#suggestions-discussion
1 messages · Page 603 of 1
Yes termi
wait i didn’t know you can remove embeds
(put < and > on the sides of the link)
but no one uses it anyway since fugu and gelitic memes
o
just use night's stabber and facetank lol
and if you have the balls to true melee anyway, everyone knows to use the chad stabber 
yeah
night's edge might be better actually, probably needs some testing to find out what's truly the best
oh my god is that
buff apoth

it's been so long since we've had one of these
@topaz bramble uh oh
@topaz bramble you're going to have to support that with some values and stuff
keep in mind that scal has apoth resistance
Is this real
lemme just get the camera for a historical moment

wait fuck am I being an idiot?
and it was buffed recently
Im being an idiot
Indeed
It has been immortalized in audit logs 
lmao even better

oh rip
pissnsive
@radiant meadow scal has apoth resistance? does that apply to BR?
and shouldnt that be wiki-documented
Documenting it now
nice channel to ask that
Wasn't aware it was a thing
Fab said it when Shucks was testing dev weps
fair
Don't you love changes that aren't in #changelogs? :hyperdaryl:
I told you I have 3IQ, what did you expect
why draedon's forge though
and plus i don't recommend it being an immediate upgrade regardless
in a Hardmode Anvil OR Draedon's Forge
you could say hardmode anvil+
maybe post-ml or provi?
I planned on making it use Cosmilite instead of Astral
Flairon-type weapons are only really good for high-speed/dashing bosses.
DoG, Yharon and Birb fit that in post-ml.
And guardians sorta.
currently there's a quiet interlude followed by a very strong reintroduction of dog's theme
at the beginning of the strong section, he currently spawns on the very first beat
but the fourth beat is the strongest and would be waaaay more fitting to spawn at, at least from my perspective
Makes sense.
Well the first beat is how it's done in the DM DOKURO video
https://youtu.be/opvuEVpl_PM?t=15
DOWNLOAD LINK: https://soundcloud.com/dm-dokuro/universal-collapse-ingame-version Funny Story VII: This song was made about a week after this brand new chang...
ack i don't love it there either lol
if it's artistic choice then ultimately i can't change that
I think it would be weird for you to hear 3 strong beats which have no indicated effect, and then he spawns on the 4th
but it does feel off whenever i fight him, i've always thought he should spawn a bit later
would a suggestion to allow rage and adrenaline to buff all (or a majority of) player-inflicted damage go down well
it's not that they have no indicated effect
because masochist deathmode bard is forced ripperless
the interlude is quiet, the strong beats resound, tension rises for that brief moment
and then devourer of gods spawns
that seems more powerful to me than spawning him right with the downbeat
Make each beat correspond to a cosmic guardian 
Eh, opinions I guess
I feel like it's good as it is now
it's certainly subjective, yes
i also hadn't realized dokuro's video represented it the same way as well, which doesn't help 
I do feel like you could reword your suggestion to make it clearer that you're talking about the brief interlude after defeating the Sentinels
At first I thought you were talking about Boss Rush 
should i throw in the brief passage after you pinged me for clarification
Yeah sure
edited
Thank you 👍
I like to think of it this way:
-The quiet interlude makes the players have this feeling of "wait...is it not over yet?" making them start to get nervous/tense.
-DoG spawning on first strong beat followed by another 2 strong beats gives a feeling that makes the players go "oh shit, it's getting real!"
-And immediately after the song goes into it's first chorus, making the player realized that the final part of the battle has just begun, and giving off an intense, climactic feel.
That's how I feel about it anyways.
see, i'd get that vibe if it wasn't so... short?
like we get 3 hard beats after he spawned, and then it cuts back into the same leitmotif
By short you mean the quiet interlude?
i mean the 3 beats before the downbeat of the second part of the song
Ah
there's the interlude, 3 hardhitting sounds, and then the downbeat of the chorus or whatever
it feels like there should be rising tension up to the point of the downbeat, but instead he spawns preemptively which sort of leaves the downbeat feeling a bit emptier than it should to me
that's how i interpret it though, not to say yours is wrong lol
See, if calamity was like hollow knight or some shit then having the fight start on the fourth beat would make sense, sorta like NKG.
As-is though, calamity is a terraria mod, it fits more as it is at the moment since in hollow knight and whatnot there are effects and a title card.
tbf dog does get dialogue and a respawn animation
You'd have to add structure that doesn't exist in terraria.
Ye, this sort of thing is subjective so I can understand ya point, hectic.
The suggestion itself is fine though, so we'll see how people thought.
idk if i'd say the structure doesn't exist. the screen tints, the boss begins appearing, text comes on screen- there's a whole lot to signal the emphasis of the instance where the second fight beings
it's certainly different, but in the context of terraria it's fairly striking
I think it'd work on the fourth beat if it created a cracking in reality effect and DoG punches through.
Makes sense mechanically since you can only hit the head when he spawns.
oh yeah absolutely, it'd be killer
but now that i've clarified stuff i'm gonna lay down 
@craggy cave this was done because the light it gave out was way too strong
Puts literally every other light pet into shame since its wisp pet but better in every way
It still works underwater though so you have that still
It outclassed a far higher tier item which was dumdum.
what if it worked really well underwater? but was more like a shadow orb level of light, if out of liquids?
Well yeah, but now it's ONLY usable underwater.
It is definitely not returning to prenerf status
But maybe it could atleast give off a bit of light
Not a whole lot, but probably weaker or on the same level as shadow orb
It seems like changing the light output would be better than making it work under only certain conditions.
I feel if it had the amount of light shadow orb gives off, it won't be so bad, since.. shadow orb is bad
I agree. I'm not asking that it gives off wisp level light, I just want my favorite light pet to be worth having again.
@sinful steeple Pretty sure you can submit those kinds of sprites on the art server
I was just suggesting what the jellies would look like if it were to be created
it would help to add a "why" to your suggestion tbh
i.e. why should this ore be added to the mod, what's its purpose, etc.
Unobtanium is a lazy writing tactic.
Super lazy.
a highly desirable material that is hypothetical, scientifically impossible, extremely rare, costly, or fictional, or has some of these properties in combination.
@real parrot ceaseless void is a void rift being contained right
pretty much yeah
a tear in the dimension contained by magicks or something
so destroying ceaseless void will free the rift and generate dark energy
It's far more likely imo that it would create some form of antimatter than would obliterate matter on touch.
Cancelling each other out.
Not exactly weaponizable for anything but a trap, that gets you 0 loot.
Nay the void collapsed on itself
In the lore Calamitas was wrong and killing CV did nothing, according to Amidias at least
unob teleports matter to the void
Not wrong.
"According to Calamitas’ research, one of two events will occur if its casing is ever compromised: either reality will force the void to collapse and annihilate itself, or it will spill out and spread without end - reducing the entire universe to waste scattered in the abyss between dimensions."
I swore Amidias says he guesses Calamitas was wrong after you kill DoG
In fiction, engineering, and thought experiments, unobtainium is any fictional, extremely rare, costly, or impossible material, or device needed to fulfill a given design for a given application. The properties of any particular unobtainium depend on the intended use.
According to wikipedia 
lazy made unobtanium in my own image
That was a lazy suggestion, but the devs probably wouldn't create a weapon theme based on a certain miniboss cnidrion weaps when
Unobtainium is actually a real fictional material
"real fictional"
...

I mean it exists in fiction
real fictional
like i said earlier
According to lore, it did
Smh do you read?
Like it is a thing, something like yeetonium isn't a fictional material, it doesn't exist
CV was created because DoG created a tear in this dimension
and it needed to be fixed
"reality will force the void to collapse"
thus the shell that is CV was formed around it
I bet yeetonium is going to be a thing in the near future
Macaroni, it's a trope.
A commonly used writing tactic.
Some people find using tropes without doing anything with them lazy, like me.
void is endless nothingness its between universes
i dont get it at reality forcing the void to collapse
Imagine a bubble with nothing, truly nothing in it.
What will happen to that nothing since it's now a vaccum?
It will disappear, just like that.
Water will be left behind, but that's it.
holy fuck that format

Also if you think of the name, unobtainium is made of "unobtain" and "-nium" which kinda means an unobtainable material
That's the general idea behind the trope.
It means they don't gotta explain shit.
Lazy ideas

what if alternate realities
im getting mind blocked

You are a player able to tranverse worlds, you are ald similar to dog that you can go to alternate realities
ngl I feel like having Ceaseless void spawn anothe ore tier would be weird af
Consider it's closer to a miniboss than a full fledged boss
On top of that, post-ml is a bit crowded already in terms of tiers

Might as well make the weapons direct drop from void
It's a miniboss/cool-down boss that it's easier than fully-fledged bosses but still a boss
Why would you leave out the other two sentinels for void
And fabsol probably has the whole post ml content kinda planned out
@dense oriole Astral solution is already a thing. You get it from steampunker in an astral biome
OH REALLY???????????
Isn't it sold anywhere?
!wiki astral solution
^
I can't find about it's information in any video, and any in-game
Seems it was changed rip.
so i really didn't know that
@errant laurel the healer already has scaling in how many guardians are active
if you give it more scaling on top of that, it can end up to something that leans towards an overpowered accessory with unneccessary amounts of healing
also, as it stands, you are directly healed and don't have to grab any special orbs or anything
@quiet abyss
@keen bobcat No joke suggestions allowed
Ah, good to know? Won't happen again.
Wrong channel to be discussing about this, buddy.
Go to #other-mod-talk
Ok
it is indeed possible to change music tracks
afaik Calamity Extra Music is going to have a custom track for the Cultist (unless it's just going to use You Shall Know No More)
Doesnt cultist already use a custom track
would be nice if we could just
remove the healing sand elemental
and replace it with a cutier stronger superior in every way shape or form earth elemental on the heart of the elements
make the earth elemental buff dad
^
Daybreak is a good weapon, having a post-DoG upgrade would be pretty nice
That's really vague though, atleast come up with an idea for the weapon tbh
God Slayer Inferno exists
So using it for said upgrade would make sense
Considering DoG inflicts God Slayer Inferno
There are also plenty of other fire-type debuffs that Calamity adds
but what would that upgrade do specifically
rapidly shoot spears that latch onto targets, and inflict god slayer inferno debuff, I'd guess
Make Yharim's Crystal usable by players with the name...
Yharim.
Meh
I think the hornet staff and imp staff could use some buffs as literally every other alternative is better. Maybe something like 1.5x-2x increasing fire rate on imps and maybe hornets are half a slot? That kind of makes them a secondary kinda not as good herring staff though. Any thoughts?
Considering theres one pretty decent and one really good summon locked behind desert scourge, who's the second intended boss, which are both more useful than hornet staff which is locked behind the 7th boss which is pretty difficult
They're obtainable before herring staff
They shouldn't really be compared, herring staff is the end of pre-hm
I mean comparable
i'm trying to think of a change for hornet staff that is more interesting than just "increase damage by x"
so i said having them cost half a slot
but then it just feels like another herring staff that you can get slightly sooner
i had a suggestion a few weeks ago that was making the Hornet Staff occasionally shoot bees when the hive pack is equipped
while not a terrible idea, that's a whole accessory slot that you're losing
and shooting bees sometimes doesn't really do much, considering how much damage bees do
you could maybe have the hornet and have like 3 bees spawn with it and move around in a swarm, that could be fun
summoner has so few options, so having some of the options actually be good would be nice
What do you all think about this? Suggestion:Increase the Eye of Cthulhu's dashing speed, and decrease the amount of time it takes for it to change direction on Rev+
Reasoning:It should not be possible, on revengeance mode, to walk in a straight line with hermes boots, and completely defeat a boss's attack pattern.
sorry do you know what the strategy for
literally any boss i can think of excluding the first three or so
moving in a circle
Yeah, but that, at least, is a bit harder than holding a button down.
Or sitting on top of a rope tower
You're gonna get the "It's early so it shouldn't be harder reeee" responces
tbh EoC is fine, it can be pretty punishing if you don't play a running sim
i mean there's not really many other ways, it's not really that easy to dodge
Yeh, but there's a difference between 'making a boss harder when it's already okay', and 'making a boss harder when you can walk in a straight line to dodge all of its attacks'.
in death mode try fighting eye without running in a lin
line
it won't go well to say the least
Try turning around
when it's moving diagonally down, jumping'd work
then it dashes back up
just fought the boss right now
that was fairly easy to dodge
Maybe on Death it could shoot tears at you or something?
death, at least, is a meme mode, the point is for it to be hard
Spawning more of the little mouth things that it starts with could be a decent idea
right, hows this, then
Suggestion:Give the EoC an attack that lets it shoot tears, so that you can't dodge all of its attacks just by running in one direction.
Reasoning:Shouldn't be that easy on rev/death.
EoC shoots cursed flames
delete this
normal flames, kinda like flarebolt? that could spice it up just enough without being too anying
annoying
at the end of every dodge shoots a flarebolt towards the player
Nah, tears. Could inflict temporal sadness, or a weakened version of it.
i like the EoC tear suggestion ngl
after all, he is giant eye
plus him having some projectiles could spice up the fight
since it's essentially just a running simulator 
Good for exercise tho
King slime projectiles lol
I mean, the DS gets projectiles iirc, so it wouldn't be too overwhelming.
Because DS is slow af and cant reach you
Eoc is fast af
So it evens out
Giving him projectiles would be brutal
But he's not faster than a person running.
Well, why not make him better at aiming?
On rev+, the difficulty should be somewhat higher.
Because if he gets better at aiming then he would be brutally hard
EOC shouldn't have projectiles
Rn eoc is ok
Not everyone makes a long af arena
Actually that long arena could be considered a cheese?
not really
I mean, he cant hurt you
You'll have to turn eventually man
Not if the arena is long enough @ashen warren
I did say eventually
If you put in the time to make the arena it is worth it for one of the first bosses you fight
What about on Death, then?
it shouldn't be insanely hard
Death has insane difficulty as a gimmick.
honestly I think thats how the fight should be in the first place, the first phase is just boring
Yeah, the SOC it spawns are next to useless
And as said on the pins, we dont need to buff bosses that are meant to be easy
That's why it's pretty much cut out on higher difficulties
We cant buff cryo because hes an introductory boss to hm
Same goes to profaned guardians
The profaned guardians are bullshit, what are you talking about
^^
?
they aint like cryo unlocking gear to help you through
You can beat them by running
they're just a waste of time and resources
And elemental weapons shred them
gotta farm spawners
Even with best dash you can get by that time, the last one you fight just sits ontop of you and constantly hits you
I mean I guess cryo isnt a miniboss of sorts
Theres a unconsumable summoner now @foggy plover
so you are right
unless you're melee, and have the solar shield dash
@devout seal you can just run to stay far away, and if he gets close, get above them
Simple as that
was that just added w sunken sea shucks?
I think?
cuz that was sorely needed
It's been in for awhile, but the unconsumable prov spawn was moved back to pre-providence
now, you just have to beat the guardians once
honestly I would have been fine if they even dropped 2 spawners
but that fixes the more annoying part of post ml
And provi got more fun so win-win
the guardians were annoying too
Yeah
It looked like the guardians were the main danger before
Now its actually provi
yeh, the invincibilty was a bit much
I liked back a while ago when the guardians kept spawning as she took damage
made it more of your choice to kill them
Now you only have one wave of guardians and killing them is optional 
Tho, on death the healer heals way too much
yeah, 7 k is a lot
Its hard to do more dps than what it heals 
The other ones can be an annoyance to dodge but you could ignore them yes
honestly provi is probably my favorite boss
whats your favorite then?
Hive mind
But anyway, eoc is fine as it is now
Projectiles could just get cheap hits
How so?
Jump to avoid a projectile just to get eaten on midair
hive mind is probably my second, but only in death mode, and back on topi yeh EOC doesn't really need a buff
Thats very likely to happen
if you put in the time you get rewarded with an easy victory
(I dont normally put in the time)
Yeah
Its those kind of bosses where the better the arena is, the easier it is
Have a shitty arena and eoc will be hell
why buff an beginner boss that was meant to be easy
for many bosses if you make a good arena the boss is much easier
plantera for example
Or ceaseless void
^
Polterghast
Yeah kinda
Doggo tbh
and most of hte bosses a good arean doesnt make easy can be just made easier by arenas
Main reason I supported the suggestion was because the first phase is so ech that death skips that
like DOG ^
Arena less doggo is quite possible
I dont make areans generally
Just harder
As well as arena-less all of the bosses above
just a general platform or 3
Though polter may be bitch
Im a little too lazy with arenas and bosses
Ye
For me platform is arena tbh
One of best ones apparently
Because it gives freedom of movement
I use the same house and arena for every playthrough
3 platforms 75 blocks apart
and about 500 wide
I fill in the middle with another platform when I get to DOG
then call it good
Crates
Chlorophyte does regrow, and calamity has pretty much made an instant upgrade in the form of perennial stuff.
it is just so slow imo or does calamity speed it up too?
that is a suggestion I can agree with
oh that sounds even better imo
Dude, edit that in your last suggestion
either that or combine living shards to make it
something along those lines is all good
cause I never use chloro cause of the grind
Only really used it for the mount tbh the drill
Wait there is jungle crates?
Yep there are
The more you know
and tbh i usually use the solutions mod for chlorophyte solution anyway
growth speed increase of plant dies would be noice
*entire jungle is eaten by chlorophyte
Chlorophyte infection
chlorophyte is stupidly boring to get
you need an retarded amount of bars and ore to make anything that comes out of it
''hey wanna make shroomite or spectre lol spend 9 days mining your entire jungle out because the game doesnt give no fuck about your feelings''
smh just setup a chlorophyte farm and leave it for 5 days or somethin 
still, way too grindy
Guys, clearly, the best way to get chlorophyte is by using some stupidly overcomplicated item dupe
smh
tru
that is way too op
heal you fully
post providence, first boss you fight after ML
only 3 minute cooldown
much more interesting than a healing potion though
how about a potion that increases defense by a ton but slows you down and reduces damage
lol yes
turtle potion
tbh that would be potion of the turtle master in minecraft
Definitely not a luigi% pot
make the thing a 10 minute cooldown 
3 minutes is quite a long time tbh, considering that's how long the pml major bossfights last on avg (some shorter too) i'd say that's probably fine
@umbral tendon Wulfrum Pickaxe is faster than Nightmare Pickaxe
even after the nerf
Really? When I used it I didn't notice a difference between it and a copper pickaxe.
Copper's usetime is 22
Nightmare's usetime is 19
Wulfrum's usetime is 16
Pre-nerf, Wulfrum's usetime was 7
Yeah, it's still fast
so still worth getting?
It's better than Copper.
@jade dock That's not something to be covered by the devs, 'cause it applies neither to the mod proper nor the server
is the wulfrum pick usetime with or without the faster mining speed config set to true?
brjgmutjc (get an easier name please) which idea?
thankfully for everyone alive, it's just a nickname
The adventure maps, Punisher
accidentally pressing enter 
saw that 
Yes, it has a lot of content, but its content functions in the same manner as the base game, which is significantly harder to puzzle out from a standing start
Yes it needs a guide. \
Once you have the hang of Terraria Calamity is a pretty simple extension of that
¯_(ツ)_/¯
Calamity adds quotes to NPCs to tell you what to do
Newer characters wont know wha to do- there are so many things to get and many are bad, its easier if a guide which told you what items were good and bad, and what if you dont have the hang of it yet?
a guide shouldn't really tell you what items are good or bad
then the "bad" ones get swept under the rug and are never really experienced by players
that being said, progression based stuff like boss orders and the like would be cool
a guide is supposed to guide you along, not tell you how to do everything
All weapons are good in their way
but it's not up to the game to tell you what is good and bad, it should be up to your own discretion to experience the game, at least in that regard
the experience a player gets while playing the mod is a good guide in and of iteself
No- newer players might need advice for easier to use weapons. other will still be used- by more advanced players
'There are so many things to get and many are bad'
Again, that applies to vanilla just as much
Also, a wiki guide is currently being made which helps with getting started and stuff
Tell me, how many times has anyone used a Palm Wood Sword?
the problem is that 90% of players, when told what weapons are best, will exclusively use those weapons
Players shouldn't be railroaded onto the optimal setups
it's bad for the design space to discourage weapon usage like that
because you can't have the variety of different weapon types
A guide isn't required
(but it exists) :P
e there are effective strategies and defective ones, and with calamity's level of difficulty it is important to hae a good one. this means a lot of reasearch, or a giude. also, it is a huge part about bosses. finally, the guide wouldnt be super you have to follow it or die- it could help yo if you have no idea what to do
(it does and I use it religiously uwu)
it's subjectively important to have good ones
i hate using best gear, i also hate having things tell me what i should be getting
hence why i love backseating. yay!
you're implying that we should have a guide that says "this weapon good, this weapon bad. this armour good, this armour bad"
and that's a horrible idea
i would much rather experience the stuff in the game myself and dictate what's worth using
^
which, sometimes, will be suboptimal. a guide would stray me away from that
Its existence invalidates the diversity of items
Say you had this guide, as an early-HM summoner
At most a guide should just say what items exist for a progression tier and that’s it
What kind of guide are we talking about here?
Because there is a guide already
On the wiki. I sent it
Do you mean an in-game guide?
no. some weapons are harder to use. besides obviuosly some weapons are better against some bosses and some are bad. finally, for new characters it would show you gear and how to survive wothout dying every 10 seconds
Also considering what can happen in the future Rogue may need a class guide
They shouldn't be coddled and spoonfed the statistically optimal routes
Or, it could just show strats
Slime God is a great example of why this suggestion would be a bad idea
there are many weapons that you can use: ball o' fugu, lionfish, bee's knees, archerfish, etc.
but to say "oh, only use lionfish" is kinda stupid, even if the other options aren't as good
Let them explore it themselves
Again: this is a sandbox, not a hack-and-slash.
You can enjoy the game without defeating a single boss.
I mean, yeah, but also no
Then dont say "oh, only use lionfish". that is a straw man argument. Show them multiple good ones. howver, a newer player might think, that, say, the ruby staff is good against lionfish
I can find Darklight Greatsword as a better melee Weapon for me while Fab uses Trinity or Absolute Zero
also, you can sandbox yourself. if you WANT it to be a hack- and- slash, take the guide.
Ultimately you shouldn’t have to care too much
so here's my question, right
If it does require so that’s bad
I forgo swords altogether and exclusively use spears
if the guide is intended to describe how good any given item is
There are no tiers where a spear is in the top three most viable items for melee
aren't you just effectively rewriting the wiki in-game?
Besides, as i said, it wouldnt be follow this or die. it helpful IF YOU DINT KNOW WHAT TO DO. if you do, then do what you want to do
the main gimmick of terraria's weapon diversity is that a player can go:
"oh wow this weapon is cool! i can use it against this boss!"
then they use the weapon and think "man this weapon sucks! i should use a different one"
your "guide" invalidates the curiosity and experience of trying a wide range of weapons and armours
that's an incredible task to surmount
If you don't know what to do, then explore and learn through experience
what is the difference from this guide versus the wiki that would allow it to be reasonable in size and implementation?
sure, you're going to have an easier time playing the game but at that point it's just not fun anymore
An in-game guide is unnecessary because the wiki page exists
https://calamitymod.gamepedia.com/Guide:Class_setups
yeah
not necessarily unnecessary, but unrealistic to implement at the very least
That way it's not forced upon the player and exists if you don't know what to do
If you wanna be led through the game, don't know what's good and what'd bad, then use that page
^
That page is on the wiki's front page
and pinned in #help-advice-read-pins among other guides
ITS ONLY IF YOU DONT KNOW WHAT TO DO. if you do, then you dont use the guide. also, the wiki only shows armour but this guide might, say, link to farms to use and certain weapons might be more effective against certain bosses. again, ITS ONLY IF YOU DONT KNOW WHAT TO DO
... Yes, that's why it's not in-game, but on the wiki.
Calm the caps jesus
And the wiki doesn't only show armour.
Yeah lol what?
@jade dock what differentiates the guide from the wiki
if your suggestion is to implement descriptors of every item in game for people who are unfamiliar, you're rewriting the wiki
This is the wiki's table
That page shows weapons, accessories, and armor
which is an immense and unforgiving task
among buffs and etc
for each class, for each tier
There's... whaaaat, eighteen hundred items now?
The links to things like farms, to get certain weapons instead of otheres, and to show strategies for bosses. not EVERY weapon, not EVERY strat, just some that work
No offense but it sounds like you assume we really need to know about which weapons are better and that farms are really important, which I disagree with
ok but anything you don't list gets brushed under the rug by new players
Also the condescending tone
why would i use other weapons if they're not in the guide?
unless you give equal treatment in this guide's representation, certain weapons will fall to the wayside and never be used by players
because you might find you like them, or you are advanced and dont need the guide
i'll say it again, for good measure
the main gimmick of terraria's wide range of weaponry and armours is experiementation
take that away and the game becomes a super boring hack-and-slash
ok but if there is a guide, players are going to use it
In game, you mean?
Alright can we all just hhooooold up
Bc the wiki thingu exists already
people are not going to see the guide's representation of all the good strategies and try other things. they're going to rely on it.
aren't laser guns entirely mage?
p much
We're talking past each other here so can someone please just make a masterpost addressing all of his points
Ok. How about this. what if you have NO idea what to do?
Then don't play modded.
You talk to the guide or sea king
then you can access the wiki
if you have no idea what you are doing, then play vanilla before downloading mods
Explore the game through vanilla first
the problem in the crux of your argument is that you're asking for the guide specifically when people don't know what to do
The vanilla wiki has a Getting Started guide
and numerous pages describing the controls and the UI and etc
and Calamity is getting one soon (hopefully)
but you cannot predict when people will be confused, so unless you randomly selected certain parts and items to not be described, you'd have to write a guide for the entire game's progression and items involved
Only for vanilla.
Also there is Amidias, a minor class guide, and common sense on their side
this is an insurmountable scope of a task, and you'd be left with players who strictly follow the guide and leave unlisted items by the wayside
afaik we have a guide for the entire games progression and items involved, the wiki
you can't just make the guide for the parts where people get lost, because people get lost everywhere. you'd need to write the entire game into your guide.
and that's too much time and effort to put into something that, ultimately, already exists in the wiki pages
Already did. thats why i started it.
Also people can talk to NPCs and with new NPC dialogue people have an idea of what stuff they should be checking out
Why is he even suggesting this? The wiki exists, if you need help, go there, or the numerous guide videos if you are unfortunately that clueless.
i mean, it's a good thing to have a game not rely on external sources of information
it's just also too big of a task to be asked for by a relatively small modding team
But i already did write it
can we see?
Oh boy
Let me find the link

Man, don't propose it to a bunch of critics unless you want your feelings to get real hurt
you wrote... the whole guide?
This is some real :correlationbetweenfruitandneon: shit
Please be halfway decent
even for vanilla terraria, the Guide NPC gives tips for pretty much the entire game
for example, if you haven't broken any shadow orbs yet, he will mention something about the corruption and the shadow orbs
also, the demolitionist will hint about blowing up ebonstone/crimtane
i could go on, but you get the point. there's a lot of helpful tips already in the game.
terraria intentionally doesn't cover topics like weapons and armours, etc. so that the player can experiment of their own free will
To who's account?
you lmao
Oh boy
Its on word
Oh
smh you can convert it to google docs
''sad''
A COMPLETE GUIDE TO CALAMITY
Mods
(1 is a necessary mod, a 2 is not necessary but you should just get it. Trust me. And a 3 is a convenience of life mod that without it the mod is WAY more annoying.)
Calamity mod
2.
(okay not much. But this list will be long.)
Alchemist NPC LITE:
(Alchemist npc normal is stupidly annoying. It just clutters everything. Besides, the calamity mod is already huge and unless you want this guide to be shortened to ‘Awaken lag spikes. Beat by uninstalling terraria’, get LITE.)
Calamity mod music
(the mod is so large they made 2 separate mods if calamity is crushing your comp. due to lag. But really, it’s not fun without the music.)
3.
(ok so maybe it wasn’t so big. But this one is. I just know it)
Recipe browser
This is self-explanatory
Heroes mod
(I know what you’re thinking. NO. I’ll set up ground rules, so you don’t get Triactises True Paladian Hammer on the first day.)
Free wood mod
(self-explanatory
Boss checklist
(make the hotkey ‘p’)
Begone, evil!
(helps stop evil biomes spreading)
Calamity mod texture pack.
(HUGE, DON’T GETTHIS UNLESS YOU HAVE SPACE TO SPARE AND YOU ARE NOT LAGGING.)
Better night sky
(makes things prettier, unnecessary.)
And finally, Sprint
(makes you go faster, helps remove early- game grind)

Uh oh
Wait- i need to send multiple things its too big
Don't
PLEASE DON'T
don't post in here that's way too much
Stop
what the fuck
that's not even a progression guide
Create a new document and edit it with others at the same time — from your computer, phone or tablet. Free with a Google account.
Ground rules
- Heroes mod:
ONLY the faster building/ mining thing, and ONLY for making arenas, wall of flesh arena, and the world-fill-arena. Basically, I’ll tell you when to use it. - Change the computer's internal clock to Halloween:
It makes life way easier in the start. - Multiplayer:
give 1 player first preference on which tasks they want to do, (i.e. if they would rather mine, build, etc.) another first preference on gear, (i.e. they get the new armour and weapons first) and subsequent players get 1 first on something new that we make up. When you use the preference, move everyone up the line, so the 2 is now 1, 1 is now last, etc. Also note, I won't mention, but REMEMBER TO KEEP MODIFYING YOUR WEAPONS.
I wasted a whole page on filler! Yay! Anyways, now let’s actually write the damn thing.
Chapter 1
Upon Spawning
I’ll rate things easy (so nothing there), normal, hard, harder, insane, the 5 demons and …
Upon spawning, open your free treasure bag. From it, use the defiled rune, a thing which makes rare items drop more, but make wings not work, which doesn’t matter anyways. The bag should give you some loot which will help defend against minor monsters, but no insanely difficult enemies or bosses. Remember to get pumpkins along the way which spawn in Halloween. Your goal here is to enter one of the following...
- Jungle biome entrance (highly risky, high rewards. Look for jungle spores and kill man eaters for a 50% chance at vines. Also kill hornets.)
-
ice biome (medium risk, low chance for high rewards, will probably give nothing.) - normal cave entrances. (very low risk, loot is random. Look for chests, and, IF YOU FIND A COSMIC ELEMENTAL, KILL IT. It probably gives nothing, but you have a chance for a blade, thus ending this search. (5 percent each blade with defiled rune, 0.1 without,) at the following swords (arkhalis, star fury, enchanted sword, bone sword and more...).
that's just a list of what mods you think are good 
Stop
🇸 🇹 🇴 🇵
if you entered the jungle, the jungle chests might give something. (if it’s a boom-stick, build a house and wait for the guns dealer to spawn.) You can also kill snatchers and bees and get jungle spores for a jungle weapon. The only worthwhile things to mention in the ice biome is the ice chest weapons and, rarely, the snowball launcher- useful if placed well, enough to end the search if you you’re good enough to kill king slime, EOC and desert scourge with it. In the caves, if you didn’t find/get the loot from a cosmic elemental
STOP
jesus christ
Get a mods, guys
OK fine ill stop
Alchemist NPC 
<@&441719090118131712>
but thats the start
save us
What
someone was flooding chat with no sign of stopping 
He stopped at the last second oof
@jade dock If you want to do something like that, I suggest you put up a doc that can change at any time
Instead of flooding chat
also just putting it out there
but a guide written entirely by a single person will have missing information and inherent biases
so you'll need lots of fact checking, revisions, and adjustments to suit the average player, not to mention segmenting its implementation into the mod 
guides cannot always be 100% accurate, there will be inevitable, but subtle flaws.
Which why im asking for someone to edit it
Mate, it still has throwing in there
you would need an entire group of people lol
That's not really revelant to the topic, deadcutlass

:(
Vetus, what
uh oh
i remember the meme guide
yikes
Are you guys even talking about suggestions anymore
I wish spears looked like that 👀
Nah
or am I missing something
Sort of
I don't even think Punisher is here?
(this is the part when you yell high noon and shoot everyone phup)
Get back on track or I schut 
oh we have a new suggestion to get on track about, upgrade to daybreak
Much better than the one line suggestion earlier
Isn't yharon immune to gsi?
I think so
Yes
do any of the moonlord items have upgrades pre-DoG?
Well that makes the suggestion pointless.
Galactica bladu
Unless you want to inflict stacking demon flames.
C'mon, I'm interested
i'd like the upgrade to be at a different point than accessibility to the mourningstar, so it isn't immediately outclassed again
Technically you could make the weapon bypass yharon's immunity
Ball o' fugu already bypasses immunities
with venom
and Urchin Flail
You can do the same for GSI for that specific wep
I updated the suggestion
I can change it back
That makes the weapon pointless 
Do that
^
Fixed
mushroom nuke still fits summoners focus only on dodging thing, but i'm unsure how that would be since it could be used with normal minions too
Why would a dev need to?
for approval?
anyways, i guess the important thing is does it consume minion slots while you are charging it
So, it fills then depletes then repeats?
Whats the email of this discord?(You need to do that to send it on docs) Also, i decided to give up. if yo dont like the guide idea ignore it it was just an idea please dont kill me.
that's not how that works punisher
Yeah a Summoning Orb would consume a minion slot so you would sacrifice an active minion in exchange for being able to have an active method of direct attack
create an invitable link, without permission to edit, then copy/paste the link here
Withour? I have a backup and i probably made mistakes
^ Let us comment and suggest, but not edit
permission to edit is permission to delete
^
but thats bad
There ya go
COMPLETE (unfinished)

Also I MADE MISTAKES so please edit it. the reason i wrote 'complete' is because it covers the whole mod
Oh wow uh, that writing is very amateurish ngl.
You've gotta set the share mode to Can Comment if you want edits.
It's Can View currently
Oh you fool
I have backup dont think about it
This is just the Calamity equipment guide with some recommended exploration strategies thrown in
Thats the pojnt. otherwise, it would be too forced
we should also not have them install 3rd party mods in a guide for this one
^^^^^^
OK bye thats my idea i might be back later
yes
Also giving them a difficulty rating based on your own experience is a no-no
Since it's pretty subjective
also he wrote insane on all of them
Fuckin' woke
Alright, I could do this all day, but I'm getting a headache from how ascended his iq is
Also uh, why is he asking here exactly? Is he intending for this to be official in some sort of way?
I'm going to take my meds and write up a few paragraphs about why this will never happen
its related to a suggestion he made
wdym?
(Yes)
Oh that suggestion?
AlchemistNPC 
He's providing this as an example/basis for the Official Calamity Guide to be put into the game as an item
"Also maybe write a small helpful guide for the mod to help new characters that the guide gives."
he did say Lite
Personally, I don't feel like that'd be a good thing
we had a big discussion in here as to why that was not going to happen, then he said he had wrote one already so we asked to see it
Oh well, I won't bother then, since I'm probably just gonna repeat what you guys might have said
i'ma go take my meds to focus on writing a final wall of text summarising the Supreme™ counterargument
cya
aight I'm back with medication and muesli
no offense, but I feel that that guy’s suggestions are better off for outside of calamity, like as their own mod or some other project entirely
regardless of the issues with this suggestion, we gotta give him props for something
"Alchemist npc normal is stupidly annoying. It just clutters everything. Besides, the calamity mod is already huge and unless you want this guide to be shortened to ‘Awaken lag spikes. Beat by uninstalling terraria’, get LITE."
effort?
made me kek
by the way @umbral tendon after further research I found that you are correct.
The block-breaking speed of Wulfrum is the exact same as Copper (if not slightly slower)
and, funnily enough, Nightmare as well
Nightmare of course does it faster due to higher pickaxe power
but Molten is slower than the three of em
The numbers I listed before were just their swing animations
Their internal speeds are all 16 (or 15 as displayed on the wiki)
Molten's is 19 (or 18)
hang on
@exotic flower Wrong wiki
what do you mean
Nah, the suggestion's pretty simple
I would rather not have that kind of beating-around-the-bush passive-aggressive whatever
and explain exactly what's wrong
ok
yeah it's a shitty medium
Also get a better image
Ye
he has slanted gray walls, which say should spawn hell armored bones and diabolist, but in the picture he has blue armored and a skeleton commando
Well I guess you can keep just the image of the Blue Armored Bones spawning on the Green Tiled Walls
But only that
happy?
That's better, yes
Yes
Understandable
Thank you 👍
That suggestion would work except WMITF shows that unsafe dungeon walls aren't modded.
what is wmitf
What Mod Is This From.
what mod is this from
You can check with the mod if you like, I don't have calamity enabled atm.
If it's actually modded feel free to say "you smell like a dungeon" or something.
The "Unsafe Wall" items are definitely Calamity items
Right there in the source
Not sure why WMITF is buggin out on em
Keep in mind, the walls that the items place are vanilla walls
so
maybe
Keep it anyway, though.
what the
when you break the wall it comes back as vanilla
but either way it should be something that the mod can fix
yes
but it still should be something that the mod can fix
I think we could, yes
But if it is the case
That would mean that the vanilla wiki is wrong
Green Tiled walls spawn Brick wall enemies
That's not exactly new tbh.
i tested slab first because i was sad
OOA armor
i wanted snipers
Snipers can spawn in green dungeons?
it'd be a pretty big oversight of the vanilla wiki if they couldnt
But not in front of the Slab walls that you placed down yourself?
yes
That does not make sense
i have a hunch as to why the mod does that
but id have to see the actual code to be sure
The Calamity unsafe green slab item literally places the same WallID as the natural one
yes
im guessing that the vanilla mod has specific regions that are designated as part of the dungeon and the regions have the spawn rates, not the specific walls
and the mod creator thought it was the walls that did that
That would suck but that also might be the reason
Everybody thought it was the walls that did that
and all of the walls only make an area give off brick wall spawns
and the mod creator didnt know that
It would go totally undiscovered in vanilla, too
Because you can never move the walls
So wait, did you try placing the walls in an area with the walls that spawns snipers?
Even more spaghett?


@hearty yew Do you have any knowledge on this subject
Has there been reports of the placed Dungeon walls spawning enemies inconsistent with their type?
As in, as the main enemies
Not the occasional defiler because those are intended
ill look and see if I can find any
You know, I never noticed it that much but I always have far more blue skellingtons.
This might actually be a thing.

That could also be because Dungeon Brick blocks always have Brick Walls behind them as default
so any modification/expansion to the Dungeon would result in blueboys
such as making arenas
do they really? if you break one with your pick, they dont have anything else
maybe I can place walls behind the blocks themselves
As far as I'm aware, yes they're always Brick behind the blocks
i mean when placed
like when you pick up a dungeon block and place it down elsewhere
does it count as a brick wall
No, I meant in natural generation.
ok that doesnt affect my test then
my artificial dungeon isnt in the dungeon itself
@hollow shell You are correct. The abundance of one third of the Dungeon enemies (the Necromancer set) is because EVERY dungeon has the default Brick type behind its solid walls.
w
so even if I pick up a block and place it down, it still counts as a brick background wall?
clothier sells dungeon wall unsafe
We add an item which allows you to place the natural Dungeon walls
yet, when placed, they don't count for the right type, despite being the right tile?
it places the vanilla unsafe walls right?
but for some god-forsaken reason, they aren't spawning the correct enemy types for what they appear to be
Apparently
Yes, it places the actual vanilla walls
it's an Item which Places a vanilla placeable tile
...
that's redcode then dude
i'm sorry
"im guessing that the vanilla mod has specific regions that are designated as part of the dungeon and the regions have the spawn rates, not the specific walls"
yeah, that's redcode.
and the placeable walls add to the specific regions
but the mod only adds one region, not all three
from what I can tell
Well, not the mod technically
Kinda yeah
We don't do anything other than let you place the vanilla walls
That's vanilla behavior
so the vanilla walls, during world creation, add brick spawn zones, no matter what kind of wall it is, and then later in world creation, the other spawn zones are assigned?
Que?
like in world creation
in vanilla
it places random walls that all give the same kind of spawn rates
but then later in world creation, a code is run that checks what kind of wall is in a certain place, and then changes the spawn rates based on the wall type
but anyway
i might have fixed it
definitely fixed it
I'd have no way of confirming nor denying
I do have Terraria's source but god help me if I wanted to try and read it
no need
its based on walls
no spawn zones
but i have discovered that blocks count as walls
if there are no walls behind a block, then it counts as a brick wall, because there are no dungeon slab or tile blocks, only brick blocks
i simply placed walls behind those blocks, and then deleted my suggestion
And you've got Snipers now?
That
ive got hell armored bones tho
Is obnoxious*
and i need to make more zen potions
I- hmm
Well at least you solved it
Might wanna clarify that in the wiki guide maybe idk.
yeah new suggestion
I can just add that
brb
don't worry
ok
just something like
"Be aware that you must place walls behind dungeon blocks as well in order to spawn a certain enemy type
or something like that idk
@tired heron Perhaps have it on the same day as the full moon?
(why?)
idk, just for fun I guess 😄
Yeah I like the suggestion, was askin Vetus
that would make new player question themsleves and then find out what it is all about
Ah
i kinda like the providence idea
Well, the sun's probably brightest when the fire goddess's light is shining through, and the moon is brightest when full, so ehhhhh??
convenient timing is all, really 
That's not how full moons work 
muhahaha
yay i got snipers

I added a Note to the page, btw
https://calamitymod.gamepedia.com/Dungeon_Wall_Unsafe
2nd one
Is it accurate?
recent suggestion is kinda meh


wot

