#suggestions-discussion
1 messages · Page 1152 of 1
and then i could go on to think what each subclass of melee should do but then id basically be telling you what terraria overhaul is
@tardy smelt the last line that's in brackets isn't needed imo

to be fair defense levels out at like demonshade tier i think
Is this a good suggestion?:
make shrine items craftable
Simple QoL change for multiplayer that allows copies of each item for each player. The recipes should align with progression [and lore if it has any] (such as murasama being crafted with auric bars, ruinous souls and mysterious circuitry, or the crimson/corruption effigy being crafted with post hive/preformator items). It would also allow single players the chance to have the items that require a massive amount of time to find (such as the onyx excavator key or trinket of chi).
Also idk how to make words bold
two * on either side
Ah okay
But uhh, yeah multiplayer is a concern but we absolutely do not want to spoil the integrity of these exploration-find items by just making them craftable
This is a problem we already face in other areas
how about fishing w the item in ur inventory
But the onyx key requires you to search the entire cavern layer, which can be tedious in large worlds or with any mods that allow the world to be enlarged with other mods (XL world size)
or even having the base item as a requirement to make more 
And your reward for finding it is an extremely powerful mining option
True
yeah uh onyx key's literally one of the best minimg mounts and helps a lot especially if you find it early game
What about if the world generates without some of the shrines and you have to create and search a new one for items
(Unless a similar bug has been present and patched already)
I think that's a rare possibility yeah, failure to generate
I'm of the opinion that you can afford to suck it up and not have those one or two items for that playthrough
but that's a bit of an uncommon opinion
(tbf here i know it's just an example but xl world is not supported yada yada and abyss doesn't even generate correctly)
imo them having hard recipes from multiple tiers later may be fine?
||sorry that's the only example I could only think of||
Having a mechanic just to avoid an incredibly rare but that can also potentially be fixed doesn't seem like the smartest idea to me, having them be later tears is also decent sometimes ig
if you could make copies of them with the original item it'd also work but the gen issue exists so idk
like imagine trinket of chi+some clay (probably some other material to lock it off later in progression) you can make another trinket of chi and the one used doesn't get consumed
Yeah that's the general idea, would solve the issue of only one Trinket of Chi per world in multiplayer 
That could work and also require the player to do extensive searching, which solves rovers issue/concern
it's not like trinket of chi is good, but this applies to the actually good shrine items anyways
for the corruption/crimson funny thing, you could also make the contrary like corrupt effigy thingy+ichor and crimson blocks makes the crimson one
Yep that makes sense, considering somebody could name themselves sam and bypass the murasama, so tier locking the items is a good idea
I'll include that in the suggestion
Should I post it now or wait for some more feedback
post it now ig
Okay I'll try and not botch this up
Why not just make shrine items purchasable through an NPC if someone has any of the items in their inventory?
I guess that'd solve the thingy about mp?
Well that would remove the fun of crafting the duplicate itself
Does modded support recipes that create multiple unstackables though? If thats a concern, could just have duplicates sold by bandit as sort of bootlegs
what?
you don't have to make the "clone recipes" create more than one lol
just make the core material (the shrine item) not consume on crafting
Is that a thing?
(That is possible and has been done already, not in calamity, but in other mods)
yes it is
luiafk uses it
Yep I posted the suggestion and included that in
Huh, neat. Anyway I would include needing to already have the item in the title
I'm suggesting to have it in the title because "craftable shrine item" sounds like it just defeats the purpose of the shrine item and thus I'd immediately pass over it
It doesn't make the suggestion reasoning any better, but it would make it more likely to get some votes
Done it. Fixed now
i think saying “crafted with” is kind of a deceptive phrase, crafted with it in your inventory would be a more apt phrase
Yep
Some of your elaboration doesn't really make sense now Ketamine
Like the progression-locking materials, they aren't needed if the original item is needed to craft duplicates
and seems redundant
the point when i said that kinda was locking-off making a lot of duplicates right away but ig yeah
Someone could bypass the murasama with the character nickname and exactly what items would be used to craft the duplicate
eh not really
Other than that the other items dont really need a progression lock
?
Isn't your suggestion based around the fact that you still need to find the original item to make more?
If you have the original Mura, why would you need to progression-lock the duplicates?
Makes sense, I'll remove that part
👍
Anyways I'm gonna leave now, match in 20 mine. Hope England loses
Alright 
I might add the fact that the items should have some crafting recipe to prevent people just creating copies and then just selling them for coins
I spose it could be made clearer that the original item would not be consumed when crafting a new one
I don't know if that's already done anywhere in the game?
Done
Alrighty
you could make the placable ones like a crafting station
Well, that only applies to a few
but for the others i think it wpuldnt be too difficult to implement
ig you could ask someone apt at programming
If it's not possible to make an item not be consumed in crafting, we could always cheese it by making the item craft a new grab bag item which always contains two of it
anyways an npc could sell it if you have it in your inv
like the stakes and stinger bolts
Also an option, yes.
No but it is possible
That's more boring tho imo
Yeah it's definitely an option albeit i feel like a significantly less interesting one 
Either way doesn't matter too much
:okand?:
just saying
they are ridiculously expensive though
one of them has the onyx key at 900 meld blobs
Good.
thats not even all of the stuff in it
there are also like 4 or 5 other weapons or accessories
maybe this could work for effigies but for the rest ://////////
wdym
effigies are painful to get in large amounts
so that you have a buff in your arena, similarly to campfires
Effigies would definitely benefit from a self-replicating recipe or shop item as those are arena buffs rather than equipables
ok but you imply it wouldn't work for the rest, storm
tbh most shrine items are only useful in fargo’s dlc
aside from luxor’s
and also onyx key and the effigies
Fungal Symbiote is neat too
it is possible, if you recall the very first iteration of psc, there was an item in the recipe that wasn't consumed
Ah
Long nails against destroyer 
alr what are your views on slick cane?
its a true melee weapon but its actually rogue because sold by bandit
short as fuck range
and used for money
just turn it into a boomerang
Make Slick cane into a boomerang
Slick cane is a very risky and unviable way for making money as its very bad for combat due to its low dmg and range (its a true melee weapon, but its rogue cuz sold Bandit).
Turning it into a boomerang (like enchanted axe or fallen palladin's hammer) will not only improve its combat capabilities by a lot due to fixing its devastating range problem, it would make it fit the rogue class better as a whole as it has everything except for being a thrown projectile and would make it more useful for getting money.
OR
Increase Slick cane's range and make it grant stealth on hit
Slick cane is a very risky and unviable way for making money as its very bad for combat due to its low dmg and range (its a true melee weapon, but its rogue cuz sold Bandit).
A similar rogue "melee" (or stealth melee, or however you want to call it) weapon, Final dawn (not counting the alt attack) does not have this issue due to its range and stealth generation capabilities which allow it to bring devastating attacks when the meter is full. The idea is to do something similar to slick cane and expand on stealth generating weapons.
Making slick cane grant stealth and icreasing its range will improve its combat capabilities and be a nice support weapon and will allow it to steal more money from enemies due to the stealth strike being used more frequently with the stealth generation as well as being safer to use with its range.
alr which idea is better?
@cobalt pewter any opinion on this (the second one specially)? (as you're the other stealth rogue player)
actually would any of these break the grand scale rework rule? @hollow shell
No
Though I would disagree that it is an unviable way to make money
Big disagree, even
You can make freaking bank on the right enemies
you can get a max of 5 silver per tick right (without triggering the gold drop ofc)
and it hits like 17 times in one swing
i need to add something for this on the first option
but
which of em would be better to post. #1 or 2
on bosses its just no
unless i sugg the first sugg
since range
and true melee is :/
you sure? perf gets in close range quite consistently and is very dodgeable
Slick cane is hm
You could suggest it turn into a boomerang
Prolly a Paladins-style boomerang
pre-any hm boss
yeah but perf still spawns
Just for style consistency alone
alr first option it is then
“wont not only”?
I’ve tried Slick Cane for money farming
It’s super good at getting money
Although a altfire to make the weapon actually be thrown would be good tho
that would defeat the purpose of the weapon
Hoe about this. Make the Pickaxe power of The DCU scale as the game progresses
uhhh yeah
the dcu yeah
the hyper drill you get
post moonlord
do you want it so badly to mine auric and eulibloom?
dcu=drill contaiment unit?
Yeah
the thing you craft with 92-42042942 cloro and luminite
well yeah uhh
does it really need to scale two times just so you can uhh
Not really do anything because it literally can mine anything but two blocks and by then using a pickaxe is normally better ngl
Iirc it cant mine exodium
#suggestions-posting message
Pretty sure this is a SIS
(it's not)
Also rogue is very different to melee once you see the bigger picture
How the hell its not a SIS, when its detailing how the weapon should work
it's not a specific item
it's asking for a weapon type
idk if this is allowed or not
weaponized hooks 
I remember Dark Souls mod making grappling hook damage enemies.
It's still heavily specific, which is not encouraged, and would present a sizable amount of work
Not what you are probably asking.
Because it's either 2 or 3 weapons or a full on subclass that may not be available at all tiers but still in a consierable amount of them
Ahh, I see. I’m sort of new and I didn’t really know what to put.
Yea it may have not specific stats or name, but the function is still very specific
- high effort rule
Do I have to remove it?
About function itself: I bet it would be more annoying than helpful.
It's also heavily lacking on reasoning currently
The reason does include a lot on the subject of variety and doesn't focus too much on the specific function, which is good
I guess there's a bit of a conceptual problem in that
if the hook acts like a normal Terraria hook, it can only harm you
You shoot this fucky weapon and then you are stuck in air until you somehow get out.
Only if it functions like anti-grav or Static hook can it actually do anything that doesn't result in you facetanking contact damage
Why?
You're dragging yourself directly towards the enemy
welp, I’ll delete the message now, thanks for the feedback though
Even if you disengage the hook pre-emptively, your momentum is still flinging you right towards them
new don't: no new weapon types
this is really a grey area uh
It is a grey area
I personally think it could've gone through
as a weapon type sugg
though it also had a bit of an issue with the exact subject matter
Any suggestions which will take an extreme amount of time and effort to execute
Pretty sure the hooking into enemies will be something like this, specially if its like antigrav hook
I disagree
Eh, it also had redacting problems that would've made voters confused, granted nobody mentioned that because the instant alert of "new weapon type" not being precisely an allowed sugg and all byeah that was an issue it had
And frankly I don't like seeing that Don't used so liberally..
That Don't pertains to like adding an entire new biome
Grappling Hook for enemies would just be a programmer having a headache for like a day and then it's done
I mean, how many big or hard suggestions got implemented?
What does that have to do with it
Because I think than easier to make suggestions are more favored both by voters and devs.
Well yeah of course
it's subjective depending on what "hard" and "big" means
Lastly approved suggs are either basic qols and visual stuff, along abyss campfire 
Yea QoL seem to be the most approved suggs
Thats why i stopped bothering with the accs and weapon reworks, and expanding on stealth generating rogue weapons
Also some suggs about accs there e.g luxor's summon effect revamp/rework/buff
I would suggest something about momentum capacitator, but fairly sure that 90% of the player base doesnt know it even exists
And in #calamity-mod-talk usually when something uses stealth it = bad
Momentum is the funniest of the rogue accs
Considering biome blade acc is gone next update
It's cool but it takes neurons to use and the average player doesn't use those when attacking
- situational
Momentum capacitator is just bad
Buff™️?
If you want another thing to boost your dmg you have: emblems, old die, raider’s talisman, corrosive spine, etc
Yeah
If momentum perhaps affected all projectiles rather than only rogue it might be useful for mp
And would be better if it had bigger boosts for how niche it is
Heck a bigger radius of the effect even
Either is fine for me
Also if slick cane is brought up
Thief's Dime needs to be looked at as well
The fuck is that acc

Rogue accessories totally needs to be trimmed or improved
I was gonna make a sugg a few weeks ago about the amount of rogue accessories compared to other classes, but kinda forgot
rogue gets more accessories due to it lacking any from the base game, as well as it just getting variety from it (similar to variety via spam vs stealth). One could also view it in a similar light to all the summoner accessories.
This is the problem when suggesting suggs imo, its really hard to get enough stars with suggs like these unless people unanimously agree
the alchemy table makes every recipe that requires it have a 33% chance not to use an ingredient. every item is rolled individually, including items of the same type, basically meaning that 33% of items used... won't be.
something about that could probably be adapted to suit whatever's needed in this case
i dont think a lot of suggestions get approved to make things ‘more difficult’
re: rogue recipes, the shards of antumbra are the most ridiculous
One meld construct for 20 spears
So by my calculations, if you're using luiafk and want a full stack
You'll need 100 meld blobs
At least they're worth it
Hardened honeycombs are worse lmao
10 per craft
i’d suggest removing the nohit element entirely here
nobody really cares to vote for suggs about nohitting and the devs don’t either
rephrase it to getting hit unfairly or smth similar
in defense of HH, it’s 2 blocks and 1 crafting material each of which are fairly easy to get
ok, ty
Hardened Honeycomb is easy to get, and if you find one hive and steal 1 honey bucket to doup you can make 200~ from one queen bee fight assuming it doesn’t drop it
Rot balls and tooth balls are far easier to get and amass in larger quantities
Per fight you can make around 1k
more of a grammar part of the sugg is that the first sentence has 2 spaces instead of 1
Testers have stated before that they really don't want to tackle OOA content because of the extreme balance issues they pose for summoner
iunno if that's still the case today but I've heard it before
OOA is about as weird as you can get
It relies on sentries, but those same sentries fall apart the moment flying enemies show up, its summoner, but it doesn't play like traditional summoner
And that's before you add in how much you have to grind to get any of the gear
Never should've been added
Ah yes the broken shit that is sentry spam :sip:
The big concern is that it's the only content in the game that lets you place multiple sentries
Why are OoA sentries so bad for things not named WoF or Deus (vs more bosses they are good supports)
5 is the limit but ye
I remeber pre-nerf energy staff
Was better than cosmilamps
Theres also hive pod currently
Despite being nerfed its still 
I wonder how busted the post-ML sentries will end up after the curve flattening
Doesn’t really help that OOA is such a snooze fest of an event until a mini-boss shows up, so most people just ignore it
OOA has the potential to be a great event but the execution was meh
ive only seen people go out of their way for OOA in modded terraria in fargo souls for the 8~ enchantments
Or people going to abuse hive pod/spikecrag and/or valhalla/squire’s regen in Calamity’s case
i just wish there were sentry armor sets/ accessories for summoner
with the 12 accessories for specifically minions (only 2 upgrade paths though)
I’d say maybe just adding any OoA accs to Nucleogenesis
Or just have silva+ have an extra minion
Although it will have issues
Specially when balancing Guidelight and Carrion
i was thinking either that or having an upgrade to one of the OOA post golem armors in the same vein as fearmonger and spooky
Hmm yes summoner gets armor bloat now that mage armors will die soon

Also fearmonger is supposed to be a tank counterpart to omega blue, but they gave it too many minion slots
honestly summoner should have too many armor sets
Bloat is always bad, shitty to balance
the bloat will be a real big issue when 1.4 comes out but thats for the future
Just look at rogue and its accs bloat
imo rogue deserves most of its accessories
maybe some could be not sold at bandit but thats her business
Rogue has either busted shit or bad shit, with the in between being rogue emblem (and maybe raider’s talisman, and nanotech)
imo people give stealth based things too much shit
i just wish the consuming stealth accs were more useful, or at least were more mobile
Its good, then mediocre, then bad, then busted as fuck, then mediocre, then good, then busted as fuck and then falls of a cliff and then its mediocre
Coin of deceit+ are very good
And theres also mirrors
ah, reminds me of the thorium healer class
basically 1 class spilt into 2 separate “styles” of play, one much more useful in multiplayer and one being decent dps for most of the game except for some major swings
hybrid is fake
Spam only touches stealth for engaging, hybrid uses stealth when convenient (things like sand cloak, final dawn, mirror dodges, killing sep hearts, dragon scales, etc), stealth only uses stealth (and reforges everything to silent)
thorium healer technically has 4 play styles, corrupted and non corrupted and then the healer or damager factor
i wish thorium was less grounded in multiplayer
imo stealth is much better in mutliplayer bc agro actually gets to work
We should move to #calamity-mod-talk
#suggestions-voting message this will undoubtedly become an infinite money exploit, though it would be very nice if multiple people could have shrine items, especially luxor's gift
Just make them sell for nothing 4 head.
maybe an npc like amidias or the bandit, someone you get kinda early, could sell a copy if you already have one?
Or make it require other materials as well as the thing itself to craft
"Also the item should have some crafting ingredients to prevent people just crafting and selling them for money. This doesnt have to be a progression lock, just a way to prevent infinite coin farming"
In the suggestion.
me not reading the sugg fully yet again

Honestly just make halibut cannon an actual cannon, that would be pretty funny I think
Don't you kinda.... need the right click to target enemies with the weapon?
There's loads of other good axes around that tier also plus "it'd be funnie" isn't much of a reason also 
@subtle raven at the very least, you should add a reason to making it an axe besides "it's funny and would be useful", elaborate on that
Ok I will later
It would be funny and slightly usefully tho
why is it needed though? when theres atleast 4 axes after ML
and Grax after provi, iirc
Yeah there's already tons of axes after ML that do a fine enough job of cutting wood that you usually wouldn't be doing to insane degrees anywhere except building 
also, the axe power at this level makes practically no difference
and using ele axe for more DPS on other classes is mostly, wierd?
because most people stick to the same class
especially when summoner damage is lower when you arent a summoner
Yeah uh this would directly conflict with the summoner damage nerf calamity adds to try and make it more usable for other classes?
tbf both reasons here arent really holding as much so yeah 
The entire point of this kind of goes down the drain even more when you realize that the Luminite Hamaxes exist which do this exact job but also act like a hammer and are basically class specific also 
considering the axe's "blade" seems to be made of light, I don't think it could chop a tree down anyway
Implying shit like that is not physical in terraria smh
(It can if it can damage about every enemy)
what about an idea of giving sentries low(slow fire rate, dunno hwo to word it) use time so you cannot spam them...
they tried something with spikechad (cant shoot until 2 seconds have passed)
somewhat worked, but mostly it didnt
Also doesn't help that any axe beyond whatever hamaxe you make in pre-HM doesn't matter as there isn't some kind of super tree that requires more than the starter axe.
calamity tree when
unironically might be a good alternative to ore grinding
maybe replace on of the chloro like ores
changing an ore into a tree sounds good in theory
but its very likely effort heavy
effort heavy in what way? we already got like 2 trees (sulphur and astral), so devs already have experience in making them.
Making the tree itself should be easy, assuming trees even have an axe power requirement, but handling how it'd spawn would be hella janky.
fair
Lets use Uelibloom as an example as that's the ore that'd most benefit turning into a tree. What block would it spawn on and how does one make sure it can only grow post-providence? Where would it spawn if it'd even spawn fully grown at all?
We don't exactly have a subworld we can lock to post-providence to toss these trees in. Its a lot of effort for the payoff of making one ore have a different acquisition method
ideally, we could lock trees behind axe power, but I don't know if that's even possible
that way we can make it spawn anywhere anytime
If it spawns anywhere at anytime, we get the issue of unbreakable blocks. These would severely hamper arena construction which calamity expects you to do on rev which is what the mod is balanced around. On the surface that would mean having the build the arena higher up and potentially losing the option to flatten the surface.
okay I worded that wrong. meant more in the sense that if we could lock progression behind axe power then we have more freedom on where/when we can spawn it
as for unbreakable blocks blocking the way, it can be something like the comets. big amount but in a small area
prolly something like a spawning living tree
I dunno, I'm not asking for those specifically. I'm just throwing ideas on what it could be
True, its just that there currently wouldn't be a good place to have a block with those trees. Maybe if we got a profaned biome that spawned on the right side of hell after providence dies
yeah
actually come to think of it, I vaguely remember plans for a subworld when DoG dies
that's where we would mine those ore instead of it just randomly dropping from DoG
that plan is still something that is thought of, afaik
at this point i think its very likely to come at a future update
then I guess we can wait till then if it does happens. then maybe we can get our uelibloom tree
god I used then 3 times
i think what may work for uelibloom trees in case devs ever consider it. Would be turning the rich mahogany trees in underground jungle partially into uelibloom
possibly even the naturally generated living trees
was that a suggestion?
.
That would work
It wouldn’t be super high effort either
soo not a good suggestion...
Although since theres few of those, keeping the current gen would also be fine
Yea no, they need stat tweaks so they arent as good
But that takes time
Or some other form of nerfs
It could work similarly to the gem trees in 1.4 where you craft a different kind of acorn with the boss drop then can farm it from that
That way you avoid all the problems associated with generating the trees or changing blocks in the worls
To be clear, you're talking about these, right? @ancient shard
I didn't actually know that they weren't placeable objects, huh
ambients can't be placed in general without stealing their state from cheat sheet
yes i am
can they grow naturally on Sunken Sea blocks or are they initial generation only?
Also something that I don't know
Maybe something could be done for the sulphur sea worldgen things as well
Like the gysers
Or the vines (at least vanities fixes this one)
yeah
there's also these and stuff https://cdn.discordapp.com/attachments/316285389310525441/750467861692022835/AllPilesLarge.png
There needs to be a calamity tedit
(I don't think those top ones exist)
Yeah
They look quite old, sprite wise i mean
for the devs, doesn't it hurt to look at these suggestions
I've done 3 mod requests and they were all terrible to do
Some devs have complained about suggestions feeling very entitled
Some suggs do have some good ideas though
and point out real issues
That’s why we approve and deny suggestions
The good ones get through and the bad ones don’t
@ivory perch please read the doc in the pins, you can't be so specific with your suggestion
you can't give it a name, or stats, or a recipe
just say why you think there should be such an item
as long as the reason isn't "it'd be cool"
There is a mod which does that, Trashbox
Summoner's Association
Works pretty good
Last time I remember using it, it teleported minions.
And you still need to spam it.
Nah those're two different functions
I does have teleportation but it also has cursor-targeting
Places a static target object, don't need to reapply it
Hm
iirc
Ok, time to delete suggestion.
You could go test the mod out for yourself if you want
It's been a little while since I've used it
1 year of not playing echraria did affect me
There are a few earlygame items
Like?
tbh no one uses those and the most relevant two end up being the upper two ironically
I mean that sounds like a balance problem, right?
If they aren't worth it
there is a clear reason no one wants to go to the sulphur seas and that's because... it's poisonous
if you dip your feet into the waters and notice that it's killing you, you WILL inevitably avoid it
which puts these items at a tough point to balance
especially because dying at the edge of the world in early game is a massive tedium
Do rusty chests generate over the actual water?
which I guess is why ocean is always a pushover
they generate within the sulphur caves rather than the surface
the chests aren't all pre-AS sulphur seas have to offer
Then how the fuck would early game players get to the chests if the water burns and the chests are under the water?
there are a good amount of enemy drops as well
the water does very little damage from my experience
Name 1. Other than the urchin spikes. Nobody would ever use those.
And trash man. He doesn’t serve any practical use, but everyone wants to have him.
well I'm going to have to recall names because it's been a few weeks
but I have a couple things in mind
most of it from t1 acid rain
you get a lot of sulphuric scales, that's what I was thinking of
I said before acid rain in my post
most of the problems from the sulphur sea is just this
.
Also many of the enemies are too difficult to kill for early players
you can't reasonably make someone go to the sulphur sea early game
it's the biome you go to and tell yourself "I'm not touching that"
the problem isn't really with the items, but the fact that you will literally die there
The only item worth the struggle in pre aquatic scourge is trash man. That’s it. That’s the only one that’s worth it.
that just deters anyone from ever doing something
Ok I’ll edit post rn
basically to make someone go to the sulphur sea early game, it needs to not be sulphur anymore
you can totally handle it after first evil boss
sulphuric poisoning is like 3 dps
and weapons stemming from the first evil boss are strong enough to kill the enemies with general comfort, so
that's for the debuff on its own
not terribly difficult like you make it out to be
You could definitely get to the abyss with at least 1/4 of your max health
Maybe more with victide
obviously don't venture into hard areas if you don't have ANYTHING of note
let me give a demonstration
I, personally get demolished by the thrashers, trashers, gnashers, and catfish when I go down.
just don't be bad
probably a bit more
obviously don't venture into hard areas if you don't have anything
I think pre-AS sulphurous seas has enough to offer, could be more but enough in my opinion. After eye of Cthulhu you get Sulphurous Armor, Toxic Croaker Staff, Acid Gun, Toxibow, Effigy of Decay, Rusty Medallion, and probably some others I’m forgetting
Also coin of deceit if you’re going stealth rogue (you probably aren’t but still)
That’s if there aren’t any enemies around
more if you use a potion and have actual equipment
defense and regen potions can't save you from a debuff
debuffs set your natural regen to 0
It’s not like it’s impossible to avoid the enemies in sulphurous seas, quite easy actually
I’ve personally never had problems entering the abyss due to a stray trasher or something, not sure what I’m doing right
Well except for this one time the aquatic scourge spawned
Guess you’re getting lucky. When I am grinding for trash man no enemies ever want to spawn, but the moment I get amadeus’ help or ai just want to enter the abyss, they all suddenly appear and clap my cheeks.
Autocorrected
(trolled)
I mean, there still are ways to bypass enemies coming to slaughter you, like getting a decent weapon or building a tunnel down
the sole enemy of early game sea for me is the water
the bubbles, enemies, and geyser are manageable enough
especially with any form of reasonable equipment
water bypasses all that and says, "hi, you have 38 seconds to leave. take it or leave it"
Tbh most eye of Cthulhu seems like a good point in progression for sulphur sea to be relevant imo
the debuff doesn't start at 21 dps tho
Especially when there’s a pool of water near the shore and half way through it starts clappin’ your cheeks.
(or camp the islands during acid rain until you eventually get effigy of decay)
Yea it doesn’t offer much before it but post eye of Cthulhu it can offer some of the best weapons at its tier
In Rev it starts at 7 (14 units), in death it starts at 10.5 (21 units)
this is unlike the debuff, which starts at 3 (6 units) and ends at 3 and doesn't scale
@west spoke The ted talk thing at the end is unnecessary.
archer fish is probably one of the best weapons for its tier
also sulpheric treasure is super useful
tbf the archerfish is in the abyss
and the sugg seems to focus solely on the sea above
Regarding that summon penalty reduction, why do OOA armors don't have that penalty reduction in the first place?
Balance issues?
(they will commit death in 1.5 iirc)
@west spoke I assume you mean incentive rather than insensitive?
#suggestions-posting message
Rogue players go to Sulph sea for coin of deceit
Urchin stingers
And if yo dive in despite the debuff you can get stuff for various classes like rusty beacons, rusty medalion, effigy of decay, etc
And the water only hurts a lot in death, yet you can still grab chests close to the surface
That plagued jungle suggestion is top tier
@ivory perch Can you elaborate on why Celestial Tracers "look weak"?
Imho, Celestial Tracers look not fast enough. They have great flight time, but their flight speed (horizontal) is insufficiently high for the Endgame tier.
P.S. sorry for answering too late, I had no free time
(It's okay)
tbh if you count SCal as endgame, high horizontal flight speed is the last thing you'd want
Well, BR
fair enough
but for scal the bullet hells are gonna tear you in half if you like to zoom
maybe it's just better to quickly switch on drew's wings for those
or celestial tracers
um
angel threads
🤨
I mean I just use drew's wings for scal then use tracers for boss rush but I really don't feel like there's much need for an upgrade pretty much right after you get CTs 
How is zoom connected with Celestial Tracers?
I was referring to zooming, zipping, travelling at a great velocity
e.g.
speed is not really desired for them in my experience
I always put on the burden breaker for SCal
Madman

burden breaker has no effect on a boss, joke ruined 
just use potions
wouldn't that only make you faster though 
I don't think there's any that slow you down
I was thinking of making a bunch of gifs for the Wiki to showcase a bunch of weapons but I have no clue if a normal person can even do that without any special ranks
Amazing :O
However, many weapons intentionally lack gifs because their function can be sufficiently explained through text
It's best to bring up whatever you're thinking of making in #wiki-discussion before starting
Yeah don't post meme gifs like that Mjoon
Ight thank you sir 🙏
Especially not ones berating the mod cuz that will never go well for you
maybe now she will actually change in phase 2
Trashbox… 😡
Oops, sorry
I thought I've degraded… :disappointed:
The rock is already placeable and making the rock do anything beyond that should fall under one of the Don'ts.
@charred gyro Item Frame.
Also it is placeable yeah
Gotta build a shrine to the rock if you really wanna elevate it
make a better trophy room smh
Aight well if you wanna keep the sugg you gotta format it properly
separate title line and reasoning
separated using shift+enter
It also doesn't need to do damage to be placed in a weapon rack
Rod of Discord, for instance, can be place in one
the rock cant be placed in one though
I'm fairly sure the sole criteria is whether it can be used
Can you use images for your suggestions?
I meant it could be made Weapon Rack placeable even without giving it damage
Doesn't it bug anyways so it'd be silly to do so
That bug isn't the most consistent thing in the world
You can sometimes place things successfully
Fallen star?
can be used
@west spoke "incentive", not "insensitive"
BRUU
I pinged right before the sugg is moved to voting
hech
Ik, I was yoo lasy to fix it
Shouldn't it be incentive?
yep
I mean it shouldn't be that big of a deal because you have context
Just gotta speak it in your head to hear what it was trying to be 
yea honestly, i forget that there's even rusty chests down there until like
hardmode
because i never go down there, enemies do too much damage and no acid resist so
maybe some cool stuff besides that would be nice?
I've gone down to them on-tier once
Got me a free flipper which I happened to have been looking for so kinda nice ig
One of the main problems is that you can get all the abyss items from fishing, so there’s no need to actually explore it
What would be pretty cool is if the abyss fishing existed but you needed to actually be in the abyss rather than the sulphurous sea. You’d probably need a new item that acts the same as a fishing pole but works underwater, which is too much for a suggestion really
assuming this convo is relating to the last sugg in voting
im pretty sure this isnt talking about the abyss
but solely on the sea above it
It’s relating to the last few messages in this channel about there not being incentive to go to the abyss
these seem to be talking about the rusty chests in the sulphorous sea instead
byeah
i personally dont really see an issue with this, because theres still items you can only get by going to the abyss
and like, fishing is basically grind for the items, most of the time
and many people, dont fish
missing out byeah
Ah, my mistake
ye its fine
i do get what you mean
but there are still reasons to explore the abyss after all
be it in later tiers
Honestly fishing for abyss items is less time consuming than going into the abyss for them
(or the little amount of post skeletron drops, like Abyssal Shocker)
yeah, it is less time consuming
but most average players dont really realize it 
With calamity you don’t even need to do fishing quests to make fishing viable either, the scourges give you everything you need
thankfully
because GOD the angler is a bitch
byeah, fishing is way more accesible thankfully
especially when fishing has quite a lot of great rewards
like, Dragoon Drizzlefish
or Gacruxian Mollusk
etc
Yeah but in a way that makes fishing more balanced as there’s a high up front cost to get those items
mhm
gotta grind the accesories and get good rods and buy lures and go to the fishing spots for those goodies
well accesories arent necessary but they make it easier
The accessories are pretty necessary if you don’t wanna be fishing for multiple hours
ye they are somewhat necessary if you want it to actually be faster / somewhat enjoyable
This actually reminds me I was gonna make a suggestion about the potion fish from the sunken sea being a bit unbalanced
In that you get so many more potions from some of them than others despite fishing a similar amount of them
as much as your sugg is likely a great one
the average cal player would likely not understand a word of this 
Above
voice acting in this game sounds out of place
one voice acting is one voice acting too many
voice acting (no)
funy cutscenes
unique roars are a cool idea tho just because of how much the default one gets reused
anyways i agree other sounds and maybe even animations can be made but yeah
Indeed
the reason behing "they show no mercy" is a bit weird as reasoning though
unique roars: yes
cutscenes: noooo
true
would you want to watch a cutscene every single time while trying to just kill a boss 200 times for a rare drop
next update scal chants the script of the bee movie at you when summoned
or something, close enough

well you will be able to move your character
they could also be deactivated with a config or after you defeat the boss byeah i get the point
LETS FUCKING GOOO
vro spoilers
wait lemme rework the suggestion
also yea the reasoning is weird
i reworked it more
i removed the so yeah
wait no
i kept it whilst expanding the reason
The sooo yeah is still there
i know, i said i kept it whilst expanding the reason
Voice acting wouldn't be likely for like
Most bosses
Maybe scal in 1.5 but do the devs even have a Brit lying around to do it
(scal might or might not be canonically a Brit)
Anyways Yharon has custom roars no?
voice acting for all bosses is not likely at all
also i think yharon is the only one with a custom roar iirc
bosses that maybe can have boss acting:
anahita
brimmy
bosses that can have boss acting:
yharim
scal
???????:
exo mechs
trolling
No need voice acting if possible (?)
just pokemon style her tbh...
Cursed
Feel like dog can have something like low, but resonating echoes of roar to kinda simulate dog's noises in your head maybe?
You can definitely do some custom roar and stuff without voice acting
RoTJD is a good song but the lyrics in terraria feel off, to those who might bring it up in this convo
And most bosses wouldn't need to
Erebus roars on DoG
DoG already has a custom spawn sound iirc
Yea
the "Dwoosh"
The person who voices DoG will die from cringe the very next day
@sage ore Two things
"Impressive really." is a very condescending thing to say. Remember that you're proposing these suggestions to the devs, you don't want to antagonize them.
And why do you mention Hero's Mod? We don't have control over that.
@ashen warren It would help if you provided as many instances as you can where the default boss roar is used.
Because "it feels like duke fishron is the only boss with custom sounds" is not true. Desert Scourge, Leviathan, Astrum Deus, Old Duke, Devourer of Gods, and Yharon all have custom roars.
Eidolon Wyrms, Mauler, and Great Sand Shark too. Providence also has many custom sounds.
(could argue ravager has a unique roar ig, as i remember you ssying it was an unused roar in terraria (which makes it still stand out in the mod))
(Indeed, Ravager uses the unused screech)
Alright, but why us? We're the most popular mod yes but why should we be the ones to control whether Hero's Mod (or Cheat Sheet) is tied to the server scope or client scope?
Wouldn't that be better suggested to the developers of those mods, or implemented as a separate standalone mod?
No, to the developers of those mods
Check this out, very simple to add herosmod as an option.
Even if you didnt want to use it, separating the scopes as well is wise.
Are you getting what I'm saying
I dont
If you're proposing a separation of client and server, you're implying that it's possible. You're suggesting it to us, Calamity, but the fact that the separation is possible means that other mods will be able to implement it
Hero's Mod could do the client-server separation themselves. Just because Calamity implements the separation into its config options doesn't mean that it needs to use it to account for other mods
What if you wanna use Hero's Mod in a multiplayer Thorium playthrough, and want this same separation?
It'd be better to just have Hero's do it and not have every major content mod add its own client-server separation for it
I dont think you understand how HerosMod works
Is that where were missing here?
Why wouldn't each individual mod have control over how their config is accessed and saved? A lot of mods do this. It's not a lot of work. It's very simple to split the config into two files and change a few lines.
it doesn't seem realistic for HerosMod or ModHelper to dictate how all other mods function in this manner.
No I understand the rest of the suggestion, I'm not saying that Hero's should have control over Calamity's config or anything like that
The rest of the suggestion is fine, Calamity could have client-server separation in its config. It's just the bit about Hero's Mod that I'm concerned about, because it's a separate mod.
Here is a case example. Say you have a remote dedicated server. You will have to connect to the server (via SSH or something) everytime you want to make a change by altering the config directly. HerosMod Implements a permissions system that can assign a player the proper permissions. Otherwise, you will have no control over the config as a server owner logged in to the game on your game client.
Okay
This is indeed the bit I've been missing and I'm sure a lot of other people don't know about
I only know Hero's Mod as being a cheat sheet style mod, I had no idea it did anything involving player permissions
Correct me if I'm wrong, but you can basically only check if the players IP is the same as the servers IP. Without having some type of static IP or UUID in the config?
Oh wow. Its my favorite part of HerosMod. 😄
It would be good to clarify in your suggestion that Hero's has this feature
cuz I'm like 90% sure that most people only see it as a cheat sheet
so to them and me it'd be kinda weird to mention it here
Okay awesome will do
Thanks mate
Nope, thank you. Let me know if I should add more info or expand on anything else.
Right now, I am doing an IL Hook into the config and its being a pain in the ass 😛
Either way, we will be putting Calamity through its paces our next season which starts in a couple days
Btw Rover. Im guessing the dev team is pretty closed about letting peeps submit PRs? Especially since I havent seen an open repo for it. And, do they ever do any kind of open recruitment?
The dev team is indeed quite restrictive and protective of their code
The only people outside of the 4 or 5 active programmers that are able to see it are long-time wiki editors
Sounds about right. 😄 That is awesome though. They are very talented.
Thanks 
I tried fixing configs for mp once and I had no idea what I was doing ngl
I'm almost certain the problem of bosses being immune to almost every debuff barring green flames and piss is being worked on atm
It's been expressed several times so far 
Where would I be without shellfish claps
Providence and Polterghast are vulnerable to debuffs from weapons on their tier.
While after that bosses are immune everything but to DR reduction shit.

in general debuff immunity kinda sucks
really limits options
so less of it will always be good
The following suggestions have reached 200 stars:
Calamity tool gimmicks
Fishable Life Crystal alternative
Brimstone Crag immune to On Fire! and Brimstone Flames
@earnest raptor I'm p sure cursed flames and ichor are meant to be used for a significantly longer time that you thought in cal
Like fucking hell cursed inferno reduces DR
Also this change is occurring so might wanna wait
The elemental disk is also an ungodly lag machine, right?
If you get fucked/blessed by rng
Then why GSI is not reducing DR?
that sounds like a different sugg tbh
Why SCal is immune to debuffs from her weapons, but not to green flames?
Green flames are that strong in Calamity's lore?

I think all the bosses can be affected by shellfish claps
The most powerful witch in the world can get destroyed if you have enough shellfish

@earnest raptor see above
Bot dead.
notified amber
SuggBot went to visit the og NohitBot in the graveyard
Also since we have said many times #suggestions-posting message
this is a thing in 1.5 already (change 587).
Also why do mods dont just delete the sugg rather than pinging @earnest raptor to do so since despite pinging him and entering the channel he doesnt
(Also your sugg is a thing in 1.5 so delete or edit it if you actually saw the previous messages Trashbox)
I am also unsure tbh
@dapper coral Shouldn’t trashbox’s suggestion at least be ❗ since there’s a changelog specifically about boss immunities?
myeah sure
iunno
@dusty hamlet Rest of the sugg is fine, but "from a ruins structure at the very bottom" is an unneeded detail
eh, i like the idea
I'd add it's quite a mouthful
And may be hard to understand for voters
And, well, as rover said, there's unneeded specifications
ok i'll go do that
(I'd say the entire plating part and leave the thing that makes you able to breath on abyss a totally open idea but rover's word is more important than mine here)
i think it's important to make plating, bricks and slabs since that is the only material you'd be able to build out of and I dont want to limit builders
Imo it could be whatever
Some consumable, a favorite-activated item, or even an effigy, that's why i think it's better for it to not be specific
This would limit builders as they would have to use a block they may not want constantly if they wanna breath
This sugg looks fine
pogchampers
tbh my void block futuristic castle is in dire need of a throne that isn't... meh
Sounds actually useful unlike auric toilet additions
I would've also suggested being able to sit on thrones, but I think that's against da rules, so I'll leave it up to anyone who reads this
Yeah 1.4 content iirc
rlly? pretty sure you can't in 1.4... ima check
Aren't thrones facing to the camera
ye
I think he meant sitting at all
If that's the case, no sitting on thrones then
No frontfacing terrarian
We shall not bring that curse upon this land
ye that'd kinda look weird and would be a bunch of spritework if it were to be facing the camera
I think it'd be nice even if the avatar faces right or left
byeah ig sitting itself is a 1.4 mechanic
Yes
Unlike 1.4 sitting, that doesn't actually use any sprites, instead it does code:tm: to do it, this would require spritework
Honestly, I agree with the first snithitzu master, it would be cool if you could live in the abyss
who can resist a free train of delicious mussels? Even a witch with the mentality of a Dark God with a big doubt will not be defeated in this way. This is how diplomacy works, comrades
wasnt this sugg already said to not be able to work / cause large desync issues?
:tru:
the invisible allies projectiles one?
dman cuz that is a great idea tbh + just great for preventing lag
in theory it is
but when you think more, the projectiles still need to be calculated
and iirc it was said it would take more effort and cause more desync to make them invisible then to not
ah ok
In general
I'd love something to be done about projectile visibility
It makes post moonlord bad enough as a mage solo but with multiplayer thrown in
Your entire screen can just be filled with ten quadrillion projectile's
viability or visibility?
And you just kinda gotta hope you can dodge whatever the boss is also thrown out
Visibility
Auto
Autocorrect
Dang phone
yeah, i guessed
Anyway, mass projectiles bad
Visual clutter is pain
Anything to reduce it is nice
I found myself purposely using weapons that spawn less projectiles when they're inferior options just so me and my friends could actually see what's on screen
I thought almost if not all projectiles needed to be visible to do their damage/effects
If it's impossible to reduce visual clutter that's sad
Guess it would just mean "don't use projectile heavy weapons especially in multiplayer"
Which is kinda limiting at times
no
but making projectiles invisible can't save projectiles that are already invisible
and that ruins consistency a lot
ie. most dust beam weapons like Titanium Railgun, Night's Ray, Archerfish, Lunar Flare
all dust and gores will still be created despite an invisible projectile
an inactive projectile, on the other hand, does no damage and does not exist at all
which means it will not do damage at all in mp
Yeah was gonna ask if this was even possible/plausible
It’s definitely possible to turn a projectile invisible but I don’t think it can be just for one person
Or not for one person
you could set a global condition that if multiplayer and projectile is friendly + not owned by player = 0 opacity but that doesn't affect much
small nitpick but could say how instead of "much more sense", you could argue how it would be "more more consistant"
If you're really going to get into the logiks, how is a sphere staying up there anyways
You can call down the heaven's wraith with a swing of a sword, I don't think floating stone islands cause too much issue
@gentle chasm power curve flattening is already a thing that is happening in 1.5

fixed it
sorry for not seeing this
its fine since it wasnt a big change anyways, you get your point across either way
it's gotten a positive reaction in the dev place so it might happen one day (no guarantees tho)
what did?
the particle effect for plague
a
I don't have an issue with that aside:
Performance
But idk how much could it affect that
iirc jack's sugg was already suggested before and one of the devs rejected it when it went to voting
i remembered a sugg like that before which was stated to cause issues but maybe its diff now
maybe, yeah idk why it was rejected, I mean it makes sense to add something like that...but I'm guessing it's an issue with coding it in
jack who
That plague particle effect gave me an idea
the sugg about the invisible multiplayer proj
oh, that says jack lmao
i will search
okay, so it seems like the issue with it was that it would probably cause massive desync issues
either that, or it would leave enough exceptions that it wouldn't be worth the effort in the first place
however, i am curious now that fargos was mentioned
i wonder if they have a method that causes not desync
@still relic You mentioned Fargo's. Does it have a similar feature already?
Fargo’s souls does
It's client side and does the opaque slider thing i think
yes it does have limited visibilty
A
assuming this sugg makes it to dev, that would be some context that should be provided alongside it, then
epic
@dusty hamlet clamitys vanitys has a resasperation shrine
i cant spell
yes, but it doesnt allow you to make housing
yeah but
those walls are forever
you could just place a tp pad to a fake rreplica far out with a music box and make housing there
i did one in th sunken seas
i have no screen shots
but it exists
also player made abysal walls can be broke
yeah its fake but its the best you can do unless you want a overtaken vibe
Question: Would suggesting increasing the size and loudness of Supernova's explosion be allowed?
making the supernova sprite bigger is like not possible unless it's like scaled bigger. making the hitbox bigger than the sprite is probably possible.
can also make it louder, just needs to not kill people's ears
A
Making it scaled bigger is easy though
it's easy, it just might look bad
(hey Ben do you know if Vivid still has Supernova's explosions in latest test?)
(if not that's fine, just
thought it'd be good for Supernova's explosion to look more significant if it wasn't reused elsewhere)
hate people hate people hate people

The sprited animated explosion WAS NOT VIVID's it was supernovas' and then it litterally got stolen
cant belieive mfs are associating the supernova explosion more so wiith the ripoff than with the real one
anyways just ask dom to make a new purely code vfx based explosion for supernova

i meant as in an range but alright
Blame supernova for being obscure and bad lol!

I may have an idea
🚎
bring back the dust explosion for vivid
Victory Shard Removal sugg been sitting at 199 for a while now, someone toss my lad a star 
a lot of sugs are in the 190 limbo
nah, everyone pings are suppressed
nope
it kind of just posted in every channel tho
Victory Shard Removal hit 200 pog
crag rework™️ to make it more anything than it currently is is planned
?
I think this is a good suggestion
My only problem with it is just the title, it’s a mouthful/slightly confusing if you don’t know that specific behavior of Polter
I suppose so
ig the start could be like
"Implement a tweak" instead of the "add a form of change to"
or smthn like that
"Make WoF less aggressive the more blocks there are nearby" or something similar, perhaps
o that would work better prolly
would also not rely on people knowing polterghasts mechanic
and just straight up explain it ig
should teleportation also not be usable during boss fights
teleportation potions*
cuz i can get lucky and go across the world
and have a similar effect of stalling
It also doesn't make sense how clouds hold up islands but ok
*later
well how do we know clouds in terraria are the same as clouds irl
they could be2x2 feet fluffy balloons
Astral Seed suggestion has reached 200 stars
well, if there's a reason for it
it would atleast be nice for some consistency
Ah yes logic. My favorite for a game with nuclear waste dump ocean and undead space worms that have been consumed from the inside out.
supernova's size was doubled a long, long time ago and it's comically large and it is usable
What about making it LOUD?
Something something don't be intrusive when the fight itself is kind of already a visual and sonorous shitshow
We need to have a craftable pre-skeletron non consumable summon for him
Playing RevArma makes me hate skeletron
Because i die to something like fall damage or some random enemy and have to wait about 30 minutes
@merry plank fargo mutant has "suspicious skull" that spawns skeletron w/o old man which you can just cheat in
Oh yeah
I forgot XD

hehehe its like that gif of the guy
still, the solution shouldn't have to be to cheat in an item from after you kill him to summon him
could make the clothier voodoo doll craftable with like silk+leather and summon on use when there isn't a clothier
boss summons being limited is kinda lame anyhow
wdym by limited though



