want there to be a way to build in the abyss
This could be my hot take but if you wanna build there. Use rope and magic mirror to get back, and use the marnite armor to build or that scaffolding kit. There's plenty of ways to build without wings
rope 
Snake charmer meta
lol
Xkckkekdkdks i forgot this thing existed lmao
i assume the pylon is still going to exist but it doesnt change my point that you could still easily completely invalidate the biome by just. idk towering up with platforms and going above everything still
I read up about the Statis projectile dash ideas
Seems really cool
oh oops, didnt know that 👀
If it helps, recipe browser will always tell you where the item came from
If you can obtain it in your inventory
DO THEY KNOW?
im sure they were already told though but I don't frequent this server as often as i used to
i dont actually know what you're talking about
Supreme Angler Tackle Box Fishing Station gives all the buffs permanently iirc
i know it has sonar
It only gives Sonar.
ah
well, the other two affects are quite minor. fishing only increases fishing power, and there's a pre hardmode accessory that boosts crate catch rates
Fishing potion grants 15 fishing power,, which is very negligible
Although it is still nice, two essential fishing accessories add more than it
It means more the less you have due to how it scales iirc
If it included it, then a good fishing setup wouldn’t need to run as many fishing power boosters and can instead use armor or passive damage accessories
I guess it could be nice early on, but if it's truly like the posion of omniscience and is hardmode exclusive, the main effects it would grant are already covered by accessories either before or in it's stage
But I’m not a fan of it giving Crate potions since it makes it less likely to get other catches
A combined potion would be nice to have but the accessory doesn’t need it
I'm talking about the enchanted pearl, which you could simply take off
Yeah, that can keep it
i think the last "sugg" isn't properly formatted, also a reversion sugg (if you could even call it that)
Is that the same for asking if compatibility with a different mod could be added
Basically, format your suggestion with a title and body (title in bold)
Also supply some reasoning for why this suggestion should be added
Alr il try thx 🙏🏼 when im done can i post it here so that you could look or someone else if there's anything wrong with it?
Be sure to check that your suggestion doesn’t contradict any of the listed rules
Stuff like reversions or suggestions related to future content (as examples) would be against the rules
Yeah if you post a draft here I’m sure people will be willing to help refine it
compatibility is kind of a grey area, i think
And if it’s against the rules someone will let you know
^
Alr
Isn't asking for compatibility with another mod, supposed to go in the bug reports forum?
One message removed from a suspended account.
i mean, it's usually not recommended to play with other large content mods unless one is specifically made to work with the other
if there is a bug when doing so, then idk
Is this good
I think adding compatibility with (Calamity and Advanced World Generation) is quite nice!
Why: More world Generation options like a larger world, changing the overall generation with the AWG mod makes replayability so much more! But sadly there are some problems with the world generation.
yeah this has been asked a million billion times
unless the devs of that mod get in contact with the devs of calamity it isn't going to happen
I could ask the owner of the AWG mod if he could.
pretty sure they already have
would be more epic if you did that
Ima try
some fixes are even in the next update
What’s AWG
Advanced World Generation
yeah that
such as the error during crags gen
Ow is it already getting looked at
If so that'll be wonderful?
hey @hollow shell do you think we should add a "Explicit Mod Compatibility" don't to the doc, since suggestions about getting a specific mod to work with Calamity will usually never accomplish anything, and people should just try to get the devs of the other mod in contact with Calamity devs?
that seems like a fair option
it is yes. There are some fixes in the next update, others will have to come after the next update as the SSO has a lot of worldgen changes
the best way to get it fixed is the public github though, as mod compatibility especially with major things like worldgen is not always priority
How common are suggestions like that?
im pretty sure we've gotten like 2 or 3 about Advanced World Gen in particular
Sorry if i made trouble!
😅 Was just curious and didn't know so many people already asked.
I see one suggestion in delete notifs about Advanced Worldgen
(I checked "Advanced World Gen" as well)
So, doesn't seem particularly common
wasn't there a time when calamity required another mod to function?
or am i remembering wrong
i dont think so?
No I think Calamity always tried to be independent
Infernum depends on a few mods, if you're thinking of that
anyway, there were other mods such as remnants, but in general i think it would help to have info that the cal devs are open to being contacted when things don't work somewhere publicly is just a good idea in general
Calamity did change the world size in the past, but they didn't use an external mod to accomplish that
i might have an old steam post about it
I have to point out the fact that I unironically misred your name as "Jason Tuah" and started laughing intensively help
back when tmod wasn't a steam thing
Heh. 😅
even when tmod was manual don't think it ever needed another mod
I wouldn't be surprised if other mod developers see Calamity as this untouchable, unreachable, enigmatic group that must not be contacted for any reason.
i do believe it had to do with this, but again, i might be remembering wrong
providance
their source code is public, they can always make their own fixes
If we have a list of mods that the devs have explicitly rejected attempting compatibility with
Then, I suppose we could
Me when i fucking get you!!!!!
But posts about "Calamity is not currently compatible with X mod" wouldn't count.
Haha the one from AWG said the same! They couldn't get in touch.
(If they message our Staff Mail we will relay their message to the devs)
(This goes for everyone.)
Staff mail? Where?
@sonic torrent
?
im not really sure i get your angle, my point is, similarly to trying to force bug reports through suggestions, it's just a bad idea to try and use suggestions to get mod compatibility through. we should not allow suggestions about making calamity work with another mod, because it would be far more efficient to just get the devs to contact calamity's devs themselves, instead of waiting two weeks
The fact calamity isnt liked in the main terraria discord probably helps with that (its not the caldevs fault though)
(hopefully pinging this goober is fine)
Ah I think I misread your message mb
it's fine lol
Thought you wanted it to be public knowledge which mods Calamity is unwilling to attempt compatibility with.
nah i
dont think any of those even exist
maybe remnants?? i know compat didn't work too well there, but in general suggestions about compatability are just too slow to work
Btw how y'all day going 🙏🏼🗿
i just noticed that the staff mail has the calamity logo on it
I'm unsure if it would be better for compatibility to be handled through suggestions or some other dev contact route
yeah, it's more so suggestions not being the correct avenue to get compatibility. Reaching out through staff mail, making a bug report, or making a contribution or comment on the public github would all be much more effective
Not that I would complain about a quicker dev pipeline
Id say a direct contact is probably for the better
it is better to contact developers
i can assure you of this because ozz told me lol
Trying to fix issues in one side only would be extremely annoying imo
But what would the effect be just pinging staff mail? Or will there be a channel for this?
Pinging Staff Mail doesn't do anything. You have to DM it to open a ticket with the moderators.
(I'll bring this up with the devs once that weird mail we got is resolved)
Alright ive sent a message through that mod to that developer hopefully he responds.
Its actually quite funny most of his bug reports are it not working with calamity 😅
You sent a message through what?
Oh, to the Advanced World Gen guy. Got it.
Basically i wrote that he gotta reach out if he wants anything to happen.
aight
@sage coral atm Advanced worldgen is incompatible due to a bug that is fixed for Sunken Sea Overhaul, altho there are some known work arounds like setting the generation to certain numbers
2 at the end
We even had a PR that fixed said bug before we could even look into it
Alr well so this means no compatibility in sight
It is indeed, especially since it can later become a game of tennis with both teams passing each other the bug like a ball
At least there is clarity now it's a start!
Compatibility is in sight, just be patient
No such list exists to my knowledge
Ow and if its eventually fixed ore worked on will that get mentioned
Likely will work, especially if its does it similarly to Fargo’s best of both worlds which works perfectly fine with Calamity last time I checked
? Now im kinda confused
Remants compatibility has been improved but due to how much that mod changes worldgen, full compatibility is likely improbable
thought so
Calamity barely if at all alters ore gen (pretty sure its just gem generation being tweaked which happens near the end of the generation steps (lower tier gems are overwritten at lower depths, and same goes to highntier gems being overwritten the closer to the surface they are, and the hardmode ore rework), so mods like Fargo’s best of both worlds that make all ores generate regardless of world have no issue with Cal
And same for Advanced world gen?
It will likely work too
The bug is an issue with Brimstone Crags generation which is unrelated to ores
Actually I should probably run a test on the beta to see if it works with the new WIP sunken sea gen
Tbh, mods not crashing when they're enabled with each other seems like an extremely low bar for compatability
When I think if compatibility I think of integration and collaboration between the mods in question (like if Calamity added Post-Moon Lord weapons for Thorium's classes, and tweaking the damage numbers so that Thorium weapons are viable in Cal). That's a lot of work though, obviously, and so it not being a thing is understandable
compatibility is just that, a low bar that means the mods won’t conflict
Integration however, you are right on that
clearly you haven't had experience modding outside of terraria if that is the case; it's the privileged few games that actually manage to get mod loaders that even get to that bar most of the time lmao
i think it should make auric rejection deal twice as much damage
or maybe twice as much knockback if they removed the damage
lol
save that for GFB
or better, make it insta kill
Red potion made out of auric ore would be funny
banger suggestion why is it getting marked
CIT said no

unfortunate
just make it instantly kill on FTW
or give it some crazy knockback value
any reason why?
ask him lol
@royal tapir
this implies that auric rejection suggs are free game then since mine about demonshade made it to voting
bad timing ig?
two auric rejection immunity posts back to back was too silly
Lack of reasoning + makes no sense lorewise
makes sense
Its gfb why would it need to make sense lorewise
fandom lore
The suggestion isn’t about GFB, it’s about FTW
Elliott unable to beat the allegations, forced to spend 1 minute in #calamity-mod-talk
i spend like hours in there this wont be that hard
its ironic, since i complain about people not reading
when i myself, dont read
its a privileged few games that actually manage to get a single condensed mod loader
not just that but modloading that is often as simple as plug and play
and not usually “new save required” kinda deals
Terraria must be one of the biggest examples of "plug play and worry not"
Maybe also Yakuza games, literally installed Legend Remix for Kiwami in the middle of playthrough and runs with no problem
all my might to not post kiwami 2 rain gif
hi
it’s so opposite to like the skyrim modding community
where modpacks are pretty common and tailormade patches to make sure shit doesnt break when put in the same modlist
whereas here modpacks are kind of unnecessary because so many mods are non-committal and very very very few brick your save if you uninstall mid playthrough
@golden sonnet - Your suggestion has received an updated status!
[Allow Astral Grass on Mud, or Add Alternate Methods to get Astral Grass]
It has been decided that your suggestion can neither be passed nor denied; either the devs have already made plans that conflict with it, or they have decided to implement an altered version.
You can check out your suggestion again here: #suggestions-voting message
Oooh
astral undergrowth lol
May I know the details?
Oh.
affects the jungle
I guess I kinda forgot about future content in the suggestion and was more so just frustrated at getting fucked over in GFB
But that's fair yeah
i thought that was for a different thing
someone told me it wasnt for jungle
theres jungle astral grass and mushroom astral grass planned
and sprited
however this sugg also makes me realize that calamity's grass seeds should probably be sellable by the dryad
since all vanilla seeds except jungle are
Yeah, that was more so what I was trying to address in the suggestion
Yes the calamity music mod 
As in my current multiplayer playthrough the astral landed on a mud section and we literally had no way to get astral grass
As it's entirely cyclical, grass from seeds, seeds from grass
So we just couldn't craft starstruck water to spread astral, and it made astral trees annoying too as we could only get the astral desert trees and not much of them as snow is on opposite side
🤩 water
do vanilla grasses drop seeds when broken or is this a thing only calamity's grasses do
vanilla grass drops seeds when broken
Vanilla grasses do
ok cool
does hallow grass at least
No
ash does
Hallow, evils, and purity don't
and mushroom
ok
cinder grass still drops seeds cuz ash does
astral grass no longer drop seeds cuz hallow doesnt

Sounds fair, saving inventory annoyance too
As fighting in the astral in normal playthroughs they constantly pop in your inventory
And you could make dryad only sell astral seeds in astral
Like how ash and mushroom seeds work
well the issue with that is
hallow is sold everywhere
its treating them like they're regular seeds that drop from grass
im making astral seeds equal to hallow
and not Evil Fucked Up Seeds like they are
@golden sonnet - Your suggestion has received an updated status!
[Allow Astral Grass on Mud, or Add Alternate Methods to get Astral Grass]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
Real in multiple ways
Bugs #1-12 with them
Sick, glad to have a solution sooner than astral growth and I also think it makes a lot of sense with consistency
Thanks YuH

Ok ignoring everything else about this suggestion
The player would only theoretically be deemed worthy after beating every boss
They arent automatically worthy by making the seed

at that point just make demonshade immune to auric rejection

Everyone talks about Auric Ore's worthiness, but not Silva's worthiness.
poor silva
#suggestions-posting message @wispy glacier what does this mean 
I'm not sure what you mean. Red potion deems you worthy on FTW worlds regardless of bosses beaten
Erm
Uh
Explodes you

me too! and warbanner!
Warbanner is also funny, somewhat
It will make daylight Empress deal 50 less damage per hit :3
(she doesn't oneshot in calamity already)

#suggestions-posting message other than the specificity of the recipe, pretty good sugg
will the bot work if suggestion has external emoji?
wdym
seems like something that should be obvious
but i don't really know
i'm more inclined to focus on the actual suggestion
The emoji won't show up
@river lily i think changing your suggestion to be less specific about the recipe would be better, but i'm not really sure so just take a note on that
but the suggestion would still go through
okay
this will never get votes because people hate fishing for some insane reason but i do love it
I shall vote for it
Fishing is nerfed next update so hopefully it'll obtain some votage
It'd be good QoL
what if
any fish at meat grinder
@river lily this is too specific of an implementation, with not a lot of reasoning; why exactly do you need more chum buckets or to make them easier to get? you mention they're useful for fishing and hard to get in a blood moon, but why?
i don’t think they’re even hard to get in mass yea
remember that you only need to use 3 at once, you get no benefit from throwing in any more
Far more fun
@molten orchid flagging for being too specific and very weak reasoning
dang
hopefully this or my combi fishing potion gets traction
@short stream - Your suggestion has received an updated status!
[Rework the Lunarian Bow]
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
@echo leaf - Your suggestion has received an updated status!
[Have modded alcohol buffs affect the player character's eyes]
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
@thorn river - Your suggestion has received an updated status!
[Add a Cosmilite ore item to complete the shimmer chain]
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
@arctic barn - Your suggestion has received an updated status!
[Make Alcohol items placeable]
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
@hollow verge - Your suggestion has received an updated status!
[Make Vernal Soil spawn Jungle Enemies]
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
Pretty sure that's what I predicted
minor tweak tuesday
Lunarian Bow is gonna get instantly reworked can you believe it
if they were to rework lunarian they would rework the whole line
So many excellent suggestions don't make it in
It's saddening
Time to repost, I guess
so kind of pointless to make a sugg for just it, when realistically its more effort than just one rework
planetary annihilation would get caught in the changes likely but thats also planned redesign
Yea. Its spritework is complete
- The current Planetary Annihilation already functions way different than its components
I'm going to try writing the frost armor retier thing again
but we told you why it was faulty
Uh
It's not underpowered, there's just too many armors at that tier and not enough at the tier below
then rewrite the sugg to be more about the problem instead of that specific solution i guess
Summoner has no armor at post 1 mech tier, if I remember correctly
bc what if they just want to add armors for cal bosses instead
I wont immediately repost my sugg, I'll write another soon probably
It'll be about adding calamity fruit, because calamity has no fruits
Can you believe it guys? Lunarian Bow rework is just 5 years away! It got here so fast!
(Unless someone wishes to do that idea first, in which case be my guest. I'll upvote it.)
There is no indication that there are any plans for that, and doing that would take away the only solution I see to make these two armors not have to compete with so many others
I really don't understand why this is a bad idea
We still haven't gotten our promised Hardmode ore summoner and rogue helmets...
It's been years at this point
What do you think the best way to put together a suggestion for this stuff is? There are two related issues: a lack of armor sets at the post 1 mech tier, and an overabundance of armor sets at the post 2 mechs tier
It's sounded like problem is caused by vanilla armor bloat for that stage
Maybe make it like different ore for different class
I don't see how that's a good idea. Two problems can be solved at once, the too many for one tier and not enough for the other, by moving a vanilla armor
To where? Like post clone and plant?
I don't know how to write this in a way that's convincing...
Oh, no. Here's the full information and suggestion:
anyways if it misses the mark again dont post it a third time
I don't understand your hate for this suggestion
its not hate
its just kind of unnecessary
the game may be a little bit better with it implemented but afaik vanilla item retiers are overall disliked
-there are only two armor sets for most classes at the post 1 mech tier, and they're both the vanilla ore ones ones that are very similar (Mythril and Orichalcum) Summoner and Rogue don't have armors at this tier at all.
-most classes have 4 armor sets at the post 2 mechs or cryogen tier (adamantite, titanium, Daedalus, frost/forbidden)
The old one's army armors technically exist for summoner but they're specific to sentries, and that's weird and niche.
Calamity already retiers everything in that stage by splitting a single bloated tier into like 3 different ones
I heard Daedalus getting rework
It is?
We have wip triangle sprites for it
They're old though, subject to change
Only 2 helmets planned
That's nice, but... Does this really change the underlying issues at hand?
Bloated armor rn are mostly melee ranger and mage
In theory, if the classes selected for new Daedalus don't get increased from the planned two, it could help Forbidden/Frost fit more into their current tiers
Or at least feel less trivial because of bloat (Especially if that Daedalus hood one is summoner and not mage)
is a double class armor with an active ability set bonus not weird and niche
Ooa armor is decently strong for example squire
I mean double class can make it either more or less niche depending on how you view it
I think it's double class because the event
by being summoner double class armors they expect you to use summons with the other class really
Tbf it's only Calamity that makes muticlass summoner non-viable
It doesn't make it unviable byeah the contribution is certainly less
Two SISes in a row
My contribution to this is I think for bountiful harvest I made some off comment about how OOA armors shouldn't have the summoner damage penalty and it was actually in the discord changelogs for an unspecified amt of time before being fuckin axe murdered
Probably postponed until SSO's Summoner Balance is complete.
Probably
This is correct, especially with the current state of sentries.
Will there be new sentries or the dev team is focusing solely on adding whips + rebalancing existing content?
The latter. Sentries may be expanded upon at a later date, but as of right now Summoner needs to be figured out first before any of that happens.


@fresh geyser you can use angel treads just fine
and tracers are intended to be their own wings, that's kind of the point
im quite confident an alternate set of boots that go into post-ML is still in the works so you'll get something better than angel treads eventually
Yeah i forgot angel threads existed but i was mainly referring to celestial tracers having pretty low flight time
You can slightly touch the ground and then fly off again
And also
I fought most pre dog bosses without an arena so flight time is pretty important
...why did you do that exactly...?
Currently i have a slot wasted on upgraded insignia but it would be way better utilized with a separate pair of wings
Idk i'm just lazy
I don't even get buffs i just abuse the non consumable summon and spam it
ok well
not a reason to change the mod for that lmao
even if i agree that there should be an alternative line to tracers for boot upgrades, but devs have confirmed many times this is something in the plans
To be fair i do that too, but i dont try to change the mod around it so theres that 
Itd be way better utilized if you threw soaring/ascendant insignia in the trash
Those accessories suck ass

i hate that they do cal nerfed them so fucking much 😭
Let's make the acceleration as strong as Magilumenescence's but make it work in the air!
yes
okay but maybe ascendant insignia deserves that being post yharon and all 
Wait...
It... it isn't.
It's Post-Polterghast.
oh wtf
i swore it used auric or yhar soul frags
still it's so deep into progression maybe let it be a little strong so there's an actual reason to use it okay
Make is post-Yharon and buff it just a tiny bit
Surely, that's will make it worth using!

The rest of the Pre-Hardmode Ore Armour section is so detailed and then...
Anyways.
I am unable to verify this, but I believe Shadow Armour has either similar or better air acceleration than Soaring Insignia.
This is pretty much the tooltip, iirc
massively buffed it
25% flight time -> 30% flight time
Even if Shadow is not the same stat-wise as Soaring Insignia, the former is really useful for pretty much all pre-HM stages (and even pre-evil boss 1, since Ancient Shadow exists)
This isn't about tooltips.
Well, yes, but I doubt it is fine to dig into a huge amount of technical details about Crimson regen on a rather small table

// Shadow Armor's movement speed boosting effect is separately nerfed via an IL edit.
Yeah I’m pretty sure Shadow armor got nerfed in calamity
Before its nerfs I saw it used for nohitting post-ML
🔥
I think the acceleration is 50% or so...?
ayyyo whattt
Me, when mobility armor (why Aerolite is not one.....):
Thank you.
1.25x Acceleration.
It’s a Magiluminescence but in the air
Which is faster than Soaring Insignia's.
Magi is already an insanely good accessory with the one single downside being that it doesn’t work midair
Also, anyone know what happened of Vanilla's Movement Speed Cap? Apparently, it got removed in 1.4, but couldn't find anything in their changelogs.
falling speed is at least something
helps on skeletron
I really think there should be Reaver alternative for post-ML stages
Something like Demonshade's "shadow speed", but without the insane offensive bonuses of Demonshade 
yea

NICE
damn, that’s ascendant insignia checked off of the weekly #suggestions-discussion bingo card
An alternative line for boots than tracers? That’s actually pretty exciting to hear is being planned
has been for a while
Nice
First time I’m hearing about it
They should put magi in statis’ belt line that was a fire idea
Where’s the bingo card?
Have one back from 2018!
The fact that most of these can still apply today is... certainly something.
Suggestions never change.
"an actually good suggestion"
We had, like, at least ten in the week or two
what’s a dev suggestion
Probably a suggestion that rewolves around a dev thing
hmm
“suggestion already exists” and “suggested before” seem like the same thing
unless the former is talking about “feature already exists” or smth
also where is “add furniture” 
"buff [random thing]"
Okay, time to find buffed Yharon
Yep, after the new system it has been much better
Before it was OOPS! All ❗
Correct
Wait, how new is the new system really?
Oh, well 
>Type shit in
>Maybe get a free item
>Profit
Pretty sure the only item that got in was Plantation staff
I think Crawmag Mire was also made via a suggestion...?
It was an art contest winner
My bad, but I remember there was at least another one
"hello devs!!! i would like suggest new summone weapon that summons two dudes with rockets and they shoot the rockets at the enemies and then the rockets explode to make smaller rockets that home into nearby enemies and explode more its base damage will be 3920 since it is a reference to my favourite anime! it will be post yharon, made with 10 glorpons, 15 schlingots and 320 borbaps anyways i hope you liked my suggestion!!!!!!"
Suggestions before, probably.
Nah that was reserved for Patreon dedicated weapons
Free donor items 
Without the donor part, ofc
Heres examples of suggestions to help people know how to make suggestions (please read doc tho):
Valid: ⭐
Add a new summoner exo weapon
Summoner at the moment has no exo options other than immaterializer, giving a new weapon to them would give them more to choose from and more variety rather than being restricted to immat.
Invalid: ❗
Exo L.O.T.L.
[sprite here]
Summons cyborg axolotls that rapidly fire multi-colored lasers from their mouths
Does 3000 dmg per laser
2 minion slots
20 mana per cast
Made with 1 Gastric blehers staff, 1 Tempest staff, 1 Sandshark staff, 1 Stardust dragon staff, 400 nanites, and 4 Miracle matter at Draedon's Forge
Why? It would be cool 😎
I'm not sure how you would make that far worse.
Oh, right.
A custom sprite that was made in five minutes.
...I think there's Exolotl on Fandom Wiki.....
say what you want that item would go hard
It would be based on this idea
ignore the fact it would literally just be endo hydra staff
People in CalArt liked it
dragon creature shooting a colored projectile from head
Someone needs to suggest God Slayer Dynamite.... 
Actually, why that's a phrase?
I think Ozz wanted to add God Slayer Dynamite at one point, but either forgot, or just didn't bother enough
Not in the fandom wiki, just checked
...welp, bad news!
zeros instead of Os because it’s COOL
Two tornado staffs 🔥
Such a C00L effect
Oh i mistyped it
Not a weapon, but NO exists
Ofc
I don't think so
MOAB isn't a weapon and it's the only thing that come to mind
“The item was implemented based on a specific item suggestion by Shade on the mod's Discord server.”
I love me some old and nice SIS!
i just noticed the 1 base damage
On hit:
[star wars intro style list]
Spawns shits
Spawns shits
Spawns shits
Spawns shits
Inflicts shits
Inflicts shits
Inflicts shits
Inflicts shits
an exo clam staff would be hard actually
Does anyone know the longest weapon use description on the wiki?
Probably Biome Blade if you count that
gemtech is the only tooltip where you have to hold shift for more detail
Until next patc
also the dev painting
(Several existing tooltips got the treatment)
Does HoTE have an actual tooltip now? 
Idk
Actually about the whole Axolotl thing. It's odd how Jungle doesn't have a weapon gotten from fishing imo? I mean, all other biomes have one, ecxept Desert ig but that didn't even have unique loot before 1.4 I think they just forgot lol
Saying this because I was trying to think where an Axolotl weapon could fit at all and make sense
I got fucking AI pictures of Axolotl 
(Obviously not gonna suggest this, but it's a fun thought)
If only there was a suggestion channel for Vanillla... (Redigit's DMs, ofc
)
lmao
exo whip
jokes aside I thought y'all didn't take weapon suggestions in general?
Not anymore they don't. Not specific ones anyway
ah ok
(There's a Doc in the pins explaining where the line of "specific" is drawn, among other things)
SHPC
theres one
I would say so
Does "THIS WEAPON IS A REFERENCE TO WARFRAME OH MAH GAWD" count?
.
I mean Soma Prime technically does still exist
Even though they certainly didn't mean it like that 
Where can you create this kind of thing 
Magic.
Okay, found it
donor items surely were a good idea
Can donor items be balanced without the donor's concern?
Yes.
yeah i dont think a donor can just remove balance from the game
@uncut zealot tmod doesnt have native support for achievements yet im pretty sure, but calamity plans to add them asap once they do
and if tmod does and im mistake then they are prolly in the next update
cool
That is indeed how they do it.
wow
They just made an entire achievements menu.
fraudulence
i can't wait to get the achievement for crafting the auric toilet
Tbh, tMod should make it easier to create new achievements
Or, rather, tMod should make "create new achievements" an option
wonder why this isnt already the case
i love that Infernum just has them
and it gives you actual rewards for doing some of them
oh, really?
A lot of them are vanity.
The Sakura Blossom vanity is cool
