#suggestions-discussion
1 messages · Page 349 of 1
Im runnin it on a m2 pro macbook so it aint perfect
ok
already being added
i will
idk im not very familiar with calamity as it is now so idk if thats already common or not
🐌
I know now
I’m totally down for this magma stone buff
Could possibly also be changed to boost melee size instead of applying fire to everything
I’m not aware of anything which bumps melee size in phm besides reforges
applying fire is its identity…
doze's version is going to have more effects iirc
that's what they said ithink
true
why would a magma stone boost size....
that item is actually a psyop sorry
why does a silly little glove boost size
Because the glove is actually a sword extender in disguise
Demoknight tf2
is the max character limit 1000 or 500
1000
@scarlet musk that suggesting gets very specific with its suggestions for the rework, which is specifically a Don't on the Suggestions Guide.
Specific Rework Suggestion (aka “SRS”): A suggestion which specifies exactly how to rework or remake an existing item (or linked set).
These suggestions are unacceptable because they give the developers no flexibility to implement the suggestion.
Oh my God we have Sex Reassignement Surgery as a Don't in the Document
SRS
caught me off guard
good to know HRT is not a don't
what
hormone replacement therapy
i know what it stands for, just
we got here from this
well technicallt it started here
okay i forgot to press enter on this suggestion, and honestly im not sure if i wanna even post it anymore
so here it is
Rework Bloody Worm Tooth
10% melee damage and 7 defense does in fact have its uses, but this is terribly basic for an "Expert" boss accessory, just boosting two stats.
While it IS true that the Worm Scarf that serves as its sister component in the Bloody Worm Tooth is also basic, it should not be put aside that said bonus is a general bonus to all classes. Another pre-HM "Expert" boss accessory that is class-specific, the Mana Polarizer, does more and provides some actual variation in the Mage playstyle.
In my opinion, the Bloody Worm Tooth should be reworked to make it more interesting.
maybe this is just me but like not every item needs to be unique and complex having a few basic stat buffs is fine
like i said before, make bloody worm tooth into a ranger accessory 
also wdym "expert boss accessory"
(was previously an expert+ exclusive drop, i believe)
oh
i think expert+ just makes it a guaranteed drop now??
@tardy geyser - Your suggestion has received an updated status!
[Allow Wulfrum Lure to spawn Wulfrum Rovers]
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
@whole geode - Your suggestion has received an updated status!
[Make the buffs for Rage and Adrenaline Consistent in whether or not they show their remaining time.]
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
it looks to be guaranteed regardless of difficulty
It used to be an expert drop, just like every other expert accessory but they weren’t made expert exclusive anymore because idk reasons
locking items behind difficulty bad
I'd beg to differ, since on the other hand, it rewards you for doing extra difficult challenges with items you could only get from facing it
i mean the issue is that said accessories were also balanced around, i believe
oh boy profaned moonlight dye
i understand the reasoning on both sides but honestly i think it's better how it is now
challenges shouldn't always give you super good items
Ah yeah, then I agree in that case!
otherwise we run into "make yoyo accessories" territory
yeah, moreso actual items with function outside of vanity
Also fair, I think it's...for instance, kind of ridiculous to lock items that're part of later game recipe trees like the Rotten Brain, but when it comes to the Bloody Worm Tooth, I'd argue that it isn't that much of a boost over other accessories you can get pre-hardmode
oh yeah sure
there's definitely room for nuance
but still i think it'd be funny to make bloody worm tooth into a ranger accessory cause we all know it needs it
why bwt specifically
i don get it
that's my only reasoning
Speaking of, I don't think we need something for it, but it's kind of funny that the Rotten Brain gets to be a part of The Amalgam, while the Bloody Worm Tooth gets nothing outside of its tier
we should remove the crimson and corruption biomes from the game
and all associated content
we should remove the crimson and corruption biomes from the game
I just find it funny how people hated Malice having exclusive drops so much that it was like “fine, now expert doesn’t get exclusive drops anymore either”
all 2 normal mode players cheering ecstatically
Oh yeah, were those 1% drops in Malice mode too, or specifically outside of it?
i think people hated malice for other reasons but yeah
i think RIVs were guaranteed drops in malice but it's been too long for me to remember
Stuff like Malachite and former RIVs were moved to become malice exclusive items
oh were they? got that wrong then
Mhm RIVs and Legendary weapons/items became malice only which obviously a lot of people disliked
Which is fair because malice
🥀
i don't think i ever got past malice skeletron on-tier...
Skeletron, the great divider…
but that's why malice is a refight mode 
good thing skeletron is so convenient to refight after the first kill

millions rejoice
@golden sonnet - Your suggestion has received an updated status!
[Rework Calamity QoL Recipes]
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
hi raesh you already Knew this
Lmao, appreciate the update
No more recipes goodbye
calamity is saved
well ig that's an actually good change so maybe i should use a less sarcastic-sounding expression if affirmation
Phaseslayer will never get reworked
Rest in peace
Phaseslayer reworked my hand into sludge
Isn't that happening in 1.4.5?
That's the Phasesaber
Oh ok.
The compromised account
not my 50 dollar steam gift card
50 dollar steam gift card? hot dog
Oh gosh darnit, it happened again!
the calamity drought is so bad that we've run out of suggestions so now every time a bot posts it's a big deal
someone write a suggestion for dirt 2 we need something to talk about
cog how dare you mods steal our 50 dollar gift cards
:(
hehe
50 copies of burgerwise the clown.........
I would make a suggestion to help the drought, but I'm a cheater now who gets to skip the line
make a suggestion anyway its a power move
i think devs have made public suggestions in the past to gauge public reception
give me the idea and ill post the suggestion

i had an idea about adding like optional schematics for the codebreaker to decrypt
mostly just because the codebreaker is a cool idea that basically only exists for the purpose of summoning exo mechs and all the arsenal items are just like, additional benefits that you're going to get regardless
so like, adding more schematics to decrypt that aren't necessary that idk have the arsenal weapons (or additional ones) or money or materials or whatever would mean that you used it for other stuff that exos and also talking to draedon
ik that it'll be used for the armor sets (?) and pbg + aureus at some point in the future but idk the details exactly
Maybe best to wait on the suggestion imo
i think that’d be pretty coolio
or just other stuff but schematics were the first thing i thought of
eh, i still don't think the armor and bosses will entirely solve the problem with the codebreaker even if they aren't part of explicit progression
id honestly just suggest moving the arsenal weapons onto their own individual schematics to be decrypted and throw them in the abandoned arsenal labs, if that didn't sound annoying as hell to deal with if you wanted a specific one
get someone else to post it and dont insta forward it to dev
let cit do a good old citfix 
Add more (optional) encrypted schematics
The Codebreaker's decryption mechanic is a very interesting one that is used solely for progressing to the Exo Mechs boss fight. The player is required to decrypt 5 mandatory schematics in order to beat the game, and that's the extent of use the mechanic sees.
Adding more schematics optional to decrypt schematics would help to flesh out the mechanic more and add more uses for Draedon Power Cells throughout a playthrough (besides charging weapons). Additionally, it would make the Codebreaker feel more multifaceted and less like an instrument solely to get to Exo Mechs, similarly to what Communicating with Draedon achieves post-Exos.
What the schematics would actually give could be anything, maybe crafting materials or money or even new arsenal equipment. Or, already existing arsenal gear could be moved onto them (such as the weapons or the turrets). They could even contain lore info, for people who want to learn more about it.
im not putting this in #suggestions-posting for a bit
if i do at all
my reasoning is not very good
i think it's cool
i like the idea of random encrypted draedon logs that don't do anything
oh shit actually yeah they could just be lore lmao
and then we just make them "mandatory" for when we eventually™ get achievements
i almost prefer that to anything else even though tbh i do not care about calamity lore
goated
Draedon: today I taught Yharon to hit the griddy
Draedon: I asked Lord Yharim to not immediately destroy this kingdom i saw an axolotl in one of the houses
only the robot
do you need lore from anyone else? draedon is clearly the ultimate arbiter of the truth
No thats the bestiary
draedon has no real reason to hide the truth... not that i can remember at least
has anyone ever unironically read the bestiary before
I would trust Draedon with the Library of Alexandria
i just want to know
Draedon is almost as credible tho
tbh out of any in game character id choose draedon as my source of knowledge
yes theyre like
extremely important

I read the boss ones at times
This

INCLUDING moray eels
how are they important in the slightest
that one is incredibly important
I've never even opened the tab before
Bestiary is the main source of unbiased and truthful info that draedon doesnt open
im killing you
for what :3
Since another large source of info is yharim who is among the most biased and deceitful sources
You Know What You Did.
Elsi bestiary entry
"Extremely hostile. Do not approach unless you come bearing frog leg"
mods can we
react elsi
i do not fall within anyone's calculations
i dont get it

sure
I'll look back on something i did like not even ten minutes ago and be filled with such incredible confusion that i was the one who said/did that
Or unless you come bearing frog leg
This one Not so much.
But acceptable
i fuckin love the bestiary
i'm the #1 bestiary glazer idc
I love it as well
Sometimes I feel whoever wrote them really wanted to give people a laugh
the piranha one
Same
Tweak aiming from the nights edge
why can this weapon aim? the bigger slash can very slightly go forward in the direction of your cursor, to the point where most dont notice it during normal gameplay. my suggestion is to make it more impactful or remove it, as its in a weird area of not being noticable but also still being aimable. making it more impactful would make it more interesting, and removing it would make it more static, both are applicable and likely acceptable.
I would complain about tweaking another vanilla thing but atp we can’t really use that excuse
I mean its a vanilla thing that in this case really has no reason to change
wait this is something that people don't know?
tbf it couldnt aim for most of its life
Wasn't it able to aim for at least a long time before its swings turned into an areal sweep?
@floral dirge - Your suggestion has received an updated status!
[Make the Altar of the Accursed display Calamitas arena boundaries while the player has the Ruler enabled]
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
???
No
But ever since 1.4.4 it has been able to aim and the swipe moves in that direction
It's absolutely a noticable amount
Doesn't need more and doesn't need less
Wait, maybe that was only the case for the True Night's Edge
yes
True Night's Edge has always had a projectile that launches
Night's Edge was a basic melee until 1.4.4, where it got a custom swing but it still doesn't shoot it's swing far
The aiming on Night's Edge is definitely a noticeable impact, I suspect the reason it feels less important than it should is because the sprite for the extended attack is rather transparent
Doesn't look as big as it is
is there a single reason why npcs shouldn't be able to spawn at night
People don’t move in to places at night silly :)
If I were to guess, it's because NPCs generally spawn offscreen when moving in, which means nighttime mobs might maul them
It's almost definitely a flavor choice more than anything, though
The last line sure is complaining
has anyone ever actually turned off the interludes? they add so much for being a single song that plays once, why are they even options
does potion selling even change anything besides like maybe the party girl and merchant?
Didn’t even know this was a thing ngl
i swear new inventory shop alerts just doesn't work
the config option of the old man being included
Potion Selling is dead next update
rip multiplayer playthroughs
And I think Inventory Shop Alerts is bugged currently because it’s a hardcoded list of when to trigger it, meaning it hasn’t been updated
i see
one thing that's brought up often is not to add more config options if they aren't necessary bc of config bloat but there are a few settings in config already that could just be obliterated entirely with next to no negative ramifications
i am genuinely curious why these were there to begin with
unless they're just really old
no nvm they're very new
interesting
I didn’t follow the addition of the interludes too closely
The issue of config bloat isn't necessarily that there's too many options, it's that Calamity changes too much
(at least when the matter does not concern combat balancing)
I am pro-config.
For one thing they serve to let players know that Calamity does the changes in the first place. Otherwise they're completely invisible and can only be learned about on the wiki.
And, making more of these hard changes not be toggleable further encourages a Calamity-only mentality. Or a Calamity Exceptionalism mentality if you wanna get historically allegorical. These QoL changes can (and probably should) be done by other mods, or potentially be done better by other mods. And having an untouchable hard change in Calamity means that the other mods can't do it better when playing with Calamity, there's a design conflict/redundancy.
i mean allowing town npcs spawn at night seems pretty visible to me
I'm not really sure how that would conflict with other mods but i don't use qol anyways
I remember when the base player movement speed changes were first implemented, there were players confused about why they were moving way faster without anything equipped. "What's causing that?"
They had no idea if it was a bug or not.
And that can even be considered an issue whether there's a config for it or not, because that information is still relatively buried. It's not natural/elegant.
It'd be significantly more intuitive if the player got some Starter Bag item that boosted their movement stats, for example. That way it's shown to the player directly/unavoidably.
i mean i do wish something like meter positions don't take up 30% of config space by themselves but the solutions to that aren't super good
Understandable, and I usually lean more toward the "better for it to be optional than to not be an option at all" mentality, but when it comes to mods...I feel like a lot of features like this should either be added full-stop or just not added to begin with and be left to other mods to fill in the blanks
that's fair, but i would doubt their ability to discern the cause regardless even if it did remain as a config option. I don't think most casual calamity players even know it exists, or at least learn that it exists early on in their playthrough
but really what is the actual harm in removing specifically town npcs spawning at night as a config option
i can see potential negatives with removing some other config options but not this one
that being said, most the gameplay configs happen to be server side so these are a single page now
I suppose like, on hardcore you could have an npc or two repeatedly spawn in and die to monsters and then end up making a graveyard around your house
If someone wants to make a mod centered around town NPCs and their move-in mechanics, like if they add their own unique way to spawn town NPCs at night,
they'd be shit outta luck to all the players playing with Calamity enabled which does its own thing and, without a config option, unavoidably does its own thing.
As an example.
This specific change is indeed very minor and ultimately not a big deal.
It's more so a mentality thing. This would be yet another thing Calamity has hard baked into it under the assumption that it is its duty is to dictate the whole gameplay experience down to the QoL.
^^^^
you're going to eventually need to have a PHD in Calamity Code to be able to add different QoL mods, which isn't really reasonable to ask
or have the modders themselves go out of their way to work with cal's code, which is something the devs are trying to avoid forcing iirc
other mods exist outside calamity, and I think forcing every single qol or small mod to work around big content mods and specifically calamity is overcentralizing
Fair, but alternatively, maybe features like that just...don't need to be added to begin with, they're small changes nothing's really stopping players who like those changes to download a separate mod that lets you mess around with NPC spawns if they want
It's not nearly essential to the Calamity experience in itself, so it doesn't have to be a feature of the mod
nothing's stopping them from complaining about it not being baked into calamity either, which is the really frustrating part. you either lose out on players being able to customize their experience, or have some players be really obnoxious about not getting their favorite qol automatically approved on high
I did have the thought of moving nearly all of Calamity's QoL changes out into a separate mod much like Music / VCMM
And then I had a prophetic vision of having to permanently deal with people complaining about annoyances that are already fixed in the Calamity QoL mod and having to constantly tell people to go download it
imo i think the calamity qol changes should be added to a side mod. if you really want the calamity qol as part of the Calamity experience, you could make the Calamity Mod proper have a dependency on the QoL mod, but that's probably not necessary
... still not opposed to exploring that possibility though.
GOODDAMIT ROVER HAD THE SAME MIND
most people have had the idea
that is true
its a fairly common discussion in dev iirc
it's not the worst idea. it would be weird for a few months for sure, with having to inform the public
Message in-game telling people to go download it
obligatory cal players don't read
i know that some people would appreciate it for non-calamity playthroughs
the issue becomes where you draw the line at what is and isnt qol
i can only imagine that like 2 people are going to riot when they lose their default dash 
default dash is absolutely not qol
default dash is the funniest thing
it is extremely strong
a side qol mod could still be heavily toggleable, perhaps moreso than if the qol was still in Calamity, allowing people to do stuff like Summoning Items becoming non-consumables and siht
some people call wing slot qol
Better yet,
At first, make it a necessary dependency for Calamity to run like Music is, to guarantee all the active players at the time download it. (transitionary period in which the effective experience is the same as now where they're baked into the mod)
Then, several months later, remove the dependency but add the in-game message.
...It technically is, but it is also super gameplay-changing
Trust me, I use it.
so default dash could fall in the same boat
emphasis on could
It kind of is, it's essentially just a free demon heart, but only for wings
quality of life is supposed to alleviate how annoying things are that nobody wants to do
free accessories and mobility tools just make the game easier
no guys you see we have to make every facet of calamity into a config
Yharim Config
every single item has to be toggled
default dash 100% should stay base cal, as should the movement boosts,
like putting a wing into an accessory slot no matter what you're doing

circular arguments, people, circular arguments
gimme a sec im gonna make every caldev get scared after i tell Red he should add a wing slot
moving things that calamity is explicitly balanced around out of calamity is an awful idea
I would like to see a seperate mod for some of the actual qol stuff though
stuff like blood orbs, non consumable boss and event summons, planetoids, in the current state of calamity the evil island, the movement buff, etc
I'm willing to concede that, because that's more so about the "Calamity experience" rather than something applicable to other... mods...
Actually I don't know if I am willing to concede that, thinking about it.
calamity experience is a frankenstein of music, qol, 'qol', and actual content
default dash would immediately annihilate the balance of any other content mod were it introduced in guise of qol
.
lemmie put it this way
I spend a lot of time in #help-advice-read-pins
I do not want to have to ask "are you using the qol mod" every time someone complains about a boss
Alright yeah I was not thinking enough about how it affects early-game fights
I was thinkin of the exploration experience
it can do a lot more than just early game fights
That is indeed something that affects combat balancing and is thus a big deal
Fair, but similar to my other argument, I'd argue that maybe the solution would be to try not to balance the game around optional movement boosts
(I still would prefer if the movement stuff was on some early-game item(s) instead of making it a vanilla change.)
is this an argument to make them non-optional or to remove them
I mean making default dash an equipment item kinda defeats the purpose of default dash
Kind of to do either or, but I wouldn't mind if they were removed and left to be filled in by another mod
Put it on a potion
Half-joking. It could work.
this is all stuff that is in a weird limbo state of content and qol and this is just the stuff that i can think of off the top of my head
this is iirc the #1 reason why qol stuff hasnt been split off into another mod
God I hate blood orbs
it could and tbh that is a very funny idea but not one I think cal would realistically pursue given they've been trying to move away from "borderline manditory potions"
I'd probably prefer that even, because it's kind of nice to be able to run and jump a bit faster in early pre-hm, but from the moment that you get Hermes and Rocket Boots, that doesn't really matter as much
ok but actually
you could realistically tie it to your heart crystal count
so after getting like 260 or whatever it unlocks
sounds even less intuitive
make it a consumable item you get from your starter bag
(I remember back when I was a dev and Calamity was adding potions to NPC shops,
I said "Does this not mean that Blood Orbs have completely failed at their one purpose?"
And Ozzatron said "Yes, this is exactly what that means.")
LMAO
comedy
blood orbs are stupid
blorbs are so funny
and i don't mean this in a good way
what's the issue with blorbs D:
make fishing great again
real
hi optrix
hi optrix
i NEED a fishing rework or something man,.,.,.,.
Like, the issue with this is that it'd still essentially be the same thing, either it'd require mild difficulty rebalancing or it'd shift the balance, and you can't really have both
blorbs
supreme bait and tackle fishing station upgrade but it has an even longer name
terraria just does fishing in like the worst way possible and it makes me so sad
why do we need more ways of centralizing around combat being the only thing that matters
the blorbs from mario and luigi bowsers inside story
true
well the point was just to communicate to the player that it exists and still give them the option to refuse it if they're weird
also hi
(wrong, technically, but half credit)
I liked the change to blood orbs where blood moon fishing gives you a lot of them
I thought that was cool
if they choose to turn down the intended way to play then that's their problem not the mod's
I feel like that's the worst of both worlds, cuz then you don't have it for pre-boss, and it's still an "invisible" change
anyways i really like blorbs because i built a big farm for them an im proud of it and it was fun
Dash accessories exist hence the addition of a default dash for early game
Oh wait, so is the idea that the item would revert the changes, and the changes would be enabled by default? Then that'd be a bit better...unnecessary still, but better
the opposite
you use the item to enable default dashing
but, when u fish, u also fish up blorbs
too much work...
that way the player knows they can do it and can still choose not to if they want
double blorb farm?????
Then in that case, what I said definitely still applies
Default Dash could indeed be one of those to-the-left-of-the-inventory toggle buttons a la Torch God and Ruler
It would be kinda out of place, considering it's more gameplay affecting,
but like
That is a place for permanent toggles to go.
people would still miss that
wdym, my like 0.2 or whatever luck from torch god really matters
no, it doesn't. just because an option to not use the dash exists doesn't mean that the game should be rebalanced around that option
Like, it's a small difference, but I feel like there is a difference between the intended experience being something you can disable, and it being missable
clearly the only solution is a permanent WotG-style red text screen overlay that says "YOU CAN USE A DEFAULT DASH EFFECT ENABLE IT IN THE CONFIG THIS MIESSAGE WILL ONLY DISAPPEAR IF YOU DO"
if they player chooses to reject the intended balance then it's not the mod's problem to account for that
not exactly hard to miss the icons are like 4x4 at most
there's a reason it's intended
^
make blood orbs fishable during blood moons
I cant think of good reasoning for this besides "it would be cool and makes logical sense"
Yeah, but if it's the intended experience, then shouldn't it be set by default?
"PLAY THE GAME AS WE INTEND"
they already are
gorecodiles vomit them out
I mean like
making gorecodiles more common would help a lot
because.... like, they're pretty... not common
wait is this just a fish
that is what i believe. i am compromising with people who do not believe that and also trying to make it less hidden behind configuration options
Indeed hence the warning on the uhhhh the uh Early HM Progression Rework config
Which exists to facilitate other mods.
yeah
Ah, I see, then I understand that
hilarious
it's legally a grab bag just like stuffed fish and treasure bags
right click it and I think you get... what, 10-15 blorbs?
isnt gorocodile dying
incredible
formerly known as Xerocodiles
why would they kill an item with such an awesome name
I love them 
mod saved
cal hates fishing

would never
okay good
yay
🙏
mod saved
the good ending
🐊
new pr it does nothing but delete the gorecodile files from the mod
wow
removes the files but not the item
causes a game crash when the game attempts to initialize/render it
ignore my horrific attempts at spelling mod its 1:30 am and i am very tired
OMG SAME i should sleep
to be fair the blood moon fishing enemies are just big gorocodiles that kill you
the council will not ignore your sins
true....
go to superhell with that one gay angel from that one show
yewah but i like gorecodiles because i like...
gabriel ultrakill?
make all enemy projectiles capable of traveling through walls
title
yeah
yes gabriel ultrakill
no
But yeah, I'd say for me, I'd rather for the first question you're asked when getting into a mod to be "do you want to keep this vanilla feature?" rather than "okay, but what about the full experience?", if that makes sense
I love pirate invasion
praying for a gorecodile critter cage rn
hey its realistic
Azazel Helltaker?
it is now
Neither is Ultrakill
execs are planning it as we speak

from my point of view - if you're installing calamity, you're playing calamity
(with some exceptions)
isnt that message referring to hazbin
it is
no it's referring to supernatural
VCMM
Ye ye, then it sounds like we agree there!
yucky
I'm going to ultrakill you
phone almost dead time bedge goog nite
gootbye
anyways can we remove blood orbs-
anyway HOW has there only been ONE suggestion that mentions Default Dash??
Am I missing something
clearly everyone loves it and want it there 
most people either dont notice it, actively abuse it, or dont care
what is there to suggest about it
Oh you're right, that one is coincidence
So there have been zero suggestions about it
That have gotten through sugg-posting, that is.
the only thing i can think of is removing it and for some time you cant do that cause it basically amounts to a reversion
I remember it being controversial when it was first added, I'm surprised there weren't any suggs that got through asking for an early game dash item to be added and the config get removed, or something
Indeed
I suspect they existed but got exclam'd
a hypothetical one would've gotten exclaimed yes
(the default dash itself isn't even really that bad. It's more of a quick-turn.
I feel like the boosted default max walking speed is more significant)
increase default dash distance by 1 block
that would go to balance silly
but like, before balance existed
(actually, ...
I'm not sure what I mean by "significant" there)
(it would go in the defunct balance thread)
do you think blood orbs would taste like cherries
no I think they would taste like boba
i think blood orb makes something other than potions at some point or another
crackshot colt
thats also not bloodstone core
money trough ig
Like uhh
Something that more so needs to not be hard-baked
And the jump height and the jump speed. Didn't mention them cuz I forgot what exactly they were.
And yes they are toggleable which is good but I mean they have greater candidacy for being given item(s) instead of configs
idk what items you want them to be
step stool, clearly
just kinda like permanent consumables i guess
And considering having them on multiple accessories would eat up acc slots and having them on one accessory would make it too necessary/dominant then
I'm honestly pondering the idea of having it be a Starter Bag item that's consumable and permanently adds their toggle to the left of the inventory
eat this to get the calamity movementtm
As far as I know, making movement configs into items undermines their purpose of "fixing" day 1 mobility being too harsh
Even that's just kinda moving the problem somewhere else, I admit
yeah
its just moving the gameplay toggle to the
toggle you use for building
misplacement!!!
As well as returning accessory meta into 5 mobility items
im pretty sure those top left corner things are literally called build toggles or something like that btw
its already there wdym 
I dunno.
I feel like there is a more elegant solution buried somewhere in here but I can't work it out at the moment
return to malice mode
It's pretty hard to elegantly fix terraria character taking 80 frames to reach max walking speed
8% speed + 10% jump per quick
we've finally done it
we've power creeped frog leg
I think quick should give your character the ability to spin guns like the new hellborn faster
I feel like uhhh
Increase Base Movement Speed is more so a symptom of the devs & active players getting sick of playing their own game and no longer having the patience to get through pre-boss.
go my power creep
true!
early game does not exist
That is partly true
Also, Starter Bag.
starter bag is a plague on our house
starter bag is the most unnessisarry thing cal adds
to be fair its self inflicted cause cal also discourages small worlds
(i'd agree starter bag is the bigger plague in terms of Not Playing The Game)
you are given more speed to navigate the world that the game prefers it be bigger
the only thing of any importance starter bag does is letting new players know rogue exists
the only good thing about starter bag is like. making summoner and mage not cbt, but also there's better ways around that
like the fact wand is craftable
((this is also the result of hard class restriction mentality being the norm, when especially early-game you have much more freedom in what weapons and equipment you can use))
self devouring prophecy
The only way anybody realistically finds out that throwing bricks exist 💔
clay isn't a block that exists
Okay but who goes “let me mine this clay and make bricks to make my first weapon”
very true, but like. you start with a melee weapon in terraria. not a good one, but it's the first actual weapon you get without needing like. stone for arrows
Just use a sword until you find clay
Who's gonna stop you, cops?
The sense of pride and accomplishment presumably
okay but i love the random ass goofy terraria weapons thats there on the edge of your discovery and then its not very good
go my paper airplanes
paper airplanes is indeed the funniest weapon in the game
I actually don't particularly mind getting each class's weapon to start with
Makes the very start of the game not so same-y
My point is that a player who has 0 knowledge of the game won’t know bricks exist as a weapon without starter bag, you can obviously get clay in 3 seconds if you know the game
(This is a rogue issue not a starter bag defense)
guide slips a brick in your pocket when your character is created
I feel like that applies to just about 70% of modded content (anything that's not an ore bar)
yeahhhhhh
(Alternate solution: Take a page out of vanilla's book with world evils and alt ores,
and make it so each playthrough you start with a random class's starter weapon
Sometimes you have a sword, sometimes you have a wand, sometimes you have throwing bricks)
Not wrong but hey, at least have the decency to introduce your new class somehow that makes sense
(Ignore the fact that you can run out of bricks and have to fight with a pickaxe until you get something else)
woe, brick be upon ye
World opens and a fancy class choice meter appears above your head
summoner sure puts these foolish ambitions to rest 
anyway iunno how much of what I'm saying is of value
The defaults/configs issue is hard to elegantly solve, evidently
I wouldn't mind a wood tier rogue weapon btw
Just jesting
wood tier weapons are good, methinks
Wood tier (and the rest of the ore) Rogue weapons existing would be good
Just don’t do something dumb and make variants for all wood types obviously
-# they should make it that in hardmode any tree you cut down drops hardwood

isnt this just kylie in sso
same thing smh
Big difference
Yeah wood and wood chest is big diff
fr
i also hate the fact that adding chest loot is so diluting
Just look at wand of sparking before the recipe 
but Whatever
the wand™️ enjoyers were in shambles
i guess fuck step stool ya got kylie instead
how will people appreciate the incredible step stool buff now smh
Kylie recipe with wood and cobwebs or something wait that’s a yo-yo
nobody remembers classic yo-yo it's fine
I remember it specifically because of chik
not that I've ever ussed chik I just found it weird that it was a weapon upgrade in vanilla
that isnt like
Unrelated but it's so funny to me that out of all yoyos wooden yoyo is the most unique because it's the only crafting material and because of high recoil on hit it plays differently compared to any other yoyo that's not terrarian
nights edge line
fr, it's so weird
or that calamity acid rain one
I also think if you use yo-yos, you're actually a federal agent, but that's a conversation for another day
that has a goofy mechanic
Vanilla donor items
quite literally
i think if you use yoyos you are easily swayed by the products of capitalism
And in the best spirit of donor items it's blatant self-promo

🔥
At least it’s not a reference to another game, I think
yet
no, that's what the sdmg is for
crossover yoyo
John Capitalism
well, we already have the potion at least
brisket
like the food?
whatever do you mean
i read that and was like yeah thats gonna be added irl
yharim's stimulants readded as yharimine's hrt
So what your saying is to suggest readding yharim stims clearly
yes exactly, but we need to rename it to his testosterone
and then have calamitas' hrt
Surely this will make people fight scal first
I should make another suggestion at some point
go
be free
Rework x

nvm go back
done, its now replaced with z or s as required
alphabet v1.6 will be launching later this summer
add more x
xone
Thanks for doing this
Idk I’ll probably make something up tomorrow though, probably a boss suggestion because it seems like every weapon suggestion I could do will happen at some point anyway/has plans
probably a good idea to not make a suggestion about weapons
at least specific ones the hit rate is quite low
Rework this one weapon even though it’s definitely getting reworked in the future anyway
Remove ballista though there’s my real suggestion

W
My thoughts exactly, i noticed i can aim it within like seconds of using it
reversion suggestion; it can't go back to Twitter
remove x
Add more (optional, non-progression) encrypted schematics
The Codebreaker's decryption mechanic is a very interesting one that is used solely for progressing to the Exo Mechs boss fight. The player is required to decrypt 5 mandatory schematics in order to beat the game, and that's the extent of use the mechanic sees.
Adding more optional to decrypt schematics would help to flesh out the mechanic more, and add more uses for Draedon Power Cells throughout a playthrough. Additionally, it would make the Codebreaker feel more multifaceted and interesting like it was intended to be, and less like an instrument solely to get to Exo Mechs - as it stands, it does 3 things, and two are at the end of the game.
What the schematics would actually give could be anything, maybe crafting materials, money, or even lore for those who are interested. Alternatively, they could unlock new Draedon items like crafting recipes for furniture (or already existing arsenal gear could be moved onto them, such as the current weapons or the turrets).
@elfin pier this is the channel for talking about suggestions
oh sorry
Seems pretty solid honestly
but anyways that's precisely why it should be on be default, so that people don't need to know random specific terraria classification or the config in order to not have to waste hours of time
(you probably should delete your messages in #suggestions-posting to help keep the channel clear)
i want to emphasize that the codebreaker does 3 things and two of them are basically just boss summons, with one of them having some equipment thrown in on the side ("forced" onto the player)
I also like the Codebreaker's look in builds
Honestly yeah, I'd say you got that across pretty elegantly! It's a good example of pointing out a limitation in something without sounding like you're complaining about it
alright
i really like the potential of the codebreaker so i want it to do more
i also had an idea to let it locate nearby abandoned labs to help make the optional schematics not rng to find but that would be a bit much for one suggestion lol
now do i wait until Tomorrow to make this or do i not care
i can post it and have everything be attributed to me 
robbery...
ok
someone already deleted it
i thought calamity just changed it on revengeance and that its not a config
no reasoning
what doesnt work
???
ihate discord sometimes
this
oh
anyways yeah your suggestion needs reasoning
yes!
about what
why npcs should be bug-nettable
ill add some references
What would you need it for
@devout rivet download fargo's mutant mod
who changed my nickname
i did
its not compatible with calamity
npcs
i also have quality of terraria
the suggestion doesn't break any rules that i can see besides maybe srs
i would send a video but i was randomly warned for no reason and lost perms
I don't think "another mod exists that does the same thing" is grounds for an exclamation mark
yeah i was gonna edit and say make it toggleable
that's not what i refer to
oh
no reasoning whatsoever
is that not just 🗜️
no
🗜️ is for incorrect formatting
🗜️ is wrong formatting
i edited it
How about we improve Calamity by just integrating qol mods in?
or excessive length
it definetly is and we've done it before; simply stating that it's out of the scope of calamity. the same reason calamity doesn't need its own boss checklist or recipe browser
also like shade said, no reasoning
^
we do not need everything to be centralized in one mod
also npcs arent that problematic to move with cosmolight being a thing
wait so are there mods that affect calamity npcs too
I don't feel like getting in a discussion about the scope of calamity because it is very inconsistent and seems to change often
I should’ve put /s
because mutant mod doesnt do it
see the entire discussion we had last night about it
I was joking
I'll say that i do not care for this suggestion though
it's pointless
also there's still no reasoning
you're supposed to be arguing why your suggestion should be implemented, not how
mod compat also isnt that great of an argument unless its compat that goes for much more than just one mod
just download souls dlc im sure that it lets you bug net cal npcs 
it doesnt
I feel like lots of people upload individual features as separate mods anyway
also i shouldnt need a whole content mod for 1 qol feature
they should just add it as a toggleable feature already
you're aware that npcs teleport to their homes at night right
and calamity has an item that lets you make it night on a whim
Like I bet there’s already a capture npc mod of some kind
why
you still haven't said why calamity specifically should add this
besides that it doesn't work with a completely different mod that not everyone uses
remember: mod compat is not a good argument unless its a change that broadly affects compatibility
whats overdone cooking
a suggestion of some kind or another
true
But what would you use it for
Transporting calamity npcs between different worlds? Just use cheat sheet to spawn them in
no its for housing control and stuff
the same reason mutant has it
Housing control is easy…
With the ability to make NPCs spawn at night and at 10x the normal rate, yeah
npcs teleport home and theres a whole ass menu for it too
thats not why
I need a modded thing for something which vanilla does
i dont have an issue bringing them home
im saying we should be able to completely remove them at will with a bug net
You can easily re assign them to different houses
nah
The issue you are experiencing is a lack of being able to build shoeboxes
i want to use the bug net method
They come back like in mutant mod
except that doesnt do that
they still move back in even if you have the item
it does
it doesnt
It doesnt stop them from moving in
how you finna tell me what i use it for
the bug net just deletes them and gives you the npc as an item
Moving npcs around
the point is that you get new npcs to move in very easily by removing the old ones
nasty cholla
instead of having to build 7 houses
flymeal
everytime you beat 1 boss
At the very least, build shoeboxes
Nasty cholla
Slick Cane (for Tax Collector)
Literally just build more houses
voodoo doll (guide and clothier)
Guide voodoo doll
you're ignoring everything else that people said
a shoebox takes like under 30 seconds to make including the time it takes to craft the shit
Honestly, if anything, it'd probably be better to add an option that lets you kill NPCs with any weapon if you turn it on, if this really is an issue
((just use fargos mutant for an instahouse))
speedrun houses take like 15 seconds
You can also use other mods like cheat sheet to clone your already built shoeboxes
me when i misclick with supernova
You can also spawn a worm boss
spawn destroyer you will no longer have to worry about npcs
any exhumed weapon
lmao
what that gotta do with me
its a qol feature
new super voodoo doll when it
you can literally just place instahouses in mutant mod yet they still have the bug net feature
theres no reason calamity shouldnt
that doesnt make sense to add and would be more effort than its worth
If you hate losing 15 seconds, you genuinely shouldn't be playing the game
especially considering the options
the bug net method is more so you can craft npcs into rare items
this is true
Counterpoint: FMM is a heavily QoL based mod
Calamity is not
the npcs that dont have any were added for consistency
it has different uses
truth
I FIGURED IT OUT I WAS RIGHT
Counterpoint: The configs
Wha
@devout rivet download the DLC and you can bugnet them with fargos
Eugh, the dreaded configs...
you need the compatability DLC for calamity along with fargo's mutant tho
so we don't need to add this to base calamity 👍
true but thats because calamity already has different mods to do that job for them
im saying the one qol feature that no mod has done for calamity yet
should be implemented into calamity
Fargos dlc
Fargos DLC
that already has
Exactly, it's not Calamity's job, and other mods already do that
i just told you fargos DLC does it
tmodloader players will do anything but play the game
why would i download an entire content mod for literally 1 feature
that makes 0 sense
it's not a content mod
It's not even DLC
You use mutant
it is a compatability mod
anyways insert Rover’s quote here
yeah and it needs souls to be active
you use DLC and mutant together and you can bugnet NPCs from calamity
no shit
no it doesnt
it requires souls
im literally running it right now what the fuck are you talking about
I WORK ON FARGOS
I dont like downloading DLC cause last time i used it, im pretty sure it literally kept doing the balance thing it does even outside the difficulty modes that DLC adds
thats a different dlc
i dunno if it changed, i havent touched dlc in a hot bit
this conversation will be over in 3 fargo minutes don't worry
wait im stupid
it did load souls lmao
im not adding an entire content mod
girl
;ldfskg;jlsfkdjhl;kdfhj
im so put together rn
still it doesnt make sense for calamity to do this itself when you cant even bugnet normal NPCs
cog just set themselves back 70 years
lo
i still dont see how bug netting npcs matters in the slightest
yeah thats why i wanted a toggle able feature
why
for people who want it and people who dont
that doesnt make any sense
it's a lot of effort for a feature that's incredibly easy to do in like 15 other ways
Yeah, like...there's so many less silly and generally simpler ways to get rid of NPCs you don't want
honestly im more confused why the DLC lets you bugnet calamity npcs but you need souls to do it too
feel like there has to be some way to get them to work without that...
Why do we need to collect the people?
unless cal adds rare drops to NPCs
theres not
ask Jayvz to put it into main fargos mutant
souls is literally the only
not talking to you im talking about
i mean dlc is meant to be for souls so that's probably just an included bug fix
yeah that
already made it a suggestion
i posted in 2 servers
alr good, cuz we aint adding this
collecting them isnt killing them just storing them in your inventory
who is we
youre a moderator not a dev
lmao
@novel belfry i dont like this but valid suggestion
shade is in fact both
fair
I am both a mod and a dev
did you check their roles
oh shit
h
i request @hollow shell
guess shade isn't a dev anymore
oh i forgot you did defiled
not sure how
the legendary 1.4.4 supernova + GoR + Old die nohit
insane
pre-nerf Old die was so batshit insane
increased damage variance right?
calamity actually nerfs most master mode enemies
or something else
yes
10% less damage and/or 25% less health iirc
theyre in the process of reworking the bosses so might as well not
:(
wait what how many fucking friends does vicki have
im looking through mutual friends of people in this channel and shes there in half of them
lmao
used to be +30/-25 then nerfed to +15/-15
oh and it could reroll rogue dmg to be favorable just how luck does in vanilla
then reworked cuz it was busted
Beware The Wand + Brimflame + Old die
@novel belfry the nerfs are, presumably, because you can't just get titanum and adamantite immediately anymore
i made that combo too
i feel like you should mention that somewhere
because otherwise the enemies are just gonna be a lot harder than the gear at that tier expects for not much of a reason
maybe they could remove the nerfs after killing 1 mech?
cool and thats compensation by tons of other options
isnt that what is being implied here
like mollusk and stuff
that could work
A menace
bingo
the mech bosses themselves already have less hp and damage (although honestly it's negligible)
I am not a dev :3
Unless you meant something else
happens to nerf Hardmode enemy stats prior to killing any Hardmode boss
i mean i thought they were saying this was already how it worked
if they don't revert after killing a boss then yeah i could see it
since at that point it would be more managable
I feel like the real suggestion should be to make the pre-boss nerfs toggleable in the config (if it isn’t already)
before being a tester I used to be nohitter labrat.
Then I quit nohitting and just used my skills to find busted stuff to rebalance items, eventually making my own reworks
nohitting 🥀
No.
Well
honestly i thought this was already in the plans anyway
hitnoing
Hilariously, after... the incident, I didn't know that Rover was amongst the devs who left, because he was a Mod. And Mod roles, as nvicky found out the hard way, overrides that Dev role, so I didn't know that until quite a bit afterwards.
it's pretty well known non-boss enemies are a bit of a pushover atm
my sugg is too big
config hell part 2 baybee
so like the enemies are still nerfed but to a lesser extent than currently because atm its horrifically easy
It's a matter that concerns combat balancing so making it a config is very questionable
hardmode progression rework config when it
people will always pick the easiest option
assuming they read configs
"make summon penalty a config" type suggs
Wait if the reason it's nerfed is because of the Early HM- yeah
do you agree with my suggestion to make calamity npcs bugnettable with a toggle feature since there are currently no other qol mods that allow that apart from souls dlc which requires a separate content mod
Can't it be tied to the same config?
I mean hm rework is objectively harder with it on and people still play with it enabled
I thought most balancing-based vanilla changes were added to the config anyway. Hardmode ore and speed overhaul are toggleable
i was playing with a friend and we had literally nothing at all besides tools and it was really not difficult to get anything done (besides walking around)
wdym "which requires a separate content mod"
Does 'Souls DLC' already let you bug net Cal NPCs?
i believe the former is primarily for other mods
yes
yes
Ok
is it?
yeh
yeah but requires souls as a dependency
it effectively just makes your first mech equivilent to your third
and then you have post mechs gear for the other 2
and then you can use ada gear for alts
the main issue was that souls DLC needs DLC and souls but apparently there's a modcall that cal could add so that mutant could do it alone, so we're handling that rn
its for widely reaching compat
Used to be 20% them 10% but now it’s not yeah
I can see the issue cuz DLC is not a QoL mod
but also
It was never Calamity itself that made NPCs nettable in the first place
This isn't Calamity's "problem" to fix.
Someone should just make a tiny QoL mod that does this
There is a mod call in mutant mod that allows other mods to add caught npcs, cal can use this if they want to have compat (yell at me to fix the call if it doesnt work im not confident in it). And ill also remove dlc adding them ourselves if cal does that
can you guys upvote my suggestion in fargos server then
ah true, forgot about being able to use Ada gear on biome bitches (they have not been mech alts for years now)
hi agla
for mutant mod to add compatibility for calamity npcs
i will take a look into it
I'd make a suggestion about buffing master mode enemies bc of how much insane equipment players get but it has not been 24 hours since last night and also nobody would vote for that
that is true
Netting Npcs is such a niche thing anyway. Like 99% of the time shoebox + house assign fixes your problem. Or just summon destroyer and realign stuff
i need to stop staying up so late
I would vote for it :)
but also im sure a substantial amount of stuff is getting nerf (looking at you amal brain) next update anyway
what time is it for you
<3
amalbrain is getting like -3% damage at most lets be real
No please i crutch them so hard
4:55pm
i was up until i think 4am last night though
This but for all enemies
unless they just decide to shoot it which would be valid honestly
fair
amal brain, ink bomb line (same problem as amal brain lol, and coin line but we cant kill coin line yet), and uhh
Never in my life did I think I would see someone asking to make the 3x enemy damage & health mode harder
isnt brain getting reworked outright
I have heard nothing of the sort
notice how overdone didnt need any argument for his suggestion
I know rotten brain is getting buffed but I didnt hear rework ever
second paragraph
Ideally rework rotten brain first yeah
for a large number of enemies it's only 2.7x damage and 2.25x health iirc, and since calamity gives you so many powerful weapons and movement tools and massively improves tank capabilities you can quite easily dodge or tank or just straight up kill everything
he is right tho objectively it makes no sense to make master mode so easy
now gives actual brain rot
tbf you do need to be good/knowledgeable about the game to do that
but also
it's master mode
tralalero tralala vs bombardiro cocodrilo
you're supposed to be good/knowledgeable about the game if you're playing master





