#suggestions-discussion
1 messages · Page 328 of 1
I'm going to, yeah
20 dollars is 20 dollars
oh y'know what there's a suggestion i was gonna make but forgot to actually make it
what was it
i wish i could cut down the last sentence because it sounds horribly clunky but whatever
also armor set jump bonus precedence at 80 votes, absolutely tragic
statigel will remain extraordinarily mid with bohb
shimmer
i yap too much
big fan
Makes sense, good enough for me!
#suggestions-voting message @indigo yacht you should have a look at this
ah. damn.
i really should have checked for that already
that's like... two and a half months ago, is that too soon?
no
No
plus it didnt even make it to dev
Mainly mentioned it because you may wanna take some examples from there
Specifically the part where components of one half shimmer into each other and the other half with themselves but not all of them so it's not just "buy 4 of one item and shimmer all of them" that's just pointless and ruins everything about it
Unfortunately the cellphone components are an odd number of 3 so the same thing doesn't really work for them if you were wondering
okay, I'll add a note about that
@unborn stream - Your suggestion has received an updated status!
[Sound effect for the ranger point-blank damage bonus]
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
@indigo yacht - Your suggestion has received an updated status!
[Implement a method to find shrines besides getting lucky]
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
@indigo yacht - Your suggestion has received an updated status!
[Halt/Slow Biome Spread after killing Moon Lord]
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

@olive leaf what... exactly are you asking here even????
change what?
most of this is a pointless anecdote and then it just says the fight is hard because of the two heads and increased aggression and just ends there
ignoring the fact that if the fight is too hard you should just... turn the difficulty down, especially since master has AI changes now, this just doesn't actually state what the problem is
Hey, im sorry. Im trying my best to elaborate on an idea I had about how it'd be cool to see a mechdusa style fight later in the game, as opposed to at the skeletron fight, whereas im suggesting it chould just be a, skeletron fight. I didn't read up a whole lot on the changes since then. mb......
You can remove it from suggestions if you'd like It was kind of a rough version of an idea.....
elsi cooking with suggestions
shield dashes as in the two bonk shields?
because good god ram dashes do not need a buff
ram dashes need the biggest fucking nerf in history and itd still be a cockroach
@near seal this is just a copy paste of a suggestion to redigit from reddit. I don’t think it’s really the most relevant thing to Calamity?
Also breaks the 1000 text limit
Yoo elsi with the architect gizmo pack shimmer chain sugg?
@compact palm
So, what shield dashes are you talking about specifically?
#suggestions-posting message
@compact palm You definitely need to reword your title, here. The word "stronger" has a lot of implications and audio-visual aesthetics are not going to be people's first thought.
Noted
Asgardian aegis, elysian aegis and asgards valor
Any tips on what i should make it ?
You basically want to buff already a little bit too good and meta items
"Give shield dashes more impactful audio-visual effects" ?
(See, this is exactly the misinterpretation I'm talking about
)
Yeah, I guess it's about the sound / visual aspect, right?
Yeaaah good point there
I guess so? It just doesnt feel impactful, especially when tested with high velocity boots/tracers, the dashes almost MERGE with the running speed
I think they're impactful enough, to the point of slightly shaking your screen, which is not the case with GSD (iirc)
i believe they only shake during rams
Its definitely an opinion based matter, but i think we can agree theyre not that impactful when under velocity
I suppose better visuals and audio could improve the impact without requiring their acceleration or speed be buffed.
Isn't that the thing we're taking about?
idk!

Mhm, ill edit out my suggestion, should i resend it or just edit the pre existing message...?
Just edit
if it broke the 1000 text limit i wouldnt be able to upload would i
I feel like it could be implemented by calamity if redigit doesn't respond
just a suggestion
Discord has a 2000 character limit.
Our suggestion channels halve that, making it a 1000 character limit, enforced by a bot. This is why your suggestion has the 🗜️ reaction on it. It'll be deleted in 24 hours if you don't trim the text to below 1000.
thats weird
The Calamity devs have to read a lot of suggestions. They've grown to dislike suggestions which aren't able to be concise with their wording and get their point across.
Hence, the character limit.
#suggestions-posting message
Yeah nah I'm not allowing this lol
You've taken the problem and pushed it somewhere else
Well, externally sourcing the suggestion to bypass the character limit had to happen someday
return of the dreaded google docs
^
ANOTHER RULE TO BREAK FOR THE FABLED TF2 MODE SUGGESTION
now I want to do that, make a suggestion that breaks every rule it reasonably can
btw I'm exclaiming the shield dashes suggestion until they actually edit the title
done
@near seal lol lmao
#suggestions-discussion message
Title is good now
But uhh, the body not so much. Making the velocity "stack" with the player's current velocity would not be an audio-visual thing, that would be an actual practical change, something that'd affect balance.
The God Slayer Dash comparison from before wasn't bad
New visuals (like particles) and sound effects is what you ostensibly should be asking for
nice to see it's on the docket
im ngl dude it might just need that imo... like look
the entire time i was running there i was dashing, you literally cant see any form of dash power its the same as my run
only movement accessories im using are seraph tracers
the last thing rams need is more fucking buffs
I don't think your dash is supposed to be like that in the first place, unless you have some wild dash cooldown reduction items
You should probably not use any mods that alter your game experience in significant ways when you come up with a suggestion because I'm seeing a bunch of oddities
this is honestly weird to hear, i dont see them as 'something so broken they dont need more buffs'
unless im tripping
imma do a lil more testing, brb
lol
lmao
Try fighting bosses that you usually ram a lot, without using a ram
i understand theyre essential for that
but im confused on why some of the comments make it sound like theyre some rigged cheat thats overpowered?
they're not a cheat, they are overpowered
is it because they negate damage when ramming?
i mean that's a good place to start but also having ankh shield as a free bonus on top of that isn't helping either
at least for the aegis line
this style of dash is just really fuckin strong for what it is
elaborate on this?
you can go right through bosses and it gives a ton of iframes and is incredibly generous
it's very good for aggressive playstyles that like to play close and tight, but it's also good for any playstyle because it's literally just a get out of jail free card for contact damage
using ram dashes on other mods bosses quickly demonstrates just how strong they are, and if you look at any other mod that has to balance around calamity the issues quickly begin to crop up
ok, yeah, that makes sense...
i did some testing with nothing but calamity, and this proved that i have a problem with some mod thats boosting my movement speed for no reason
i love it when mods dont disclose such changes :)
lo
if the character movement is an indication it was probably overhaul
rams should punish you for taking contact damage 
slap a 1.5x contact damage taken stat onto everything
cant wait for dog to deal more than 3000 damage 🙏
Just get the Fargo's soul of eternity and never die /j
if the damage is calculated in the funny way you could probably get up to 3.8k
it probably isn't though
Make rams have a bigger cooldown and add increased contact damage during this cooldown
Terraria Overhaul(?) spotted
I knew it was overhaul... Even though i disabled the movement changes in its config...
Well, Terraria Overhual will differ the experience just enough to feel it either way
In case of Overhaul… burn it alive.
Terraria Overhaul can live
Im disabling it, thanks.
Yeah
i like ram dashes primarily because they aren't the SoC bonk
but yeah they are incredibly powerful especially against worm bosses
does anybody else feel like depth cells and lumenyl don't really need to be two separate materials
they're unlocked at the exact same time and come from the exact same source and are often both used in the same recipes
this is true
Depth Cells are used in 22 recipes
Lumenyl is used in 19 recipes
There are 3 recipes which use both
lumenyl is still so fucking weird to me
despite dropping post leviana, it's primarily used for the post-ML stratus set
Id rather see depth cells be removed than lumenyl
like the only items that aren't post ML and ONLY use lumenyl are tenebreus tides, apoctolith, and lumenous amulet
everything else either uses depth cells or is post-ML
i think lumenyl should honestly just be moved
personally i would just have lumenyl exist in the world from the start, but make it only mineable with like, a lunar pick or something idk
I'd say picksaw+ but there doesn't need to be another abyss thing post golem
idk about how others play but I've never mined for lumenyl
you have to go all the way down to the void as opposed to farming easy enemies at higher layers
yeah me neither BUT it is the more interesting method to get it
lumenyl definitely would feel at least a little more distinct if it were mined only yeah
also i stand corrected, the diving gear upgrade uses both as well as an important rogue accessory, so my brain just extrapolated that to "most recipes" lol
dw lumenyl drops were removed from most enemies
oh are they? i didn't see that in the changelogs
awesome discovery from some months ago
okay but those aren't the easy-to-farm upper layer enemies
viperfish, laser fish, etc
oh cool i was going to suggest removing them since this is what the drop table looks like rn
corvina is the fish alert guy right? the one at high layers that also drops voidstone?
if depth cells are removed then maybe abyss enemies can be buffed to make lumenyl mining tougher, and to balance it out buff abyss detection mechanics. Then the Abyss feels more dangerous and exciting
actually yeah the whole depth cells thing is a bit weird to me (disclaimer i do not have much experience with the depths so i could be misinterpreting), adding a reward/need for killing enemies in a stealth mission?
in the void it makes more sense, the enemies are stronger and it actually matters to try to pick them off without having them all notice you
I am of the opinion that the stealth mechanic might just end up being nuked when we change some Abyss enemies or at least be rendered a very minor thing
Ah, unfortunate
It'd require us to change a lot of the Abyss generation to work and I think it's not worth it
Valid
I wouldn't complain tbh, it is quite different to how the rest of the game operates, I was playing with a friend earlier and they personally didn't appreciate the forced change of pace
I think the most we could do would be making breath and stealth intertwined, as in
Breath does not drain in the Abyss passively anymore, unless you get hit
And the more you get hit, the faster it drains
That’s a valid compromise, I think.
But that'd also change the whole dynamic of the Abyss to something I would not be interested in
that would be nice actually, make it so you want to avoid hits, but not making it basically a nohit like it is now with amidias' blessing
I like the Abyss because of how it actually incentivizes the player to be faster to get all of the resources they need
I think what should be done is that remaining undetected should simply be easier, and hitting any enemy in the Abyss while undetected makes them take more damage while also increasing their drops
now that I'm thinking about it, this is because of amidias' blessing isn't it
lets you choose between fast and risky vs slow and safe
Amidas’ Blessing is a problem in its own right
I also set up a Teleporter for this run. I flick a switch and boom, layer 2
If layer 4 becomes an issue then I can set up a teleporter for there too
Make teleporters give chaos state 
me with no pylon restrictions mod: (which i decided to specifically not use for the abyss lol)
speaking of materials that feel redundant, perrenial
green plantlike ore immediately before plantera vs green plantlike ore immediately after plantera
So true
Actually I'm pretty sure we did this with
Return Potions
They give you like, a second of Chaos State upon returning
Which spawns PW
based
Nice
Though we wouldn't do it with Teleporters because it's a lot harder to set them up
Teleporters and pylons could do that too, but the work around is just to dig a hole in the abyss and place them outside it
my favorite idea I've come up with for this is just make perennial be crafted from chlorophyte + living shards (and probably make plantera drop more living shards per kill)
but like idk
Yeah, I pretty much always hoik into the final layer of abyss super early
Mostly because I play multiplayer and use terminus as a despawn tool
Especially with the queen bees in gfb like holy fuck
It was like babysitting toddlers but 40% the time I'm the toddler that caused it
I was using Infernum so I had Wayfinder
But using it to skip into the Abyss is mega lame
Or just blow up the conversion rate. Like, 60 chlorophyte bars/ore and one living shard makes perennial
it's just being moved to being a special ore type in the vernal pass
i think
something like that
i dont even think it's "perrenial ore" anymore
it's like some kind of tree bark, or so ive heard
no idea if those are still the plans, but perrenial is very much on The List rn
welcome back uelibloom its like you never left
what
I think that might be an infernum thing?
ur going insane
Are you thinking of making Teleportation Potions no longer teleport you into the Abyss
No, I am 100% sure I discussed making Return Potions spawn PW upon returning
But it was a good while back
Checking the code says that Calamity makes no changes to Potion of Return
yeah reb is going insane
Looking up "potion of return" in caldev gives the most recent use being nalyddd suggesting it purely for spawning Eidolists for a low% run
Awesome
leaked
🤯
Actually it's been in the code the entire time and everyone was hallucinating I fear
could've made it a perfect loop ..
That's just evil
Nah it will get it's own biome
wtf, reb can't be right
that's not allowed
I've not really seen anyone interact with it anyways, i think like once or twice
quick patch it out make reb wrong
finally, a task for me
i could probably just make some of the dont dig up special AI for wulfrum enemies apply to every world
i kind of preferred the slightly tactical aspect of convincing one of the robots to fly into the wall, especially since the drones are really hard to deal with early game
#suggestions-voting message i feel like i should remake this
because i like the idea but looking back at it god damn my reasoning was ass
Fellas, where should I report Cirrus selling candles for cheaper than she's buying them for?
Should it go into bug reports? Should I still attach a log they're asking for?
If it happens with calamity only then make a bug report yes, and logs are required as they show if your mods are updated and what your mod list is even if the error may not be in the log
Oh I see, fair enough then. Should I check myself before reporting? I doubt any of the mods I use are causing this, but that's not much of a hustle
Check with every mod except calamity turned off I mean
If possible testing with just calamity would be good to ensure it's not a conflict yeah
You can test in a copy of your world if you want to be extra safe
Yep, still there
This got fixed a while ago
ah yes because calamity is balanced around multiplayer
Oh shit wait I thought it said information accessory shimmer
Like into other merchant accessories or the items they join either to craft the 3in1s?
other merchant accessories
@junior moat please read the suggestions document
i read that sugg and
Firstly, yeah, check the rules
Secondly, as far as I know, it is getting a resprite
what
okay
sorry
should i delte
Preferably, if you don't have actual reasoning besides... uhh, the look
Well, they have a point, but......
im sry it just has bugged me my entire playthrough it looks exactly like a pad to me for some weird reason 😭
i have literally never interpreted purified gel as looking like that
I've never did that either
frankly i still don't see it
i guess infernum has taken chucks out of my brain
one sentence nothing suggestion
Someone call statigel a tampon or sumn?
purified gel
Ngl
Kinda goated suggestion I totally see it that’s hilarious
Might’ve ruined SG for me lol
Why does Delicious Meat even still exist? I'm tempted to suggest its removal, honestly.
funny
Because the only way to get it is from Permafrost, and if you put him in the snow (and you will), he also sells ice cream. ...except ice cream costs 4 times as much and gives the same buff for less than half as long.
Fair enough, I guess? I never really thought about it until today.
by funny i mean it's used a lot in CCR and CalVal lol
that is what it is
Are we not removing items because they are used in CCR?

yes
Delicious Meat should give you an extra good buff on top of it
it's bc it's a very big meme and a big part of the mod because of it in turn
@indigo yacht - Your suggestion has received an updated status!
[Halt/Slow Biome Spread after killing Moon Lord]
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
@indigo yacht - Your suggestion has received an updated status!
[Implement a method to find shrines besides getting lucky]
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
Wow

unfortunate
@radiant urchin sorry to be that guy but sea king is named amidias not admias
mb lol
@vapid hill
First of all, this probably falls under the "specific item suggestion" rule
And second, what is the reason for adding new throwing bricks variants?
Consumable rogue weapons are dying. Only the specific one you get right at the start stays consumable
Also that
This directly conflicts with non Soon™️ plans
However, throwing bricks are an exception, so I didn't type about it
But if it required throwing bricks to upgrade to a specific ore with its own abilities it might make it more useful
Also make rarer ores (e.g post moon non consumable
Firstly, above all else, you cannot suggest more consumable rogue weapons. As stated above the ones that still exist except for a singular item are going to stop being consumable so there is no way around this.
Making it require other items from that progression point might make it less just a bar that you throw and an endless supply of bars that you have modified to return to you
Make it similar to that, but use different ores and other craftables from the progression point that the ore is from
Okay, sure. But for what reason? To just give us more rogue weapons?
Yeah
that abyss pylon suggestion could do with a period, took me a while to understand it
Throwing Brick is already relatively useful when it is obtained first — literally first minutes into the game, and there are enough rogue weapons on other stages of progression
Rouge doesn’t have too many progression based weapons that I know of apart from the seraphim line
There are 2 miracle matter weapons
As in not using other weapons


Do you want to add more weapons just because one weapon doesn't have more than one upgrade?
Here's your "I can use weapons from this line up until endgame!" weapon
https://calamitymod.wiki.gg/wiki/Celestus/Crafting_tree
More weapon=more possible side grade which can be good but if it get added but have other option at that tier that is better then it just become weapon bloat
Yeah
question: is anybody else weirdly bothered by calamity structures using actuated and painted blocks?
idk why it annoys me so much
i guess it feels to me like, the builds that look good are supposed to be the players', right
like imagine you go to create a painting and there's already stuff on the canvas
Eh, you can either play with it ir just bomb it
i hope this means they have other plans and aren't just going to leave these are horrid rng checks forevermore
i mean it probably does
would be stupid if it didn't
i am curious why this one didn't pass
idrc though lmao
@vapid hill this suggestion has no reasoning so im flagging it
Not really. It makes as much sense as structures have bg walls, as long as it fits the style it's fine
i like actuation and painting, what i do not like is actuated stuff like the archives pillars and the vernal pass island tree because they often get in the way of building arenas which is annoying
not really anything you can do about that unfortunately besides just swapping them to walls
or removing them altogether
but that's not a good solution
its not the intention of the structures but i actually like the idea that those structures use such techniques
its fun to dissect how those structures are built, and to a player unfamiliar with building techniques but wanting to build something cool it could give an idea of how to
i wish there was a way to do actuation without it interfering with arenas though, it's not a big issue but it's a minor annoyance
plus they are always available for alteration and thats how several people come up with bases of their own
allowing you to change or extend whats there if you choose not to make one of your own
personally i would pitch a way to make platforms on actuated tiles at re logic
trueee
Maybe even placing any block on actuated tiles. Since you can't place blocks on normal tiles, there wouldn't be any problem there, but activating the actuator with two blocks on it would swap which one's active
@polar bison sorry this violates like 3 different suggestion rules
like this is both future content and reimplementation
also im not sure what turning it into a critter accomplishes
you're just making a new NPC at that point
why not just ask for ocean critters?
I like sea urchins 🥺
If they get shrunken down into a critter they mitigate the original issue that garners their removal, that being enemy bloat
i mean this doesnt change my point
why not just ask for ocean critters instead of trying to turn this enemy into one, because you'd need to make a new sprite and new AI and at that point it's not even the same thing
That is fair, and I do think there needs to be more ocean critters
I just think Sea Urchins turning into one would be a step in the right direction
ok then make a suggestion for ocean critters and offer sea urchins as a possible example
Good point I’ll get on it 🫡
well tbf both urchins still would need a resprite because
what the fuck are these
this is true
Yeah I saw a resprite posted recently on calart and was flabbergasted it was rejected cuz like
What are those even supposed to be
#459252132068065280 message yeah that isnt even recent
thats from
almost a year ago
that resprite is kind of just a slightly more polished version of the same mess
mhm
The Ocean might be the LEAST empty biome in the entire Mod when it comes to enemies
Cal adds like, 5 enemies on top of the already existing ones
but they're saying it feels empty, something i somewhat agree with
somewhat
true!
And that's not our job to fix
also like 3/5 of the vanilla enemies are rare
(sharks are rare you can't convince me otherwise)
I already think the Ocean is perfectly fine anyways, that biome just shouldn't be an actual biome
I vastly prefer it as just a neat building site
ttue
Making towns in the Ocean goes hard
eh, I think it could be decent to just like, make the ocean cave guaranteed. It doesn't fix a lot of the issues but would still make the ocean much better imo
I'd be fine with that
something i came to regret once hardmode started
I meant more so "it's not our job to fix the Ocean"
fortune 500 companies be like
I'm really tired of hearing people go "do something about the Vanilla biomes"
make the underground desert 5% bluer
"Make Corruption cooler!!" no fuck you we aren't going to fix the problems with Vanilla biomes when we have 5 of our own to work on
I think it's better to look at plain biomes as an opportunity to spread a mod's influence without oversaturating a region, and not a chore to be taken care of
yeah, like throwing stormlions in the desert
it's not fixing the many issues vanilla desert has, but still allows the mods content to feel more cohesive
that'd be cool, especially because then you could maybe make the cave itself serve some purpose, even if it's a small one (just like, housing a special item or whatever)
ok but that's an accurate description of what an urchin is
" Limit Fairy Boots to spawn only a few fairies at a time to make building less tedious
Fairy Boots spawn fairies naturally in Calamity. However, the limit of these fairies is quite high, potentially leading to a swarm of them surrounding the player. This can be quite annoying because you cannot place blocks on top of entities (including fairies). This means that simply wearing Fairy Boots can make building much more annoying, as they will simply block players from placing blocks where they float around. Changing the number of fairies that can spawn will make the problem much less prevalent while still keeping the unique identity of Fairy Boots."
this is a remake of an ~6 month suggestion should i post it
i want thoughts
are you moving around a lot while building
yes
you need to gather materials and craft them into stuff, buy paints, actuators, whatever, and just move back and forth between different segments unless you're making a really small build in which case you can usually just stand a bit away and use extendo grip or whatever
also you can just unequip the boots and put something else on
i dont care if its accurate
it doesnt look good
it looks like a mess
i mean
what do you want out of an urchin
that's kinda just what they look like
i would've just been happy if urchins had slight color variations
turn sea urchins into a dust 
Make defense block 1.25 points of damage in legendary mode
Since you take more damage than you do in master you should receive a defense bonus to help compensate
is this serious?
no
lmao, ok good
I think legendary mode should give 20 accessory slots
I'd have written a longer body
it would be really funny if tanking was inexplicably better in legendary than on master is all I'm saying
The Sponge should be pre-boss
that's just gfb
see honeydew understands
Make Defense increase hp by 0.00000000001 per defense point in legendary mode

Definitely agreed here, though I've found them less annoying while playing, and more just...pointless
They can be easy to spot when you know to look for them, but when you do, they lose any ability to threaten you until you stop thinking about them and get sneak shot again
they're mainly annoying early game when you don't have knockback resistance
Or, maybe pointless is the wrong word for that, but I feel like they don't serve as a good obstacle
and yeah you can pretty easily dodge them if you're paying attention, but in situations like acid rain that isn't exactly easy
Fair enough, honestly! I haven't had too bad of an experience there, since I usually just stick to the surface and slash away at nuclear toads, but I can imagine that being annoying
Dumb bubbles vs my ceiling of blocks
@haughty heath this can't be implemented due to a tModLoader implementation problem
it was rejected previously because of this and i have heard no developments on fixes for it so far
#suggestions-discussion message
Apparently, Terraria just dies when you try this.
d'aww, thats disappointing to see - are wooden signs the only furniture capable of storing text
well there is announcement boxes but those aren't the same
the bigger problem is that signs are 2x2 and those are 3x2
Hmm...
just doesnt really work
Cog, what do you think of a suggestion asking for a tile such as the Laboratory Screen, but as a 2x2 sign instead. Would that be overstepping the boundraries of "specific item"?
no clue
also this suggestion doesn't have any reason
my bad, ill revise my post has been updated
YOU HEARD EM
Split it in half. Clearly that would work.
yeah as it turns out terraria sign data corrupts if you try to make a 3x2 sign
its incredible
this isn't even spaghetti code anymore this is like nuclear pasta code
i have mingled into a lot of terraria's dusty nooks like tile painting and the chatbox and like player eyes and sleep animation and whatever
okay im genuinely interested in trying to sprite this even tho i have zero spriting experience in years
signs are truly untouchable
Simply pester the TMod developers. I'm sure they don't mind touching that instead.
no but i probably could just cobble it together from ingame draedon sprites and make a placeholder
oh boy boss rush!
they should add rdr to boss rush to make it even worse than it already is
Boss Rush order is based on intended progression.
lava slimes had me so confused i just wanted an orange banner 😭
er, better, better, i meant better
what if we change the intended progression so that CalClone follows Plantera
exactly, nothing about Plantera or Cal Clone's summoning really suggests that one should go before the other
that applies to like 80% of boss summons, probably more
yup
why should a giant floating brain go before a skeleton
Why not have all of them spawn at the same time
just buff plantera in boss rush then? it wouldn't make sense for boss rush to be different than the actual game
I mean, I meant in terms of "Plantera's summoning item doesn't require items dropped only by Cal Clone" but sure I guess
make the game keep track of the order you beat bosses in and then use that for boss rush
or, hell, keep their ordering the same and just move the start of tier 3 to after Cal Clone and before Plant
calclone also doesn't require drops from plantera, and neither use any drops from any bosses prior besides wall of flesh
This is a genuine idea tbh
No, they're saying your arguement is bad.
or make the boss rush order semi random
flawed, not bad
The order of progression isn't forced by locks.
then what's it forced by?
It's based on vibes
Nothing. You can have Lunatic Cultist as your first Hardmode boss. If you mean who decides it, that would be the developers.
and I'm giving reasons why the developers could change that decision
:because it makes the boss rush progression better while having literally no impact on the rest of the game
wait make the game more linear just so the boss rush can make sense? no thank you
you're just saying "because that's how it is" I'm sorry that's not an argument at all
"while having literally no impact on the rest of the game"
you can not like the suggestion but don't misrepresent what I'm saying please
Boss Rush's order is based on the order of progression. It won't be changed unless the developers decide to actually change where a boss is suited.
what decision are you referring to here then I'm confused
it sounded to me like this was a reply to "the developers decide the intended boss progression order"
I exclaimed the suggestion for quite a few reasons:
- calamitas is optional too if you kill ravager for ashes of calamity
- Boss rush is entirely on intended boss order, not lore relevance or other things
- If plantera is too easy in boss rush then buff plantera, changing it to completely disregard the established boss rush order just causes issues
- Difficulty is subjective
- This Identifies an issue, but then asks for one specific solution to it which falls under SRS/SiS
it was, "intended" progression order, as has been argued, doesn't actually mean anything practical for a playthrough
ok that's fair
sure, but that doesn't apply to boss rush afaik
it does because of balance, calamitas clone weapons are balanced around plantera, while plantera weapons are not balanced for calclone
yup, that's reasonable
didn't boss rush have a different order in the past? not trying to make a point here just trying to find out if I'm remembering correctly
Yes
would amending the suggestion to "Make Cal Clone last boss of tier 2 and Plant first boss of tier 3" still be too specific?
I believe it used to be based on community input
it was based on votes in the past
(terrible ordering imho)
Yes. I believe it was based on community vote on which bosses was liked the most, and found hardest.
I preferred old order tbr
cant wait for boss rush to be removed from the game
what are the tiers in boss rush? I've never tried it before so maybe this could be a helpful perspective — I'd find it most intuitive for the final boss of tier 1 to be WoF and the final boss of tier 2 to be ML
scal was before yharon and DoG 💔
not sure why your arguments seem to basically amount to "I hate boss rush" but ok
personally it's one of my favourite parts of the game
i hate boss rush
don't conflate my comments to other people's well-structured criticisms
Boss Rush's only reason why it's not getting nuked is because CDMusic made godtier music for it, so it'd be a huge waste if a good portion of his work on calamity was rendered unused
thats my assumption at least
I'm just whining because i think br is stupid
don't worry I was only directing that comment at you lol
It is based around pre-HM, early HM, post-Plantera, post-Moon Lord, and then the big trio (Yharon, Exo, Scal)
oh there are more than three tiers? idk why I assumed there were only three lol
5
Ofc order isn't linear so there's some overlap with certain bosses across tiers
what makes yharon part of "the big trio"? don't you need to kill him first and then you have a choice between the other two?
to me he just looks like another stepping stone like DoG
It's still a little specific but I don't really see any issue with it
maybe just personal preference, but I've always considered yharon to be the third final boss
I will amend the suggestion with your input then, thank you
do we have a rough idea of how many bosses will eventually be between scal/exos and yharim?
Dunno there's just three of them in the last tier so I called it the big trio
0
interesting
honestly i consider calamity to have 4 final bosses despite my absolute hatred for dog, but i think that's primarily fancy
then personally I'd probably look at it as like, a "big five" including yharim
since they're all required and important characters
and then we can pretend noxus and xeroc are real for 7 final bosses!!!!!!!!!
horay!
real (i think)
alright, suggestion amended
Isn't the rock you get also used for a few things?
calval brainrot
only a monolith
at least in base cal
Oh
its shimmered into the monolith but other than that it dont do shit
oh yeah monolith
...i might be thinking Fargo's dlc then lmao
yea the rock is used for nothing
oh suggbot is down
i would ping nycro about it but i already pinged him about calart bot being down
Then I'll do the honour.
Reaction removed, I don't see any real issues with it anymore
@inland saddle The suggestions bot is also dead, if you were not already aware.
my thanks
what are y'all's thoughts on defense damage?
i think it's cool but feels out of place because nothing affects it (ie no accessories to mitigate it or anything)
Fine.
but also it feels like its purpose is simply to nerf tank builds
There is Bloodflare Core but that’s about it
Its purpose is nerfing facetanking specifically to not make it free to utilize. If it's doing anything else it's probably not doing great
what i both like and dislike about it is it makes normal enemies able to be a threat
Is this the recent one that didn't get much traction, which I speculated to be because it was too wordy?
That was 5 and a half months ago, if that counts
Idk either 4 or 5 w/e
~5 months
i feel like sorta on a fundamental level, preventing facetanking was what potion sickness was supposed to do
Well we know that would've never worked
allow you to take hits, but if you take too many hits too fast, you lose
game balance is complicated
well
the apex of facetanking is you taking no damage so it defeats the necessity of a heal pot in the first place
yeah
you outheal the damage source perpetually indefinitely
Even if you had no regen, as long as you killed the boss without moving an inch that's still called facetanking
Or even actively tried to get on it
mhmm
Just uhh different purpose, not one for ultimate flex
potion sickness is to make you not instantly immortal
defense damage is to make it way harder for you to be any sort of immortal
Yeah that would've been something 
Glass cannons facetanking
terraria but pressing quick heal removes 1 frame from the potion sickness timer
I'm sorry i should probably go to bed lol, I was looking for an interesting discussion and i found one but i am not currently smart enough to participate
Draedon heart used to reduce defense damage taken
Also right now barrier mitigate defense damage
so it's like, the classic problem of wanting to make sure getting hit = bad but you also want to give the players a way of making it less bad but also want to make sure they can't make it not bad
They could also remove defense damage but reduce the amount of defense you can have but buffed Regen but that will bring another problem
The ideal of defense damage is you cannot take hit consecutively
its confusing
And the shields came into equation, deleting defense damage because
okay maybe the issue actually is it makes it matter less how hard the hits actually are
Consecutive isn't quite the right term
like sure you can't facetank a boss but you also can't take a moment to switch around your inventory during an invasion you're over tier for
Chainhits will happen pretty often regardless and being punished too much for that goes into elitist territory, you wanna make sure you can avoid punishing a player too heavily when they aren't trying to facetank
yeah or, I'm realizing, when they're allowed to facetank
Elitist territory is fine in difficulty stuff but Revengeance is The Intended Experience not the difficulty mode
as in how do you tell if the player is minmaxing or if they're just already past that part of progression
Defense damage from non boss enemy used to be non threatening but because they both use the same formular (defense damage=some amount of "damage taken") which in late game will eventually get toned down to 1 damage or a little more which does not reduce your defense or doesn't do much so later they rework it to "damage mitigated by defense" instead so non boss enemy with low damage but have defense damage still deal high amount of defense damage (especially when 100% of their damage is blocked by defense)
dw thats me all the time
to be fair enemies are also less... damaging
and most probably more susceptible to getaway tactics or Wall of blocks
knockback immunity turns into kb resistance, beef up bosses' knockback, people get sent further away which might reduce chain hits (?), then accessories used to facetank have more of the kb resistance where defense damage could accomplish the goal of preventing it in the first place
idk
i just thought of that
probably out of the scope of the mod
Not happening until you fix knockback in the first place, I can tell you that much
KB resistance is coming but to warp current kb immunities would be pretty bad
knockback can be wildly out of your control so it either reduces chain hits or just sends you to more of them
i feel like everything has the same knockback
not that i would know
i gain immunity to it
Same
It would be fun to have an enemy with high knockback like the atlas arm
what if instead of defense damage it was damage damage
What if instead of damage damage it was defense defense?
What if instead of defense defense it was damage defense?
every boss gives you a temporary defense bonus
does defense defense imply the boss increasing in bulk if they can't kill you so you can't kill them either
battle between 2 immovable objects
-# standing here...
Raiden was very much movable
atp make critters for the evil biomes
they have much less enemy variety than the ocean, which has like, 10 enemies and a respectable 3 critters
I think the issue with the ocean is the lack of interesting terrain
Sulphurous Sea has basically 2 on ground and another 2 underwater enemies pre-HM (as far as I remember), but it doesn't feel as empty as ocean does
i blame all the ocean enemies being rare
It has 4 critters, btw
oh okay
(Not counting the golden variant)
Pink jellyfish, crabs and shark are fairly common
Let me check what Calamity has to offer 
Pink jellyfish and crabs sure
Sharks? Fuck no
Uhh...
Just like vanilla, only two of these are somewhat common!!
I only knew of ???, sea urchin and moray eal
Wtf are the frogfish and box jello
Frogfish are the guys that are invisible until you hit them or get close
They hang out at the bottom
Ah so the place i never go except for the beggining of the game got it
You don't hang out in the waters for ??? ?
So stone fish?
ihatw those fuckers
I hang out on the surface and kill it when i hear the music
you must clearly never get ??? Spawns
Complaining about ocean variety when Post ML has like. two normal enemies is certainly a choice
(I know it has more but compared to the rest of the game)
it has like atleast fiive...
Yeah and they get instantly obliterated unless their name is Scorn Eater
Scorn eater obliterates you
Not if you eat them first
scorn when they mean scorn eater
Corn Eaters when S class Corn Eaters show up
@polar bison I think you should keep in mind this dev reaction. Calamity biomes are severely lacking and if you wanna make this sugg for one of those that would be far more understandable in my eyes (such as providence critters in Hallowed biome), because you kind of just hand wave away the problem that devs wanna be focused on their own biomes primarily. Additionally, critters are arguably harder than enemies at times, considering most people will want tanks sprited of them almost immediately upon sight.
Didn't the changelog just remove sea urchins
Hey guys! My name is Kolya and I am a musician from Russia. I write electronic music in various styles, which, in my opinion, would be very well suited as a soundtrack to Calamity mod, or another terraria mod. Below I will attach an excerpt of one of my compositions, and if you are interested in it, I will be very glad if someone contacts me. Good luck to all!
I... don't think it is the right channel to ask about working on the mod
generally requests to work on cal dont go anywhere
Actually, where or to who do you even request them?
the exception is like. asking where the public repo is so you can fix bugs
i dont know but i know that even if you do it doesnt go anywhere
I would assume that's the case, really
all the people i know that have joined caldev were added because the devs thought they were community members that would be good to have on the team, not because they asked to join
soooo why are sandstorms locked behind desert scourge? more importantly why does that warrant another status message
what are the ds status messages again
To not annoying the player and not make them fight pretty strong enemies early game, I think?
I'm considering suggesting removing that feature entirely since it seems unnecessary
are there pretty strong enemies in pre hm sandstorms?
cnidrions don't need sandstorms and they're like, threat #1 in early game desert
ooo you're right actually
i think restricting sandstorms behind scourge is fine, if i had to guess you probably aren't intended to go into the underground desert until after killing it
honestly my main issue is it starting a sandstorm immediately on the first kill
something something make a cha- oh yeah those are getting reworked
how would you get the summon then?
oh right
makes it more annoying to grind more kills on it if you want a specific drop for example
i guess
Can you get sandstorms without killing DS?
arid artifact
sandstorms are simply annoying to traverse early
once you've been desert scourge you've likely proven you have enough mobility to not get fucked over by it
This is pretty stupid
Sandstorm ban is lifted in Hardmode
The wait has begun...
@polar bison WHY DO YOU WANT MORE CRITTERS ON THE BIOME WITH THE MOST OF THEM

Like, PLEASE
LOOK AT THE AMOUNT OF SHIT IN CAL'S OCEAN AND REMEMBER THAT IT'S A 100 BLOCK WIDE POND
I'm not actually mad mind you
Well, tbf, it only has 4 critters, but we don't account for enemies 
Btw, Rebecca, hi!
What do you think about my suggestion? (if anything)
Yeah but 4 critters is more than enough
Specially when both Seagulls and Dolphins add natural ambience when they're around
Add a structure like a ship wreak or lighthouse instead :3
I agree
Anyways, this will forever be my stance on the Ocean
Stop treating it as a biome
Does it have any flaws regarding either the argument itself, or the structure of the suggestion?
And stop asking us to make it feel like one, because it's impossible unless we decide to completely change its worldgen
4 critters is 4 more than most biomes
Actually, how many critters does Astral Infection has?
Cal val adds a couple I think
well that's not calamity
ye
otherwise i would say ocean has enough critters because calval adds like 50 lmao
calval adds one not counting the golden variant
Technically it does, but... we won't count it just for the sake of it being craftable / obtainable during the meteorite rain thingy
okay so astral infection has One
Yeah
Do they spawn often?
bc fuck enchanted nightcrawlers specifically

Bro we reused something creatively and now we get fucked
Because I don't see critters in Astral Infection... like, at all
Maybe it has something to do with Astral infecting my Snow biome 
Isnt there plans for one? Pebbles or smth
Astral + Snow should become a new ship
Yeah we do want to add more Critters and I never said I was against it
tofus critter got second place in the critter contest ye
I'm against the wave of going "the Ocean is kinda bleh" and then saying "so you should add 35 things to it when they're already there!"
The problem with the Ocean is the worldgen.
And we are not fixing that.
do you want me to flag this post then or
aight
Sorry to bother you, Cog, but can I ask for your opinion regarding my suggestion?
wow now my 100 block biome is 70 blocks
peak! !! !
but yeah besides fixing the typo you should mention that it's a post-Skeletron accessory that's obtainable pre-Boss that drops from a stationary spawner for a post-Plantera boss in the Ocean
like this is goofy
This really is goofy
i think it's known that the item is stupid at this point but idk if there are even any plans to mess with it because during accessory tierlist i think people straight up forgot it existed
we should forget it exists so hard that it mysteriously disappears from the code
this
nothing spawns here because the player’s “spawn blocker” covers half of it at all times
@ raesh a job for you 
Yeah, people just fundamentally misunderstand what's the problem with the Ocean and it's been annoying me recently
And that's a problem we can't solve unless we just decide to make our own Worldgen for it
Which is not our job
Red even mentioned wanting to do a proper expansion for it iirc
either that or
people misunderstand how to fix the issue
Both 
adding new things to something does not make that something suddenly good
this can be seen with the clusterfuck that is post plant and post golem
Master mode calamity...
i did like the guarnteed ocean cave suggestion, but that's really nothing burger
like it helps but
not enough to really change much
It's about the best we can do
Oh, right, that thing exists
...however, the next question is — why does it exist?
"Ocean expansion"
Btw, I've edited the suggestion to include its goofy nature with progression 
Ye it was satire
the ocean needed something and this is about as good as it gets without ripping it up and remaking it from scratch
ocean cave at least gives you enough chests to get most ocean chest items despite calamity eating one of them for sulph + abyss
Yeah, that's fair
The main reason is the rarity of existing critters. The ground is just enemy bloat, while the surface is where all the critters reside
The only true aquatic critters are seahorses and they’re
So rare
Dolphins
Wouldn't be the fix for this problem is to remove the unnecessary bloat instead?
And Sea Turtles are also mostly aquatic
Also, they're not particularly rare, as far as I remember
The problem is more with the fact that nothing can spawn within the player's vision
So half the biome just gets eaten and nothing can spawn
It can, technically!

Ocean shenanigans
Simply add a natural block that expands the ocean horizontally, like what sulphurous sand does with the sulphurous sea, what could go wrong!
isnt there like supposed to be more in the vanilla update thats coming up
This is basically sand
Yeah but like, how would the game know to make it an ocean instead of a desert
1000+ blocks of water
Or it is non-player dependant and is created upon generating the world
So 1000 sand and 1000 water in the middle of the world would make an ocean? Wouldnt really be a bad thing I guess
...well, the thing is, Ocean is world-dependant
But yeah just making the natural ocean area wider would work
Tbh, it really wouldn't make things that much better besides removing the rate in which it is annoying to farm enemies (it still is annoying, but just because enemies are)
It's just sharks that are rare which to be fair do provide pretty damn good crafts
Everything else is just completionist territory in ocean
aquatic heart always felt extremely random
I mentioned this before, yeah
someone said it was an issue with how the ocean is generated and nothing more
making it at least as wide as the Sulphurous Sea would be nice
the only reason why calamity doesn't do much with the Ocean like adding another abyss is becasue thorium alr had a underground ocean biome on the jungle side
truly one of the funniest things of all time
not really, thorium only influenced the side abyss spawns on
i mean but still
The ocean's good for one thing really and calamity does it better anyways-
make sharks more common, then make killing a set amount of them make ??? spawn
clearly this will go well 
Well, this will increase the spawn rate of both, so I... kinda see it? Really kinda??
remove both sharks and ??? from the game and make their drops accessible via fishing

sand sharks
Elsi, please
no
i live in california i don't need this

Stop, you've built at least 2 buildings with this sentence 💔
aquatic heart can be bought from the guide
Cog, PLEASE, stop this man
He's rebuilding the industrial revolution at this point

i should make a mod some day that markets itself as some shitty qol cheat mod but instead does all of this absurd bullshit
also the crash button
CCR 2
terraria community remix 🫡
every 5 minutes a random key is chosen to be the button that, when pressed, instantly crashes the game
no indicators
Btw, do you have anything to say about the suggestion? 
Before I eventually crash out, ofc
no
Okay, what's the crash button...
;
#suggestions-voting message Any news on this? Apollyon would be a good replacement name for void of extinction imo
is this not a balance thingymibob
i believe you are correct yes
It's not, it is a rework/remove accessory suggestion regarding a bloat accessory
Void of Calamity is indeed just avenger emblem + fire rain upon taking damage, despite not being related to them in any way
eh
@tardy geyser I think it would be better if you leave the damage parts out of the suggestion
idk another mod can make the call on this
Yep just changed it 👍
If I got in charge of changing Void of Calamity, I would probably make it something like, lower hp = less hp regen and vice versa
this isn't balance, it's just that the item needs a rework 
the information about damage was just to show how bland of an item it is, imo
Alongside being able to sacrifice like a third of your hp to deal 1.5 times as much damage for a few seconds
sble
anyways
void of calamity is there
the only calamity is just how it works as of now
brimflame armor set into an accessory
Yeah something thats a trade off would be good, a bit like enchantments. She is calamitas' clone after all.
I forgot that existed
Time to write a rework suggestion about brimfl-
rework brimstone-themed items
Vulnerability Hex Install for X buff
Debuff install is much more interesting imo than just losing hp
Clone drops 3 accessories, ravager as well 
the good ol days
oh man
legendary fail
They hate you but you're right
I do think there's a kind of satisfaction in big crafting trees of useful accessory lines that has been diminished, though it still exists for some weapons
But they can also just be a pain
this thing was just a frog leg with bonus points
at least with the seven stat sticks removed the focus of the accessory is actually on the interesting part instead of just numbers
agreed
sadly it is in dev hell rn
one day we will get good and interesting HotE
that said many of the non-summon materials have since been reworked
except bloom stone
ya....
fucking bloom stone
Aero Stone is a special flight-boosting accessory, Cryo Stone humorously also summons something, albeit a ring around oneself (and multiples cold debuffs), and Chaos Stone is a novel complementary accessory to the Mana Flower that damages you instead of reducing your magic damage
now mind you, one of those is a mage-class specific accessory...
also apparently those 4 stones were originally intended to be a way to spawn specific ores
perennial, scoria, cryonic, yeah
goofy
almost as if the stone is called BLOOM
i love the yeah ore
pretty strong item set post-golem
add eye of rah
to be fair, if you removed delicious meat from ccr, it is very likely we would just put it back in
we already did that for coldheart
true
Move your attention to things that actually need a rework 
Yeah
@cerulean lotus
No 
u dont see the vision
Jokes aside, your suggestion lacks basically anything and breaks one of the rules
i know
...did you send it just because?
No joke suggestions, please follow the rules outlined in the pinned document
PoE2 demon form
I’ll have this back up later today
Haven’t had access to the VMs
there's got to be a better way to do this than the 18th recipe
made some slight changes
shimmer muramasa
Doesn't really need to be post DoG tbh
i guess
you want me to tag you in the suggestion? It's your idea.
idc lol
not like making a suggestion gets your name in the credits or anything lol
dont tag people in suggestions it's pointless
what does this suggestion mean
@vocal moth incomprehensible specific item suggestion
Really?
I thought i wrote fine
you want another multi-class set, which i can discern as much, but you don't explain why this is necessary, or where it would go, and you detail an incredibly specific implementation of it
Alr got it mb
if you want a pre-Provi ranged/melee set, you should explain why exactly it is necessary and what it accomplishes that isn't already accomplished by the sets on the tier
Not that
why dont we need another gem tech
because it sucks
true!
Well thats not the suggestion i was saying
we have armor sets for most classes and the ones that don't have them for certain tiers of progression would prefer just getting their own armor set
fair enough but still thought it was a good idea
Cause of all the weapon options at early post ml
Having a set that adapts to weapons would just wrk
work*
anyways your reasoning should not be be "well why not" you should explain why this is a good idea
when suggesting something you have the burden of proof, as in you need to prove that its a good idea, rather than having others prove its a bad idea
Is your pfp sysiphus prime
i needa know
yes
Good
i dont really understand this logic
there's a lot of content at the start of hardmode and post-DoG, and the last thing i think those tiers need is MORE content
what should be done is spread those tiers content out wider instead
rather than leaning into the clutter
Heres my reasoning
cog they didnt say post dog


