Something I tend to notice with Terraria with a lot of context mods is something I like to call 'The Wall of Text has Awoken!'. Typically mods will make medium to large changes following the defeat of the Wall of Flesh and Plantera, and typically add a status message to clarify that. With a bunch of mods, this leads to defeating the wall creating like 5 status messages (Wall of Flesh death message, the message informing you of hardmode, and some modded stuff like the Astral Infection meteorite from Calamity), it's not typically an issue or anything, but it's something I find funny.
defeating the wall of flesh in this modpack should just put a pastebin link in chat that has like a 3000 line explanation of all the changes from beating the wall
@@bromex_ Can you maybe add The stars above and Gensokyo to the list of mods? Both these mods have equipment and weapons that feel really underwhelming when played with mods like calamity, fargo, etc
That's everything I want, I'm running through my own pack with Fargo's dlc that added calamity but it's still not enough because only the rogue soul goes into the actual eternity tree, the calamity force isn't actually in the crafting tree yet but it is still being developed
I did it (kinda)... with master infernum on top of that... Soul of Eternity is a lot easier than it seems. Any decently complex mid game stuff from a good expert Minecraft modpack is a lot more difficult to craft than SoE. Here you just beat the game and then craft all that, you have basically everything by the time you kill Mutant or even SCal. In Minecraft you have to go through a lot of steps of different machines that you have to build and automate, go through multiple different mods, learn how they work. From 0 on master eternity infernum to SoE it took me only like 200 hours, around 20 of them were in pre-game fighting hardmode lvl chonky mobs with grenades. Surely it could've been more time if i rejected all QoL stuff, mainly what Fargo's Mutant adds (op shurikens for mining, boss summons, being able to get permanent potion buffs) I also used The Stars Above (kinda compatible with Calamity) and Catalyst (Astrageldon is worth killing, the pre-ML gear from it can carry you up to Polterghast or even DoG) The worst part was endgame (post Yharon) because of taking insane damage and dealing very high dmg too. Taking 400 or even 600 dmg from SCal when it has infernum patterns wasn't so fun... Oh and i was playing mage btw... And all that was basically my 2nd overall playthrough (1st time modded) I think just try to create something as balanced as possible for game to be smooth and enjoyable consistently throughout the entire playthrough
@@bromex_what do you plan to do in terms of difficulty as both Calamity and Fargo’s have their own increased difficulty levels? Especially since the soul of eternity requires eternity mode exclusive items.
They should unite and make a mod that adds extra large worlds or dynamic world generation so that the world is as big as it needs to be to spawn all biomes and potentially you could combine everything (like having 3 oceans instead of two to spawn ocean biomes etc)
@@bromex_ yeah ofc but I thinks making different size would would be a big step in the long run could also permit the existence of mods like spooky that change the whole world but on a way bigger scale
@@etnumgaws8491 It depends right. In theory this sounds like a great starting point but at least for myself I don't know how mod-friendly that aspect of Terraria is. Would have to ask some of the large mods' creators if something like that is even feasible. That would be step 1, step 2 would be finding people who would be interested and willing enough to dedicate the absolutely massive amount of time it would take to develop such an enormous mod. I mean the fact that there's only a few really "big" content mods is proof it is genuinely hard work and a lot of effort is involved.
@@etnumgaws8491 The biggest issue is that the whole world gets generated all at once during world gen. This is pretty intensive, sometimes costing all the GBs of RAM you have. And if you don't have enough, world gen fails. I myself had to use all 15 out of 16 GBs of my computer's ram just to generate a world 50% bigger than large for my ultramodded modpack. Which meant closing every other program to free up the RAM. So while using an extra large world would certainly help with spacing out biomes and allow for bigger world gen mods to work, it would also exponentially increase the amount of RAM required just to generate the world. It should also be noted that the bigger the world, or modpack, the more memory is used to run and load everything, and the more the cpu needs to work, so large modpacks could also end up being slower than the 60tps that terraria normally runs at.
one thing I'd like to say is thorium concentrates all its power in its specialized accessories and endgame armor bonuses which are hotswappable, but calamity concentrates all its power in strong weapons and generic "goodstuff" accessories. if you know what you're doing bosses kind of melt because you are super durable via thorium stuff and yet still do more dps because goodstuff from calamity and multiplicative scaling from thorium (rightly) were not balanced around each other lmao the absolute peak of this is abyssion's drop letting you charge adrenaline while hiding in the shell it provides (giving literal invincibility until you emerge) and tide turner armor giving you invincibility for 10s of the 20s it takes for the cooldown to expire so you can re-enter said shell
it get funnier whne you reach cultis if you have calamity + forgot, with max dificulty for both.... the exponensial damage+hp+defence make it nearly impossible to pass it hahaha it get to much damage, to much denfe and to much hp for that point in the game lel,
Terraria already feels like a little game with a crap ton of mods thrown in. The inconsistent artstyles between different content, just the weird disparity in themes with no real filter for what belongs. From swords to space tentacle god monsters to a golf cart to cups of coffee dropped by mutated flesh and bone clumps. And that's probably a part of why i love it so much. The consistent thing in terraria is that there is no consistency, and that's just expanded upon with mods.
I'd honestly say that everything in vanilla is violently ''Terraria'', its an integral part of the games identity to mix cute pink princesses with gory and fucked up monster designs that explode into chunks of blood. Most of the higher-end mods also have their own integral identity separate from that of vanilla, which is easiest to see in something like Calamity which feels like a different game pretending to be Terraria imo.
Back in 1.3 modded, Fargo's Soul mod integrated both Thorium and Calamity (along with others, I believe). It was super satisfying to use all of the drops and weapons from both mods to create an ultimate accessory.
Spirit mod could also be a good add on, since it adds mines, a surface structure and a biome the sky structures. Those are less structures than in something like Secrets of The Shadows. But it also adds the Briar Biome which maybe it could be squeezed on the other thirds of the world, and the Spirit Biome which spawns in hardmode (kinda like Astral infection in Calamity) so maybe it could spawn on the jungle or on top of one of the evil biomes (since in hardmode evil biomes spread to underground so you wouldn't lose it).
Compatibility mods between all the big content mods would unironically be a godsent, especially assuming somehow balancing could coexist with like 4 or 5 big content mods simultaneously? could go insane tbh
This video is quite informative. Admittedly when I started playing modded I was under the impression that "more = better." But after playing with too many large content mods I realized that there really is such a thing as too much of a good thing. I find myself being bogged down by how bloated the playthrough becomes, so I stick with few mods that generally work well together. I do hope this project gains traction though as it really does sound like a fun idea.
As a person who uses your videos frequently for help in doing infernum due to being straight to the point and organized well I would love to contribute to the discord.
Learning from minecraft, easiest solution to this would be creating a quest book like ftbquests for clarity of progression and a mod that would lock progression with a bind to that questbook. You wouldn't need to balance the weapons if they're locked behind progression of other mods, IMO. This would allow players to create their own unique modpacks
What would be nice is some sort of agreed on structural system such as minecraft's FE or RF energy interfacing. The problem is that unlike Minecraft's very open source mod community, Terraria modders much more often will keep their mod's source code private so it's extra hard to add compatibility
@@gamingcow7796 there are others mods too like item checklist and munchies, but boss checklist is kind of the only one that reflects intended progression. Some sort of UI that better displays what is available to strive for at any moment certainly wouldn't be unwelcome.
even just combining thorium and calamity is a massive undertaking, i can't imagine the absolute clusterfuck of trying to mix the 16 or so different mods you had listed lmao
Brome I want to recommend something about guides for classes, in short, I think you can add an inscription like what to reforge accessories with, I think it will be useful for many, well, this is such a small idea ;_) and I’ll also say, I really don’t know what I would do without your channel your guides, they help a lot, thank you for them;)
i was trying to make a massive mod pack and once i made it my pc couldnt handle it lol. But i did realise progression and compatability is a huge issue. i can't wait for this to be released will be so good!
W video! I'm having the same problem trying to make a minecraft modpack with both L_ender's cataclysm and Terramity. for a lot of the Cataclysm progression, terramity ores are present which make cataclysm netherite armor upgrades obsolete before you can obtain them. This is just two smallish mods- I can't imagine the pain of balancing such a massive modpack. I hope you succeed tho :)
finally.been playing both minecraft and terraria modded for a lot of time and one of tha major things missing in terraria was the inclusion of actual modpack not like stuffing in a bunch of mads and hoping they would work like almost all the modpacks rn in terraria i know its pretty hard to do hence why there are literal teams to build inticrate modpacks in minecraft like ftb team enigmatica etc etc i know modpacks will take a long time to be on a great level but we can start right now with a nice base for upcoming modpacks
As long as you keep in mind that TModLoader and base Terraria are still in development, there shouldn't be any major issues regarding how those programs changing the pack.
I honestly enjoy watching artstyles across mods differ, it makes everything look less same-y and I think it adds an interesting layer of discernability between the sets of content
Your idea reminds me of the requiem mod for Skyrim. Essentially it comes with its own unique patcher that you activate once you're done tooling around with all the mods, as it has to create a custom patch for your unique loadout. This, on TOP of all the content changes the mod makes by itself. I think you are gonna have a tough but fun project ahead!
One of my favorite terraria experiences was combining Fargo's Masochist Mode (or, Eternity mode as it's called), Fargo's Souls, Calamity, and Thorium, and playing on Calamity's hardest difficulty and masochist mode. What this meant is that vanilla bosses were difficulty walls because of two separate mods buffing them, with Eye of Cthulhu being a massive hurdle to overcome. This meant focusing on the newly added bosses as they were more manageable, building up to a huge confrontation with a super buffed up familiar foe in the vanilla bosses. This kept the experience centralized for me by adding real goals to work forward to that all the mods branched off of (the vanilla progression), and meant I had to combine all the tools at my disposal from multiple mods to overcome a difficult puzzling encounter. It was pretty dope! I stopped playing after Moon Lord, cause that's where Masochist mode's changes end.
I play ultra-modded with friends and have been doing so for years. My current modlist is, like you said, a bit flawed due to progression, but I still find every mod is useful. For example, my wife plays Healer and uses the Thorium equipment between the upgrades from Calamity Unofficial Bard & Healer. Storm's falls behind pretty quickly and of all the mods, that mod ends up being the one most overshadowed (until you fight the Painbringer on perma-death and realize it can be a bit spooky). Astrageldon armor is very, VERY good, but killing it pre-moonlord (esp. on permadeath) makes us feel like the difficulty justifies the reward. The only issue is some of the mods introduce graphical bugs and I'm not exactly sure how to fix it. I think these are from the performance mods that cut out some things from the game, but it's difficult to play ultra-modded without heavy performance mods. Specific instances of this are: worm-type monsters/bosses only showing their heads and Profane Guardians skills occasionally disappearing then instantly appearing (same with profane goddess). My wife and I are currently doing a perma-death run of this pack and are on the Profane Goddess. We've beaten this pack before a few times with other friends, but it's not really suited for multiplayer (to fix some of the bugs, you need to start bosses with only 1 player on, then have the rest log in and teleport. The Golem and Profane Guardians are examples of bosses that require this). We also crank up the health of all bosses by 200% and damage to 150% (any higher and the DoG just 1-shots you, so it would be hard to do more on perma-death). For those interested, here's my list: pastebin.com/NcKcbDk7 It's fairly heavily configured to our playstyle (For example, we add 2 more accessory slots, but the increase in health/damage to bosses makes them inconsequential. Just more fun).
Looked through it and it’s pretty nice. I would recommend getting rid of Calamity Overhaul though, since it’s known to corrupt players and worlds, has stolen code, has exceptionally shitty balancing, and breaks a bunch of stuff
Even on a smaller scale, mods which modify accessories for example, Ankh Shield, I already come across 2 mods which "conflicts", 1 which makes the vanilla Ankh Shield slightly different, one which uses it as recipe, but the result is vanilla Ankh Shield effect + the mod's, not all 3 together. I guess making mods for stuff like this to try and make compatability/enhancing both mods at the same time, should be possible.
@@bromex_ It's really not tbh, it has built-in compability with calamity and thorium, including adjusting it's damage values and changing it's boss progression to accomodate those mods, it's quite literally designed to be as a "side-quest" mod
I tried to build a "Mega Modpack" ages ago like ChippyGaming's old playthrough because I wanted to make a city with a house of each furniture set and move an NPC into each of them. It's worth noting that the Major mods of the day actually implemented compatibility with each other where applicable; Thorium's Aquatic Depths biome is always on the Jungle side ocean of the world as Calamity's Sulphuric Seas / Abyss is always past the Dungeon, and then Shadows of Abaddon (formerly SacredTools) added a Spider Nest biome under the desert, but when Calamity is added, it will move to the far right under the desert so the Sunken Seas aren't overlapped. Fargo's Souls Mod also used to check for Calamity as the Mutant fight gives him an "enraged" state if Cal was present, giving him an additional 77 million hp and quadrupling all his stats, so that you couldn't cheese him with endgame gear. A debug item still exists that toggles this state on and off. It also added additional Souls accessories for Calamity, Thorium, and Dragonball Terraria, and DBT also has a Calamity addon. However, lately, Fargo's and Calamity aren't the best mix as you will get stuck at Golem. One mod makes Golem's head invincible until you destroy his hands, and the other makes the hands regenerate 9999 hp per second, which is next to impossible to outdamage. I also played with Spirit and Mod of Redemption but the Briar tends to overlap some important things. Ancients Awakened sometimes worked with worldgen in 1.3 if you had an Extra Large world through JopoJelly's mods, but after updates on it stopped it began to conflict when Calamity tried to load files for the Aquatic Scourge boss. Finally, I wanted Ultranium for some eldritch horror but that was also discontinued and rarely lets worldgen complete anymore. Quite sad, really.
I think another important criteria should be that the progression makes sense to people with little experience. Such that you don't need a full wiki or guide to be able to understand where you should be progressing to next.
I've come up with a few solutions to this over the years. The first and biggest one (from a technical standpoint) to fix world gen, was to simply design a mod that uses the Sub-World library to put each mod or multiple mods that work together, on their own world space and then connect them together via the edges of the map or portals if necessary. The second one, for balance and progression, is simply the equivalent of Minetweaker/Crafttweaker or KubeJS, but for Terraira. Would give the ability to change the damage outputs, hp, mana use, ect, of projectiles, weapons, enemies, ect I've never made these mods, obviously, but the concepts are there.
One mod I'd love to see that could add a bit of progression and possibly compatibility between mods is the Class Plus mod. It allows the player to create hybrid classes to have a bit of variety in their playthrough. This mod, by what I've experienced, is compatible with calamity, and thorium, and add a ton of cool hybrid classes for players to utilize throughout the game. Please consider this mod.
I've had a concept similar to this for a while now, only issue is time for me. I just haven't had time to lay out my ideas so I wish the developers well in making this super modpack
I thought abt smth like this before, and I had an idea I wanna share. Many mods modify biomes or completely replace or change them. In that case why not add subworlds? Maybe there could be these naturally generating "orbs" or something in each biome that takes you to a persistent subworld containing only that biome and related ones. (Eg: a desert biome with calamity's sunken sea and other below desert biomes from other mods, along with a couple naturally generating structures. This would help keep the normal overworld somewhat tame and playable too. For some infection biomes like the astral infection from calamity too, those could maybe spawn a similar orb somewhere in the world which would take you to the subworld
One mod I have always wanted is a calamity+fargos+vanilla all accessories accessory where i would be made up of 3 items, each item being made up of all accessories in its respective modpack. For example, every vanilla accessory combined makes one item, then the same for calamity and fargos, then you add them all together. (When it comes to stuff like terraspark boots, you wouldn't need every tier of it as its just a combination like what the mod would do, its just an extension to every single item)
Me and my SO would love to help! We've been doing a Stars Above and Remnant playthrough, but honestly, having just Stars Above in tandem with everything would be awesome! There's also the question of fishing: I'd love for it to neatly wrap around modded progression so it's not left behind! :D
3:31 actually, Rag gear is known in the community as "end all be all gear", aka it does not care for anything that comes after its respective boss and thus shreds everything from other mods
Spirit mod should theoretically work with the modpack. Only challenge I could see is the fact that you would now get 3 new Hardmode biomes between Vanilla, Calamity, and Spirit
Being one of those people who runs like 4-7 content mods, i remember back in 1.3 You had to *fight* the mods to get them to work together. But now Compatibility is much better, especially if you use World gen prewiewer and such. If a world gen crashes your game or doesnt work, you stop it from generating in the next try. But this rarely happens luckily and is only an issue in modified world sizes (Good luck getting The Sulphur Sea/Abyss from Calamity to work. Ive been trying for years on and off) For me personally, with the "balancing" issue its just self-restraint and following Boss checklist/log. In Vanilla Terraria, you can theoretically use Moon Lord items on Queen bee or Skeletron, creating a Balance issue but usually you dont because you kill those bosses with items relevant to their balance in time. Same goes with mixed Content Mods. You can use Calamity items to beat a Thorium/Mod of Redemption boss without much issue to balance at all aslong as you dont go too far ahead in progression before fighting that boss. And if you truly wanna make it harder, you can install mods which allow you to increase enemy and boss health which i personally have done. Point is i dont know why content mixing is so frowned upon or seen as problematic when it literally comes down to pacing yourself and self restraint. The only legitimate arguement on Balance is that most weapons from other mods become pointless to Calamity's progression because it reaches so far. But that still doesnt stop you from enjoying the content when its relevant. And some percentage based or niche accessories can still be useful even far into Calamity's Progression. Been having fun on huge mod packs for years now and honestly other people are left out.
Tbh, what you want to do is a really interesting project. Mainly modpacks on terraria are just collections on steam and they break so easily since the mods always individually updates... Also another good thing to keep in mind is that it's really hard to make modpack works on multiplayer to my experience. Worm bosses would ALWAYS be unplayable in multiplayer for some reason...
I went from vanilla to Thorium first.... At the same time I'm also the kind of guy that went from plantera to a rough golem fight and afterwards to the dungeon.
this is probably the best big modpack video I've seen. as of right now you practically cant make a big modpack. most "compatability" mods just add some recepies and if you're lucky will change some damage numbers. but the actual main problem of world generation is rarely if ever addressed. oh and even then I still dont think a big modpack is a good idea. you'll have way too many weapons to possibly ever use and so you'll run into the same problem as without any compatability mod. you'll just end up using the coolest or best weapon and ignore every other one, easily missing a gigantuine amount of content from all your mods. same goes for accessories, armor and everything else.
I honestly can't wait to play a balanced mass modded play through, I always loved the idea of playing a bunch of content mods at once but it would always run into progression issues mentioned in the video making the play through unfun
I'd love to see some bosses and items promoted to post moonlord status, because calamity adds so much post moonlord content and most mods only have 1 or 2 post moonlord bosses each. Most megamodded playthroughts just turn into calamity + a few superbosses in terms of post moonlord progression
I've been playing modded Terraria since 2017, and to this day I still only use one major content mod per playthrough (like Calamity, Spirit, Thorium, etc.) I personally find that it's hard to focus and appreciate all of the content some major mods add if you just combine them with several others
As a person with two mega modded playthroughs under my belt i gotta agree that they do have some problems. I feel like the biggest problem you focused on was the progression. For me, that kind of didn't exist? At least not in the form you showed it. I honestly didn't mind all the mods using only items from vanilla and itself in it's crafting trees, nor the problem of multiple progressions at once. Honestly it wasn't an issue for me like at all. I would say keep the mods progressions and thier crafting trees same. I can agree on the balancing problem a little bit. Weapons between mods are not gonna be balanced, i would know cuse in both playthroughs i used mostly calamity weapons. But then, how would you balance them? In such a big modpack, there are so many items it's gonna be a herculian task to balance all that, not to mention accessories and armor and all that jazz. And vanilla itself isn't balanced so i don't think it's a problem that weapons aren't balanced. I think it's even better since it gives you kind of "chose you're own difficulty" by using better or wore weapons kind like in pokemon u can use weaker or stronger pokemon to make the game easier or harder. The main problem in my opinion tho is world clutter. The mods make worlds dense and a lot of things generate on top of eachother. That makes it so i had to make multiple worlds before i got one that wasn't problem. Second there just isn't enough space. I saw someone mention bigger worlds and i think i gotta agree with that idea since there are just so manu biomes. The surface is screwed the most cuse cave at least are large. Second biggest problem is the frame rate. I have an avrage computer and even without many graphics mods i can max out at 40fps. And if we would go for bigger worlds that would make more water and oh god water lags the game so much. Without making the game run better a ultra mod pack would be much worse. And last thing, don't slander the spooky mod like that! IT WORKS AMAZING WITH OTHER MODS. The new large biomes it adds are: spooky forest at the center of the world, almost no other mods generate anything here. Then, graveyard, as long as the jungle doesnt generate next to the ocean works well. Then the eyeballs biome generates at the other side to the brimstone crag (also if you have calamity, stars above and spooky installed the underworld looks like it's devided into four biomes it's kinda pretty on the map) and the spider biomes generates underground you can put it anywhere.
For the balancing I think we will keep some weapons as they are to give the “choose your difficulty” that you talked about, but I think there would still be balancing to do, if there is a weapon with damage that really sticks out, everyone will use it and the problem would still exist. For the world generation, it is planned to include a mod that we will allow us to make a bigger world to fit everything nicely and still have generation of normal terrain. And spooky mod is supposed to be a “main” type of mod since it spawns so much different biomes and structures and even replaces the spawn biome!
@@EclipseKnight702 long story short: I don't think there are problems with progression. Both in crafting trees and multiple sub progressions. Balancing that many weapons would be insane and vanilla itself isn't balanced so it's not that important to balance weapons. The worst are world clutter, even large worlds have a problem with no space for biomes etc. Also lag is very bad, even without big graphical mods like lights and shadows. Last, spooky mod is amazing and works very well with other mods.
@@kalos3562 reminds me of Minecraft modpacks. The world itself is very large because of the world generation but laggy as fuck because of the shit ton of garbage it has to load in order to load everything. I've had that issue for a while with my Laptop, going to buy a Gaming PC once I have 1'000 dollars in my savings so I can go looking for one. Laptops are definitely not built for gaming.
I like the idea I’ll keep this in mind as you can fight hard mode bosses in pre-hard mode. Just like fighting the Duke early, you can find & fight calamity hard mode ocean biome bosses make it easier to fight the wall of flesh. For your right adding other mods and difficulty modifier mate, getting into hard mode impossible without finding a early hard mode bosses first.
One problem I foresee is having the underground cluttered with sub-biomes, you should try to make the world size large enough to give them all breathing room if possible
Your impact on this community is already huge, and now you are here planning to make it just uncomparable to any other member! As always, great editing and the idea in general. Sadly i can't offer any help, but good luck with this all!
Make sure that the compatibility mod doesn't require all the large mods to be enabled to work, as some people don't like certain mods, It's a bit of extra work but I feel it's necessary. (example: Someone wants mods that only feature a similar art style such as calamity and Secrets of the Shadows, mods like thorium has an art style more similar to vanilla)
what a legend, game modding scene has a problem and brome just sets up a plan to fix it. props to you for starting this and i hope development goes well!
I love playing ultra modded and would love to see a mod that adds compatibility between multiple mods. I also love making my own mod packs and does take up time in order to make a mod pack that docent have any annoying bugs and smoothness while playing. I did make a mod pack that isn't too crazy but can expand on some vanilla stuff. I will list off the mods used if you show any interest. Content mods-Thorium mod, spirit mod, jungle bosses rework, mech bosses rework, consolaria, liber creaturarum, terra mania, mount and journey Qol mods- Aethers blessing, recipe browser, consistent reforging, accsesories+, compact work stations, boss checklist, vanilla+ QoL, QOL 3000, faster game UI, better game UI, ore excavator, mod folder system, assorted mod compatibility, concise mod list, progression ++, shimmer extra, super dummy, high fps support You can configure the Qol mods however you like I just configured them to where there aren't any game breaking features and that there is a very smooth progression with a vanillas feel to it. Misc mods- camping mod, super pants weapon tweaks, colored damage, ProvEdition, Better blending, ENNWAY music pack, JJJ custom generation, weapons out, Vanilla bosses remade, achievement mod, more pylons, summoner UI, mana fruit mod, more portable storages, micro dungeons and more, all stats scaled (for if you think that bosses are getting killed to quickly), Widgets, better caves, Sola's weapon reworks, colored relics, better multiplayer, team spectate again you can configure these mods however you want I had just gone with more vanillas options
FINALLY, finally someone who understands! people are like "no dont play ultramodded its bad" while im just here sitting trying to make a modpack and play it cuz i dont want terraria to ever end
Hey man, about the record keeping of changes, would you happen to be adding things into the game itself (like spirit mod does) to hint towards such changes? Stuff like a structure moving to a different biome, a boss gaining new attributes or items having completely different progression paths. I feel like adding things into the game itself for players who enjoy figuring things out would be nice, as there is a niche set of people (such as myself) that dislike looking through a wiki to find what is and is not obtainable for a certain set of time. This playstyle is often one where the player gets lost so if your team has the time to add some of these hints, it would be greatly appreciated :D
I remember doing a compatibility mod for Starbound specifically that made so a bunch of mods would be balanced around eachother and require materials from multiple mods, while also making so some planets types aren't a thing anymore and instead structures that would have spawned in another planet type now spawns in the replacement type, since I had the big issue where I just, needed like 80 different EPPs to progress anywhere since all the mods wanted to use their own ones lol Also just FYI, Terraria 1.3 already had mods like these but they hardly ever had any downloads and likely are at the very bottom of the list of popularity lol
I'd strongly recommend altering the world sizes available so Large worlds take the place of Small ones, and the two higher world sizes become super-large worlds. Because you're gonna need very big worlds to fit all the worldgen in; Calamity on its own already doesn't work on Small worlds, and adding multiple major content mods with their own biomes makes that even more cramped. It'd be complicated, but I'm pretty sure it's possible, especially if you're doing big worldgen tweaks already. (Plus maybe, _maybe,_ you could squeeze in Remnants if there's enough worldgen space.) I'd also recommend at least making sure your modpack _supports_ Stars Above, even if you don't include it by default, because it's a fun mod that already tries to adapt to other major content mods. And it doesn't add worldgen besides the Neon Veil.
Methinks part of the obvious issue is that Calamity is just on an entirely different scale than most other mods. I love it for that, but that also means it doesnt play nice with most mods. I wouldnt want to try calamity with Thorium classes, because I would literally just get outscaled and die horribly. A broad compatibility mod really would be interesting, even if its a massive undertaking. As it stands, the only really notable pair of major mods that feels good to do is Thorium and Spirit. They just have an incredibly similar flow, so long as you can ignore the occasional overlap.
I want to see EVERYTHING in the soul of eternity crafting tree, every modded armor, every accessory, every weapon's highest level upgrade I want to spend a billion years crafting absolute power
I will say, I'm playing Calamity, Fargo's and Stars Above together with Remnants, and there's only a single problem I've encountered with world generation, and that's that astral chest not spawning in the new Remnants dungeon, all the Calamity biomes, even that Astral Infection spawn normally, and the new Neon Veil from Stars Above also spawns normally, I could see a problem arising if you add a lot more biomes, but with just Calamity and Stars Above it works very well Now, Fargo's is doing this with Calamity, the Fargo's Souls DLC is a work in progress of them adding enchants unique to Calamity, rebalancing bosses and even adding Calamity items to Fargo's recipes, but that's only 2 mods so it's not even close to the same scope (even if Fargo's and Calamity are huge content mods, so it's still a big undertaking). Stars Above also balances itself around Calamity which is nice, more so the damage of weapons, but this trifecta of content mods really works well together
I clicked on this thinking I wouldn't agree with the idea, but having played thousands of hours of modded Minecraft this makes a lot of sense. I'm actually surprised that there haven't been any attempts at a kitchen sink Terraria modpack yet with custom progression.
I think the hardest part of this will be trying to incorporate every single different difficulty mode, all of them have some weird ai changes that conflict alot of the time
Infernum could be added to the modpack. Even if you don't want to suffer, it still adds abyss rework and cool mini biomes The stars above COULD work (considering that it already works decently with calamity and has special dialogues for most major mods) but probably not worth it One of a few mods that adds calamity lore to other mods would be great
Infernum, Calamity Overhaul and any AI overhauling/rework mod will probably not be included, probably due to Fargo's Soul being one of the main mod to be added
Last months i create my big modpack CFISTRA (Calamity Fargos Infernum Stars- Thorium Redemtion -Above). I did a lot of rules to balanse a lot of thing with this, like beat bosses a many time on a very difficulty, like death infernum fargos, and i decribe this for every bosses and for other moments. If i can combine it like in minecraft, thats will be weryyy cool, but idk how create mods (i didnt have anought time). Thats my exp with this
Ragnarok is a good compatibility mod to add compatibility between thorium and calamity, it even adds it’s own original stuff
I agree
Doesn’t the best sword in it deal 12 mil damage? Or am I thinking of a different mod
@@jdeyo6609 What
@@jdeyo6609 you’re probably talking about calamity overhaul
Ye
Something I tend to notice with Terraria with a lot of context mods is something I like to call 'The Wall of Text has Awoken!'. Typically mods will make medium to large changes following the defeat of the Wall of Flesh and Plantera, and typically add a status message to clarify that. With a bunch of mods, this leads to defeating the wall creating like 5 status messages (Wall of Flesh death message, the message informing you of hardmode, and some modded stuff like the Astral Infection meteorite from Calamity), it's not typically an issue or anything, but it's something I find funny.
It's one of my favourite parts of playing Calamity, when you kill a specific boss like WoF/DoG and 5 different messages pop up.
defeating the wall of flesh in this modpack should just put a pastebin link in chat that has like a 3000 line explanation of all the changes from beating the wall
finally someone working on a proper modpack for terraria!
Yes I was sad to see that it didn’t existed so I was like”let’s do it myself”
@@bromex_ brome is Thanos
@@bromex_ bro really said "nah, imma do my own thing"
@@bromex_ Can you maybe add The stars above and Gensokyo to the list of mods?
Both these mods have equipment and weapons that feel really underwhelming when played with mods like calamity, fargo, etc
goated brome 🔥
Thanks gitgud!!! (I really liked your last video btw)
gitgud its been 3 years ever since i spammed random screenshots can i be unbanned
Goat recognises goat
I've been wanting to play a modpack with all the fargo's DLC with the end goal being the soul of eternity, this would make that so much better
Yes that’s exactly what is planned!
That's everything I want, I'm running through my own pack with Fargo's dlc that added calamity but it's still not enough because only the rogue soul goes into the actual eternity tree, the calamity force isn't actually in the crafting tree yet but it is still being developed
I did it (kinda)... with master infernum on top of that... Soul of Eternity is a lot easier than it seems. Any decently complex mid game stuff from a good expert Minecraft modpack is a lot more difficult to craft than SoE. Here you just beat the game and then craft all that, you have basically everything by the time you kill Mutant or even SCal. In Minecraft you have to go through a lot of steps of different machines that you have to build and automate, go through multiple different mods, learn how they work.
From 0 on master eternity infernum to SoE it took me only like 200 hours, around 20 of them were in pre-game fighting hardmode lvl chonky mobs with grenades. Surely it could've been more time if i rejected all QoL stuff, mainly what Fargo's Mutant adds (op shurikens for mining, boss summons, being able to get permanent potion buffs)
I also used The Stars Above (kinda compatible with Calamity) and Catalyst (Astrageldon is worth killing, the pre-ML gear from it can carry you up to Polterghast or even DoG)
The worst part was endgame (post Yharon) because of taking insane damage and dealing very high dmg too. Taking 400 or even 600 dmg from SCal when it has infernum patterns wasn't so fun... Oh and i was playing mage btw... And all that was basically my 2nd overall playthrough (1st time modded)
I think just try to create something as balanced as possible for game to be smooth and enjoyable consistently throughout the entire playthrough
@@bromex_what do you plan to do in terms of difficulty as both Calamity and Fargo’s have their own increased difficulty levels? Especially since the soul of eternity requires eternity mode exclusive items.
isnt the soul of eternity recipe that uses all the mods 1.3?
They should unite and make a mod that adds extra large worlds or dynamic world generation so that the world is as big as it needs to be to spawn all biomes and potentially you could combine everything (like having 3 oceans instead of two to spawn ocean biomes etc)
yeah but all of the other problems would sadly still apply when you combine a lot of mods together (balancing, repetition of gameplay...)
@@bromex_ yeah ofc but I thinks making different size would would be a big step in the long run could also permit the existence of mods like spooky that change the whole world but on a way bigger scale
@@etnumgaws8491 It depends right. In theory this sounds like a great starting point but at least for myself I don't know how mod-friendly that aspect of Terraria is. Would have to ask some of the large mods' creators if something like that is even feasible. That would be step 1, step 2 would be finding people who would be interested and willing enough to dedicate the absolutely massive amount of time it would take to develop such an enormous mod. I mean the fact that there's only a few really "big" content mods is proof it is genuinely hard work and a lot of effort is involved.
@@etnumgaws8491 The biggest issue is that the whole world gets generated all at once during world gen.
This is pretty intensive, sometimes costing all the GBs of RAM you have. And if you don't have enough, world gen fails. I myself had to use all 15 out of 16 GBs of my computer's ram just to generate a world 50% bigger than large for my ultramodded modpack. Which meant closing every other program to free up the RAM.
So while using an extra large world would certainly help with spacing out biomes and allow for bigger world gen mods to work, it would also exponentially increase the amount of RAM required just to generate the world.
It should also be noted that the bigger the world, or modpack, the more memory is used to run and load everything, and the more the cpu needs to work, so large modpacks could also end up being slower than the 60tps that terraria normally runs at.
yeah im not sure why they never ended up bringing the XL world size from tModLoader 1.3 to the 1.4 version
The stars above mod is fantastic, and also has inherent compatibility with calamity
I'm also wanted to comment this
one thing I'd like to say is thorium concentrates all its power in its specialized accessories and endgame armor bonuses which are hotswappable, but calamity concentrates all its power in strong weapons and generic "goodstuff" accessories.
if you know what you're doing bosses kind of melt because you are super durable via thorium stuff and yet still do more dps because goodstuff from calamity and multiplicative scaling from thorium (rightly) were not balanced around each other lmao
the absolute peak of this is abyssion's drop letting you charge adrenaline while hiding in the shell it provides (giving literal invincibility until you emerge) and tide turner armor giving you invincibility for 10s of the 20s it takes for the cooldown to expire so you can re-enter said shell
abyssion my beloved
it get funnier whne you reach cultis if you have calamity + forgot, with max dificulty for both....
the exponensial damage+hp+defence make it nearly impossible to pass it hahaha
it get to much damage, to much denfe and to much hp for that point in the game lel,
Terraria already feels like a little game with a crap ton of mods thrown in.
The inconsistent artstyles between different content, just the weird disparity in themes with no real filter for what belongs.
From swords to space tentacle god monsters to a golf cart to cups of coffee dropped by mutated flesh and bone clumps.
And that's probably a part of why i love it so much. The consistent thing in terraria is that there is no consistency, and that's just expanded upon with mods.
I'd honestly say that everything in vanilla is violently ''Terraria'', its an integral part of the games identity to mix cute pink princesses with gory and fucked up monster designs that explode into chunks of blood. Most of the higher-end mods also have their own integral identity separate from that of vanilla, which is easiest to see in something like Calamity which feels like a different game pretending to be Terraria imo.
I too enjoy the random bullshit go aspects of terraria
Back in 1.3 modded, Fargo's Soul mod integrated both Thorium and Calamity (along with others, I believe). It was super satisfying to use all of the drops and weapons from both mods to create an ultimate accessory.
the team behind Fargo's Souls Mod is currently developing a DLC mod that adds support for Calamity. its curently up to Cryogen afaik
@Octol1ng Yeah, I've got that mod installed. It's really neat.
I hope they add Thorium support one day.
Spirit mod could also be a good add on, since it adds mines, a surface structure and a biome the sky structures. Those are less structures than in something like Secrets of The Shadows. But it also adds the Briar Biome which maybe it could be squeezed on the other thirds of the world, and the Spirit Biome which spawns in hardmode (kinda like Astral infection in Calamity) so maybe it could spawn on the jungle or on top of one of the evil biomes (since in hardmode evil biomes spread to underground so you wouldn't lose it).
I think the REAL problem with Ultramodded Terraria is the damn FPS 😭
real
Bro even my 1060 can handle ultra modded, you using a 1990 gpu??😭😭
@@YourArcanistfacts lol noobs
@@zedeann3642 I get that you agree but no need for hate.
Compatibility mods between all the big content mods would unironically be a godsent, especially assuming somehow balancing could coexist with like 4 or 5 big content mods simultaneously? could go insane tbh
This video is quite informative. Admittedly when I started playing modded I was under the impression that "more = better." But after playing with too many large content mods I realized that there really is such a thing as too much of a good thing. I find myself being bogged down by how bloated the playthrough becomes, so I stick with few mods that generally work well together. I do hope this project gains traction though as it really does sound like a fun idea.
As a person who uses your videos frequently for help in doing infernum due to being straight to the point and organized well I would love to contribute to the discord.
Learning from minecraft, easiest solution to this would be creating a quest book like ftbquests for clarity of progression and a mod that would lock progression with a bind to that questbook. You wouldn't need to balance the weapons if they're locked behind progression of other mods, IMO.
This would allow players to create their own unique modpacks
you mean like some sort of boss checklist?
What would be nice is some sort of agreed on structural system such as minecraft's FE or RF energy interfacing. The problem is that unlike Minecraft's very open source mod community, Terraria modders much more often will keep their mod's source code private so it's extra hard to add compatibility
@@billy65bob im presuming @lewapro meant for it to not only be for bosses but for weapons, armor, accessories and materials
@@gamingcow7796 there are others mods too like item checklist and munchies, but boss checklist is kind of the only one that reflects intended progression.
Some sort of UI that better displays what is available to strive for at any moment certainly wouldn't be unwelcome.
even just combining thorium and calamity is a massive undertaking, i can't imagine the absolute clusterfuck of trying to mix the 16 or so different mods you had listed lmao
Brome I want to recommend something about guides for classes, in short, I think you can add an inscription like what to reforge accessories with, I think it will be useful for many, well, this is such a small idea ;_) and I’ll also say, I really don’t know what I would do without your channel your guides, they help a lot, thank you for them;)
Good luck! Can't wait to play!
really useful when combining multi content mods. even with compatibility
i was trying to make a massive mod pack and once i made it my pc couldnt handle it lol. But i did realise progression and compatability is a huge issue. i can't wait for this to be released will be so good!
W video! I'm having the same problem trying to make a minecraft modpack with both L_ender's cataclysm and Terramity. for a lot of the Cataclysm progression, terramity ores are present which make cataclysm netherite armor upgrades obsolete before you can obtain them. This is just two smallish mods- I can't imagine the pain of balancing such a massive modpack. I hope you succeed tho :)
finally.been playing both minecraft and terraria modded for a lot of time and one of tha major things missing in terraria was the inclusion of actual modpack not like stuffing in a bunch of mads and hoping they would work like almost all the modpacks rn in terraria i know its pretty hard to do hence why there are literal teams to build inticrate modpacks in minecraft like ftb team enigmatica etc etc i know modpacks will take a long time to be on a great level but we can start right now with a nice base for upcoming modpacks
As long as you keep in mind that TModLoader and base Terraria are still in development, there shouldn't be any major issues regarding how those programs changing the pack.
pixel art also often clashes with each other
calamity’s art
I honestly enjoy watching artstyles across mods differ, it makes everything look less same-y and I think it adds an interesting layer of discernability between the sets of content
I’ve always wanted something like this. Good luck!
Epic, simply real. This is why I think mods like recipe editor or enemy/boss stats editor are underrated.
Your idea reminds me of the requiem mod for Skyrim. Essentially it comes with its own unique patcher that you activate once you're done tooling around with all the mods, as it has to create a custom patch for your unique loadout. This, on TOP of all the content changes the mod makes by itself. I think you are gonna have a tough but fun project ahead!
I love that Remnants is always on the big mod lists :DD
Bit disappointing, I really enjoyed the worldgen changes to vanilla stuff.
@@wrongthinker843 What disappoints u?
@@PashaVerti That it's not going to be integrated into the pack.
I love this idea!
I hope we will be able to finish it!
Nice video!
I really appreciate how in depth it was for explaining/conveying the topic. 😁
Biggest problem: LAG
I hope that it won’t be too bad… appart from content mods, they won’t be too much mods added so we hope to scale down lag
I don’t use too too many mods (Mainly like maybe 2 or 3 content mod packs.) but even on my laptop it’s not that laggy.
I think with tmodloader 1.4 being 64 bit the lag won't be that bad
Get a good pc and come back
@@RXJis300thats the neat part, we can't (yet)
I really hope this project would be finished sometime in the future, it sounds amazing
One of my favorite terraria experiences was combining Fargo's Masochist Mode (or, Eternity mode as it's called), Fargo's Souls, Calamity, and Thorium, and playing on Calamity's hardest difficulty and masochist mode. What this meant is that vanilla bosses were difficulty walls because of two separate mods buffing them, with Eye of Cthulhu being a massive hurdle to overcome. This meant focusing on the newly added bosses as they were more manageable, building up to a huge confrontation with a super buffed up familiar foe in the vanilla bosses. This kept the experience centralized for me by adding real goals to work forward to that all the mods branched off of (the vanilla progression), and meant I had to combine all the tools at my disposal from multiple mods to overcome a difficult puzzling encounter. It was pretty dope! I stopped playing after Moon Lord, cause that's where Masochist mode's changes end.
I play ultra-modded with friends and have been doing so for years. My current modlist is, like you said, a bit flawed due to progression, but I still find every mod is useful. For example, my wife plays Healer and uses the Thorium equipment between the upgrades from Calamity Unofficial Bard & Healer. Storm's falls behind pretty quickly and of all the mods, that mod ends up being the one most overshadowed (until you fight the Painbringer on perma-death and realize it can be a bit spooky). Astrageldon armor is very, VERY good, but killing it pre-moonlord (esp. on permadeath) makes us feel like the difficulty justifies the reward.
The only issue is some of the mods introduce graphical bugs and I'm not exactly sure how to fix it. I think these are from the performance mods that cut out some things from the game, but it's difficult to play ultra-modded without heavy performance mods. Specific instances of this are: worm-type monsters/bosses only showing their heads and Profane Guardians skills occasionally disappearing then instantly appearing (same with profane goddess).
My wife and I are currently doing a perma-death run of this pack and are on the Profane Goddess. We've beaten this pack before a few times with other friends, but it's not really suited for multiplayer (to fix some of the bugs, you need to start bosses with only 1 player on, then have the rest log in and teleport. The Golem and Profane Guardians are examples of bosses that require this). We also crank up the health of all bosses by 200% and damage to 150% (any higher and the DoG just 1-shots you, so it would be hard to do more on perma-death).
For those interested, here's my list:
pastebin.com/NcKcbDk7
It's fairly heavily configured to our playstyle (For example, we add 2 more accessory slots, but the increase in health/damage to bosses makes them inconsequential. Just more fun).
the link doesn't work
Looked through it and it’s pretty nice. I would recommend getting rid of Calamity Overhaul though, since it’s known to corrupt players and worlds, has stolen code, has exceptionally shitty balancing, and breaks a bunch of stuff
No thorium bosses reworked? 😔
@@smelloodle1070 That's good advice. Maybe it's the reason for some of my graphical stuff! I'll get rid of it.
@@mrwonton5336 It's in there! "ThoriumRework"
Some of these concatenated mod things aren't true to their workshop names.
Even on a smaller scale, mods which modify accessories for example, Ankh Shield, I already come across 2 mods which "conflicts", 1 which makes the vanilla Ankh Shield slightly different, one which uses it as recipe, but the result is vanilla Ankh Shield effect + the mod's, not all 3 together. I guess making mods for stuff like this to try and make compatability/enhancing both mods at the same time, should be possible.
Stars above can be use with calamity
Stars above is really a “main” type of mod, I think it would clash too much with the other ones
@@bromex_ It's really not tbh, it has built-in compability with calamity and thorium, including adjusting it's damage values and changing it's boss progression to accomodate those mods, it's quite literally designed to be as a "side-quest" mod
Very cool! I’m looking forward to it! Please make a video with release date of this modpack when you are going to finish
I tried to build a "Mega Modpack" ages ago like ChippyGaming's old playthrough because I wanted to make a city with a house of each furniture set and move an NPC into each of them. It's worth noting that the Major mods of the day actually implemented compatibility with each other where applicable; Thorium's Aquatic Depths biome is always on the Jungle side ocean of the world as Calamity's Sulphuric Seas / Abyss is always past the Dungeon, and then Shadows of Abaddon (formerly SacredTools) added a Spider Nest biome under the desert, but when Calamity is added, it will move to the far right under the desert so the Sunken Seas aren't overlapped.
Fargo's Souls Mod also used to check for Calamity as the Mutant fight gives him an "enraged" state if Cal was present, giving him an additional 77 million hp and quadrupling all his stats, so that you couldn't cheese him with endgame gear. A debug item still exists that toggles this state on and off. It also added additional Souls accessories for Calamity, Thorium, and Dragonball Terraria, and DBT also has a Calamity addon.
However, lately, Fargo's and Calamity aren't the best mix as you will get stuck at Golem. One mod makes Golem's head invincible until you destroy his hands, and the other makes the hands regenerate 9999 hp per second, which is next to impossible to outdamage.
I also played with Spirit and Mod of Redemption but the Briar tends to overlap some important things. Ancients Awakened sometimes worked with worldgen in 1.3 if you had an Extra Large world through JopoJelly's mods, but after updates on it stopped it began to conflict when Calamity tried to load files for the Aquatic Scourge boss. Finally, I wanted Ultranium for some eldritch horror but that was also discontinued and rarely lets worldgen complete anymore. Quite sad, really.
I think another important criteria should be that the progression makes sense to people with little experience. Such that you don't need a full wiki or guide to be able to understand where you should be progressing to next.
That is an impossible task when it comes to terraria modding
I've come up with a few solutions to this over the years.
The first and biggest one (from a technical standpoint) to fix world gen, was to simply design a mod that uses the Sub-World library to put each mod or multiple mods that work together, on their own world space and then connect them together via the edges of the map or portals if necessary.
The second one, for balance and progression, is simply the equivalent of Minetweaker/Crafttweaker or KubeJS, but for Terraira. Would give the ability to change the damage outputs, hp, mana use, ect, of projectiles, weapons, enemies, ect
I've never made these mods, obviously, but the concepts are there.
One mod I'd love to see that could add a bit of progression and possibly compatibility between mods is the Class Plus mod. It allows the player to create hybrid classes to have a bit of variety in their playthrough. This mod, by what I've experienced, is compatible with calamity, and thorium, and add a ton of cool hybrid classes for players to utilize throughout the game. Please consider this mod.
I've had a concept similar to this for a while now, only issue is time for me. I just haven't had time to lay out my ideas so I wish the developers well in making this super modpack
I thought abt smth like this before, and I had an idea I wanna share. Many mods modify biomes or completely replace or change them. In that case why not add subworlds? Maybe there could be these naturally generating "orbs" or something in each biome that takes you to a persistent subworld containing only that biome and related ones. (Eg: a desert biome with calamity's sunken sea and other below desert biomes from other mods, along with a couple naturally generating structures. This would help keep the normal overworld somewhat tame and playable too. For some infection biomes like the astral infection from calamity too, those could maybe spawn a similar orb somewhere in the world which would take you to the subworld
One mod I have always wanted is a calamity+fargos+vanilla all accessories accessory where i would be made up of 3 items, each item being made up of all accessories in its respective modpack. For example, every vanilla accessory combined makes one item, then the same for calamity and fargos, then you add them all together. (When it comes to stuff like terraspark boots, you wouldn't need every tier of it as its just a combination like what the mod would do, its just an extension to every single item)
Ngl you sound like someone who is going to be super popular in future
@@idkwhattoputhereheheheho well thank you !! :)
Thank you for making this video as I feel like this is a big problem
Me and my SO would love to help! We've been doing a Stars Above and Remnant playthrough, but honestly, having just Stars Above in tandem with everything would be awesome! There's also the question of fishing: I'd love for it to neatly wrap around modded progression so it's not left behind! :D
3:31 actually, Rag gear is known in the community as "end all be all gear", aka it does not care for anything that comes after its respective boss and thus shreds everything from other mods
Spirit mod should theoretically work with the modpack. Only challenge I could see is the fact that you would now get 3 new Hardmode biomes between Vanilla, Calamity, and Spirit
Being one of those people who runs like 4-7 content mods, i remember back in 1.3 You had to *fight* the mods to get them to work together. But now Compatibility is much better, especially if you use World gen prewiewer and such. If a world gen crashes your game or doesnt work, you stop it from generating in the next try. But this rarely happens luckily and is only an issue in modified world sizes (Good luck getting The Sulphur Sea/Abyss from Calamity to work. Ive been trying for years on and off)
For me personally, with the "balancing" issue its just self-restraint and following Boss checklist/log. In Vanilla Terraria, you can theoretically use Moon Lord items on Queen bee or Skeletron, creating a Balance issue but usually you dont because you kill those bosses with items relevant to their balance in time. Same goes with mixed Content Mods. You can use Calamity items to beat a Thorium/Mod of Redemption boss without much issue to balance at all aslong as you dont go too far ahead in progression before fighting that boss. And if you truly wanna make it harder, you can install mods which allow you to increase enemy and boss health which i personally have done.
Point is i dont know why content mixing is so frowned upon or seen as problematic when it literally comes down to pacing yourself and self restraint. The only legitimate arguement on Balance is that most weapons from other mods become pointless to Calamity's progression because it reaches so far. But that still doesnt stop you from enjoying the content when its relevant. And some percentage based or niche accessories can still be useful even far into Calamity's Progression. Been having fun on huge mod packs for years now and honestly other people are left out.
Tbh, what you want to do is a really interesting project.
Mainly modpacks on terraria are just collections on steam and they break so easily since the mods always individually updates...
Also another good thing to keep in mind is that it's really hard to make modpack works on multiplayer to my experience.
Worm bosses would ALWAYS be unplayable in multiplayer for some reason...
I went from vanilla to Thorium first....
At the same time I'm also the kind of guy that went from plantera to a rough golem fight and afterwards to the dungeon.
this is probably the best big modpack video I've seen. as of right now you practically cant make a big modpack. most "compatability" mods just add some recepies and if you're lucky will change some damage numbers. but the actual main problem of world generation is rarely if ever addressed.
oh and even then I still dont think a big modpack is a good idea. you'll have way too many weapons to possibly ever use and so you'll run into the same problem as without any compatability mod. you'll just end up using the coolest or best weapon and ignore every other one, easily missing a gigantuine amount of content from all your mods. same goes for accessories, armor and everything else.
I honestly can't wait to play a balanced mass modded play through, I always loved the idea of playing a bunch of content mods at once but it would always run into progression issues mentioned in the video making the play through unfun
I'd love to see some bosses and items promoted to post moonlord status, because calamity adds so much post moonlord content and most mods only have 1 or 2 post moonlord bosses each. Most megamodded playthroughts just turn into calamity + a few superbosses in terms of post moonlord progression
I've been playing modded Terraria since 2017, and to this day I still only use one major content mod per playthrough (like Calamity, Spirit, Thorium, etc.)
I personally find that it's hard to focus and appreciate all of the content some major mods add if you just combine them with several others
Stars Above would be a REALLY good pick for this considering it has out-of-the-box compability with Calamity and Thorium
As a person with two mega modded playthroughs under my belt i gotta agree that they do have some problems. I feel like the biggest problem you focused on was the progression. For me, that kind of didn't exist? At least not in the form you showed it. I honestly didn't mind all the mods using only items from vanilla and itself in it's crafting trees, nor the problem of multiple progressions at once. Honestly it wasn't an issue for me like at all. I would say keep the mods progressions and thier crafting trees same. I can agree on the balancing problem a little bit. Weapons between mods are not gonna be balanced, i would know cuse in both playthroughs i used mostly calamity weapons. But then, how would you balance them? In such a big modpack, there are so many items it's gonna be a herculian task to balance all that, not to mention accessories and armor and all that jazz. And vanilla itself isn't balanced so i don't think it's a problem that weapons aren't balanced. I think it's even better since it gives you kind of "chose you're own difficulty" by using better or wore weapons kind like in pokemon u can use weaker or stronger pokemon to make the game easier or harder. The main problem in my opinion tho is world clutter. The mods make worlds dense and a lot of things generate on top of eachother. That makes it so i had to make multiple worlds before i got one that wasn't problem. Second there just isn't enough space. I saw someone mention bigger worlds and i think i gotta agree with that idea since there are just so manu biomes. The surface is screwed the most cuse cave at least are large. Second biggest problem is the frame rate. I have an avrage computer and even without many graphics mods i can max out at 40fps. And if we would go for bigger worlds that would make more water and oh god water lags the game so much. Without making the game run better a ultra mod pack would be much worse. And last thing, don't slander the spooky mod like that! IT WORKS AMAZING WITH OTHER MODS. The new large biomes it adds are: spooky forest at the center of the world, almost no other mods generate anything here. Then, graveyard, as long as the jungle doesnt generate next to the ocean works well. Then the eyeballs biome generates at the other side to the brimstone crag (also if you have calamity, stars above and spooky installed the underworld looks like it's devided into four biomes it's kinda pretty on the map) and the spider biomes generates underground you can put it anywhere.
For the balancing I think we will keep some weapons as they are to give the “choose your difficulty” that you talked about, but I think there would still be balancing to do, if there is a weapon with damage that really sticks out, everyone will use it and the problem would still exist. For the world generation, it is planned to include a mod that we will allow us to make a bigger world to fit everything nicely and still have generation of normal terrain. And spooky mod is supposed to be a “main” type of mod since it spawns so much different biomes and structures and even replaces the spawn biome!
TL;DR?
@@EclipseKnight702 long story short: I don't think there are problems with progression. Both in crafting trees and multiple sub progressions. Balancing that many weapons would be insane and vanilla itself isn't balanced so it's not that important to balance weapons. The worst are world clutter, even large worlds have a problem with no space for biomes etc. Also lag is very bad, even without big graphical mods like lights and shadows. Last, spooky mod is amazing and works very well with other mods.
@@kalos3562 reminds me of Minecraft modpacks. The world itself is very large because of the world generation but laggy as fuck because of the shit ton of garbage it has to load in order to load everything. I've had that issue for a while with my Laptop, going to buy a Gaming PC once I have 1'000 dollars in my savings so I can go looking for one. Laptops are definitely not built for gaming.
I like the idea I’ll keep this in mind as you can fight hard mode bosses in pre-hard mode. Just like fighting the Duke early, you can find & fight calamity hard mode ocean biome bosses make it easier to fight the wall of flesh. For your right adding other mods and difficulty modifier mate, getting into hard mode impossible without finding a early hard mode bosses first.
One problem I foresee is having the underground cluttered with sub-biomes, you should try to make the world size large enough to give them all breathing room if possible
Everjade is a small mod that adds a single, stunningly beautiful biome, I think it would be a great addition.
Your impact on this community is already huge, and now you are here planning to make it just uncomparable to any other member! As always, great editing and the idea in general. Sadly i can't offer any help, but good luck with this all!
We are already starting to work on it!
Make sure that the compatibility mod doesn't require all the large mods to be enabled to work, as some people don't like certain mods, It's a bit of extra work but I feel it's necessary. (example: Someone wants mods that only feature a similar art style such as calamity and Secrets of the Shadows, mods like thorium has an art style more similar to vanilla)
what a legend, game modding scene has a problem and brome just sets up a plan to fix it. props to you for starting this and i hope development goes well!
Unoficial calamity whips is a great mod, just adds a few whips to calamity progression
And makes the "easy mode" class even more broken let's go
The whips from that mod are now in Catalyst, more balanced and better than before
@@SenGaming-105some were removed (rip wulfrum chain)
I love playing ultra modded and would love to see a mod that adds compatibility between multiple mods. I also love making my own mod packs and does take up time in order to make a mod pack that docent have any annoying bugs and smoothness while playing. I did make a mod pack that isn't too crazy but can expand on some vanilla stuff. I will list off the mods used if you show any interest.
Content mods-Thorium mod, spirit mod, jungle bosses rework, mech bosses rework, consolaria, liber creaturarum, terra mania, mount and journey
Qol mods- Aethers blessing, recipe browser, consistent reforging, accsesories+, compact work stations, boss checklist, vanilla+ QoL, QOL 3000, faster game UI, better game UI, ore excavator, mod folder system, assorted mod compatibility, concise mod list, progression ++, shimmer extra, super dummy, high fps support
You can configure the Qol mods however you like I just configured them to where there aren't any game breaking features and that there is a very smooth progression with a vanillas feel to it.
Misc mods- camping mod, super pants weapon tweaks, colored damage, ProvEdition, Better blending, ENNWAY music pack, JJJ custom generation, weapons out, Vanilla bosses remade, achievement mod, more pylons, summoner UI, mana fruit mod, more portable storages, micro dungeons and more, all stats scaled (for if you think that bosses are getting killed to quickly), Widgets, better caves, Sola's weapon reworks, colored relics, better multiplayer, team spectate
again you can configure these mods however you want I had just gone with more vanillas options
Thanks for the suggestions, I’ll be sure to check out the mods you listed!!
This is actually an insane idea
FINALLY, finally someone who understands!
people are like "no dont play ultramodded its bad" while im just here sitting trying to make a modpack and play it cuz i dont want terraria to ever end
I personally would love to see stars above added to this mod pack as well
Add Polarities to the modpack, also Stars Above is pretty good
I'd be down to play something like this when its done or in a more realized state! im looking foward to how it turns out
Hey man, about the record keeping of changes, would you happen to be adding things into the game itself (like spirit mod does) to hint towards such changes? Stuff like a structure moving to a different biome, a boss gaining new attributes or items having completely different progression paths.
I feel like adding things into the game itself for players who enjoy figuring things out would be nice, as there is a niche set of people (such as myself) that dislike looking through a wiki to find what is and is not obtainable for a certain set of time. This playstyle is often one where the player gets lost so if your team has the time to add some of these hints, it would be greatly appreciated :D
I remember doing a compatibility mod for Starbound specifically that made so a bunch of mods would be balanced around eachother and require materials from multiple mods, while also making so some planets types aren't a thing anymore and instead structures that would have spawned in another planet type now spawns in the replacement type, since I had the big issue where I just, needed like 80 different EPPs to progress anywhere since all the mods wanted to use their own ones lol
Also just FYI, Terraria 1.3 already had mods like these but they hardly ever had any downloads and likely are at the very bottom of the list of popularity lol
I'd strongly recommend altering the world sizes available so Large worlds take the place of Small ones, and the two higher world sizes become super-large worlds. Because you're gonna need very big worlds to fit all the worldgen in; Calamity on its own already doesn't work on Small worlds, and adding multiple major content mods with their own biomes makes that even more cramped. It'd be complicated, but I'm pretty sure it's possible, especially if you're doing big worldgen tweaks already. (Plus maybe, _maybe,_ you could squeeze in Remnants if there's enough worldgen space.)
I'd also recommend at least making sure your modpack _supports_ Stars Above, even if you don't include it by default, because it's a fun mod that already tries to adapt to other major content mods. And it doesn't add worldgen besides the Neon Veil.
Trop cool la vidéo, je savais pas qu'il y avait un français qui faisait du contenu Terraria haha
Definitely curious about this idea of an ultra mod pack and i'm interested in seeing if i can assist
gotta love the 5,000 different throwing damage types which don't interact with eachother
Methinks part of the obvious issue is that Calamity is just on an entirely different scale than most other mods. I love it for that, but that also means it doesnt play nice with most mods. I wouldnt want to try calamity with Thorium classes, because I would literally just get outscaled and die horribly.
A broad compatibility mod really would be interesting, even if its a massive undertaking. As it stands, the only really notable pair of major mods that feels good to do is Thorium and Spirit. They just have an incredibly similar flow, so long as you can ignore the occasional overlap.
Thats Why I Only put 1 Game Changer and Then rest Functions
I want to see EVERYTHING in the soul of eternity crafting tree, every modded armor, every accessory, every weapon's highest level upgrade I want to spend a billion years crafting absolute power
Good video dude, i like the initiave and hope you can make it
I have a lot of fun just playing 1 content mod at a time but this seems really cool for those who want it
This is a herculean task and i hope you guys pull it off. Coz if it pops off this will be a new age off terraria modding.
I hope we will be able to do this! For now we are playtesting mods we will include without any changes to see what will need to change
I will say, I'm playing Calamity, Fargo's and Stars Above together with Remnants, and there's only a single problem I've encountered with world generation, and that's that astral chest not spawning in the new Remnants dungeon, all the Calamity biomes, even that Astral Infection spawn normally, and the new Neon Veil from Stars Above also spawns normally, I could see a problem arising if you add a lot more biomes, but with just Calamity and Stars Above it works very well
Now, Fargo's is doing this with Calamity, the Fargo's Souls DLC is a work in progress of them adding enchants unique to Calamity, rebalancing bosses and even adding Calamity items to Fargo's recipes, but that's only 2 mods so it's not even close to the same scope (even if Fargo's and Calamity are huge content mods, so it's still a big undertaking). Stars Above also balances itself around Calamity which is nice, more so the damage of weapons, but this trifecta of content mods really works well together
I clicked on this thinking I wouldn't agree with the idea, but having played thousands of hours of modded Minecraft this makes a lot of sense. I'm actually surprised that there haven't been any attempts at a kitchen sink Terraria modpack yet with custom progression.
These seems like a super cool idea man😎😎😎!
the first ever terraria "modpack" where its a 1 click install on the workshop, sounds neat.
BROTHER I WAS THINKING ABOUT THIS JUST TODAY, TYSM
Super vidéo continue :)
I think the hardest part of this will be trying to incorporate every single different difficulty mode, all of them have some weird ai changes that conflict alot of the time
Already sent A LOT of mods (I'm A)
And I will do a video on spreading the message
I'm glad to have you on the discord :)
@@bromex_ I'm always up to date with calamity mod (I have a server that pings me when there is an update incoming)
Playing calamity first thing is less "dipping your toes in" and more "cannonballing into the deep end"
Infernum could be added to the modpack. Even if you don't want to suffer, it still adds abyss rework and cool mini biomes
The stars above COULD work (considering that it already works decently with calamity and has special dialogues for most major mods) but probably not worth it
One of a few mods that adds calamity lore to other mods would be great
@@Koiishi_Komeiji infernum will most likely not be added because it would make kind of an inconsistent experience
Incompatible with a bunch of stuff incl fargo's
Infernum, Calamity Overhaul and any AI overhauling/rework mod will probably not be included, probably due to Fargo's Soul being one of the main mod to be added
I think an absolutely essential mod we need in this modpack is the among us vani- **gets shot**
I absolutly love this idea! Using many mods together always felt unfair, and this will fix everything.
Also, what was the mod in 5:20?
Last months i create my big modpack CFISTRA (Calamity Fargos Infernum Stars- Thorium Redemtion -Above). I did a lot of rules to balanse a lot of thing with this, like beat bosses a many time on a very difficulty, like death infernum fargos, and i decribe this for every bosses and for other moments. If i can combine it like in minecraft, thats will be weryyy cool, but idk how create mods (i didnt have anought time). Thats my exp with this
you could totally add in stars above... and i think theres already a throium mod that makes bosses more in line with calamity
great video ! ( again )
Thanks love 😳
I wonder if the Subworld Library could be used to shove major worldgen changes into another dimension