18:03 That blank side of the world is for Calamity's sulphurous sea biome. that's why it's blank. Mainly I think to keep the calamity community from spamming to make it compatible.
@@lotek415 You might have to try a few times to get a world where the Sunken Sea properly generates, I recommend installing WorldGen Previewer alongside so you can see how your world is generating. But yeah I just did a full playthrough of this with Calamity and its awesome
I think this mod would go perfectly with the forgotten evils mod, as that mod adds new bosses for every biome and reworks the old ones, so you could get a full experience with the generation rework that the remnants mod adds
Reminds me of Terraria 2 world map concept art I love how this mod entirely changes the generation, also making it closer to an actual RPG, with tons of various dungeons, and biomes actually feel like locations
the obsidian layer should be made of various volcanic stone, have the granite biome moved to it, and spawn veins of obsidian instead so its still sort of a challenge to find. I feel like that makes more sense anyways because as the magma underground cools slower it would form various volcanic rocks plus its creative.
I think of the cave entrances as pure chasms and the corruption turned these chasms into diseased areas, melting down the materials into a purple ebonstone slurry.
I like the attempt to make stuffs accessible without having to world-hop, but the mod kinda feels organized for some reason, if not too organized. But let me try making this not be random booing with no reasons. First is the world generation itself. Structures looks like they were placed in TEdit with those squared/circle brush, they're about the same shape everywhere and it does makes it feels like the modder was trying to cramp as many things as possible. What I like about Terraria world generation is its randomness, structures sometimes either be comically small or so large they cut off other structures. I do like the coral biome, more sky/cloud islands since it adds more than just empty sky or some wasted space at the map's edge, and also the dungeon revamp where it adds more than pretty much just strong bone fellas and traps. Terraria world generation is *definitely* not mostly the same and that there's instance where the terrain (including snow biome) to go so high or so low they basically reach underground as soon as you step down like 5 blocks without even trying. Second is the way buildings generate. Yes the mod literary named "Remnants", but the buildings looks like they were just recently built and sorta gives you free housings (and safe areas?) on the go to safe you troubles of clearing the area and actually do the work of restoring the building/making safe area yourself. Same thing goes with the mineshafts because they gave you free, safe start when you want to explore underground and don't want to mine. Other than that, I like the way they scatter biome chests, hopefully to encourage map exploration more. Last I could think of is the jungle temple (again) boss room. Personally, I think vanilla terraria did a great job on the random size as to force player to improvise when they're about to face Golem. Most players would usually just build big/long arena to continuously keep distance from the bosses. In vanilla, the small room force you to think ways of handling it. You can either brute force your way, train your dodging skill, or do the funni engineer brain move by actuating the block to have more area if you insist beating the boss using the same ol' big I-want-to-always-stay-the-f-away arena. That's all. It's still a pretty nice mod even with the flaws
They are not ready made houses. As they naturally spawn, they count as missing walls and one must restore them. I believe the aether dungeon gives an item that can shimmer some background walls to look like the naturally spawned variants used in the structures so as to count for npc housing.
Judging by the thumbnail it has to be remnants,. out of fear of calamity incompatibilities and overwhelmed from how great it is, and feeling a lot less "random" in general I had to uninstall it
I like the concept, it adds a lot to the default world generation and seems made to be compatible with the Calamity Mod. Ttoo many of the man-made structures are rectangular. Perhaps making one of the labyrinths or the dungeon hexagonal would shake up the uniformity of it. Also, would the structures' pathing spawn identically in the world-gen, even if you make a different world? That would be a shame!
as soon as I saw the magic shield I knew what was up we've got a third mod with a shield and bar mechanic get ready to stack and become a tanky beast :)
As in the dual living tree hotels facing each other? I currently have that in my world from downloading this mod two months ago, and they're not as pretty as the structure in this video.
Honslty a lot of this stuff would be really cool, i just feel like it takes up TOO MUCH of the world, maybe if worlds where like a lot larger this would be really cool.
I have it right now with Thorium. The aether is underneath the Aquatic Depths. I just wonder what overrides what when one has Thorium and Calamity together.
I like Remnants but only part of it. I think Shimmer biome, Skeletron and jungle dungeons are cool, hive and marble are meh but I'm okay with them, but I hate what he did in the sky - sky castle with 0 useful loot and clouds with this useless new ore... If the worldgen was configurable like Fargo's mutant mod, It would be one of my favorites
Thank you I was thinking the same thing! It just seems like everywhere you go there is 24/7 op loot and dungeons and it just feels really unbalanced. It’s certainly cool but it’s very unreadable.
Yes very well! Maybe avoid small world is all I'd say. The abyss is specifically carved out, Draedon's labs should spawn with precedence, and the sunken sea will override the vanilla underground desert beneath the pyramid.
@@monkeyboyreece2494 yes, it works. Thorium is not a world gen heavy mod so it'll work perfectly fine. But mods like spooky mod, which add very big structures (bigger than vanilla dungeon) have some problems
Yes, apparently this does work with Calamity, just might take a few tries for the world to generate properly.
I wish terraria mods were mobile supported so I could play too
Does it support infernum
@@trashcan11111 It does!
@@freybear8457 steam deck
Let's gooooooooo
Honestly the bee dungeon should have been shaped like a hexagon.
That is absolutely true! I didn't know that
That true, because hexagons are the bestagons
It just seems the most logical
@@skero258bro what
@@dynastyr yes
18:03 That blank side of the world is for Calamity's sulphurous sea biome. that's why it's blank. Mainly I think to keep the calamity community from spamming to make it compatible.
sounds understandable
"why huge content mod no work with other one???!"
it was actually to minimise the risk of ocean and shimmer biomes from draining
It still breaks a generation for the giant clam area.
@@oryxtheechos8739 the sunken sea is a much less important area than the abyss
this plus calamity is insane i loved this mod
it works with calamity without messing everything up ?
@@lotek415 yes
@@alien3200 cool im gonna try it
@@alien3200gitgudwo tried combine this mod with calamity, and one of calamity’s biome failed generating, and some structures couldn’t generate
@@lotek415 You might have to try a few times to get a world where the Sunken Sea properly generates, I recommend installing WorldGen Previewer alongside so you can see how your world is generating. But yeah I just did a full playthrough of this with Calamity and its awesome
I think this mod would go perfectly with the forgotten evils mod, as that mod adds new bosses for every biome and reworks the old ones, so you could get a full experience with the generation rework that the remnants mod adds
true
it makes shit insanely square and i love it
this makes terraria feel less like a sandbox, but an adventure game
Reminds me of Terraria 2 world map concept art
I love how this mod entirely changes the generation, also making it closer to an actual RPG, with tons of various dungeons, and biomes actually feel like locations
Remnants made Infernum exploration so much fun I totally recommend
the obsidian layer should be made of various volcanic stone, have the granite biome moved to it, and spawn veins of obsidian instead so its still sort of a challenge to find. I feel like that makes more sense anyways because as the magma underground cools slower it would form various volcanic rocks plus its creative.
Wait the beehive dungeon is a hollow knight reference to the mini zone in “kingdom’s edge” called “the hive”
I think of the cave entrances as pure chasms and the corruption turned these chasms into diseased areas, melting down the materials into a purple ebonstone slurry.
I’m glad you still use that battle block music. Been watching your videos for years and it’s super nostalgic now, love the vids 👍
The video timing is interesting because i started my first Calamity playthrough a few days ago with a bunch of other mods including this one.
I like the attempt to make stuffs accessible without having to world-hop, but the mod kinda feels organized for some reason, if not too organized. But let me try making this not be random booing with no reasons.
First is the world generation itself. Structures looks like they were placed in TEdit with those squared/circle brush, they're about the same shape everywhere and it does makes it feels like the modder was trying to cramp as many things as possible. What I like about Terraria world generation is its randomness, structures sometimes either be comically small or so large they cut off other structures. I do like the coral biome, more sky/cloud islands since it adds more than just empty sky or some wasted space at the map's edge, and also the dungeon revamp where it adds more than pretty much just strong bone fellas and traps. Terraria world generation is *definitely* not mostly the same and that there's instance where the terrain (including snow biome) to go so high or so low they basically reach underground as soon as you step down like 5 blocks without even trying.
Second is the way buildings generate. Yes the mod literary named "Remnants", but the buildings looks like they were just recently built and sorta gives you free housings (and safe areas?) on the go to safe you troubles of clearing the area and actually do the work of restoring the building/making safe area yourself. Same thing goes with the mineshafts because they gave you free, safe start when you want to explore underground and don't want to mine. Other than that, I like the way they scatter biome chests, hopefully to encourage map exploration more.
Last I could think of is the jungle temple (again) boss room. Personally, I think vanilla terraria did a great job on the random size as to force player to improvise when they're about to face Golem. Most players would usually just build big/long arena to continuously keep distance from the bosses. In vanilla, the small room force you to think ways of handling it. You can either brute force your way, train your dodging skill, or do the funni engineer brain move by actuating the block to have more area if you insist beating the boss using the same ol' big I-want-to-always-stay-the-f-away arena.
That's all. It's still a pretty nice mod even with the flaws
They are not ready made houses. As they naturally spawn, they count as missing walls and one must restore them. I believe the aether dungeon gives an item that can shimmer some background walls to look like the naturally spawned variants used in the structures so as to count for npc housing.
This has been my favourite mod for ages. I'm glad you've made yet another video on it 👍
1:01 the crimson looks like it’s smiling.
It happy! :D
Gameraiders101, Subscribed because your videos are always awesome!
preciate it bro
16:00 Gravity Hammer sound from Halo 3
I will definitely consider using this mod in my next playthrough.
This is so cool! It kinda reminds me of Starbound planet generation, especially the jungle mineshafts
This looks incredibly streamlined and dynamic, makes me almost wonder why vanilla is the way it is, this seems so much better...
9:25 these books look like the enemy in "have a nice death" it's really cool they're here
Gameraiders101, I loved this video so much, I had to hit the like button!
Judging by the thumbnail it has to be remnants,. out of fear of calamity incompatibilities and overwhelmed from how great it is, and feeling a lot less "random" in general I had to uninstall it
This is insanely cool! It's the perfect Vanilla+ Terraria generation mod.
12:02
bruh is this terraria or a puberty poster?
I personally feel like the golem room should be higher up and away from the base of the building so no vertical hoiks can get through too cheesily.
Pairing this mod with some Terraria overhaul mods would basically give you Terraria 2. Maybe you should make a small let's play out of that
I just wish that tree spawned off ot one of the sides instead of right in the center
I like the concept, it adds a lot to the default world generation and seems made to be compatible with the Calamity Mod.
Ttoo many of the man-made structures are rectangular. Perhaps making one of the labyrinths or the dungeon hexagonal would shake up the uniformity of it.
Also, would the structures' pathing spawn identically in the world-gen, even if you make a different world? That would be a shame!
Gonna play this combined with Calamity for sure
this is gonna be fire when it gets updated again
as soon as I saw the magic shield I knew what was up
we've got a third mod with a shield and bar mechanic
get ready to stack and become a tanky beast :)
A good mod to pair with this is the overhaul mod, since overhaul doesn't really change world generation :)
The maze cube is insane lol
*sees thumbnail* oh hey remnants! Love that mod!
This would be sick in combination with a legend of zelda mod, because of all the new dungeons it adds you could put zelda items in them
The revamped beehive biome reminds me of The Hive from Hollow Knight
what about the metroid mod? will it work with it? i ask as it adds a small desert temple for the first bossfight/gear gathering
Awesome mod, awesome video!! Is this an updated review of the Remnants mod video?
Oh it is an updated video, nice man! 😅
Yes, remnants recently got new updates
@@alien3200 Nice, that mod is amazing!
They also seem to have fixed calamity compatibility I don't lose calamity mini biomes anymore
The remnants update was so good
I'm glad to see the mod removed the living tree spam that was in it before.
As in the dual living tree hotels facing each other? I currently have that in my world from downloading this mod two months ago, and they're not as pretty as the structure in this video.
The beehives shape in the thumbnail kinda reminds me of bold and brash by squiward
This is my favorite mod fr
Iunno chief we're looking pretty triangular with this one (sick as hell otherwise)
this mod with Thorium would be insane.
Honslty a lot of this stuff would be really cool, i just feel like it takes up TOO MUCH of the world, maybe if worlds where like a lot larger this would be really cool.
poor campsite getting left out while all the other treasure rooms get upgraded
😥😥
Wow, even shimmer is included.
14:50 is it like a moon lord dungeon?
Sheeeesh man imma do that map some
its... beautiful
i like your videos ther the best
Sadly i dont think it would be compatible with thorium, due to the aquatic depths generating under the non-dungeon ocean
I have it right now with Thorium. The aether is underneath the Aquatic Depths. I just wonder what overrides what when one has Thorium and Calamity together.
I like Remnants but only part of it. I think Shimmer biome, Skeletron and jungle dungeons are cool, hive and marble are meh but I'm okay with them, but I hate what he did in the sky - sky castle with 0 useful loot and clouds with this useless new ore...
If the worldgen was configurable like Fargo's mutant mod, It would be one of my favorites
True that was the biggest flaw. Trying to play it with Eternity mode and the new sky structures gave me no loot so I had to go fishing.
HEAVY noita vibes from this, fucking badass mod. will be playing
Another thing the mod does is increase the spawn rate of ore generation.
have you played the secret seeds?
uao this has to be very very nice
The dragonspine reference.......
terraria: dungeon crawler edition
does it work well with calamity?
I want to see cross gameplay with mods
Can it go with calamity?
Looks kinda like a Noita world
6:01 i gess you can call it a perimid sceem
Unfortunate that this mod wouldn't work with calamity.
Noita ahh map design
what mods are you using
this mod dope
how the fuck do I deal with "thinking with portals" endless world generating shit on large world?
What is the mod you use to get everything you want and get to teleport anywhere you want? 😊
cheat sheet/heros mod
I wish this mod would work on mobile 😭
it might not be your style but you should play don't starve together, has a ton of content and mods
dawg I played dont starve since release
@@GameRaiders101 i didn’t know you were cool like that you should post some dst someday
@@GameRaiders101 my fault i didn't realize you have, wish i was paying attention to notifications back then.
Bro said the dungeon's smaller like shi bruh, you haven't seen "small" dungeon generation 😭😭
I already have this mod lol
I installed this mod yesterday and then this afternoon i see this video
Oh no here come the spoilers
There shoulda be more flat space
Dont worry, you can config the world generation
1 goes on the remnats confi
2 click in client
3 chose the amplitude level
Remnant world gen looks like oversaturated, so many things are overbearing
Thank you I was thinking the same thing! It just seems like everywhere you go there is 24/7 op loot and dungeons and it just feels really unbalanced. It’s certainly cool but it’s very unreadable.
Waiting for the English version 😞
Ah yes. *Noita.*
Let's all get an RIP in the chat for a mobile player like me
Woah
Which mods are perfect for Remnants?
Vitality Mod and Thorium
@@Schizobtw 👌🏽
And Storm Additions Mod
Does this work with Calamity Mod?
Yes very well! Maybe avoid small world is all I'd say. The abyss is specifically carved out, Draedon's labs should spawn with precedence, and the sunken sea will override the vanilla underground desert beneath the pyramid.
do not do this mod with infurnum, i tried it and got my ass kicked by golem
Man...
you sure ts called Remants? i cant find it
remnants. you probably spelled it wrong
@@lazulazu2467 Remants is what Famer has in his description
@@thedarkestdarklink3150 then he probably spelled it wrong because thats not a word
Does it work with calamity
Yes, there are some small issues. But they are so Minor that you won't even notice
@@CoolgamerHi-op5vu he tried it a long time ago. I tried it only a month ago and it worked perfectly fine
@@alien3200what about thorium as well
@@monkeyboyreece2494 yes, it works. Thorium is not a world gen heavy mod so it'll work perfectly fine. But mods like spooky mod, which add very big structures (bigger than vanilla dungeon) have some problems
@@alien3200 oh cool, its because i like to run calamity and thorium together
I dislike the mod as it always gets stuck on micrdungeons and never works cross mod. But it's a good mod.
Can't use microdungeons and remnants, they do the same thing an aren't compatible.
relogic should add this on game, or hire the mod team to implement to terraria 2
Yes
g
Hi also first
I'm twelve to comment!
Third
gay
Honestly i hate this mod.
awful terrible mod. bleh.