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tModLoader Calamity Mod

What would you like me to create more of?

  • NPCs (enemies, house NPCs, etc.)

    Votes: 1,062 20.1%
  • Bosses

    Votes: 2,135 40.3%
  • Items (Accessories, Weapons, etc.)

    Votes: 1,382 26.1%
  • Vanity (furniture, armor sets, etc.)

    Votes: 386 7.3%
  • Mineable Stuff (Ores, Blocks, etc.)

    Votes: 330 6.2%

  • Total voters
    5,295

Eisyneh

Plantera
Has anyone encountered this bug? There are silva crystals lining the room of chests, but about half of the crystals aren't visually there. They still have collision, and the torches act as though they are there, it's just that they're not visually shown. I tried messing w/ silva crystals elsewhere to try to get the bug to happen, but was unsuccessful, so I'm not sure what's really causing it.
 

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Ergast

Terrarian
For all this drama i think Normality Relocator is already good, why you try to increase chaos state debuff? I mean, it literally saves 1 hotbar slot for more important things.

If you mean me, that was my point, I feel that it wasn't needed to nerf the RoD when the Normality relocator's extra effects were already good enough for players to want to update to it.

I don't think anyone want to increase the CD of the chaos state debuff. Or at least, neither me nor ARTEZUI. Well, in my case, I can assure you that I don't want it.
 

Vaikyia

Dungeon Spirit
Has anyone encountered this bug? There are silva crystals lining the room of chests, but about half of the crystals aren't visually there. They still have collision, and the torches act as though they are there, it's just that they're not visually shown. I tried messing w/ silva crystals elsewhere to try to get the bug to happen, but was unsuccessful, so I'm not sure what's really causing it.

This is fixed in the next update, was an error with tile merging with dirt. Thank you for the report regardless.


Ok so, running into a little issue, not sure if its a known one or not. I've been playing modded terraria for like a week now and this mods been great! Playing revengeance expert and finally hit hardmode after a while (skeletron was gatekeeping me for days). Now im just upgrading gear and what not with all the new stuff available to me in hardmode. This is where my issue started. I made the ambrosial ampoule for my mining set and i use it together with a full set of platinum armor, but once I pop a mining potion, i can break 1 block and it locks up my left click until i swap to a gun weapon or close the game. I've been able to recreate it on multiple worlds as well as characters by just putting on a full set of plat, equipping the ambrosial, then using a mining potion while using/wearing nothing else. every step before using the potion works fine as well as any pickaxe. only happens as soon as i chug the mining speed potion with the plat/ambro on.

This is the only mod i run
its version 1.4.2.4
terraria version 1.3.5.2
tmodloader version 0.10.1.5

Known error, this happens when mining speed is stacked too high.

"Solution: Reduce your mining speed, this is the only way to avoid this issue." - From the Bug document on the discord.


I have been extremely upset over this issue since it also seemed to effect both critters and enemy NPC spawning around the area. If even one friendly NPC made their way to one of my arenas it would stop an invasion or any other NPCs. It was like they were a walking stack of sunflowers!

I just turned it off and it went back to spawns and invasions happening normally, which is way better imo. I'm not playing in Expert or Resurgence mode so it seems to effect regardless of setting or mode that you're in.

Should make it easier to have this be an option to turn on or off instead of having it default.

It'll default to "false" next update. It's meant to work on any mode, name of the config may be changed.

I was wondering, is there any way to make it so that items that affect or deal throwing damage count as rogue damage?

Not at the moment, this functionality may or may not be added in the future though. Throwing accessory compatibility has been talked about before, not sure about damage.
 
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ARTEZUI

Skeletron Prime
If you mean me, that was my point, I feel that it wasn't needed to nerf the RoD when the Normality relocator's extra effects were already good enough for players to want to update to it.

I don't think anyone want to increase the CD of the chaos state debuff. Or at least, neither me nor ARTEZUI. Well, in my case, I can assure you that I don't want it.

Personally I'm unaffected by it, as should everybody be. It makes no difference to any player who uses the RoD. I don't really care.
 

Korinku

Terrarian
Hey Guys, i have a question..

I'm playing on expert atm and sometimes my heart of the elements is... crazy xD
The cloud elemental is spawning like 20+ times

If its important to know, i play expert in multiplayer with a friend
 

Vaikyia

Dungeon Spirit
Hey Guys, i have a question..

I'm playing on expert atm and sometimes my heart of the elements is... crazy xD
The cloud elemental is spawning like 20+ times

If its important to know, i play expert in multiplayer with a friend

Known issue that only happens in multiplayer. Was presumed to be fixed awhile ago, unsure about it now.
 

Fabsol

The Destroyer
I love how when I revert the change that almost nobody wanted almost nobody talks about it, but when I make the initial change everyone loses their minds.

If you don't know what I'm talking about I have reverted the RoD change talked about earlier and I'm sticking with the 50% increased damage taken while under chaos state. My initial reasoning for extending the debuff time was because the Rod of Discord is just way too powerful of an item from a gameplay standpoint, and most people agreed, but the problem with extending the debuff length is that it just makes the item more tedious to use and would also mess with the timing that people have gotten used to (being able to use it every 6 seconds); so I'm sticking with the damage taken boost.
 
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El_Garbanzo

Skeletron Prime
so lets see we have the plagued plate blocks, walls, and furniture set and we have the weapons dropped by plaguebringer goliath any chance of us ever getting a armor set to with these
I'd been thinking about this too! I was thinking it'd be another multiclass set with the set bonus of attacks being imbued with the Plague (damage type given Plague imbuement would depend on the helmet you make)

I love how when I revert the change that almost nobody wanted almost nobody talks about it, but when I make the initial change everyone loses their minds.

If you don't know what I'm talking about I have reverted the RoD change talked about earlier and I'm sticking with the 50% increased damage taken while under chaos state. My initial reasoning for extending the debuff time was because the Rod of Discord is just way too powerful of an item from a gameplay standpoint, and most people agreed, but the problem with extending the debuff length is that it just makes the item more tedious to use and would also mess with the timing that people have gotten used to (being able to use it every 6 seconds); so I'm sticking with the damage taken boost.

This is exactly why I'm scared to work on a mod like this... People REALLY don't like nerfs (even if they're reasonable). At least the RoD will still have that damage-taken-increase to, I guess, pave the way for the Normality Relocator and make people want to use it. (EDIT: I didn't know about the change until when you posted that... sorry...)
 
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ARTEZUI

Skeletron Prime
I love how when I revert the change that almost nobody wanted almost nobody talks about it, but when I make the initial change everyone loses their minds.

If you don't know what I'm talking about I have reverted the RoD change talked about earlier and I'm sticking with the 50% increased damage taken while under chaos state. My initial reasoning for extending the debuff time was because the Rod of Discord is just way too powerful of an item from a gameplay standpoint, and most people agreed, but the problem with extending the debuff length is that it just makes the item more tedious to use and would also mess with the timing that people have gotten used to (being able to use it every 6 seconds); so I'm sticking with the damage taken boost.

I'm... going to have to apologise, I didn't ignore or refuse to talk about you reverting the change, I just outright didn't know. Sorry about that!
 

RuffeLazuli

Steampunker
I love how when I revert the change that almost nobody wanted almost nobody talks about it, but when I make the initial change everyone loses their minds.

If you don't know what I'm talking about I have reverted the RoD change talked about earlier and I'm sticking with the 50% increased damage taken while under chaos state. My initial reasoning for extending the debuff time was because the Rod of Discord is just way too powerful of an item from a gameplay standpoint, and most people agreed, but the problem with extending the debuff length is that it just makes the item more tedious to use and would also mess with the timing that people have gotten used to (being able to use it every 6 seconds); so I'm sticking with the damage taken boost.

I feel like from a standpoint, the nerf seems absolutely reasonable. Due to Calamity's focus on boss battles, having the rod of discord stay to its absolute powerful self would completely nullify any challenge that some of the bosses have (Specifically SCal and DoG). The RoD should be a get out of jail free card, not a boss cheeser. Having the increase of damage under Chaos state discourages cheesy play, and instead helps the player focus on actually fighting the bosses the way they were intended to be faced. So for the nerf, you've got my support!
 

Technotoad64

Skeletron Prime
Due to Calamity's focus on boss battles, having the rod of discord stay to its absolute powerful self would completely nullify any challenge that some of the bosses have (Specifically SCal and DoG).

The Normality Relocator is obtainable immediately after Moon Lord, iirc. So you don't have "its absolute powerful self", you actually have something better, by the time you fight those two bosses. Therefore, only Hardmode-to-Moonlord bosses would be fought "the way they were intended to be faced".
So for reverting the nerf, you've got my support.

Honestly though, bringing up the Normality Relocator might just be pointless in general, seeing as it's dedicated to a Patreon donator.

By the way, love the new Defiled Rune.
 
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Morkis

Terrarian
i didn't use RoD either lol. i never saw how effective it was and usually found it trouble some to switch to another item to teleport. fortunately, normality relocator made me realize the potential of those 2 items lol
 

Tyncho22

Official Terrarian
Work with Overhaul? Previously I played without any kind of error with the calamity and tremor mods and now that I try to play with thorium I can not because I play 10 minutes and close the game without warning of previous error. (Without using the overhaul mod)
 

Vaikyia

Dungeon Spirit
Work with Overhaul? Previously I played without any kind of error with the calamity and tremor mods and now that I try to play with thorium I can not because I play 10 minutes and close the game without warning of previous error. (Without using the overhaul mod)

Unsure, i've heard some issues with the two before but nothing recent. They likely work together, but be cautious.
 

Ergast

Terrarian
The main problem with overhaul, unless I'm mixing it with another mod and as far as I can tell, is that most mods (and vanilla itself, at high level) are balanced around autoswing, something that overhaul disables without any option to restore it. The game becomes harder that it's suposed to be, specially with mods like Calamity, which ups the dps needed to defeat bosses without too much trouble.

If there are other issues, I haven't noticed them before I uninstaled overhaul.
 

El_Garbanzo

Skeletron Prime
The main problem with overhaul, unless I'm mixing it with another mod and as far as I can tell, is that most mods (and vanilla itself, at high level) are balanced around autoswing, something that overhaul disables without any option to restore it. The game becomes harder that it's suposed to be, specially with mods like Calamity, which ups the dps needed to defeat bosses without too much trouble.

If there are other issues, I haven't noticed them before I uninstaled overhaul.
Actually, there should be a way to disable this. In the Overhaul settings, there should be a setting to turn off the item overhauls. This should give autoswinging weapons their autoswing back, although it turns off the item overhauls of course. I do this all the time so I can do playthroughs with the season mechanic (which I quite like), but if you REALLY want to keep the overhauled items, then I'm afraid there's nothing that can be done.
 
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