#suggestions-discussion
1 messages · Page 1256 of 1
Going by "shitton" of what Fabsol suggested, it sounds like maybe... it could be like 1/4? Wild shot in the dark here, I have no idea, but the ram usage is why music was split out into its own mod I'm assuming.
the music split was because of size in general
That too.
i think the music mod is still about four times bigger than the content mod
also do know that the 1.4 port will be a smaller file than the current mod because tmod massively improved optimization
I also heard something about 1.4 tmod compressing the mod files much more conscisely so probably will no longer be a problem?
so that might also help
But splitting it out regardless can still provide boons of not loading resources when not wanted. If it amounts to 100+mb being split out, then hey, I would call that a win.
But that also would be nice. While we're constrained to 1.3.5.3 though currently, it could help.
music is still a fat almost 100 megabytes though
mod notifs does that yea
The thing is even if your suggestion got enough votes, it still have to wait a patch to be implemented
And as of currently next patch will likely be 1.4 port
That's fine. I know stuff like that takes time.
not likely
It's still worth contemplating.
next patch will be 1.4 port
But it does sound like 1.4 is still a ways off and they may still put out patches here and there for the remainder of 1.3.x's life.
I'm glad, however, that 1.4 will feature better compression and/or expanded RAM capacity though.
tml 64bit loader
Since MX-40 "UII" is a beta tester and that is his word, this means there will be no 1.3.x small patches anymore for calamity
calamity won't be updated for 1.3 anymore once the port drops yea
The next patch will just be 1.4 port and everything starts from there, and improve/optimize the mod from there
Cool!
Terraria calculates RAM in a fucking terrible way that should hopefully be fixed in tMod 1.4
The current texture RAM allocation has zero sense of compression whatsoever and inflates the numbers way higher than they have any right to be. It's literally pixel-by-pixel
See this conversation:
#suggestions-discussion message
This in particular
@hollow shell were u meaning to mark it with an exclamation or is it valid still
also
its 5 am
The suggestion is technically valid within the confines of 1.3's RAM allocation
and we don't know for sure yet if that allocation will change in 1.4
Lemme do some quick maffs
Have a good bed
before i die bc i liteelaly need to be ip in an hour
ive been playing stellaris all day
Have a good nap
thank u
Calamity source's current filesize is 51.1 MB (78.9 MB "on disk")
Within that, every tile considered as furniture (excluding Draedon Lab stuff) takes up 1.97 MB (4.10 disk) in tiles and 0.56 MB (2.20 disk) in items, so 2.53 (6.30) total
Counting both images and code
So about 4.9% of Calamity's source
Using very rough maths considering that textures take up the vast majority of RAM
Cutting out 4.9% of that 980 MB would turn it into 931 MB of RAM
... not a
very large improvement
@brisk ferry
due to the music's size + the mod itself, the full thing wasn't allowed on tmodloader due to being to big iirc
so there was a time when the only way to get new updates was to download them off this discord
Huh thats amazing I never knew that was a feature, Im pretty sure not many people are aware of it as well.
We already said months ago that we wouldn't add Draedon as an NPC.
@teal basin that suggestion is not happening and nothing is changing that, the developers explicitly say Draedon will never be NPC
draedon has no reason to help you
We could provide him materials EXACLY as yharim did
anything you could supply him with he can already get much faster by way of having an empire's worth of workers to do it for him
he just wants to watch you and Yharim tear each other apart, and then he'll probably fuck off to a new planet to bully
What empire?
And what if we destroy it?
you destroying it is why he'll probably fuck off to another planet after Yharim dies
"What empire?": Yharim's empire, he's not just one dude.
"And what if we destroy it?" As already stated, he'll probably go to another empire more efficient than you.
mfs can barely manage chests without magic storage and thinks they can outdo an empire
Holy shit, this is so based, give this guy a medal.
decrypting draedon's messages alone takes thousands of power cells, we could not even come close to satisfying his resource needs

awesome math
@teal basin marking as exclaimed bc im 99% sure making draedon as an npc is something we are never going to do and have denied requests for it multiple times
(and if it isnt already a suggestion don’t then it should be)
Ok but
We can teach draedon how to use it.
but?
But this
im keeping it exclaimed 
Fair enough!
that doesn't refer to draedon
that refers to general players
pinkle still doing mod work
She's a dev
well yes but it is not every day someone else than a mod exlaims sugs
Isn't Cryogen just a magical construct?
It doesn't have consciousness, does it
Cryogen is the enchanted castle of Permafrost, holding the Archmage as prisioner and defending itself from external threats
Tracers do not need buffs
Even if tracer is to be buffed, definitely not theough this way
more customizability lategame and endgame = not using tracers iirc
Because this implementation likely can only through like, having a copy of tracer for every single wing in the game
And also regardless of implementation, probably will be completely broken, as it fix tracer's only weakness by basically making tracer have more flight time than regular wing, since tracer just inherit it, and you will have extra stat on top of that
The whole point of tracers line not having them is wings being better naturally
i think the better solution here is what xpcqe suggested with an alt line of tracers that dont include wings so you can actually use the quite interesting wings calamity implements itself, while not crippling your horizontal movement
it basically solves the problem of a lack of variety that you mentioned by opening up more options
that's actually not the case. you could just set a few fields on the resultin' pair of Tracers based on what wings were used in the recipe, and then use those to set wing stats accordingly
the larger issue here is that Tracers have been made sorely obsolete by the one-two punch of the movement speed changes allowin' Angel Treads to reach similar speeds and the addition of more wing types post-ML (which, for the record, are really fuckin' good)
@uncut beacon You mean death animations? We already have those for Providence, DoG and Yharon, and Supreme Calamitas and Draedon if you want to count their endings.
no i mean like when you kill wall of flesh and the astral biome appears, it would be cool if there was a short in game animation of that.
Like a cutscene?
We probably cannot do that, not even Vanilla has an animation for a meteor falling or when the Hallow spawns.
Well, now it does for the meteor in 1.4.
But it's a backround thing.
that makes sense, that does sound like it would be difficult to make
Maybe with some funky-ass code, but I doubt any dev would want to do that, so much effort for just a visual.
yea
I do think tracers could use a buff, maybe letting them hover like Betsy wings? Makes them better at horizontal movement than other wing options and still retains a sort-of run that's supposed to set it apart from the other wings.
@copper veldt Your title is far too broad considering what you actually want added
Also your reasoning is somewhat minimal and weak, though I don't know how it could be expanded considering it is literally just
'yeah its so it looks better'
Your title is still far too broad
Actually describe the one singular thing you want to be added to worm bosses, the thing you already state in your description
There, better?
Sorry desert scourge
But the effects look cool, it shows the power of the worm barreling towards you
“It would be cool” is absolutely invalid reasoning
Go read the doc on the pins

And also yes change the title
I did already I’ll revise
Does not match what you want
There
Looks much better, but unsure
Also for mechanical worm which one?
That is a much better title yes
You got the bosses' names wrong, but the concept is there.
Vanilla one?
Also devourer of worlds does not exist, Eater of worlds does and so does Devourer of Gods
Theres also Armored digger and XM-08 Thanathos
Oh oops sorry I’m translating
Understandable 👍
No no vanilla mechanical
Google translate do be weird at times
There
Calamity adds 2 mechanical worms
One is a mini boss
Yes yes I know
The other is like Destroyer EX
You should probably acknowledge at least Thanatos
So does DoG
No no I want only the ground worms
And DS on malice 
It would probably be possible to have this apply to all worms if they come in contact with the ground
May even be easier than doing it for each boss individually
That would be cool
Yeah I think your suggestion is fine now
Awesome, so what’s next for it?
After 24 hours, it'll get delivered into the #suggestions-voting channel by our bot
Then the public votes on it using the ⭐ star reactions
If you get a lot of stars, then the suggestion gets shown to the devs
(To the devs that do not lurk here)
The devs vote on it too, either officially accepting it and getting added to a list of accepted suggestions
or rejected
You can suggest 2 suggestions per day (24 hours)
If it's a different suggestion from the one you just posted, then you can post it right now
yeah
You should’ve known this if you actually read the doc
(give him a break Storm, he's english-second-language)
:/ I did read it man, sorry it just wasn’t clear to me
(Also second language for me)
Where are you from?
If you wanna re-suggest a suggestion that you posted before but it didn't get enough stars, then you can, as long as you wait a week before reposting it
I will not say anything other than ñ
Yes thank you
Reveals a lot already 
España ayyy también
Latam actually
Oh oki
For the "add a draedon npc" suggestion, there's a mod for it
Useful npcs i think, but there is an npc called "draedon, the draedon"
That sells you vanilla & modded ores
XD
A fine suggestion. Gotten it before
Building a SCal arena is frustrating to do
first to star my suggestion in voting
would be neat even if the desert is gonna be cancer with the 1.4 changes on top of everything else. i am fully ready to die to electrfied flying stormlions
late on this but Nayru from Skyward Sword is also found in the desert
his main element is also lightning
maybe its just because both it and calamity desert were canonically seas... which had their fair share of thunderstorms (one of the SS desert bosses takes place during a thunderstorm on sea in the past)
@umbral gazelle Actually a really nice idea
For one, it doesn't force you to open up something like Cheat Sheet to go into god mode and make the corners itself
(which means virtually almost no cheat sheet needed for scal arena, woohoo)
Main thing that would be needed is that in my opinion, in order to make it fully effective the particle effect would need to be heavily visible and actually look like a corner
(Don't forget Urbosa from BotW too)
i suppose this makes sense
huh
Yeah this makes the desert electric thing make sense
Yeah but most people associating deserts and electricity probably don't actually know that. It might be one of those things where nowadays people associate the two because there's already enough material associating the two that it's just a design notion in the back of your head you passively acquired.
would make for a cool mage weapon ngl
I wanna make a suggestion about the tenebreus tides but since it's a donator item I have to contact the donator first right?
depend on the type of suggestion, if it is just balancing of the item you dont have to
I assume it is like, change it to magic damage?
it's about slowing down the projectile speed cause from what I can tell the projectiles are so fast they skip over enemies
if it's a change to the function you'll need to ask the donor
ya, I think that one is only count as balancing not function?
since projectile speed is probably a balancing factor not a explicit function? at least I would assume so
I thought that too but the donor might want the projectile speed to be that fast
it woudln't change function

because it can be fast without that issue
just give it more extraupdates
fair enough, I'm gonna right that suggestion now
yea i think that'd be fine
aight it's done
cut velocity in half, add extra updates
because I strongly agree with this, it's a pretty consistent issue
I want to suggest something but I'm going to ask first in case there's not already a solution to it that I'm just not aware of: Is there any way to see how many minion slots you have available and how many of them are currently occupied? Obviously aside from just summoning minions until nothing spawns anymore.
summoner's association does that real easily
I don't think 'there's another mod that does it already' is valid reasoning not to add or suggest a QoL change, but thanks for bringing that one to my attention.
Knew I had to be forgetting something with all the stuff that's in the mod.
typically that's a valid reason, I seen it used a lot here
Wait
wrong reply
incredible
but yea
you'll usually be redirected to use an already existing qol mod if you want something that's already laid out well on the other mod
which summoner's association already does
i thought slow projectiles were worse at hitting small targets than fast ones
since you need to aim them predictively to where your target will be by the time your projectile gets there as opposed to aiming directly at the target
not worse in that way
apparently the projectiles move so fast that they can "skip over" small enemies
@hollow shell bad sugg
could you attach images to suggestions?
you can yes
ok thanks
A fine suggestion, xb
Thanks
It seems like the number of blocks required for an astral biome is comparable to the snow biome, which in my experience is the highest requirement as every block in it counts and it usually covers a very large area of the surrounding terrain
But if you were to for example, convert a floating island to astral blocks, it might not count.
Snow biomes might have this same issue, floating islands have not quite enough blocks for them
I haven't tested this
ya
an example of what I mean for my suggestion: this giant lump is barely enough to make most (not even all) of the inside area count as astral biome
and the outside isn't astral biome at all!
And also when you approach astrum deus summon it just doesn't look good
I think the fact that astral biome require (somewhat) large amount of block might be intentional tbh, not sure if they intended it to require that much, but probably intentional
since astral biome otherwise may easily override other nearby biome (similar to corruption biome, though it dont spread)
but I do see the point of making it require less as you say, for building purpose
Kinda Aesthetically too
Astral biome just ends at the top of monument
tbh cant they just add like, astral monolith?
and might be laggy when getting out and in of astral biome at death mode because of haze
or biome monolith in general
it requires more than any other biome, so many that the natural biome itself ends while half the blocks on screen are still astral blocks
on the snow issue
i made a modded fishing farm once
and while snow took a lot
fitting both it and astral required astral to wrap around literally have of the fishing farm just to barely meet the space requirement
and trust me i tried to cut down where i could
astral just requires a frankly insane amount of blocks
snow is like 600-900 or something but astral takes like 1500
it's almost laughable how much you need
ah that's it
astral ice is fairly cheap
Yeah but the amount of blocks required for astral biomes is higher than any other. It's absurd imo
Isn't the reason the astral biome rewuires so many blocks because of astral dirt? For other biomes like the hallow or jungle only the grass counts as a block for that biome but with astral all the dirt counts too
In theory yes but in practice it's way overdone. The same problem though less severe exists for snow biomes.
I thought that the cooldown only activates when you take damage
And the duration of the buff resets every time you do damage
the way it current works is like this:
if you hit an enemy (with anything), you gain a "Holy Dodge" buff for 5 seconds, you dodge the first hit that hit you within this 5 seconds
after you just gain Holy Dodge, you cannot gain Holy Dodge for 30 seconds, then you can gain Holy Dodge again
so basically, after you gain Holy Dodge, if you dont get hit immediately within the 5 second where Holy Dodge is active, the buff just expires and you basically dont have a set bonus
this make it so that the set is only useful in 3 situations:
- pure luck (super inconsistent), by having the dodge activated just when you needed it
- if you plan around it (a.k.a. you literally use a clock to count to use the dodge for something like true melee)
- you get hit so often that you always get to utilize Holy Dodge
not to bring up the dreaded config menu, but having options in the config for setting manual aggro and having keybinds to toggle it for multiplayer would actually be really cool and useful and maybe make MP actually enjoyable
like say you have 4 players and 1 of them is a tank or something
they manually set their aggro to like 10k in config and everyone else has it super low
but in reverse order of squishiness like the ranger has 5, summoner has 0 or less, etc.
and if the tank got low you could press a button to switch to your lowest setting, like a toggle
not sure how possible this even is programming wise but it would actually add a really cool dynamic to MP that would make it more than just bullet sponge turbo
i think it'd be better to have aggro more integrated with other stuff like equipment you than it just being a config option
but i suppose that'd be pretty high effort
i was thinking it was more like a mechanic that just a config
but a config would be somewhat required for how it would work
basically just "aggro passing" or some sort would require you to work more as an actual team than just, like, watching someone else do a boss battle lmao
Does boss health in multiplayer in Calamity scale differently from how it does in Vanilla? Because otherwise I've always found the random elements of aggro to be a way of somewhat balancing the fact that the boss hp to player dps ratio goes down with more people playing. Although with how unstable Calamity is in multiplayer that usually leads to more issues than anything (like occasionally wasted adrenaline or Ravager yeeting itself out of existence half the time).
idk but health does scale for bosses, quite a bit, and i dont like the randomness because it's, well, random. like i said it really does just feel like watching someone else do a boss battle and sometimes you just get punished for existing. that's dumb
If I remember correctly calamity MP bosses basically have less hp than they usuaully have compare to in vanilla, so the more player you have the squishier the boss become
The last time I saw is a specific case, where on 4 players PBG have barely above 2x the hp it normally has in singleplayer
Also for the aggro thing, config is the option that preferably should not be necessarily for normal playthrough experience
For gear (accessory etc), I just think it can be a bit unrealistic to ask players to use shittier accessory just for boss targeting to not be scuffed
They have higher tendency to just complain "why not fix boss aggro properly"
mp boss health scaling is toned down yeah
but if you're having issues with bosses dying too fast there's the boss health multiplier config you could consider tweaking
lets you set bosses' health up to i think 10x the normal amount
I do think MP hp scaling is fine, esprcially when all players are new to calamity
The only thing I see might contributed to the problem is just adrenaline, since if boss is consistently aggro on one player the others get adrenaline "for free"
At one point I did look at the exact formula vanilla uses, and while I don't remember it exactly I know it scales less than linearly compared to player number. So if all players are dealing comparable dps you deal a larger percent of the boss's hp comparatively.
Scaling down adrenaline (damage or duration take to charge) in MP might help solve the issue but I cant confirm on this, since I dont know how much of an issue this is
This implies half your hits aren't ignored because the game is desyncing to hell.
Bosses dying too fast is usually the last problem you have in multiplayer, at least in my experience. Unless you're like, revisiting an earlier boss with way higher tier gear and run into funky stuff like skipping the second bullet hell against Calamitas clone.
can we get some kill times on venom staff cause ive literally never heard of someone using it
alright
just want to see if it really does overperform for it's point in progression
with Pre-plantera armor and buffs, no rage, no adrenaline, I just killed death mode leviathan with the thing in 28 seconds flat.
If you can, try to put the stats (your killtime) into the suggestion
It do help
Since otherwise people who never use the item will have no idea how overpowered are you talking about
Sorry, I can give that info here.
I used many buffs and have a loadout geared toward damage but this should not happen so fast in death mode. Buffs: ironskin, regen, yharim's power, well fed, magic power, mana regen, rage, wrath, clairvoyance, endurance, lifeforce, swiftness. armor: Chlorophyte with the mage helmet. Accessories: moth wings, evasion scarf, celestial emblem, void of calamity, charm of myths, angel treads, all menacing. Kill time: 28 seconds. No other weapons at identical progression and even post plantera weapons could compare. It also vastly outperforms the Astralachnea staff, which is supposed to be somewhat of an upgrade, obtainable two bosses later in progression.
is there a limit to how many suggestions a person can do at once?
oh nice so I can still make one
has anyone suggested changing the default hotkey for adrenalin to not be "B" before
still why is the default hotkey a key that's already used
might have just been set to the first key they could think of that isn't used constantly
here me out though "C"
i use C as an armor set bonus/keybind for bonuses from stuff thing
so i just use the default keybinds for adrenaline and rage and they work well, besides its nice to make sure you still have your buffs 
besides, my keybinds are weird af, might pull up an image of them when i get home from school
keybind suggs are dumb just change ur keybinds lmao
I have them on extra mouse buttons, but also there's an argument to be made for having them both on the same button because if you ever get both charged at the same time odds are you're planning to use them both together anyway.
Real gamers have it on q
Buff true biome blade
its absolute ass
like please i wanna kill myself whenever i use the weapon
its so cool but it sucks which is the problem
@serene barn there is already a standalone mod that does that, I don't remember its name, but you'll find it if you search "boss healthbar"
iits not a feature its a bug
who told you it was a feature
its getting fixed next update
That could limit gear, though
As you would have to use up gear slots to have the right aggro
I feel like favoriteable items are the best choice here
lore item 2
Bruh if 3 ppl told him and no mods were around u would assume that they're correct too
I wouldn't actually lol
i am torn between pulling out The Rover Quote, or saying that I agree with this
idk, extractinators are kinda wack
They currently operate every third tick I think
Fast extract makes it every tick and I have it in my calamity modpack
But still takes a really really long time to extract 4K batteries
samsung galaxy
wait don't batteries extract way quicker than like, silt and slush and stuff
they definitely do
Not fast enough
Three and a half minutes to extract 4K
That’s 210 seconds of just standing there holding down a mouse button
Riveting gameplay
Why would you extract 4k batteries though
true
So we just get easy money
also
...just trash them?
theres no enough gear to use them for
At that point it’s a useless station
If all they’re good for is to trash the batteries, then why have them at all
This feels like a personal issue
Just add a station that instantly converts them
you can also directly sell them
That is true
Why exactly the celestial shell for a cell phone upgrade? @umbral sonnet
Ikr
this is practically sis, unless you can bullshit a reasoning for making a cellphone upgrade
Also make the extractinator extract draedon batteries much better
@umbral sonnet Hello you need to provide a reason for your suggestion beyond it being a haha funny
Ele Quiver and Daawnlight both include Celestial Stone in their recipes
I just wanna know why the celestial shell and the phone, idk how you would meld those two together
Because the suggester came up with the pun first and built a suggestion around it afterward, which is a bad idea
and on top of that it will make it useless
unless you are putting the phone as an actual accessory (assuming it keep full stat of celestial shell)
yeah even as a joke idea it somehow falls even more flat than most joke ideas
Just a simple addition I thought of during my current Melee playthrough of Calamity when I got the Fractured Ark
@novel belfry it deals more damage and burn you harder
I think thats it, at that stage shadowflame is way more dangerous than cursed flame, and rev/death mode is supposed to be harder than expert
even then, it just feels weird
like, surely you cant buff cursed flames to make it hurt harder?
if they want to revert to cursed flame tbh they just have to buff flamethrower damage itself
to account for the damage loss from the weaker debuff
@gritty hawk thats not how you make a suggestion
plus theres already mousepads
and actual merch is an issue
ok
ya probably include that in your suggestion, and make your reasoning like eye colour, or even referencing to apollo also can
there's already mousepads and t-shirts
We do have t-shirts and hoodies and iphone cases yeah
That's plenty to be considered "merch"
and even a mug
@gritty hawk https://calamity-mod-merch.creator-spring.com/
This too https://youpads.com/calamity/
I completely forgot about the existence of the mug
Mug Moment
The best one
a calamity mug would be cool to have
muglamity
ah ok i just really like the cal health bar
It is true that other health bar mods only show raw numbers
Calamity being the only one that comes to mind that shows a percentage
Bann't
🤯
bot
nothing notable
surprisingly useful at times
then the vanilla boss healthbar over here showing neither
yeah true
on the cursed flame/shadowflame thing, doesnt the -10% damage reduction on cursed flame still exist when inflicted by an enemy too? i dunno how much of a factor that would be when considering it vs. the already implemented shadowflame
the cursed flame reduce DR is pretty big, but shadowflame burn a lot more
and on player cursed flame is increase damage taken instead of reduce DR, which is worse as player at that stage dont have high DR
cursed flame is 6 dps on player, shadowflame is 15 dps
@lucid lily i think youre looking over the fact that the ores dont correspong with the mech specifically, but just the number of mechs defeated
both SPrime, Dest and the Twins can spawn Oric/Mythril, assuming any of these was defeated first
true
but I think people get my point
So true
also yeah, that
you can fish for the ores and mine them
is there really a need to make them just, boss'd
no but also why not
unlegitimize farming bosses for materials iirc
“I can’t get drops by killing things and have to explore the world or casually fish?! >:(“
whats the point of the game if you just rush by it 
tbh if calamity's ore gen is so bad that ore spawn are super rare I might agree with the suggestion
"why" is a better question than "why not"
^
the thing is as of currently the ores are plentiful
(speedruns)
speedruns arent officially supported
Lmao, imagine balancing your game for speedruns.
also its like, pretty good

i solely mined in my playthrough and i did fine
took me like, 10 minutes for each tier to get like, enough of both ore types
ya hardmode ore are definitely good, the only two currently that have problem with gening is like, perennial and uelibloom
tbh perennial is fine imo, its like full world spawning
the thing with perennial is just it spawn in super small cluster for some reason, like 5-10 ores often, and very spreadout on top of that
@zenith hazel “QoL”-only reasoning suggestion
uelibloom problem is generated very not frequently
atlesat you can fish (iirc) / mobfarm Uelibloom
ya, almost all my playthrough I farm slimes way more than mining perennial and uelibloom (particularly)
I love burden of proof fallacy 
@lucid lily please provide a more descriptive reason for your suggestion besides "it would be a helpful quality of life thing"
correspong

Wow, a renewable ore suggestion that isn't just calling to make a new type of slime
Ores can be renewable outside of slimes???? 
i always wished uelibloom grew like chlorophyte instead of dropping from slimes, i think it'd be cooler, but im sure it's be a programming nightmare
How about just relocating it from the jungle entirely and generate in hell and hallow. Providence has no connection to the jungle, the jungle already sees by far the most use across the course of a playthrough, and it won't have to fight for space with chlorophyte and the jungles many unique structures.
Typical uelibloom being cringe moment
(Why are there 4 fucking nature related sets of bars)
I don't think its sparseness has anything to do with its generation location
Counting vanilla, 3 plant bars all centered around the jungle what is this
But the Jungle is indeed overused, so
While it being in the jungle isn't the sole reason there is so little of it it certainly isn't helping.
Its on a limited space of the map that is already really dense with unique blocks such as the really big temple, the beehives, and chlorophyte constantly taking up space. Also disregarding the stuff uelibloom (to my knowledge) can't generate on like marble and granite caves and the various lab structures.
uelibloom would be harder to get if it was moved to hallowed
same with hell
it just needs to be bigger
How so, the hallow and hell combined should be more space than jungle and its not competing for as much space.
and people need to stop playing small worlds
yeah its not viable at all in calamity
it'd have to fight with all six hardmdoe ores, the original ores, and hallowed ore
hell just is mostly filled with lava anyways, varying w/ your generation
True but the jungle has most of that, the temple+beehives, and chlorophyte.
There we go
the entire tier also really isn't themed for hell or hallowed
I legit can't remember if the Hardmode ores can gen in the jungle or not
it could simply just be given bigger veins
oreg
It isn't but Providence and Uelibloom is already a thematic mess so I'd rather go with the option that leads to better gameplay
Why is the sun goddess connected to tree fossils in a biome it doesn't interact with
Same problem for the second evil bosses and Aerialite
Same problem for Golem attracting Martians and cultists
idk I think Uelibloom is cooler as tree bark vs another profaned set
You could also say that a dedicated profaned ore is cooler than yet another plant-themed set

idrc if there's another plant set because it's been awhile since there was one
vs more profaned stuff at the same point in progression
Now that's an idea
Profaned stuff that's a noticeable distance away from Providence in progression
No idea how that could be pulled off but it's an idea
a theoretical profaned ore, divine geodes and unholy essence forming the trinity of profaned rocks
i can't wait to collect my godforsaken third set of profaned rock 45 minutes after collecting my last set
Again
unless you'd collapse divine geode and uelibloom into the same set but then you might as well just cut the uelibloom entirely because you can just farm a boss
It is currently your third set of plant rock
Perennial comes very shortly after Chloro as well
It do be
Jungle also does not need the revisit, especially since by intended progression you would've just been there to clean up dragonfolly
and you were just in the hell and hallowed biome for literally all of providence's content
Do note that the jungle gets overall more visits over the course of a run
yeah but the hell/hallowed visits are all strung together
at least you have a break between the most notable jungle visits
Jungle gets visited for Queen Bee, Plantera, Golem, PBG, Dragonfolly, and Yharon and this is disregarding any potential alterations like going in during pre-boss or mid-mechs for an upgrade.
Hallow gets visited at start of HM for souls, potential post-mechs for hallowed ore, and start of post-ML for profaned content. Hell gets visited at end of pre-HM, mid-mechs for brimmy, and post-ML for profaned content and signus.
You're also there for about as long as you would be for plantera in the jungle assuming thats when you decide to get lifefruits
I do find myself very rarely going to the Underground Hallow, especially in comparison to visits to the Jungle
Then again I don't think I've ever touched Hallowed Ore
is there a single special ore in the desert? i mean there's fossils but that's basically where it ends
Just the fossils yeah
Putting profaned ore in the desert would be... weird
I mean yeah you got sun theme
but
Providence otherwise has no affiliation with the desert whatsoever
Anything that means less underground jungle visits later in the game is honestly good for me, the place physically hurts me with how much sound and items in your inventory you end up having to deal with.
i realize but of any of the places that would be grasps for some late game content. maybe you could play off the sun theme and the root theme and make them like. cactus roots, or plants that blossom underground away from the intensity of the sun
just a thought
Plains has all the Basic and Hardmode Ores, Tundra has Cryonic, Jungle has Chlorophyte, Crimson and Corruption have their respective ores, Hallowed has... well Hallowed, Hell has Hellstone, and Desert has... fossils I guess???? and that's it
It is a potential option to consider.
We do plan on expanding Profaned content in the future
A little ways away though
You go there as a summoner and you live with the constant buzzing of enemies dying somewhere around you and you picking up a new one of one of four banners every five minutes.
yeah i know DoG gets his own dimensions and i faintly remember something similar with provi, but ¯_(ツ)_/¯
maybe I'm just crazy, but I coulda sworn that they could.
I kinda remember goin to the jungle to grab ore since hey, nice and easy underground access
hardmode ore anyway
shrug.
only semi-related but Cal will have a wooden boomerang recipe in the future
thank god. it being locked behind chests was always such a dumb decision to me
When you think about it, Zenith is a boomerang.
They can, in quite good quantities aswell luckily
Alright
Not even wrong
I have a little idea that's probably been suggested before
an armor set at the same tier as the moon lord armors but classless
made of the armors of the materials that the bars of life is made of
and then with exodia clusters or luminite added to set the tier
im actually kinda surprised nobody is talking about my suggestion, i guess there's nothing wrong with it

it seems good to me
i mean, the main reason i want it added in is because since calamity has quite a lot of bullet hell elements, (besides, SCal's fight is basically a bullet hell anyway) so having the bar nearby and or under your character would be a good idea since you would still be able to pay attention to your character
so, I've been having this idea. I think that after you defeat the Moonlord, Luminite should spawn in the world. I am pretty sure there are those meteorite things, that have luminite, but I, and I would assume, many other players, had no idea they existed. I am not sure about this idea, though, because it might ruin the whole point of the Meteorite things.
adding another ore in the underground is probably not a good idea
and also like. just giving a better indication of the luminite planetoids appearing would be better
That planetoid also has a bad habit of not spawning when it should as far as I know, though that might be getting fixed.
You know, that would be better.
if they even need a better indication
you read the chat
And I just farmed the Moonlord for luminite because I didn't know I could just get more.
I do, yes, is there a message for it?
yep
What?
I must've completely missed that.
In that case, I suppose more indication isn't needed. I thought there was no indication.
But, out of everything, maybe make it easier to get cosmolite after defeating The Devourer of Gods. I assume this is suggested a whole bunch, but me and my friend just duped the Cosmolite because we didn't want to have to beat Devourer of Gods over and over again.
So I think it would be a good change, but it has already been suggested a lot, I assume, so is there a reason they haven't?
the distortion
dev plans go brrr
So, does nobody know why they haven't done it yet.
Even though I would assume it is highly suggested?
haven't done what?
Made it so that you don't need to farm the Devourer of Gods to get more cosmolite.
because it won't drop from dog
there'll be a dog subworld where you mine it
Wait what?
but thats in a while and i assume they dont want to rig up a temp solution in the meantime
damn how do they make a whole subworld how would that work thats cool
I imagine it would just be a biome.
there's a mod that allows subworld functionality in other mods iirc
It does seem that the solution to this issue is more indication towards the luminite planetoids, rather than putting luminite in more places
Cuz then you're just multiplying the issue
That is true.
Because I would assume a lot of players didn't realize that they could get more Luminite easier.
isnt there a text message in chat after killing ml about something in space tho?
I think that refers to Exodium but it does indeed mention something generating in space
"Cold and dark" iirc
when they said subworld i thought of like the minecraft nether but smaller but that seems more reasonable but ik nothing abt coding so idk what im talking about
when players go to mine exodium i cant imagine how they would miss the luminite tho lol
theyre not using that
if calamity relies on other mods and then that mod breaks
I think Dom has gotten subworlds working without the usage of mod dependancies
Didn't it not work in mp
Anyways outside that i think throwing away the idea of using sublib because "mod can break" is kinda dumb
Fixing the thing, if we're are talking about post preview/stable tmod system, is probably less work than redoing sublib just for cal or even worse, making a worse version of sublib and throwing mp at a trash bin
1.4 sublib can have 2 different worlds running at once
@bold peak - Your suggestion has received an updated status!
[Make the Ankh Shield components craftable at a pre-HM anvil]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@frail delta - Your suggestion has received an updated status!
[Allow Draedon Projectors to be placed facing either direction]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@digital saddle - Your suggestion has received an updated status!
[Rework Auric Tesla armor]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
Hold up
These two did not get delivered for some reason
Despite one of them getting checkmarked
i dunno about the first of these two
i never really have issues with ravagers spawn except on malice
and malice is malice
It is a pretty funny video though
@lucid marsh because life crystals are craftable
m
That would just make it so every potion is crafted using Rubies and Healing Potions
(and.. Stone Blocks)
I did think this was a clever idea prior to remembering Life Crystals had a recipe, tbf
plus i really dont see why people think blood orbs are hard to get you can get a non consumable summon for blood moons and an item that controls day/night in hardmode then you can just farm infinite blood orbs with zerg pots
The Blood Moon summon is not non consumable iirc?
yes is non consumable
Oh yeah you right, musta been a recent change
i have the wiki page up rn lol
Understandable
so like it just takes some time and you can afk it easily with some setup i think
oh
if you're really desperate turn on death mode lol
I forgor
and after a certain point you are likely to have plenty of extra life crystals.
also their main use is Heart Lanterns anyways so if you wanted to branch into "useless" then uhh

instead of edit: "nevermind" just
delete the sugg i think 
Rover quote is so useful that is should be pinned in this channel
@lucid marsh You can delete messages in #suggestions-posting, yknow
Not gonna let a sugg go through with a "nevermind" in it
forgor 💀
Forgor 💀
@unique vector Suggestion reaction legend in here and voting needs updating, new bot function just dropped
The bot cannot deliver suggestions with videos attached that are over 8MB. If it detects that the sugg has such a video, it'll react with 🗜️, just like suggs with bad title-reason separation.
So, add that case as an alternative situation under 🗜️, and include this link : https://8mb.video/ (preferably unembedded <>)
Tbf though there's an argument to be made that currently farming for blood orbs is kinda not particularly engaging at the time you're encouraged to do so. You're going to do it when you're getting bloodflare armor and you're going to farm for them with that because it's efficient but at that stage of the game it feels more like a chore. With the gear you have at that point stuff dies so easily that it's more of a time sink than anything.
I doubt that blood orbs are meant to be the principal way of acquiring potions
They're moreso a bonus
they are an alternative yeah
fixed
oh uh
i cant edit the one in #suggestions-voting because i dont have writing perms there anymore

@sinful violet do you mind just deleting my two pins in #suggestions-voting , they’re pinned in this channel anyway
this is true, but with the next update being in vanilla 1.4 id imagine it wouldnt be hard to say, add blood fishing mini-bosses into the spawn tables post-ML to make the event harder or something. plus the event spawner is getting replaced anyway so i guess that guy will get what he wanted either way lol
Dd is pretty much a fixable thing because it's calamity but debuff is a vanilla bug that applies to all types of dodges
for some reason for ram it only applied damaging debuff but not other debuff
instead of like counter scarf where it practically applies all debuff you normally get
I mean a solution would be for it to act like a teleport and just relocate you from point a to point b, and just disguise it with the animation/effects
attempted embed fix (ignore this)
awesome
the source file was barely above 50MB which made it not embed

@small timber #suggestions-voting message
this is sent manually so etc im mimicking the bot haha
thank you (though I didnt know bot actually have limit on sending videos, I will avoid using video next time)
no one knew until it happened tbh
This sucks and would probably have awful consequences
dont blame the bot blame discord making normal servers only be able to have 8mb max file sizes 
discord does not like bot developers to abuse increased video size apparently
That's not even about rooms that's the cap for every user who doesn't pay (although I don't know if there's an extra cap for rooms on top).
boosted servers can have a higher upload limit
True.
Figures.
is the counter scarf/dodge register as hit getting fixed after 1.4 port? or at least I remember something like that, or only for valor/aegis ram?
iirc it was fixed for shield rams, not sure if it was fixed for scarf and other dodges
i think 1.4 fixed it yeah
Them being an alternative doesn't really change the fact that they're there and efficient though. It's a pretty throughly documented thing in game design as a whole that within reason people will tend to optimise the fun out of a game if they happen to find a way to, and it's pretty well accepted that's on the designer to account for. But I am also talking specifically from my own experience as someone who likes certain aspects of the game more than others and I'm aware others enjoy what I don't, so I'm not really arguing there should be a major change and more thinking that there should also be a different but balanced alternative to obtaining blood orbs.
If I had it my way I'd honestly have more fun fighting a single challenging boss than fighting a bunch of fodder, but I'm not going to suggest adding a new boss just for that because that would frankly be overstepping the limits of what a suggestion should be by common sense alone even if it wasn't also explicitly not allowed iirc.
While 1.4 port related, blood moon (fishing) in particularly will probably be a very direct way to let player acquire large amount of blood orb (in a somewhat not boring way) so I guess there is at least that
Whether or not it will be more efficient than just farming normal enemies will depends, since death mode blood moon spawnrate modifier do make acquiring blood orb from normal enemy at an unreasonably fast phase too early, especially with many overbuffed true melee weapon
That leaves the reward, while I do think them being potion material is actually a good enough reward (the mod should not expect all player to just use alchemistnpc/luiafk), a more solid reward can just be blood moon weapon upgrade I assume? Which is also post 1.4 port
people will tend to optimise the fun out of a game if they happen to find a way to, and it's pretty well accepted that's on the designer to account for.
yeah no i dont think the developers should cater to people who actively just optimize the game to not be fun, whats the point in that
this isnt some Factorio game where everything needs to be efficient af
but balanced alternative to obtaining blood orbs.
blood moons are already a fair way of getting them and their whole point is giving a larger purpose for the Blood Moon, they arent really meant to be easily farmed otherwise youd be able to craft many potions willy-nilly (yes, they are sold, but some would argue they are rather expensive, plus Blood Orbs allow crafting of later potions earlier in progression)
If I had it my way I'd honestly have more fun fighting a single challenging boss than fighting a bunch of fodder
yeah its your opinion and its fine, but the game already revolves around bosses whats the point of adding a boss to farm everything, the game would get staler
sometimes an inconvenient method is the most interesting, i.e an event
(on this, I feel like before 1.4 port the death mode blood moon modifier should get changed from multiplied spawnrate (which make farming blood orbs from normal enemy comically easy) to just make blood moon enemy stronger
Just so there might be an actual advantage/reason to go for other options than just normal enemy (and the spawnrate will also gonna make blood moon fishing super annoying unless sheltered, and fighting blood moon fishing miniboss in restricted arena)
I was half quoting Sid Meier there, so if you want to argue against someone who's had experience in game design since before Terraria even existed you're welcome to try.
meant to be easily farmed
And my point is that right now they are too easily farmed at a certain point in the game, to the point where it feels unfun to do so if you want to. I'd honestly do something harder with a lesser payout just because it would be a more entertaining use of my time for me (but I wouldn't want the current situation to be overwritten, hence a balanced alternative).
if thats your issue you can ask to just, make them drop slightly rare then
also not every game is Civ, i'd argue doing that for a game like Terraria would actually hurt it more then it would help it
That doesn't make it harder, it just makes it more time consuming. I think you're missing my point.
its a rather insignificant material, i dont think it needs to be hard to get
Plus it would be annoying for people who enjoy the current situation.
well you cant cater to everyone always
But you can attempt to cater to people if enough of them agree, hence the entire point of this channel existing in the first place.
there are times where the general public votes for things to have "alternative methods" simply to make the game be rushed more easily
Hence why I'd want the alternative to be harder and at most equally as efficient.
but i still dont understand whythere needs to be an alternative, let alone a harder one
blood moons are rather rare, its not always that youll come upon them and when you can actually summon them yourself its not really of matter
and blood orbs on their own have a rather straight forward use of being an alternative to crafting potions
why would you make an alternative, to the alternative
(also sidenote, i guess there is a seperate method, fishing for Xerocodiles)
If someone wants to farm blood orbs to make potions it's kind of implied they don't want to bother with gathering the materials the regular way, and the regular way usually being fishing or growing plants sort of implies that if someone would rather farm enemies than do that it's because they don't find standing around fishing or similar to be particularly engaging gameplay. But that far into the game, farming blood orbs basically boils down to 'stand around and hold a button as things die around you', which loops back around to being even less interactive than fishing.
((granted its also in a blood moon, but since its a blood moon material intended to be blood moon attached i feel like its fair)
But that far into the game, farming blood orbs basically boils down to 'stand around and hold a button as things die around you', which loops back around to being even less interactive than fishing.
in that case you could just argue the Blood Moon should just be more, challenging?
i still dont see the actual point to make an alternative to an alternative
Which I did.
wasnt your idea just making blood orbs simply, not something from the event?
Like, literally at the start of this whole thing that was one of the things I brought up.
Oh no, I never intended that. Sorry if it came off that way.
i see
well, then i also apologize for thinking something you didnt mean at first
guess this was a misunderstanding
It happens.
in that case, i can see a reason to call for the Blood Moon to be more enticing
atleast later on, that is
whats the point of adding a boss to farm everything
ravager :troll:
Yeah but that implies ever wanting to fight Ravager a second time.
Especially fun if you're in multiplayer, where the real challenge becomes 'run after the AI before it despawns itself'.
do people really farm ravager for that 1-3 bars
I farm rav for the cores
i would want to fight ravager more then once for i like the boss 
byeah doesnt matter
Much easier than going to four separate biomes
huh
for the eleum and chaos and stuff yeah, and also if i need like 2 bars of life for some random recipe
wow did i really just say bars of life in the year 2022
life alloy*
wtf bars of life....
Epic
@sinful violet Or just give Pixl writing perms temporarily
(It's useful to have the legend pin in the channel where more of the reactions are actually utilized)
Oh right
This is what happens when you ping me at three in the morning
Her top two?
I can’t tell what he’s trying to say, you just want to keep the legends pin in #suggestions-voting and remove the suggestions doc+how delivery works pins?
uhhhh
tl;dr i was more on the idea of removing my pins in #suggestions-voting that were redundant with here but rover makes a good point its good to have them in both places regardless
Do you realize how confusing these directions are 
so temp perms to allow me to edit it/just giving me direct perms is better
tltl;drdr can i get edit access so i can edit my pin

You have three pins in that channel not two, two of the ones pinned here which are duplicates are yours, but one is pinkie’s post, the pin rover’s telling me to keep because it’s relevant there is also here 
Hold on I’m not going to be messing with perms on mobile
Give it a sec, or just be very clear with what you need to remove.
i do not wish to remove them anymore
!!’
i can wait for perms idm
also rover’s talking abt my pin not poss’
ehe
gonna exclaim it for now
I looked through patch notes and stuff
and the wiki
and the do not post
to check
but i couldnt find
yeah no we just have been ignoring boss rush stuff for a while bc it rlly isnt our priority atm
esp since it’ll just keep changing every time we add new stuff
ok
I don't know how in depth I should I make this, but I wanna suggest an item like the Voodoo Demon Doll that you can favourite to make it so you don't deal damage to the cultists
Mainly because my biggest arena usually turns out to be the one I make in front of the dungeon
now that i've actually tried persecuted, i think i found its problem
it's easy to damage enough and the demons are quite powerful
but the portal sits in place, and you're only gonna be using persecuted on the exos.
so i was thinking what if its keeps a position relative to the player? that would make it much easier to manage
while keeping its gimmick of "do not shoot in this direction"
if the portals just sit there and you outrun them, you barely get a chance to hurt them before the demons come flying after you
Has been suggested before but you can suggest it again
And uh sure you could make a sugg about Persecuted
I haven't used it enough in action to know how true or resolving that sugg is
wait why arent exo mechs in boss rush? just askin
^
okay
Slightly buff galaxia and true biome blades'effiectivenes against bosses
Would that be a good sugg
Like make all or most of galaxias attacks a lot more reliable for yharon
And true biome blade is just cancer rn
i think a bigger explanation might be needed to explain the flaws of each of the true biome blade/galaxia modes
Alright
Can we not make weapon is cancer jokes
eh, it gets the point across, but if you want something less offensive? i dunno
A. Galaxias aries wrath attack is decent but considering how much u need to risk and get in close to use it it should prolly do a bit more damage
B. The galaxia attack where start swinging around and shit it does like less than 1% to yharons health so maybe make the stars do a bit more damage to yharon or the actual blade do more damage
C. Other galaxia attacks are good I rly like the others ones ^_^
D. Biome blades' actual attack where it spins and shit is weird because of the hit boxes and shit and the rate at which the boss gets hit from it
E. The snow variant of biome blade sounds like it should hit more often than it does
The biome blade/galaxia and ark line actually take a little bit more skill to use now
Which i kinda like

Yeah but it's like unusable other than that
What I mean by that is even with the skill it doesn't do enough damage
Like u can still make it reliable while also having skill being a favtor
Factor
I've literally had cancer and I don't find it offensive -
Even with the damage buffs it doesn't do that much
E. Ya, pre-true snow biome blade feels a little clunky
It doesn't make that much of a difference
Also kind of offtopic
If and when calamity ports to 1.4, the terra blade and its prior weapons (true night's edge and true excalibur) are getting a full rework and won't have projectiles
Wonder how that'll affect melee in calamity

Is this a good sugg tho? Do u guys support
Ye
Ight
kind of an odd thing to say considering the 1.4 port is currently happening lol
Ye
YOU'RE GONNA HAVE TO PLAY TRUE MELEE BOYS, WHETHER YOU LIKE IT OR NOT!
jokin aside i wonder how the caldevs will rework the terra edge and terratomere in response to this
I would keep the terra edge kinda like how the old terra blade would have been with the projectiles
source on this info?
Saw it on one of chippy's videos, stuff that red posted
They're reworking true excal and true night's edge in vanilla, as well as the terra blade
They won't have projectiles anymore

me when journey's end terraria receives an update past 1.4 (it's extremely shocking)
i think the terra blade is still gonna have projectiles, they'll just be mucha bigger
It'll fire projectiles i think at a slower rate, but they'll be bigger with more damage
Is my guess
i want to see you find actual tested numbers and data to back this up
considering when i tested it i apparently overbuffed it and when storm tested it he made it better
also!!! not every weapon has to be good against bosses!!!
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Then like what's the point of using it
Yeah, not all weapons are meant for bosses
biome update cannot come soon enough to get people to stop complaining about weapons' dps against bosses
Some weapons specialize in ad clearing
(they still will but whatever)
Like frost/pumpkin moon, and solar eclipse
events? exploration? the other half of the game????
Ig
maybe if we had a mod that has historically focused more on bosses than the other half overall... hmm
jesting aside, i'd probably point out that the general thoughts of the most of us is fight bosses, nothing else really matters
that is indeed the cal community and why I made these two comments
especially if the events arent really that remarkable (post-dog frost and pumpkin moons)
Thanks for having my back 👍
and shit
"because nonboss content are shit instead of trying to improve on nonboss content we just dump all of them and only have bosses instead"
to my knowledge calamity had been trying to add more non-boss content, but as of currently 1.4 port take priority
I will try to use galaxia on yharon on a balanced setup to see if it really need a buff, particularly the point laid out in the suggestion
Ok
just look at the acid rain. sure it was a little fucked up on release (too many exploding frogs and leechs that wont fuckin die unless you went in the water), but now it's probably one of my favorite parts of the whole mod
the caldevs are getting there, just let them do the port and then they'll get to the "real" work
A. Pure Aries Wrath [ 4:01, 30705, 83413 - Yharon] (no adrenaline/rage at all), can compare to a functionally very similar weapon The Obliterator Yoyo [ 5:56, 19474, 62224 ], if Obliterator is considered "balanced" then Aries Wrath have no problem whatsoever comparatively (tbh I do think in this case it is just both having below average performance for their risk level, because I do stay relatively close even during things like bullet hell and horizontal flare attacks)
B. By swinging I assume you mean Phoenix's Pride, the default holding left click is pretty weak but I find the release attack is decently powerful, at least each release is capable of taking Yharon's health by 2-3%
C. -
D. This is also a "feeling" thing so I will not comment on it, I do feel the current spin attack frequency is fine (since at least it is consistent), I assume the "spinny" enchantment is Swordsmith's Pride, for viability it is weaker than Cold enchant [ 2:12, 5449, 18928 - PBG] no adrenaline/rage same for E.
E. Since this is more of a "feeling" thing rather than buff/nerg, I will not comment on it. For viability it is good [ 1:25, 8180, 28564 - PBG]
I will test true biome blade later, gtg
just for reference gear is this, against yharon, for galaxia I swapped Yoyo Bag for Celestial Shell, reforging: 2 Quick, 2 Warding, 3 Menacing
I assume by snow TBB attunement you mean the lamentations of the chained
In which case ye I agree, kinda weird how it sounds like there are 7 chains doing their own thing but only 2-3 of them hit
snow one might be intentional tbh, if it hits that often it will have to have lower base damage, which makes it super weak against high defense or make armor pen/armor reduction super overpowered on it
I mean yea that's understandable but the feel of the weapon is a little off because of that
I honestly feel like it's not that TBB and Galaxia are underpowered (which they are, a little) but moreso that Broken and normal are way stronger relative to their own tiers than them
I really need to compile a list of all the weapons that are affected in some way by iframe issues at some point
They've posted pictures of all three at this point and while the True Excalibur has no projectiles anymore the other two still seem to have them.
not unsure how extensive the reworks are actually gonna be
im hoping for the best though :p
TBB and Galaxia are strong as fuck :wh:
Normal is finely balanced as well
But feels stronger due to the tier it is
Broken BB has the same problem as every other weapon on its tier: overtuned
It was planned to be nerfed but when comparing it to other on tier weapons we were like. Maybe once everything is balanced cuz we dont want it to feel like shit
i dunno about galaxia but i haven't seen true biome blade do particularly well from other people's experiences
as in
i haven't seen how people could effectively use it against the moonlord for one
and i haven't heard it do particularly great post-moonlord either aside from that chains of lamentation one a bit apparently?
maybe everyone's using the weapon wrong though
Thank u
😃
yeah
chains is the only attunement that managed actually decent single target, and you had to stand inside the target to get it
a majority of the attunements suffered from varying degrees of physics and iframe issues that just made me box the weapon immediately after crafting it
the one niche that made sense for it was pillar crowd control with phoenix pride and that's pretty much it
So after my suggestion got 100+ on the voting stage, what happens next?
DONT USE YOYO BAG i did some testing, you get a higher dps without it due to the 33% dmg increase
the last time I did obliterator on yharon the difference is not that big, at least not to the point of like 30 second difference
because obliterator is still a heavy projectile yoyo, yoyo bag do somewhat still work, while just using an emblem is slightly better but not that much better
maybe, I was using the yoyo from dog to tho
it didnt work
the difference (in the case of obliterator specifically) is not too significant, during the testing above I just used it without thinking but the result will not be too much difference, only maybe 1000-1500 more dps
Let's face it, there needs to be a summoner weapon for Astral bars, as there's one for the other classes
(I'm too scared to make an actual suggestion)
astral bars is basically equivalent of astrum deus drop, and astrum deus do have a summoner drop on its own
especially that I dont think there is (too many) example of pure bars summoner item? I know things like optic staff do use bars but those are with other things
daedalus golem is the exception, not the rule
there is Daedalus Golem Staff and the Viral Sprout
i believe thats all there are
well vanilla wise theres Imp Staff and Optic Staff but thats also where it ends afaik
Wulfrum Controller if you want to argue Wulfrum Scrap is a form of bar (which it really isnt
)
summone
and technically, Virid Vangaurd, though its more of a weapon upgrade
there's a couple missing bar stuff and real bar stuff
but that's just summoner having a weapon drought
in terms of main sets:
victide, sunken, aerialite, statigel, scoria, meld, astral do not have summoner weapons
abyss, arsenal, bloodstone, charred, elemental, exo, forbidden, gss, perennial, stratus, terra, wulfrum do
cosmilite and uelibloom kinda do (cosmic viper engine and virid vanguard)
by extension, Auric technically has no summon
auric has msb
oh right thats auric now
but that's cheating, auric has no main set
same for shadowspec
it's used to make an assortment of random items that do not share a palette/theme
fair enough
msb?
midnight sun beacon
@hollow shell 🤨
when the suggestion is specific item
@ashen warren You need to add a reason to your suggestion
To prevent spam and misuse, especially because reactions have no logs
Someone can react with a porn emote and remove it instantly, and we'd have no idea who did it
i mean it’s possible to create logs for them, just seems like a waste of time
excavation submarine
Excavation submarine with built in weapon and mining capability that lets you breathe in the abyss BUT it's suuuuper expensive and you can only use the built in weapons and mining stuff
The reason I suggest this is because I want to breathe in the abyss without the fish guy king man thing
I think he's on about the water version of the erm... the pre-hardmode quick miner.
(Also, we have a billion other ways like the Spider Armour upgrade.)
doesnt the DCU work in water anyway
@ashen warren
#suggestions-posting
wrong formatting and also no reason
also im pretty sure they already got the boss layout for the future all set up
or something like that
More bosses
More bosses
More bosses
calamity fans when the next update will be focusing on revamping existing content to be better instead of adding yet another boss onto the already large pile of bosses 
@ashen warren :/
tmi 
lol
k
also changing the name of a a vanilla item would like stray too far from cal's design philosophy lol
trying not to change vanilla item's names
because it objectively makes the name less tacky
ah
it would make it confusing tbfh
that's not really a good excuse to add more confusion
changing the name of 1 item isnt a confusing change
i vbet
if spooky armor was turned into scary armor for 3 days
like 5 people would say that it was complicated
probably because everyone else would say that spooky is a better name
for a mod to change a vanilla item's name as drastically as yours? yes it kinda is lol
maybe they'll just add an upgrade called ascalon
i mean calamity doesnt even have any jousting lances yet cause. not 1.4. but it could be a neat concept. it really isn't worth asking til 1.4 is even here anyway
that makes sense
so yeah, made that suggestion based off a discussion in Calamity Mod Talk
I legitimately never realized until now just how objectively bad the Auric Armor recipe is.
Tldr, it's too obtuse and basically requires checking the wiki to even know how to craft it from how roundabout all of these accessories are to obtain.
And while it's not a problem for most items, it's especially egregious for Auric Armor because it's the only real viable armor set for attempting Exo Mechs and SCal.
This makes both of these bosses incredibly unfair to newcomers who do not know how to craft the set. Then, when they realize just how convoluted it is, they realize they need to spend quite a bit of time grinding just so they can even stand a chance against endgame bosses.
And even if you do already know about the needed accessories, grinding them is an absolute chore that's essentially required to progress.
eh
"Finding this on accident is incredibly slim." (Frost Barrier)
I don't know about you but I check Travelling Merchant every time he shows up, and you can see the Frost Barrier in his shop even pre-boss
thing is
He only sells it at a full moon
he needs to arrive on the exact day a full moon will occur
It's more common than you'd think
but
I would put more emphasis on the fact that they're three totally random accessories that don't really have a reason to go into the ultimate armor set
yes
I would but I can only make the message so long from lack of nitro
and it's already enough of an essay on why it's bad from a game design perspective
id say its fine, I actually think its cool that its convoluted, you get this sense of forging an armor set that the even gods would wear, i think im the only one in the minority that enjoys making auric stuff
Also I feel like "newcomers who do not know how to craft the set" is a completely null argument, because nobody is ever just guessing recipes
They have the wiki or Recipe Browser or Magic Storage giving them the exact recipe
true
but it'd be hard to know that specifically Possessed Armor drops Psychotic Amulet
it's literally one of the most random enemies to give a drop to
by end game i usually have like 16 by just chance
And if you trash it early on from thinking it's only good for Rangers and Rogues, time to grind another one before fighting Exos!
~~I'm surprised no one is bringing up the magic carpet absolutely screwing over ppl because it locks you horizontally for several seconds
~~
plus the extra accessories can easily be removed from the Auric Armor abilities, and really aren't necessary for it
yeah that's something
If you removed them from Auric Armor, it's still Auric Armor.
Let go of the spacebar.
It's still the absolute best armor available pre-Exos/SCal.
And yeah Psychotic Amulet is a particularly useless inclusion
Frost Barrier also similarly useless because it has minimal effect on bosses
Flying Carpet is the one with the most gameplay effect and it's dubious whether it's even a welcome one
Flying Carpet also barely does anything because literally who wouldn't have wings by that point in progression
yeah



