#suggestions-discussion
1 messages · Page 1175 of 1
plague on pbg tier weapon is probably fine (because that is literally the theme) but ya not all weapon should just have holy inferno and elemental mix
yea it makes a bit more sense on plague but then when you look at the fact that the PBG flamethrower just applies that same debuff with no unique factor
like idk, it feels weird
but yea the biggest offender are those endgame weps
ok i dont even know a plague flamethrower exist
yea blight spewer
i guess that prove your point more, that flamethrower and inherently not unique at all
yep, it applies the same debuff as all the other pbg weps with no difference
it might as well be a plague beam laser at that point bc it'd function the exact same: Its identity as a flamethrower means nothing other than the fact that it consumes gel and shoots a continuous stream of piercing projectiles
and is not very good 
There is the sulphuric acid cannon wep which, at its stage of the game (pre-DoG) actually has the venom that can be inflicted on all his segments by it specifically, but it’s an outlier and doesn’t effect the validity of this suggestion
@obtuse ember was that meant to be posted somewhere else or did you accidentally click enter or smthn
Idk
Because uh. There are guidelines for suggestion posting, in the pins
Ah yes i have to write a book
What…?
oh its gone now
(wait was there more to the suggestion than just "Necromancer"? That's all delete-notifs is showing me)
nope thats all it was lol
Ok lol
Yeah

okay well that's definitely not allowed, i know this for sure
I know that
bread sir...... please decease and desist
Nah
*sigh*
Im probably gonna get banned
@obtuse ember no. have a warn
Worth it
alrighty then
uh
did you mean the warn role? because I don't see it on him
discord takes a while to show role updates sometimes, you might need to restart if you really care
but yes leave it to us please :)
yeah no problem, wasn't trying to minimod
oh yeah thats right some times you need to ctrl r
suggested that sex should be added to calamity...


mfw cringe
Isnt this what Nebulous core is getting next patch?
i checked change log before posting that, so at the very least it isnt mentioned
Yeah neb core will be getting this from gs armor
oh ok, then i will just delete it
i only checked change log, didnt know it already inherit the effect
It will be in 1.5
Along with GS armor changes
But Fab mentioned the neb core changes in a text channel iirc
Not changelogs
god
so many people want it
there's a mod for that anyway
Better multiplayer
that gif will never not be funny to me
theres even shorter respawn timer
just when your summoning a boss. set the time to be really high and boom
Can we just add that to the donts doc and put it next to the “Just install Evil Begone mod” “just install Calamity’s vanities” sections
Is it a good idea to suggest to add the eidolon wyrm to the boss resprite plans doc because that’s turning into a boss next update, or does that classify as a suggestion regarding future content?
Future content
Ok
It is byeah iban probably won't until 1.5 or whatevs
**word** word
thanks

@coral musk Probably should clarify you mean the lore items
yeah
Nice
actually lore items are getting replaced though. beastiary
That's later
byeah still good to touch on it
in like years
but ye
@small timber I'm having trouble understanding the reasoning here
s'not the direction I thought the suggestion was going to take
Adrenaline is a no-hit mechanic, meaning you would have not taken damage for a noticeable amount of time in order to get it
Therefore you would not have taken recent damage upon activation, which would make healing have not much purpose
especially considering that duration of not getting hit will have also had your Potion Sickness ticking down
based on my own experience, unless you are very experience with the game, you do not necessary obtain adrenaline at full life
frequently for myself i get adrenaline when on half/low life so the healing component makes a lot of sense for me
and from my own testing, even with full regen gear (exclude Regenator and Camper which are special case of regen), you tend to only be able to regen 100 to 200 maximum during the 30 second to gain adrenaline
so without additional healing (such as potion or HotE) adrenaline can reasonably be activated when low of life, especially for average players
while for full life adrenaline will serve its current function as it is: to boost damage significantly without any downside for the change
m
Alright, that's good to hear that you did real testing
ya, I wanted to make sure that the healing will not make it overcapped/redundant considering it is a no-hit mechanic
especially considering many bosses apply dots (some are relatively long) which nullify regen but do not affect adrenaline, players can regen even lower than 100 sometimes
tq
It granting a heal might mess with Iron Heart users, although the heal could just be disabled during Iron Heart
there is even argument that lifesteal should not work on ironheart, so it will make sense
what 

@nimble prawn Come on, man
I'm going to assume you made an intentionally bad sugg as a meme, considering your history
Yes, precisely
permabanned from terraria discord and tmod
Not something to brag about
there are social medias i have to use on a vpn

verbally warned like 10 times here
(You can count this as another one, don't make meme suggs)
You've been told that already
5 times actually
can you just stop
Okay you can stop now yeah
please 
fine
Okay anyway
Disagree with this suggestion personally, as I'm fine with adrenaline being a somewhat niche mechanic and the change in function doesn't particularly sit right with me, but it's valid.
Idk how I’d feel if I played flawlessly and got rewarded by being healed. I much prefer the hype of dumping a full adrenaline and rocking the boss
I like the clutch moment of doing that much more damage even when I’m at like 100 hp, so I’m not too fond of it only giving the damage boost at full hp (the damage boost of adrenaline is worth going for anyways for any player)
Neat concept though
I think he's still saying you'll get a damage boost during Adren
but it'd be weaker when not at full HP
Ohh
as a trade-off for the defense and health
Ok that makes the suggestion a bit better then
Although I have always wondered why adrenaline doesnt give a speed boost on activation
Though as long as it gives some sort of damage boost, I’d be down for it acting as a second wind reward for popping off
ya you will still receive damage boost (based on my suggestion), and at full power like current version when full hp so that flawless player do not feel penalized for playing perfectly
That’s an alright suggestion, I can fuck with that
What about people intentionally getting hit with full adrenaline to get that halved damage bonus?
not that bad of a problem, but it gets more apparent with people that use stress pills~~/Drae's Heart~~
my suggestion did not specified that but probably no effect at all, don't see why the suggestion will affect the passive DR it give on full adrenaline (except maybe the amount of it)
and even then they can just increase passive DR so that it match the current version
it's not passive DR, it's an outright 1/2 cut of damage that doesn't affect the DR system
||or at least that's what the wiki says, I've tried it myself and it seems to do the thing consistently||
ya for that I think no change at all, my suggestion don't contradict that mechanic
ah I see
I think the mechanic you referring to is what I referred as "passive DR"
the "DR" I referred to in my suggestion is this DR you mention, I did not specified it because this DR mechanic is currently exist
I pick careful wording of "its current DR apply to active duration", not "give DR to active duration"
yeah I was mentioning something else
wait now I'm confused
I thought your sugg meant the 50-65% DR you get when it's activated?
let's just use a different word to avoid confusion, let's use "damage mitigation" for the full adrenliane, half damage taken mechanic
the suggestion is for the "damage mitigation" to apply during the active duration (but maybe not as strong as 50-65%)
while for the "passive damage mitigation" which proc when you get hit on full adrenaline it can keep its value as it is, my suggestion don't contradict that
otherwise if Adrenaline simply give Dr it will very quickly faced diminishing return due to Calamity's DR soft cap
I think I will adjust my suggestion slightly to avoid confusion, because DM is significantly different from DR
@uncut minnow wrong channel
also lore items are not getting removed, just their effect i think
I’d say the defensive boost being also when adren active is alright, but i disagree with the dmg being lower when not at full hp, you dodged the amount needed to get the big dmg you should get the big dmg
Also cadence + rums and the candle also give strong regen
Photosynthesis during day also is strong
Ampoule is also very strong
my favorite. if you dont dodge big damage. you do less damage with your big damage. my favorite caveman explanation. and yes this is true.
also why wouldnt you be at full hp with adren unless you have like
0 regen
-1 regen from alcohols
And IH abuse
But IH sucks lol
People just only side it with arma to either meme or abuse certain items
since you guys are probably much more experienced than me, I will just stat the idea of the suggestion directly instead of what is quoted, the main point is to help "average players" as the full dps version of adrenaline cannot be fully utilized by them (unless the boss is already low on health), while for very good player it is a massive dps boost on 30 sec cd.
My initial idea come from the fact that there is always noticable dip in dps after adrenaline (due to reactive DR), which can result in the long-term dps not as high as it seems. Thus, the proposal is to basically not make the adrenaline damage boost as high (but still relatively high) while providing alternative benefits
Now thats sounds more intriguing
and the idea that i come out with is basically a "second wind" effect, if you are very low on life it help you recover while if you are high on life you probably is doing fine
Yea seems good
(which is why the regen scale with hp), and especially considering not all player are aware of all regen effect in the game, their regen tend to not be high, usually around 9
Thats why i always use rum
in my testing I use POST-DOG accessories, cadence, yharim stim and food, campfire, all life regen boost gear (except regenator and camper) against Prov and I only get around 9 hp regen (and lower because rev), about 150 hp regen over 30 sec which is not high but not low, hence the adrenaline recovery is based on current hp
for drunken princess is debatable, it is famous but not necessarily all players are aware of it, hence i did not include fabsol alcohols and candle
also excluded community as it is a relatively rare accessory that not all players will aim for, same for photosynthesis as it can have a relatively hard to get recipe (unless you zerg it and specifically farm for it)
The candle and rums are very strong
ya indeed
i mean nebula is a different beast
wait a sec trying to remember
I tried to be as "basic" as possible to simulate what an average player will equip, instead of super defensive or offensive focus
Sponge, bloodflare core, evolution, etc
The most average is 2 movement, 2 defense 2 dmg and a filler
If we talk #calamity-mod-talk average its glass cannon but wrong
tracers, sponge, affliction, core of bloodgod, 1 class accessory (gaunlet/quiver...), asgardian aegis, rampart
Why asgardian
that's fine
Elysian has more regen
But other than that its fine
"normal player" will upgrade it, at least what I assume
yes, elysian has more regen just for 1 single point that probably doesn't matter imo
Tru
Yeah
yes always focus on the average player. good thought
instead of personal experience (which you shouldn't do.) focus on the community
try to make it so that someone wont go "ugh i hate this ima go to their discord and suggest a change about it"
i think the main difference maker will be photosynthesis, i underestimated how much the standing still life regen it give, only accounted for moving
tested juts now
I'm sure it will not impact mode size that much

this will litterally double the amount of sprites
ok but we have like a truckload of sprites
thats true yes

Like for the exo mechs we have
the exo twins who both have gigantic sheets like that
ares with his gigantic sheet as well
- gigantic sheets for his 4 arms
- double that for their glowmasks
thats 14 roughly 2k^2 size sheets
for one bossfight
awesome
I get it 
also i mean this doesnt really sound like something wed do in the main mod lol
like
wy
it just sounds like you're looking for someone that can make an addon for the filter pack thing
image filtering like this tends to be inaccurate and, dare I say, ugly
I mean yea i agree i find the filter pack to look kinda ugly but thats besides the point
I've been using it for vanilla for like 2 years and all I can say is it looks really beautiful. but thats just my personal opinion
thats why I said its a personal suggestion
was just giving it a shot

ya but this is a personal suggestion for a big mod so ye
id try to find someone that can make a calamity addon for this
First suggestion after lurking around and playing through the mod a bunch to get a feel for things...
Posted!
although it is a small change (and personally do not find problem with it), it can be rough as there is specific rule against a suggestion only for reference
seems just like a "reference for the sake of a reference"
i think you can add additional reasoning like "avoid spoilers", at the very least some sort of strong reason
second one i think its just because sulphuric rolls of the tongue better then sulfuric
even though its misspelt
Hmm. Maybe? F is sharper than Ph so it makes sense.
and the scp part should probably be deleted, just so others will not use it as a reason to redact your suggestion
and yeah terraria saying exactly what it does is normal
it says that every time
because players will think y'know somethng strange is going on with their game otherwise
(secret seeds are ignored.)
true
Yeah, that's one of my points.
"Generating structures"
"Placing rocks in the dirt"
"Generating P L A N T S"
"Settling liquids"
All of those are part of worlgen. And then there's, uh,
"Sulphuric Sea"
with zero context
probably "Abyss" too or i misremembered
^^
well i think you could suggest something like "infecting the beach" (since sulphur sea is something like a radiation infection almost)
(with how much radiated things there are)
a b y s s
yeah instead of making "references" just make it something simple
like "creating sulphur sea" or "installing the abyss"
simple stuff like that
oh god
perfect
well giving ideas for the worldgen name is alright here
Radiating an ocean seems better though (since sulphur sea is like a radiated sea)
yes
one not so often use hardmode armor thats about it
literally the only thing is like enchanted pearl and thats still pre hardmode
yeah four items
are you saying to make victide have more "Sea themed" uses?
in hardmode yes
sure i dont see why not
i think victide is mostly intended for pre-hardmode, but you can try that, since there is also suggestion for sunken sea mats to be more useful in hardmode
whether through new items or adding it to other existing recipes
and also like.. most of the ore bars are also useful in hardmode
simply because you'll end up with a stack of it with no use
other then wulfrum
could always double as a ''sunken sea mats'' suggestion right
just with a mention of bars specifically
so not really a money working thing
im not gonna argue with more uses for pre hardmode items
i guess sea themed items?
are there any hardmode sea items that could have victide included in the recipe?
uh let me check
(possibly) hardmode sunken sea, and maybe leavithan if they give some mats (which they dont)
or depth cells and lumenyl items can work too
what could be done is use victide for maybe some way to easy summon anahita and levi rather then waiting on siren. but thats just my opinion tbf
yeah any like "sea themed" items
its a question of ''should they''
but hey cant hurt to suggest right
in items like that it makes sense considering it already has victide materials in it lol
it can work, if some of their sea theme component are replaced with victide (like Mariana) it can make it easier to get, since chances are you spent your corals,starfish etc on making victide
true
yeah if they have majority of the ingredients then sure
@fair magnet wrong channel
but biome blade (which just uses coral) is aight
(i just realized coral has the most "recipes")
(while seashells have the least)
biome blade might be an exception (it deliberately used simple mats) but ya other coral recipe can work
yeah biome blade is an exception
or what if we have the option to like
use the ingredients of victide in more recipes
since in total seashells and starfish have 5 recipes.
3 if you minus victide bar.
I mean sure but thats basically the opposite to my suggestion
🤷♂️
Oops :)
what if there was a hardmode arrow/bullet that used victide in its recipe, that inflicts crush depth and moves faster in water
🤔
post-calamisus
(or just prehardmode ones that do the same just without crush depth)
can get like 150 with one lumenyl and 1-2 depth cells
is there any arrow in the game already that moves faster than the others in water?
i think not
i think acceleration rounds kind of count as victide, due to use of victory shard
kind of
🤔
and superball
but pre-hardmode calamity arrows is definitely lacking
in fact apparently there is none
🤨
oh dang
sus
what if
victide arrows move faster underwater
and victide bullets inflict crush depth underwater
🤔
victide arrow need to do more than just faster underwater since jester ignore water physics
victide with crush depth seems fine since the debuff is weaker in pre-hardmode
well I'd suggest faster AND crush depth but then what would the bullets have
are bullets slowed underwater too?
most pre-hardmode arrows are
bullets
bullets no
only slightly, but will not be selling point for a bullet that work better in underwater
why doe
can't it remain an early game material used for early game stuff
🤨
it's just like wulfrum
no offence to john wulfrum but victide is cooler
also its a bar and the other bars kind of keep use beyond early game right
aerialite is hardly relevant
even life alloy bars are just mainly used for the purpose of life alloy
wulfrum is especially justifiable though
it would be pretty frustrating if you don't have wulfrum and you reach a point where wulfrum stuff stop existing in mass
this man has a point though
mariana literally already uses victide materials 
ya sadly, it is very specific case, hard to justify to the crowd
it can see niche justification, just not necessary considered needed for most people
yeah it literally isnt needed at all lol
Can we get a mod
no
wew, over an hour
@next goblet You need to provide more reasoning in your suggestion for why we should do this
Right now it looks like its entirely because you'd like to use it?
I think this texture pack exists as counterpart to Faithful for Minecraft
making things more smooth/high-res without affecting game's artstyle at large
i think the idea sounds great but can generally be hard to execute, a ammo that interact with walls is probably nightmare to code (if you mean background walls) while ammo that bounce off/interact with water/custom water physics might not necessarily be useful
basically although they can be interesting, it is hard to make them useful
for ammunition that works like lasers as of currently it is weapon bound, and there is not really a point to turn all weapons into laser as of currently
i did mention its a personal suggestion, so yes. BUT im sure there's others who prefer it filtered as well
. o O (
)
I guess you can explain what a filtered sprite is and why you think that people would like to use it
Like, why is it appealing, to you?
everything abt is mentioned in this resource pack: https://forums.terraria.org/index.php?threads/hq2x-and-other-image-filter-packs.51557/
now that texture pack support has been finialized, i wanted bring back one of my favorite texture packs from 1.2.
using the programs provided on the thread from TO, i was able to make a version compatible with 1.4.
all credit goes to @NanoPi for making the original pack and scripts. if you would...
basically upscaled then downscaled in a way that hides the pixelation
this pack has been around since 2016 but its quite infamous
revert the crystyl crusher to just being a really fast and really powerful pickaxe
Okay but explain it in your sugg Omie so people don't have to follow a link in order to understand
Viewer retention and all that
And, kinda
I understand why they're asking for that
Current Crystyl standard mining on right-click is much slower than it was before the laser rework
oh sry, I thought he meant insta destruction beam
because of how Terraria handles right-clicks
well I'll just show what the filter looks like, with the picture attached in the forum thread
very noticable smoothing around the edges, while keeping sprite resolution the same
The problem is that, in order to give it the old mining speed, the beam needs to be removed
Yeah that'd probably be fine
RIP builders
i also dont like the giant laser
Crystyl's still supposed to be the ultimate pickaxe
#suggestions-discussion message someone is definitely crying right now 
the laser should be removed
Why do you not like it

i dont want a pickaxe that destroys everything, i could just use explosives for that
well after having a discussion with XT-00 earlier, I am convinced that my suggestion is really hard to implement, and its better to find someone (or learn myself how) to make it as a separate plugin for calamity instead
🤔
But it's different from explosives and potentially more effective
well, the laser is also not the most precise
You know the right-click mining does work like a normal pickaxe right?
s'got problems as I mentioned before but its functionality as a pick is totally fine
a better suggestion will probably to add a new powerful pickaxe that is purely mining speed based, rather than changing crystyl crusher
Indeed..
honestly
also
I found crystyl laser rather weird
it sometimes does not mine things in front of me
or it doesn't let me fly through the stone
I know it had problems with block collision in the past but they may have been fixed?
If not in public release then probably 1.5
maybe because I used fargo's hyper mode
oh pfff
it also breaks calamity's drills Ig

they mine superfast and release 60 luxor gift projectiles per second
as we all know, there are a lot of mods. some of those mods have weapons that have special interactions with immunity frames. calamity also has weapons that have special interactions with immunity frames, but way more complex.
the most fun bug was 3 calamitas at once
Shadowspec digging claws
Go on?
for example: some weapons give enemies less immunity frames, allowing them to hit enemies more often, some ignore them entirely, and some can only hit an NPC every x amount of frames
so what are you getting at
did I miss something bc I scrolled up and im still confused
He's getting to his point I assume
I think 1st and 3rd as the same, just in different directions
just my personal opinion, but I think it is difficult to make ammo interesting as it need to be usable on all weapons
while weapons do not have the limitation since it is only limited to itself
i Personally think that this should be simplified, i dont know how to explain how, and honestly i feel drained
just lightly explain your concern, we can help interpret it
Yeah that's where I thought this was goin
We do have a lot of different systems to work with i-frames
The player isn't really meant to memorize them all
just
i will just guess from your initial sentence what you want to say, a weapon/accessory that add or reduce enemy iframe?
no not even that
a more simplified formula for i-frame?
yes
this
we talkin' i-frames huh?
Rework the existing systems to all use the same method instead of 3 different methods
and make that same method have less variable possibilities
ig
(lemme read up chat rq and see if I can make any worthwhile contribution to this conversation
)
The problem is they probably have these systems for a reason
and they do not make sense
i think the i-frame will generally not be a problem whatsoever, weapons are balanced around the i-frame they produce independently, the only potential problem is with minions
^
if you try to impose a standard norm you'll have to start rebalancing
and then there's minions
isn't this weapon post-DoG?
dog is post moonlord
with their notorious I-frame issues... they pretty much require having these unique I-frame systems to be decent
I think having iframes simplified is a good idea
even vanilla does this 
Anything that gives the mod less clutter and more clarity makes it feel like more of an authentic product (similar to my DoT suggestion)
yeah, but sorta confusing
Idk why i say product when its free but you know what i mean
maybe it should be separate entries for true oathblade and devil's devastation
myeah, not a bad idea
A bit inefficient code-wise but, w/e
speaking of immunity frames, i think that adding an item (to apoth and friends since its not been updated in a year) that removes all i-frames, both from the player and enemies would be cool
like yharim swords are separate
have one that remove from player, one that remove enemy i-frame can be obtained from other mod (probably gonna murder most enemy too)
there is a mod for that
i dont think it works right with calamity
ew
also, I just noticed again
why yharim's sword is only post-Provi?
is this a replica?
then why it's true?
2034*
2069*
2077
na thatll be in 2500
you won an auction!
byeah ironically the "True" Tyrants Ultisword is also not True
then call it something else
when Yharim gets added make it so that one of his drops is like
"broken tyrants blade"
drops
I don't think Yharim will die in traditional sense
what
ok
just because you don't die doesn't mean you don't also drop things when defeated
if we dont get yharim gore sprites i will destroy the fabric of time
he will probably explode then revive just to piss off terrarian
i mean it will make some sense, considering silva has death prevention and yharim is basically auric-tesla man
anyway
Yes
oversight probably
I find titan to be a really annoying effect most of the time so I'm okay with it
it must be really stupid one
cus minion knockback is 100%
No it's explicitly minion KB in the source
while titan is 50% to everything
The thing is
I don't know if there's a way to boost knockback and have it stack with Titan?
All examples of knockback boosting I'm seeing in the Calamity source are boosted minion knockback (by a number) or enabling the Titan Potion effect (setting it to true)
Oh, that's just that effect specifically
Those are also instances of seeing the calming potion's buff effect to true
That was deliberately done
so it's not like something unusual for calamity to override vanilla potions
Titan Scale exists, just wanna mention
(in fact the wiki doesn't state that Titan Scale gives the same boost as Titan and therefore doesn't stack, lemme add that)
@earnest raptor it'd be cool to have more unique ammo options besides "here's the ammo type you use for this tier, it does this thing which usually just means extra damage"
and environment interaction is a neat route to go
like adding ammo that triggers wire when it passes it
or ammo that can go through blocks but has some sort of big drawback
that's called cyan pressure plate
ammo that deals less or no damage, but inflicts debuffs
so frostspark bullets...?
woops lmao
I more just thought of it triggering the wire of a specific color
So you’d have 4 colors of wire bullets or something
And when that bullet passes that color wire, it activates it
Off the wall sugg but it’s fun to think about
As to go off of the debuff idea, have a bullet/arrow type where you have to land x amount of it on a target to inflict a certain debuff
but for utility ammo to be usable there needs to be a way to either swap ammo quickly or assign ammo to weapons
we have both of these already with frostspark inflicting debuffs and superball bouncing off walls???
mortar rounds, but make them not destroy everything
When did I suggest wall bouncing?
i dunno someone mentioned it
Fair
but it feels like the suggestions was made without actually like
looking at the ammo types we already have
I guess but I see what they’re going at
And yea just bc we have one bullet type that applies one debuff (that doesn’t stack) doesn’t mean we can’t have more options
hitscan ammo
Frostspark bullets fall under “here’s the bullets you use for this tier, here is their gimmick”
high velocity bullets
Nobody is swapping between frostspark to apply the debuff
Also yea hitscan is just high velocity
Another debuffing bullet that’s actually vanilla is nano bullets
now confusion is great so maybe they could be used but I think what we would need is a way to quickly swap ammo
Dont worry about adding new ammo types
If you want to encourage diverse ammo usage then make switching between ammo types clean and easy
Bc as cognitive said we already have some diverse stuff
i remember there being some accessory in another mod i played like. once. where you had a hotkey that let you swap between your ammo types
which would probably be the smoothest way to do such a thing, but i can't imagine it'd be the easiest thing to do
ammo swapper mod
this is something that suggesters should consider always
I've seen waaaaay too many suggestions pushed in that are already fixed by other BIG QoL mods and don't really have any place in calamity
Makes sense
Not planning on delivering a sugg like that anyways bc the diverse ammo was the other dude’s idea and he already posted it
I’ll stick to my DoT ultimatum
Yea my sugg aims to fix that and remove the clutter of just slapping DoTs on everything
My idea: maybe hit a hotkey and it pops up with a list of all ammo in your inventory and then you click which one you wanna switch to
And maybe make it so that you have to have a certain item on your inventory for it to work
too slow
hotkey should be a one-tap to allow for quick switching during fights
if you have to stop firing it's hardly better than vanilla
and again, ammo swapper already exists
Ok fair
TRAE doesn't rework DoT
it buffs most HM DoT but nothing's reworked
Laser bullets:
Luminite and soon GS slugs (if they are similar to what they are rn (via cheating em in))
Bouncing bullets:
rubber mortar rounds (this ones also delete blocks, as well as their non rubber cousin), superball bullets
Rockets I and III do not break blocks
Only vanquisher arrows, napalm and (technically by splitting) and elysian arrows spawn stuff, terra also split
Idk what you want with your sugg and you should address these ammos on that sugg
@earnest raptor
Sand Tortoises are not really recolors but the sprites are indeed very similar
@fair magnet You could use a bit more reason to your suggestion, especially with regards to that bit about giving it a new drop
You should explain why it needs to have these changes
(also, "For drops, they could drop either the same drops as normal tortoises...". They do. Giant Tortoises and Sand Tortoises both only drop Turtle Shells)
idea
for the problem of 'iframes are too complex', have a setting that allows you to turn off weapons excessively complex i-frame interactions, (meaning that they behave like normal weapons with adjusted stats to match)
wouldnt that be complete ass to balance
also why
if it would literally have the same effect
That also means the team will have twice as much stuff to balance
what does it even mean by excessively complex iframes
yes.
does that mean like, iframes that may actively fuck with others iframe or not like evigil
@bold cypress theres a reason why they need to use "complex iframe interactions"
because that seems simple: just remove the actively terrible iframes
Yes but not the giant tortoise shells or fabled tortoise shell, that’s what I meant
Also the reason it annoys me is because it doesn’t fit in with the rest of the enemies with its chunky pixel texture
Fossilized/Ancient tortoise shell could give less defense, but give more fall speed and faster dodge
Stats explanation: Since the shell would be fossilized, it would be brittle so less defense, faster dodge and fall speed because of the tortoise launch
You could merge it with frog leg and other early pml materials for a good movement accessory
Ok
You should leave that open for the devs to decide, and just provide the idea that it get a unique item
Fabled Tortoise shell won't exist anymore (as fabled tortoise shell, it's being moved to be brimmy's challenge drop in 1.5)
And, true, its sprite is horrifically upscaled in-game
It could use a larger base sprite

'ery nice
I also did the suggestion about red devils dropping demonic bone ash
(very important)
You mean you outright did it or were you the one to advocate it in devmocracy?
Epico
since it is not in the change log but might be in other channel, is it ever mentioned that Fabsol's Vodka will get flavour text to indicate the possibility of it being an item required to spawn an npc?
I don't think so
the tooltip in the test version is "Boosts all damage stats by 8% but lowers defense by 10%, Increases immune time after being struck" which I'm pretty sure is the public tooltip
although there is a single instance of my suggestion in the past, I think it probably is still valid
since that suggestion focus on the name change rather than the tooltip
@small timber damage increase is wrath potion, not rage
little things like that tend to bother me and make me not vote for the sugg
tq
That’s such a petty reason to not vote for a suggestion, considering it’s not really relevant to the sugg
should i mention that my suggestion is about a developer ite,
i think mrrp is still here is he not?
if mrrp is here then you'll have to ask them
although i dont see the problem with adding that tbf
eh ig wait till rover does his analyzation
permission to buff or nerf is not required, and I think this can be considered as a buff
or just a patch.
yea
less of a buff more of just an inconsistency fix yeah
i think this should be fine
I'm down for it tbh
I mean, it can only be good
And it'll certainly help in, like, IH runs maybe?
true
yeah it seems were all fine with just the patch
Is this a good suggestion?:
Change the way the sentinels of the devourer act after defeating them
Simply put, the first time a sentinel is defeated, they should drop their loot and fly off the screen. That way, it explains why the sentinels you fought have been weakened for the DoG fight. Only after the sentinel portion of the DoG fight does the status message '[Sentinel] has been defeated' appear
Seems good enough- yeah
Pairing this with the "Sentinels Patrolling Their Biome" sugg (which is currently 🛠️), the sentinel encounter would look really thematic
this is just my opinion but you can add that it also solve the plothole that the sentinels seemingly revive themselves during the DoG fight, since the devs are strongly against the idea of DoG seemingly dying and resurrect during phase 1 and 2 transition so it fit their design
Unless the sentinels have that one anime moment where they gain the mental resolve to make a last stand, theres no reason for them to be alive
Pretty sure fab said he isn't doing that
uh, there doesn't seem to be an actual confirmation here
i think it can be interpreted as "time is limited, he would rather work on content update than purely aesthetic stuff like this that people might not care for now"
- the sugg states that you can't harm the sentinels and neither can they, until you use the RoK
contrary to
Accidentally attacking them, for one in multiplayer it would be a nuisance
I remember @vocal grotto initially saying he'd code that in so idk maybe ask them
Maybe it's simply coming for a later release
eh yeah I don't think this needs his permission. It's not a change to the item's design, more just filling in an inconsistency
The intent is for it to more of a visual event of sorts to spice up the world rather than an actual trigger for the fight unless you explicitly initiate it with the summoning item
Though it won't be implemented in this update
👍
@sturdy delta try giving some reasoning??
oh boy a suggestion with literally no reasoning 
ah yes
Explain WHY
very thorough
Or just remove the sugg
yet aquatic scourge exists and voodoo dolls accidentally dropping in lava is still a thing?
impressively inconsistent design philosophy
yeah exactly
WElComEtOTeRRarriA 
ok but in all seriousness
terraria's the literal champion of inconsistent design philosophies
yeah
it's kind of charming to an extent
or rather
it gives terraria its charm
in that it never sticks to one theme but instead surprises you with the weirdest, wackiest and most wonderfully varied content
yep
although the delivery varies in quality
it's been enough to steal the hearts of so many people
calamity uses terrarias inconsistencies and evolves them into being consistent
ehh not quite
but it defo's fixes the design flaws
or well, a number of them at least
then again what's a flaw?
that's really a subjective thing
but I like what calams does to vanilla
I like that sentinel idea, it makes more sense than defeating them twice
Yeah.
I can't suggest it because future content lol, but I think it would be interesting to have SW attack wyverns when they're nearby.
bro that sounds neat
imagine that occurs while it's patrolling or whatever
so it only cares about you because you're irritating 
Yeah.
I don’t know if this is like… big enough to be a suggestion. But. It would be cool if polterghast’s map icon turned wherever he looked, similar to plantera. Especially since they move similarly
Plantera's map icon rotates?
Yeah
Okay cool
skeletron and prime do as well
Yes I knew about those
Oh yeah, when they spin
A fine suggestion.
this change is more of a parity thing more than anything else
i feel like something like consistency would fit better here
parity is a fine word to use for this
Eh, I changed it to have both because why not
That works
i don't use minimap but will be good that polter icon rotate
0p screenshot funne
actually i just remembered, this should also affect all polterghast forms (for mattiks sugg). so may wanna add that because people may think just polterghasts phase 1 (wheres hes referred to polterghast. not the rest)
I mean.
When I refer to beating polterghast I refer to defeating the entirety of the boss. Same logic applies here.
i mean i consider all forms of it as "polterghast", but i guess i could add in the clone though? but i mean it's also polterghast...
Even the wiki just refers to the boss as polterghast.
i dont think adding mud and fallen star will make much sense for biome blade (if you want to make it harder to get)
the hardest material is hellstone which is (supposedly) post evil bosses, at that point they should be well supplied on mud and fallen stars or most other materials
rather it would make the biome blade crafting materials more consistent with the biome blade effect itself, since it do have biome effect on jungle and sulphur sea
so some kind of jungle material (like spores) + sulphur/abyss pre-hardmode materials will make more sense, although not necessary make biome blade "harder to get"
spawning more ores (or respawning ores) in general can be slightly problematic considering their spawn mechanic is basically replacing blocks, so the ores may take others' place to spawn very quickly, though the idea of the suggestion itself is fine
However I think one thing you can address is the fact that ore slimes spawn after defeating their respectively bosses to serve as alternative source to get the ores, so you can also suggest that make these ore slimes spawn more frequently in their respective biome
oh yeah i forgot about the ore slimes thanks for the feedback, i will update my suggestion
I don't think this is a good idea
Post dog is already bloated with options next update
This wouldn't help
new materials are dropping post dog so buffing frost and pumpkin moon weapons do not make much sense
and the fact that if this were to be added it would be probably akin to the scaling feature some weps already have and that would mean beating dog instantly gifts you with post buffed-moon weapons
I disagree with Pumpkin moon and Frost moon weapons being buffed it really just doesnt make much sense as there are plenty more weapons you can get
Plus, some frost and pumpkin moon weaps can get crafted into more powerful weaps with their respective energy/fuel
E.g. upgrade to raven staff
yeah exactly
they already have another purpose later on in the mod so there isnt a need to give them more damage
Also I’m pretty sure making items scale stats with progression is a “don’t” for suggestions. My memory may have failed me tho
pretty sure it is
ye you can't suggest to make weapons scale
I wonder what #suggestions-posting looks like to people with betterdiscord plugins
wdym
there are some plugins that basically allow you to see deleted messages
or at least from what I heard
it's probably gonna be a message line as deep as the abyss 
likely a bunch of exclammed suggs or scams y'know.
(or earlier, see the Impaler as the upgrade for the Stake Launcher)
@ashen iron theres a mod that does this exactly iirc?
regardless, you need to give proper reasoning to your suggestions
ah my bad
what is that mod called?
hell if i remember, i just vaguely remember a mod stating it can do such
perfect i will look into it then thanks!
i think it's just called where's my items
most suggestions are just skill issue, change my mind
Skill issue isn't funny anymore, change my mind
add water molecules to the game 🙏
they are already in the game
you can't see it with the naked eye for reasons that you saw in primary school
wrong channel broski
(well he didnt format it like an actual sugg so)
(i know i just did that but shut it)
( #suggestions-posting would be the wrong channel aswell)
hmmmmmmm
((unless they format the sugg correctly ofc))
(((what is a sugg)))
sugg(estion)
O(k))
for the chest searching thing there’s already a bunch of mods that do that
or just use magic storage
@ashen warren adding scaling weapons is a dont, and besides plenty of the moon stuff has a post-ML upgrade
Such as: Raven staff -> Corvid harbinger
Horseman’s blade -> Last Mourning
Razorpine -> Mistlestorm
(some upgrade before hand like Stake Launcher)
(Aint it only stake launcher and snowman cannon?)
(prolly)

some weapons dont upgrade at all tho iirc, like the Jack-O'-Launcher and the Candy Corn Rifle or whatever
and some upgrade after DoG, like the Chain Gun i think which becomes post-yharon next update i believe
Helstorm
mmm
impaler, byeah
Oh wait helstorm is the gun
ye
actually i found impaler very respectable
Impaler is great yeah
Yea its great
byeah Helstorm is the Scoria gun
sea's searing still outperformed it lol
legendary weapon moment
more of a searing specifically moment in my experience
seriously did it get nerfed in 1.5
Probably
@ashen iron think theres already a mod with yer suggestion in it
Chippy has done letsplays while using such a mod
I think it's called wheres my items
Also magic storage
@ashen iron 1. formatting 2. where's my items is a mod that exists
isnt the frost and pumpkin moon one supposed to get an exclamation mark? since it is asking for weapon that scale with progression (somewhat)
Not necessarily, that Don't is more for stuff like the Community or the old mechanic of Legendary Weapons
Where it gets buffed throughout the entire game
But uh yeah I do heavily disagree with the sugg anyway cuz the materials you get from the buffed events make tons of new weapons
and all of the pumpkin/frost moon weapons have upgrades anyway
(I'll delete it)
plus some weapons are upgraded via the new materials
such as raven into corvid harbinger
Alternatively, the Picksaw tooltip can be edited
"Capable of mining Lihzahrd Bricks and the Abyss's Scoria Ore"
^
ya it make sense too, didnt considered it because of my own oversight for astral pickaxe and laser drill
i think i will edit the entire suggestion, the picksaw tootlip make much more sense
👍
I wonder if Astral Pickaxe could use a tooltip too, now that you mention it
It is definitely after Scoria and Lihzahrd Brick in progression, though
Astral pick doesnt mine anything new
And it can't mine the next toughest block, Uelibloom
yeah
So, probably doesn't need one ig
Hmm maybe make it mine exodium and luminite perhaps, but not Uelibloom ofc
That would require lowering the pick power needed for exodium (by 5%)
In vanilla, Luminite Ore can be mined with any pickaxe
though I don't think tooltip for exodium cluster is as needed due to exodium being craftable (and the crafting material is post-Moon Lord hinting post-Moon Lord pickaxe requirement)
(I assumed you added one due to the planetoid change)
Calamity may or may not change that, I cannot remember
Lookin in the upcoming source, doesn't seem like it, no
We will make it detected by Spelunker, though
I think just picksaw is fine for Scoria
Also your sugg looks good xpcqe 👍
Since it's the pickaxe that's regarded the most integral to progression
People will almost always go for Picksaw before Astral Pick in their runs
ya, it is a guaranteed golem drop, while laser drill and astral pickaxe are kind of meh
byeah
The amount of people who don't see the Picksaw tooltip but do see the Astral Pick tooltip (perhaps by progression skipping), and do not already know what Scoria Ore is, would be very low
i seriously don't think there is more than 10% of players ever crafted astral pickaxe
I like making it, helps clear stuff fast
(lemme write that down, I don't think any of my personal suggestions have addressed it)
But it has no purpose other than being fast atm
although surprisingly picksaw is required for mining astral ore, though a suggestion is probably not necessary since on progression deus is post golem
Post-Cultist even
And theres the hampick in bewteen astral and picksaw
No one ever uses scoria to make that
although just my opinion i think astrum deus is in a somewhat awkward spot of progression, it is post-cultist (meaning pillar spawned) which is a time most people do not expect to fight a boss
although calamity allowed it to be fight as soon as hardmode available, hmm
Deus kinda fits due to celestial stuff being around and it being a deity but other than that ye pretty much
but i think astrum deus is somehow stronger than moon lord himself, stat wise
but post-moon lord gear destroy him
(It won't affect immediately post-ML weps that much)
some methods also murder your pc, fucking rogue
And destroyer
Well it will at least affect them
On vanilla yes
Dmode hell no
Anyways back to pickaxe topic
Exodium’s power req. reduced by 5% so that astral pick can mine it?
There's not much reason to do that, but we could
i think good, not all player craft luminite pickaxe because it is (kind of) a waste of luminite bar
You need to craft the Luminite picks anyway for Uelibloom
oh ya, uelibloom
Doesn't luminite pickaxe mine faster than ever?
Is astral slower or I am just affected by minor case of excessive tomfoolery?
Astral is faster
wait
Is Eldritch Soul Artifact literally the only Exodium craft that's immediately post-ML?
One of the 2

and its a waste of materials unless hybrid rogue summoner
upgrade RoD no?
Oh yea NR
Well, there is also Normality Relocator but it's banned in no hits so it shouldn't count
Banned in nohits my ass
Yeah a sign of it being irrelevant
Its like having a lore item on
i think 99% of playerbase who are not playing no-hit are using NR, consistently
(No I literally just glazed over it in the crafting list, I didn't forget about NR, I forgot what its exact recipe was)
considering well, it is amzing
Too amazing, maybe?
Even most nohitters use NR, those stats are juicy
Wait, Relocator is donator item
Yep
That's why it doesn't count.
Can you stop
i think if you want to go the "exodium cluster is mineable without luminite pickaxe" route you should drop it all the way to 210%, by which picksaw can mnie it
it only spawn post-Moon Lord anyway, and astral pickaxe is not a frequently use pickaxe
Problem would be trying to argue why it'd be worth doing that, if there are only two items you can craft on-tier with it
(one of which is... really bad)
Rework Eldritch soul artifact
This stat stick is not simply worth making for what it does, the stats are either too irrelevant or too weak to be considered using compared to other better pre-ml items. Why would you use ESA for melee speed when you can just use the Feral claw line? Why would you use this accs on ranger and mage who just get irrelevant stats? Why would you use this over plethora of summoner and rogue items who have the effects, more and even stronger effects?
Reworking the item to give the dmg boost to all classes (although may need number tweaking) in addition to the current effects rather than just rogue getting the dmg boost would solve the problem and make it a decent item. Rogue can get stealth related as the artifact gives stats that are mostly specific to one class to be consistent with the rest.
It does give slots for summoner so that is essentially a damage boost
it is a rogue/summoner multi-class item, and only rogue
And so does melee with melee speed
But then mage and ranger get nothing meaningful
The only time when i ever used ESA unironically was pre-rebalancing magno (1.4.4) where the rockets where too slow
Would +2 minion slots not be more than a +15% boost in some/many cases?
(I am not super experienced with summoner, so I am actually asking)
Well just +2 minion slots aint that much if many accs that also grant minion slots and a damage boost exist
Not worth equipping ESA over Statis’s blessing or Star generator
Or even papyrus scarab
And hallowed rune’s multiplicative dmg boost and other shit is far better than just 2 minion slots
And an extra sentry slot +10% dmg is also better if its just 2 minion slots (specially considering how powerful post-ml sentries are, yes even post-nerf energy is strong)
+2 will be very decent if you are not slot stacking the same progression tree,especially 1.5
hmm alright
You could list out all the effects it has and how useful they are, in your suggestion, to clear up concerns like I just had
Alr
(Imagining ranger equipping an entire accessory for boosted proj velocity)









not as inconsistent as majority of horror games.

