#suggestions-discussion
1 messages · Page 1183 of 1
Having Ice themed alcohols would be cool
Perhaps when Permafrost is around as well
...I wanted to continue this but I fear I'd be bonked
Fuck wrong reply AA. AA A A

Yes, the smoothie
The hottest drink

lmao I was wondering why we were talking bout alcohol, then I went back to posting lol
Also if Eskimo boosts ice weapons, a couple other armors should also boost nature and fire
Balance

Obsidian outlaw, and molten boosting fire
Tiki, Fathom, Beetle and Silva boosting nature
Can confirm testing w/o anything else except Hermes Boots that I got up to 31 mph
I feel like early and late game can have those
Depends really
On the distribution of fire, ice and nature weapons
The following are the numbers I tested:
No boots = 23, Hermes = 30, Lightning and Frostspark both = 35
Okay cool, so Hermes is still better than no boots
I will try to pair with swiftness to see if it change
26,31,36,36
I think I was dumb and frogot I had swiftness pots, Cus I had alch npc mod

Honestly I use the mod so much I just froget I have them
Angel Treads - 39
Seraph Tracers - 45
Elysian Tracers - 49
Celestial Tracers - 54
This kinda makes cryo drops implode again
Having two sets of the exact same thing back to back
Also, not trying to be rude, but are there any more content planned for calam mod? Or will there be a decent hiatus from updates?
Also who said cryo is pre mechs 
I mean, technically it is
They're the same tier, do not fool yourself
You just gotta beat it 
Therefore it makes sense
Unlike AS which is available to spawn freely post 1 mech and Brimmy is only spawnable post 2 mechs
(hate)
- it's better to just keep it there than reworking cryo spawn just for this or bringing them back to pre mech tier
Not like cryonic spawning is a thing lorewise, same with all ores
They're already there
I just think cryo should be useable before killing 2 other bosses
I don't and i have a fair amount of reasons as to why
Make cryonic available post plant
Cryogen still drops weapons and permafrost who also sells weapons, there is still incentive
like
hey you killed this cool ice boss go get this ore
oh, you haven't killed these completely unrelated bosses, welp shit
Cryo is in side progression as opposed to mechs, which is part of the core progression
(It actually never happens
Make cryo exist since phmode actually
It'd make sense for it to be like that
Cryo and cryo are completely unrelated after all
Like unironically
lol
We have a lot of content planned but it will likely not come soon, kinda want a break after the huge update
Expect in name
Cryogen has nothing to do with the ore it unlocks
In the short-term we do have a "Draedon catch-up" update coming soon-ish-ish
I am at least hoping for 1.5 polish throughout the smaller patches yea
well it doesn't unlock the ore lol
It does
I know
Anyways
Makes sence, I’m ok with the wait as it’s gonna take me a while to finish my Malace revenge mode playthrough 
Cryonic's implied to be someone's machines, namely daedalous, that once did something wacky fucky and turned the place into a tundra
Cryo has no reason to spawn them, specially now that they have another requirement
Therefore the better solution is to move cryonic out of cryo instead
And just make it always exist
hmmmmmmmm
Like scoria or charred
I mainly want it to make mage have a pre mech hm armor 
The thing is that Scoria and Charred spawn in Cal's own biomes
Mage has cobalt and pallad and pallad is viable
or to make cryonic ore spawn as soon as hardmode start (like tier 1 ore) but make it only minable after cryogen is defeated (since cryo freeze the tundra that it is too solid to mine)
Again, i don't think making it pre mechs is a good idea
Granted you'd have to defeat cryo anyways but uh
Idk, it just doesn't convince me
Tiering is very important there because there's a lot of options and a lot to do
Yeah but i don't think making cryonic always exist in tundra would be a problem
You're already replacing blocks with them post cryo, i don't think it'd generate issues if you do the same at world creation
Granted worldgen is wucky fucky a lot of the times so who knows
that's what i like about having cryo do this, because you get most of the regular gear for cryo, then kill cryo, now all you have to do is get cryonic, otherwise, you get geared, kill cryo, get a few drops, kill mechs and now you have to deal with getting loot from mechs, cryonic, adamantite and all at the same time
(also Reaper btw, your TLDR doesn't actually include all the needed fixes cuz a major issue is its mining req)
oh ok
The issue with having Cryonic spawn immediately is that the tundra will now be littered with unbreakable blocks that can't be removed for quite some time
sry
Mechs barely unlock stuff and one mech unlocks arsenal so eh
Fair enough, but how much of a problem would that actually be
but you still have all the loot locked behind adamantite and the anvils to deal with, it just seems like cryo would be better on it's own tier rather than shoved in with mechs
You're expected to explore and more importantly mine through tundra early too compared to the other ores
Thanks Reaper
I think it is just better to make it spawn on hardmode rather than world gen, ice chest loots are more relevant in pre-hm so higher chance of exploration
The packets of ore aren't that big so that wouldn't really become a huge problem
Having cryonic be available all the time in tundra and pickable with post all mechs pick could be interesting
Instead of locking it behind cryogen
I'd only ever think of it as a problem when building, and there's no shame for cheating with that anyway
It won't be a massive issue but tundra is already known to be more of a hassle than standard underground and having patches of unbreakables makes it slower
is cryonic stuff even good post mech?
It won't be a BIG issue yes, but it would be a new one for not much benefit
that's something you have to know before making suggs like this you know
Cryonic stuff is still great
I know it's still good, but It's not like insanely good to be locked behind all of the mechs, where previously you got this to actually deal with the mechs
BH nerfs on calclone are welcome
Those are overtuned as shit atm for a post all mechs boss
First, it's locked behind two
Second, it's good at the tier so like
The HM rework is meant to make the other not-titanium ores viable for mechs
Kelvin hits very hard, Ampoule still good (but not so op as back when it had honey dew), Darkecho is as great as ever, Flarefrost blade is extremely good, the golem seems good and shadecrystal is decent
Yes it is justified?????
Clone BH2 is bruh
Kelvin is a cryonic item?
I'm p sure it's mostly created off Cryogen drops
Nah
Kelvin is very much not a Cryonic item
Aside from Ice Stars
Yeah it doesn't require cryonic
Which is permafrost
it is made entirely with Cryogen drops...and also Ice Stars but that's a technicality shut up we don't count those--
Or adamantite
Didnt it use frigid bars before?
patreon dude from kelvin why ice stars
at some point and then Frigid Bars fuckin' died
Yes but they were removed instead of replaced
Frigid Bars weren't replaced, they just got removed
A unique property of it
All frigid crafts got replaced though, thomas
Mostly by cryonic
each item was retiered accordin' to its own merit, or at least I'd hope that was the case
Kelvin is available as soon as you can beat (and consistently grind) Cryogen
especially since multiple items got moved to also require two Mechs 
Consider ampoule and sponge no longer being
(Ampoule's now alone, poor thing
Doesn't upgrade into shitfarter 8642 defense acc anymore
Also back to cal clone BH, it's
- a tad too fast
- still able to reach NPC houses from bajilion of miles away
- as mentioned on the sugg, bh2 is fuck because cal clone immediately dashes after it's done
yeah Clone can act immediately out of BH2
which is hilarious in all possible scenarios but also not entirely fair
Yea
A calamity of a sugg
Look I'm surprised this didn't happen years ago when fab hated rod with all his soul
It's in no way happening now
The donor for relocator fucking coping
whywhywhywhywhywhywhywhy
Just no
RoD is essential for post-DoG (exo mechs specially, Ohio) specially on dmode
Yes
(Also you'd need to unnerf it, no reason for chaos state to make you unable to teleport if rod's a transport tool)
That’s why it needs to die
.
Also if you disable RoD expect everyone and their grandma to use spectral veil if playing rogue
The Wall of Text
True!
I'm seeing it
if you ask me, the primary issue with Veil is that its main function is already fulfilled better by a much earlier item
Failure
And this is why we need to delete RoD

Yep very true especially pre-buff
If RoD didn't die already its sadly here to stay
Actually it's the exact same case with Sabaton and Slimy Saddle
Sabaton?
yeah Sabaton has the same problem except it gets outclassed twice
Maybe mention you have to unnerf it if you literally make it unusable on bossfights
once before itself and once afterwards
The former being HEAVILY overshadowed by the latter, while being obtainable way later and in expert mode
We had YEARS to kill the fucker and the motive to do it
[[Gravistar Sabaton]]
Kinda goes without saying
I should have edited the sugg that just went in
It doesn't really
Not blood moon item but post-EoC
Anyways yeah this is not going anywhere
The general playerbase aka children do not want rod to be gone
And here we are
If I had to handle RoD myself, I would've removed chaos state and locked it out of boss fights. But yeah the sugg while it doesn't break any don'ts isn't happening
“everyone forgets that pitbulls are post-eoc for whatever reason” Altix
if I had to handle RoD myself, I'd make it an actually balanced item instead of ignorin' it or removin' it entirely, BUT what do I know about balance
not like I've committed multiple years of my life to workin' with this jank-ass game 
Supposedly but rare
Oh no the general playerbase wasn't motivated to kill RoD but fab sure as fuck was
This thing is a design nightmare
at one point, maybe
okay so I don't really hate RoD
You see rod can be a combat and an exploration tool
They aren't completely impossible 5o achieve together
You gotta design every boss with the knowledge that the player has a 15 second get-out-of-attack-free button at all times
Yep NR revolutionized how post-ML evasion works
Even if the devs hate it, they're powerless to remove it
Capitalism
YEP
But you also gotta make sure you don't design around RoD too hard and make it required
@nr donor go shit yourself
this is the power of patron items
Either RoD and other movements tactics like it along with boss movement gets toned down so more shit is viable, or more stupid stuff like RoD are created, which is essentially what is happening RN with worldwide slant platform fall god arenas, which are not realistic for a regular PT
have you tried buildin' for movement speed
Wee
just figured I'd ask that
Quick goes brrrr
because if you haven't I highly recommend doin' so
Yeah, and you go very fast it’s fun
Thomas singlehandedly trivializes the entirety of phmode malice with a stone and a frog leg
it's one of the greatest times you'll ever have
Thomas BLJ®
Worth of a big news emition
Sandstorm Long Jump™️
greatest movement tech of all time
except it's not actually advanced tech at all it's just a little-known fact about Sandstorm in a Bottle's jump
"Man goes out with a bottle filled with sand, a blue stone and the leg of a frog and achieves speeds never seen
"Claims he's going to prove how ridiculous malice mode is, proceeds to summon a giant sandworm"
to briefly explain to those unenlightened:
Sandstorm in a Bottle and Blizzard in a Bottle aren't capped the same way normal movement options are in terms of horizontal speed
both can reach speeds of up to about twice what your max grounded run speed is
Sandstorm's speed boost happens throughout the entire jump, which makes it much more noticeable as it lasts much longer, while Blizzard just gives a shorter burst of speed
footnote: for reasons I cannot comprehend, if you have wings on at all (yes, even in vanity slots. I tried) the speed is capped as with all other options
Jump god 2 sands of tide
It breaking with wing vanity gives me the impression its somehow connected to that dumb little spin you do while sandstorm jumping
@novel timber #suggestions-voting message
if we are to value RoD the equivalent to a revive effect (mainly that you can dodge a lot of damage with it), why not make it have extremely long cooldown to revival level, like chaos state last 60 second in boss fights?
that way you don't have to remove NR which is a donor item from its main function
I do think disabling RoD entirely is pretty extreme
I mean, yeah you'll have it during exploration
which is nice
But it seems like the ultimate give-up option to just get rid of it during fights
many people will definitely be furious about it, that's for sure, I don't oppose to the idea of removing RoD too since it means bosses can have more reasonable attack that don't have to balance around a unbalanced dodge mechanic
I mean
No boss attacks are balancing around RoD
Quite the contrary, Fab hates RoD and makes sure that everything is doable without it
sry I mean in the way that it will not be trivialize just because RoD exist
Yea increasing the cooldown sounds like the best idea
That way you still have it but far less frequently
I suggest doubling the current cooldowns
Ok but can we make a compromise so it only happens during bossfights
I am thinking 60 second unironically, basically to revival level, 30 sec is still a get out of jail button most of the time
(I would also like it if we got back the ability to use it during cooldown to hurt ourselves, even if the pain gets increased a lot)
(Instead of not being able to use it during cooldown at all)
Calamity already kills it as an exploration tool a lot
So i think having nerfs happen only at bossfights is a good compromise
Agreed
the thing about chaos state being able to use on cooldown is that - if you take more damage on attack than chaos state = use it, if don't = not use it
On rev i feel like rod is too op, on dmode it feels more fine but still strong and extremely useful for stuff like Ohio
(((Make RoD have a charge-up animation that takes 1-2 seconds and teleports you to where you clicked at the start of the animation. No more panic dodging.)))
TRUE
that will likely alters its main function too much (basically instantanious repositioning)
You reworked early hm progression c'mon
Arguably with a config but still
The best change proposed here so far
Ngl
You can break that barrier
at the cost of a lot of headaches and 3 different warnings to mod compatibility
Basically forcing players to invest time in using RoD, much like Magic Mirror but way more extreme
do this to NR too
in some way
Byeah i don't think calamity should shy out of vanilla changes anymore
At least not of this sizee
Maybe "rework all biomes ever" is still reasonable not doing but you get my point
or my best idea ever, make reaver shamelessly replace chloro, using vanilla chloro ids so recipes from other mods don't implode
God please never do that
lmao
I was once making a mod with RoD alternative that have effects like this, but like every mod I make it was broken in mp so I never publsihed it
Of course 
Multiplayer
Bottom text
I have a folder full of mods that would be published if I ever get motivated to fix mp
none of them are getting published ever
I'm half-tempted to ask a mod to change my nickname to "Difficulty is Subjective"
I can if you want
oh yeah true, should i remove it and post there?
If you believe it to be a bug (which it probably is), then yes
Ty
@bold wave She does hold out the sharp end of it during her dash attacks.
That's true
But it's just sticking it in your direction
My suggestion was to make her use it in a meaningful way, afterall
but ehh, I can remove it if you'd like
Nah your sugg is fine. You probably should mention the dash in it though
Sure
(this also sounds like a problem with post-yharon rogue selection in general)
(which maybe might change at some point idk)
I guess I will throw in my opinion of the bugs channel sugg, although I am late and my opinion doesn’t count for much.
#bugs-read-pins works well at curating bugs when there is time for investigation and discussion, as then the real issues can be properly forwarded on to devs. Right now, the bugs are coming in too fast to give them all that courtesy. I personally do read through the whole channel (but that doesn’t count for much as a non-dev), and I will respond and try and assist if there haven’t been responses already. My time has also become more limited recently, so that didn’t help either.
As for the suggestion, my main concern is the moderation requirement, even if it were to be automated some way. Being able to address smaller fixable bugs before they are put in the main reporting channel sounds nice, but we all know that won’t stop people from A) posting straight to that channel without discussion, B) posting duplicates, or C) continuing to not read the pins 🙃.
I’m not entirely sure either way though. If Ozza doesn’t think that there would be much to gain from this, then that makes sense.
Yeah, I read through it a bit (evidently not as much as you) and respond to some, but the amount of cases where they are just duplicates or they haven’t read the pins… is just… nice and insane 🙂
i personally think that ares being completely stationary is good, in terms of being able to predict and doge his attacks
his methods of telegraphing attacks is by his laser arms slightly glowing and moving, which would be much harder to see if he moved about
ares' arms could be more relative to the player's position to counteract this
but honestly now that i think about it
you're probably right
I think movement could work but it has to still remain on screen
which is tough considering that thing's size
yeah true
i mean if you move fast enough vertically it does move but only to get back into position
that or give body another phase other than idle and blender
maybe it could speed up the further away it is
@small timber that's a thing the game itself does, doesn't really depend on cal
They could probably do smt so bigger items like it display better but still
oh ok, I thought it was just to fit some special effect (like the smoke for scoria bar), I guess I will just keep it there since technically it is a valid suggestion
im thinking, could there be some kind of sound or visual cue that plays onto the character once a recharge is over like the godslayer's dash?
Yes that is doable. Exists in the mod for a few abilities already
yeah like rage and adrenaline
Plague Reaper, Brimflame, and Omega Blue are more analogous
I think Bloodflare already has one
(Nin did a whole bunch a few updates back)
Ranger souls I think
Ye ranger has but true melee does not
aight, sugg can specify that then
more bosses are gonna be added after scal and draedon in the future so enchantments will be more useful at that point
And exos are same tier as Scal
more bosses (3 and 2 are superbosses)
And the final boss you’re fighting are (B)oss (Ru)s(h) and AeW
Boron, Rubidium, Hydrogen?
kinda have to agree with the suggestion that itd be nice to let the player have enchantments earlier so they can be more useful but
Bruh
it's not rly as easy to change

the only thing I'm thinking or would be smth related to clone
Also curious question
Will 1.5 have its kinks sorted out in the future
Idk what to suggest for BR, previous patch it was easy as hell but now its absolutely brutal (and the reactive DR maybe is too much)
Currently you only have to fight exo-mechs
Im waiting till the Dumpster fire of malding has completely stopped
give her like (limited selection) of drops that act as enchants but you can't choose them
and weaker
exo mechs. BR. and (if you want) AEW.
yes but if they move enchantments earlier and then more bosses come out they might have to move them back
No, they don’t need to do that
This is getting ❗
to me this just seems like a switcheroo. switching the story
That’s my reason
are you using light mode
yes..
no i’m not
Yes you are lmao
Cal clone is not the actual Calamitas
It’s not switching though, it’s changing
Well sugg is still invalid
you said first this. then you said "no i dont want them to do that" when someone commented on it
so yes its technically a switcheroo. end of story
I still think the enchantments should be pre-ML
i feel like the current place of the enchants is there for a reason
(theres a mod that can do that except its not as "op" as calamities)
as in it's anticipating future content so it seems less useful now
Didn’t say that tho
just to make a point, how many enchantment are actually useful against draedon?
Nothing really
i mean from that perspective the exo gear is also only useful for fighting scal
@hoary pollen Your suggestion title is really confusing
Also, Boss Rush. You should acknowledge it.
just say it "make the calamitas clone spawn the Calamitas NPC"
because "real calamitas" is referring to Scal for common sense
So random question regarding worms
Would it be possible to have the head segment spawn at certain coordinates
And then each body segment spawn at those coordinates +/- a certain integer so it appears elsewhere in relation to the head
To ultimately have it spawn already unrolled and avoid the issues from having it be rolled up entirely?
But if it spawns her, doesn’t that mean it’s technicaly the real calamitas?
@hoary pollen technically at that point the player are not aware she is the real calamitas, but mostly just to avoid confusion since there is a "real calamitas NPC" and a "real calamitas bossfight"
Fair
Boss rush should also be the same
You say that the Exo Mechs is the only other boss fight
I meant for playthrough
Yes, people do the boss rush.
I actually somewhat agreed with the suggestion because I thought cal NPC spawn on cal clone (pre 1.5), but that argument is not really great since many enchantment are still useful for draedon and boss rush (or AeW if you count it)
I had boss rush in mind but i’m mainly speaking for playthrough
at least in my opinion the main problem is that it is a mechanic that is way too unique and high effort that come way too late in the current game progression (as post-scal bosses are soon™)
(Oh those will not be soon)
basically the problem is not that they are useless, the problem is that the player have way too little opportunity to enjoy the enchantment, as the only opponent you can use it on is: draedon (although same tier, people are inclined to fight draedon first just because boss checklist ordering), AeW (how many people actually enjoy the fight is arguable), and Boss Rush (currently rather unbalanced)
^
rn it feels more like preparation for future content
like i can imagine once yharim and the others appear in a century the enchants will become a lot more relevant
But why not make the enchantments relevant early?
ya at that point the current version will make a lot of sense, just you know, soon™
@hoary pollen "And probably make more items enchantable, like pre-HM to early HM stuff" also this sentence make little sense since I assume you can already enchant most weapons no? unless you are referring to exhume
aren’t the items that are enchantable post-ML?
oh ok, didnt know it since I never try to enchant wooden bow or something, just because it is available so late, didnt know there is a restriction on it
What?
You can enchant anything
Yeah nvm, I meant exhumes
community is preml iirc
I was confused for a sec but yeah, exhumes
exhumed weaponrt aren't chosen because of their tier ingame
they're chosen for their significance lol
the burning sea (rancor) is hm but it was chosen because crazy wacky lore
3/5 of the exhumable items are hm
Right, that's something I didn't think about
SCal's enchants and exhumes are meant to act as the equivalency to the Exo Weapons
one of them dropped from calclone itself
Both SCal and Draedon have direct drops
then the post-fight newly accessible stuff are enchants for SCal and Exos for Drae
Also this Leviathan sugg is fine, I agree that would make the moment feel more significant
:)
@lone geyser >Malice
fighting on-tier
Don't make me say it
I think you can scrap that "fighting on-tier", it is not fun whether you fight it on or off tier unless you come back with hardmode weapons and obliterate it
Okay well you didn't say you're fighting it as your first fight so it's probably still valid to say
Get the copypasta of the new malice description
i understand it's intended for you to come back to it after as a refight but in my opinion it shouldnt be straight up bullshit if you decide to try it on tier
i dont imagine coming back to it later would even change the main problem, you'd just kill it by outdamaging it before it could kill you
Yeah, so you can just say that it's bullshit period instead of only bullshit at that tier
I think just change to "fighting this boss in its current state is extremely unfair and also not fun"
jus to remove that potential counterargument
Tbh it isn’t really that hard as long as you got some kind of dash, it’s still hard but should be easier
malice brain teleport into your face literally, it simply should not be happening no matter if there is a solution to it
Shield of Cthulhu can deal with that
Me when rebalancing half the fucking game to make something that will already be relevant relevant
@undone robin No
(It's a Don't listed in the Don'ts Doc)
too slow smh
yea
oh sorry
I still think this is stinky but lol!
Reworking the entirety of early hardmode isnt far into editing vanilla but a single damage type is? 

Knowing terraria that’s probably true
very fair
Terraria devs after making a 6000 line long else if chain that’s ridiculously hard coded
You start to see why each update took forever to make
🤔
Early HM rework is toggleable, I am wondering if making a vanilla damage type edit being toggleable would be just like introducing melee/rogue alts all over again, double balancing
sincerely doubt that its planned
go for it
Meld furniture funny. Palette apparently sucks to work with and the few people Ive seen attempt it gave up due to it
The lunar furnitures are only in 1.4 anyway
seperate the sugg imo
I don't know why, but the rancor's text just becomes smaller
I'll send a screenshot
I'm nto sure if it got fixed though
or if it's a bug caused by another mod
First I've ever heard of something like that
It must be shrunk because those two lines are ridiculously long
Also for some reason the text appears to the left of the cursor instead of the right, not sure if it's related
Just simplify their descriptions geezalou
but at this point I'm nitpicking
Well then what about revengeance?
Why isn't revengeance shortened but rancor is?
True, but still it would help
Oh, right, shattered community also happens to have the smaller text
I can't see where this kind of shrinkening would be happening in the source code
but I assume its intentional due to the large tooltips?
I'm mainly confused
Seems like too much is happening on a single line
You could just make this a thing for items with long tool tips
If tool tips are long, shrink the texr
heyo, just beat rev calamitas and ive got a suggestion
during the phase when the brothers spawn, Calamitas becomes invincible and its required to defeat the brothers to move on with the fight
this is fine, its an interesting and difficult part of the fight
whats not fine is the fact that Calamitas still deals contact damage and can bodyblock your attacks from hitting her brothers, especially if you dont have any pierce
in a total of about 50 attempts, this caused me to die multiple times during the brothers phase because i wasnt able to hit them, and it required switching to an alternative weapon to deal with this
while objectively a smart decision on the ai's part to mess with the player, it was very frustrating and lead to a number of deaths
i would suggest making her completely intangible during the phase, but what do you all think?
I don't know enough about her current fight to know how prominent this issue is
But, you can make a suggestion about it
Seems like you know what to write already
Maybe add more line breaks
#suggestions-voting message 6 more
#suggestions-voting message 6 more as well
@rocky flax SIS
(Specific item suggestions) are not allowed 
That is not an SIS
Then where does it fall in?
It's a fine suggestion but the reasoning needs to be more elaborated
maybe elaborate on the point by saying it's customary in calamity that elementals get accessories, but earth elemental is mostly in this regard
but looks good otherwise
personally this is very annoying yeah
I think the contact damage is fine, but it can get a bit annoying with cal tanking hits. Especially with weapons that don’t pierce
Giving him a stone like Aero and Chaos could be neat, though then it'd be dissonant with hoe the rest of the stones drop (bosses)
Giving them a standalone summon acc would be a bit jarring if they don't go into HotE
speaking of calamitas are you guys planning onto reworking it like how you did with scal
because flying brimstone eye is just off
It’s gonna get replaced eventually
Iban is quirky and wants to do it, but not in the near future I think
or removed entirely 
Concept art is pinned somewhere
maybe rebrand the lore of the eye cal clone as one of scal's magic minions or some shit
sigma male earth elemental doesn't need to be in the HOTE

I just saw the plant sugg in #suggestions-voting
Me when I killed plant in Temple

Aside from the spike balls, the fight is completely doable in generated Temple arena
Even then you can probably maneuver through the bouncing spike balls semi consistently
wait should I ping the mod to see if my suggestion's better now?
That is better, thank you
thanks for giving me the heads up
suggestion made, lemme know if i need to change it
could probably replace "calamitas, not supreme" with "calamitas clone", a bit simpler
i didnt think of that, good point
So I've been researching non-magic snow and ice ranged stuff, and I've found a few things from a few different mods, and wanted to know what the creators of some of these mods thought of these items, and maybe some of my ideas for expanding a few things for at least SOME of them.
So the champion mod has the snowball rifle and the snowball sledgeshot and the frosthrower, calamity adds the flurrystorm cannon, grealm adds the iceball minigun, storm diver's adds the cryofreezer, and the frost pelter is in the 're-add in frost pelter to thorium mod', and as far as ammo goes, more endless ammo+ adds the endless snowball chunk and the endless gel bag (for the cryofreezer and frosthrower...), storm divers adds frost bullets, champion adds frostburn flares, and calamity adds frostspark bullets.
Hmmmm.
I suppose what I want is more variety of gel and snowball and flare ammo, maybe some ice torch variant molotov cocktails, and endless versions of at least some of the above mentioned ammo types for hardmode. It'd be interesting to combine gel with a snowball for some sort of frozen gelball sort of ammo for the snow guns, as an example. Or a gel ammo for flamethrowers that turns some of the non ice ones to ice, or IMPROVES the ice ones, maybe. There's also the fact that SOME of these mods are abandoned (Champion...), so it might be a good idea to try and get permission to move some of their assets to other mods! Could anything like this be done, you think? I'm super keen on the idea of, well, an icy ranged gun that shoots something that glows and goes pop on impact and makes enemies glow with frostburn that isn't shooting, yaknow. Arrows. And that has an endless version of whatever it is for hardmode!
that seems like a fine suggestion tbh
just like add variety to snowball, flare and gel ammo types
eh I'm a bit more wordy!
Problem with that
quite a big one
It's been looked into, giving more variety to ammo types that currently only have one dedicated item (specifically Gel for flamethrowers)
and it would be very difficult or impossible code-wise to make flamethrowers accept a variety of gels rather than the singular Gel item
@hollow shell oh actually rover, did I forgot to ask for donor permission for the Kelvin Catalyst sugg?

Just realized now
When I saw your sugg I forgot Kelvin was a donor item, legit
didn't it used to not have a stealth strike before 1.5 cuz melee variant, if so it should be fine if stealth strike wasn't part of the donation right?
Would just having Calamity flamethrowers accept different gel types be reasonable then? I don't think it'd cause a major fuss considering there are only 2 vanilla flamethrowers

I don't think you'd really need permission for that anyway
cuz iirc yanmei knife suggestion didn't need permission since the way it sounded wasn't specified in the donatiom
s'mostly balance-based
Ahh
Which Yanmei suggestion?
the one to change its sound
Oh I got permission for that
The brothers of cal clone are generally too tanky in my experience
Idk why but I always get a minimum of 4 mins on cal clone
No matter what I use for stealth rogue
what about for the snowguns, then?
stealth rogue
i believe this is your issue
I doubt it would be any different
Same for Rocket Launchers.
Pre-1.4 it is impossible to add your own rocket ammo, because launchers are programmed to specifically look at the 4 numeric IDs for the 4 vanilla rockets
In fact, it uses a system where it actually takes the Rocket 1's ID and adds to it by +1, +2, or +3 to get the other 4 IDs
which means that trying to fuck with it can cause the launcher to shoot out whatever is nearby the vanilla rockets in the ID table
oh dear
Shut 
what about the flareguns, could something be done with those? Calamity seems to add the most flareguns
other than one that Champion seems to add
surely those could be ersatz microgrenade launchers?
(dude I dunno what else to say)
well there are a variety of flares
True, there are 2
(I don't actually know if the blue flares show up when you use Firestorm or Spectralstorm or not)
and some mods add some more I mean.
Is that so
That's a good sign then
so to me it seems that's a reasonable avenue to make early, kind of not amazing compared to the late game stuff, small-explosion microgrenades, that fly relatively straight!
ya, in the Champion Mod
i think they do
definitely firestorm from what i remember
does the code let you make a flare that explodes?
No idea, but if custom flares are possible then I actually wouldn't doubt it
also @ashen warren Your suggestion doesn't have a proper line break after the title
(other suggs vs your own, in case you don't see it on your end)
Also most of your suggestion boils down to what seems like a lack of communication
the confusion that arose from the game not doing what you expected
I don't think the answer is disabling it by default, it's that we should make it more clear that a new system is in place
^, plus early hardmode is going to be rebalanced with the new system in mind, not vanilla's
so it'll definitely not get disabled by default
Some way to communicate to the player that ores require a boss to be killed to spawn would be nice
currently if I remember correctly the only hint is on the pwnhammer itself
well if there is one, making it more obvious might also be good, the support channel on tmod server has at least a couple people a day ask why the ores arent spawning
ya the tooltip is lacking, "smashing demon altar no longer spawn ore" is in no way equivalent to "destroy mechs are required to spawn new ores"
okay! I added a suggestion formally, lol
although it is just my opinion, it is likely more efficiently to add more variety of flareguns that have their own unique effect rather than tempering with the ammo itself (considering we are not sure how hard it is to code), but it can be interesting
since if they are to add more flaregun ammo varient they will have to make more flareguns upgrade anyway, otherwise it have nothing to use it on
i just want my boltgun
I will just use the same argument as a previously similar suggestion, making Ares move can be extremely disorienting as unlike the Scal fight where she is the only enemy in the screen, in Ares fight you have to pay attention to 4 arms on the screen at once, and +3 mechs in their gangbang phase. If Ares are not static it will not only make it extremely hard to see the weapons and their telegraph (which is currently already difficult), but can also causes people to feel physically uncomfortable
they will have to significantly improve Ares' arm telegraph so that player will not have to pay absolute attention to them before something like this is practically a good change
@ashen warren A suggestion still in posting about this and a suggestion delivered to voting yesterday about this
Oh, I didn't see that. Sorry, should I delete my suggestion?
Probably, yeah
Upvote this
#suggestions-voting message
(it is more specific than your suggestion which I actually dislike, your sugg is better at leaving the options open, but oh well)
Thank you
this is the Posting suggestion #suggestions-posting message
which I will prolly exclam now that I noticed it
cuz of the bobbing one
mfw two weapons is "the most variety I've ever seen"
That RoD suggestion is probably the most controversial suggestion I had ever seen
yeah lol
It's a valid suggestion but I don't think it's gonna be winning any stars
yea
Ok, but how about three weapons 
I have problems with understanding "Make Cryonic gear usable pre-Mechs"
Especially mage armor part
You literally have mage variarions of ore armors
And after 2nd mech you also have Forbidden armor
People are so used to using adam/titanium and then trashing em for daedalus
Maybe post-1 mech
@tawny frost "ancient auric tesla helmet"? Am I stupid or is that not a Calamity thing and probably a CalVal thing?
it's a calval thing
so not something for this mod to add
im stupid my apology
yea I meant adding the dialogue
Ah I see
well the helmet is yharims helmet right, so
Ancient Auric is certainly more iconic than Ancient God Slayer (even before I added a resprited version to vanities I saw fanart of players with the old Auric helm sprite in late 2019 despite being removed in early 2018)
also Cirrus doesn't react to the alicorn mount anymore because it straight up makes her disappear
lmao
Even when you start considering some sets they're still kinda trash/not even debatable lol
Like Palladium vs Cobalt.
Cobalt gives a lot of speed but palladium is just 
The one true set that is truly shit is mythril
The armors haven't gotten a rework anyways
Pretty much just use mythril for knives, anvil and pick
Ah yes
And what feedza said
Knives
Would I like life regen so insane it had to be nerfed, or like 14% reduced mana usage and no magic damage.
(Very funny)
(rework debuffs moment)
byeah it's understandable that people complain about hm armors considering the changes to progression have been made, but no armor buffs
So Cobalt mage is just straight up complete trash when compared to palladium, mythril is shit, and titanium armor is titanium armor
that's not the problem.
yeah it's chill
Cobalt for mage also just. doesn't give magic damage and gives less than statigel overall for crit + damage iirc
(It also drops from Trashers at 5% rate, not just Sharks)
@silent ibex
Thanks, didn't know that. I guess I can run my ass to the exact opposite end of the world to look... but I'd still keep the suggestion up, since most other items like that have an alternate crafting recipe
I had more luck with trashers to get the diving thing than sharks
Hmmm i didnt know
You know what I mean
It’s stated above
I meant to say that for my trasher autocorrect thing not what you said
Likely cuz trashers:gnashers isn’t an abysmal ratio like shark:jellyfish is
Even back when defiled rune did something, it was still better to just farm trashers cuz the ratio made such a difference
Well you should mention Trashers in your suggestion, is what I mean
cuz you say Sharks are the only source
Rover, is there any plans to improve drop rate of things (ex. ink bomb/jellyfish necklace) that were previously affected by defiled rune?
Good idea, done.
Not the edit I had in mind but that works lol
And uhh, if they haven't been raised already then no
It's difficult to look up on the wiki, because it's a vanilla item and redirects to the vanilla page and... hmm, I remember on the old wiki there was a big list of new vanilla drop sources, I should go look for that on the new one
@winter lotus celestus is a viable option unless it got nerfed in the update
celestus is post-exo mechs
Is it fine to generally suggest something along the lines of “raise all drop chances to defiled rune levels”? It would make farming things such as ink bomb and jelly necklace less of a pain
Yeah I suppose so
I thought ink bomb and the jelly necklace is super common
jellyfish necklace is a 1% drop from jellyfish
and is not made with a recipe, but is used in abyssal diving gear, making it highly annoying
ink bomb is a 2% from cuttle fish and a 4% from giant squids, both not very common enemies in the abyss, which is just rather annoying for a conditionally good rogue acc. (stealth for taking damage is kinda
)
Yea
Zerg and battle could help i think
zerg and battle in pre-hm abyss
I never knew it was this low for the drops
giant squids will almost always take away like half of you health from touching you pre-hm lol
they deal 200 damage.
not attracting attention and focusing on moving
Visit 1 to the Abyss has you focused on learning how to manuever in it, Visit 2 has you learning how to deal with enemies (as you need Depth Cells) in said environment, and Visit 3 has you not dealing with any of that and instead being in big open space

I once thought the sulfur skin potion was for the aquatic biome under the desert
me waiting for that diving helmet sugg to hit voting so I can star it frame one
I hate that thing

You can find diving helmet in jungle planetoids
Guaranteed?
But not all worlds have those with that specific loot
Ah figured
Yeah it’s still a good suggestion
I spent about 10 minutes straight this morning getting one jellyfish necklace, too
Perhaps not 100% back to defiled drop rates, it made things real messy especially during blood moons and such
But having some semblance of it (a.k.a just higher drop rates) would be good
I think jellyfish is the only one that really needs a change. Maybe just make it 2%
Diving helmet I’ve never had a problem with.
Ink bomb either
i think vampire knives and its upgrade should be rogue
The vampire knives themselves cannot be rogue yea
The upgrade is melee though iirc
yeah the knives are melee
i think if the first part of the recipe is melee it stays melee, e.g. paladin hammer line
and scourge of the cosmos
basically hammers and knives became melee boomerangs became rogue
huh, true
@lusty iris Spent Fuel Container is technically intended to be post 1 mech I guess, even if AS spawns naturally anytime
His spawner needs mythril anvil
But yeah, Spent Fuel Container is still significantly stronger than both Consecrated and Desecrated Waters
And slightly easier to get beyond tiering
You just need to get through T2 Acid Rain and kill a single Cragmaw Mire
Meanwhile Desecrated Water needs Ebonsand which is

(technically the unholy water in its material needs Ebonsand, but yea)
What if des/consecrated water uses a different explosion when hit mid-air?
des does
Ah right I forgor
its ok i beat it and also celestus is post exo mechs
why would go go around with all the spawn blockers at once lol...
ur supposed to have the ones u only rly need when farming for specific stuff
want to farm in the sulfur sea? get the bleach ball. want go farm in hell? get the voodoo demon voodoo doll.
it'd be weird yo go around with both the siren and the as spawn blockers
nobody mentioned my suggestion yet
he must really hate boss spawners
sheesh the top suggestions only have 80 votes
This despawn thing sounds like a You problem, you’re really not supposed to run very far from them in the first place
Well the problem is that I'm not running particularly far away, only about a screen and a half, which other bosses either could keep up with, or didn't despawn from.
The problem also somewhat ties in with an older suggestion to make skeletron easier to respawn but that's already been said.
getting 110 mph is your responisibility to evade the boss instead of strafing it
also how tf
you must be doing some vdash shit
sandstorm bottle with speed minmax moment
i don't see how ones gonna use that
I think bosses should respawn if you get too far away
I just don't think ~150 blocks is too far away
Seems like an issue of just running away
Ive beaten said malice bosses in smaller arenas and it's pretty dodgeable
congratulations
fun fact
that is if people see my suggestion and vote on it
none of the suggs in #suggestions-voting that got posted after the Draedon update dropped managed to get into dev voting
welcome to early post-update suggestions moment
Don't you still have E. Blade?
Oh wait post
Executioner's blade but I misread your message as pre-yharon
Anyway isn't I. Kris good enough?
I heard it was meta-levels of good
whats the i kris
im sorry do you mean the pre hardmode pre perforators and hive mind rogue weapon made out of hellstone
Final dawn was also good~~, too good in fact that that they specifically nerfed it for the exo mechs~~
Wait no not that
aha
ahahahahahahahahawhqwhjeqwhqwe
thankfully my sugg is doing pretty well so far
but yeah.
imagine
Ah wait
reliable final dawn
also this sugg probably deserves to reach the star req lol
yep they renamed it
imho 
I had the change schematics tooltip once decrypted sugg but it stagnated 
Last time I checked it was nearing 200
@winter lotus wait are you using spam rogue or stealth rogue?
usually my suggs have a 50/50 chance of getting into dev voting or not
for weapons like wrathwing i just spam but final dawn i sometimes stealth strike by accident but usually i just use it normally while holding w
Yeah I see one of your sugg's get sent from time to time
I see I see
but my suggestion doesnt matter anymore cus i beat the exo mechs already and also scal so its useless it doesnt need to be fixed anymore
ok now by by

y'know what'd be hilarious
if during DoG's fight all the sentinels appeared at the same time
it'd be terrible, but hilarious
was just thinking this because I was taken back to my old patrolling sentinels sugg
that was a good suggestion
Looks cool
Like a sort of tag-fight on P2
wait didn't you have to fight the sentinels during dog?
one by one
do you stil have to do that?
You fight them twice
1 individually, the second in it's weakened form during DoG
ah
yeah you do
that should be removed imo
no it'd be HORRIBLE
its fine, you only have to do that once
?
they never reappear again once you cleared out the sentinels phase once
ah ok
Yeah but it's within the assumption that their AI will be changed to cooperate with esch other
yeah but it's within the assumption that the devs can code that
they probably can
you know how hard it is to code synced ai right
but it'd be too high-effort to make the fight work
They've done it with the exo mechs
^
Also this ig
yeah
I don't think coding is the limiting factor here
its fight design
pre-1.5 I ended up with all three of them active during the sentinels phase a few times
lemme tell you
its not fine
at all

Hey wait what was the reason for the sentinels no longer appearing on rematches once you reach P2?
tedium
yep
simple as that
otherwise each attempt at reaching P2 again would take insanely long
and that'd be just annoying
weakened versions add nothing to the fight except for chip damage
Maybe it could be made something more thematic to feel that they belong to the fight
absolute pain for nohitters
Right now it feels like a weird interlude
god crabbar had a bad time
one thing: does favoriting defiled feather in your inveneotry increase drop rates and allow critting?
Nohitters don't deserve empathy
rn it only disables flight
still pain for normal players lol
No it's only for disabling flight
No
It's not planned to carry out those other things
trying once every 5 min is pain
terraria bosses are quite more spammy than say, something like hollow knight
very inconsistent
There was a sugg about boosting rare drops into their defiled equivalents because of the funni drop rates of stuff that belong into big crafting trees
i agree
also why does the mirror need black lens
literally rng
im post golem and i still dont have a black lens
Probably because of the "black" aspect
similarly, why does dragonfruit have teal mushrooms
Probably for pigmentation
the most random stuff thrown into stuff that are literally rng checks
same with class weapons getting thrown into other classes
like ench boomer-equamity
phyco knife - that one knife that gives buffs
gatagator-that mage weapon
it shouldn't exist
someone like me would sell/trash them
Yeah I'm also confused about the reasoning behind it
stuff shouldn't be added into stuff for the sole purpose of "pigmentation"
especially one that a normal person would trash if they didn't recipe browser everything they got
at that point its literally a fetcher quest but with rng added to it
il prob suggest that once the dreadon wave goes away
ench boomerang isn't directly part of equanimity recipe tho?
flamerang
it crafts into flamarang
for everyone
Ench. Boomerang can be crafted into flamarang
before making any suggestions regarding actually fighting the sentinels, though
make equamity not use flamarang
i did say directly
you probably wanna wait for the Siggy rework
siggy?
Signut
whats the siggy rework
dark, light shards
The boss, along with Provi's guardians will be reworked later on
then add hellstone or an alternate crafting recipie for flamerang
i sold/trashed every enchanted boomerang i got due to me thinking that it would upgrade into melee stuf
same with phyco knife
what 
I'm interested to see how will the reworkrd guardians play out in Providence's fight
yammni's knife shouldn't require a melee weapon
thats like making marked magnum require a ranged weapon
or lunic eye require a mage weapon
I think every classes' big-boy weapons have at least 1 recipe with a different weapon class into them
yes and thats poor game design
I do the same actually
I just trash every weapon that's not from my class

its a little counter-intuitive, admittedly
but not that big
so do you go looking for chests for that one enchanted boomerang?
its annoying
Usually no because hell chests exist
when did flamerang drop from shadow chests
always has
also I think you can craft enchanted boomerang in calams
might be wrong tho
cant
make it craftable via iron, wood, and stars
ok
then that's a 1.4 thing
so not necessary either way
its just that calamity adds recipes for TONS of non-craftable vanilla items
like cloud/blizzard/sandstorm in a bottle, red balloon, life crystals etc
so why not add a recipe thats required for an endgame rogue weapon?
uhh
that ain't vanilla
and those all have recipes or are dropped by bosses anyway
endgame doesn't have exploration, it only has bosses and grinding sadly
but that'll get addressed in a while
flamerang is vanilla
and ench boomer doesn't have a recipie or is dropped by a boss
you might as well just cheat sheet those things in
Mostly doesn't have it because by that time the player would've already explored the entire world
Which is why I'm looking up to the biome reworks 
that won't fix that issue
the biome reworks are just there to make the existing biomes better
also, its not entirely because of that
Well it's called the biome rework but I reckon that they'll also add some new ones
its also because a lot of the content calamity adds originates from an age where the devs' sole priority was to just spam more weapons and bosses into the mod
that includes post-Moonlord
biome expansion/rework is poggie
absolutely

a lot has changed since
and decent progress is being made on replacing old, deprecated content with stuff that lives up to the higher quality standards of nowadays
see the Ceaseless Void rework, the SCal resprite etc
but thanks to the old calamity days that backbone of every playthrough being an effective boss rush, especially towards the end where there's no (relatively varied) vanilla content to back it up... its still there
it'll take a while to fix that just because of how global this issue is
what did you all think of my suggestion of eventually turning the flaregun line of guns into bolters?
i sugg'd something like it ages ago. and it was denied so im pretty sure no. and stake launcher exists (Which is kinda like a bolter)
anyway can i ask a tester to test like. spear of paleolith vs levi (not anahita.)
thinking of sugging a nerf for it since its like
very op (currently to my sightings) against levi
so what options are there for ranged or throwing weapons that rapidly shoot projectiles that aren't (very) affected by gravity, and go pop in small explosions (smaller than grenades) on impact?
that, ideally, have an infinite version in early hardmode?
I don't think infinite version is quite an essential condition, the only infinite ammo is standard musketball (which I don't think anyone use unless weapons have musketball-changing quality)
Small explosions are mostly replaced by piercing, so I also don't remember much explosion weapons other than on bullets or launchers
byeah theres like none
why ARE there no small explosion, why the focus on piercing instead?
so shouldn't there be an option for people who prefer small explosions to piercing?
because piercing.
but I want something that will hit a bunch of clumped up enemies
then just use piercing.
because piecing is just better than almost every single way to explosion
especially infinite piercing
^
basically gavin your saying something along the lines of "i want this because i want it over something else"
you have the option to use infinite piercing. just use infinite piercing
the only real downside is piercing dropoff/resistance after piercing through multiple enemies, which do not affect normal mobs battle whatsoever and explosion tend to be resisted by bosses anyway
I want there to be OPTIONS, and I'd like one of those options to be 'a ranged weapon that glows when firing, glows when travelling, explodes on impact to handle mobs, and can set a group of them on fire or frostburn or ichor or whatever' it doesn't have to deal 'Explosion' type DAMAGE, it just has to go pop in an AOE.
then thats an sis






