Combining Calamity with Other Mods is perfectly balanced.
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- Опубликовано: 5 июл 2024
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What happens if we combine Calamity mod with other content mods, such as Thorium mod, or Mod of Redemption? Would the world generation be a mess if we add Remnants mod? How about gameplay mods like Overhaul mod? Would it make the Terraria Calamity Modded experience more fun? We'll find out in this video!
Timestamp:
0:00 - Introduction
1:42 - World Generation
7:06 - Gameplay Mods
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Music used in this video:
1. Super Mario Bros. 3 - Overworld [Remix] by Qumu ( • Super Mario Bros. 3 - ... )
2. Stardew Valley OST - Summer (Nature's Crescendo)
3. Stardew Valley OST - Pelican Town
4. Mittsies - Luminiscent ( • Mittsies - Luminescent )
5. Super Mario 3D World - Super Bell Hill [Remix] by Qumu ( • Super Mario 3D World -... )
#terraria #calamity
Terraria is an action-adventure sandbox platformer game developed by Re-Logic. Play Terraria Now:
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The Calamity Mod is a large content mod for Terraria which adds many hours of endgame content and dozens of enemies and bosses dispersed throughout the vanilla game's progression. The Calamity Mod also features several harder difficulty modes, 5 new biomes and new structures, a new class, a new leveling mechanic, more than 30 new songs, over 50 recipes for previously uncraftable vanilla items and other assorted changes to vanilla gameplay.
This is not a 100 Days of Terraria Modded or a Terraria Mod Playthrough or a Modded Terraria Class or a Terraria Modded Boss video, or a Terraria Calamity mod Guide but I hope you guys like the funny meme Terraria Calamity mod video... - Игры
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Ok
3 days ago???
magic
Uh.. 3 days ago?? (this video released about 45 minutes ago for the early worms)
No.
Been cross-modding for years and honestly never had any gamebreaking bugs or experiences like that. I typically go Calamity + Fargo's + Alchemist npc for a fun playthrough.
You can definitely cross-mod larger mods as well if you don't care about balancing too much, I used to do Calamity + Thorium + Joost + Spirit + Grealm as well as some qol mods in multiplayer and it worked fine enough.
@@ItzaLukkeri That sounds like a great time.
Same, you know what they say the more the merrier!
Add in thorium
Same
"Ok, looks good so far, I can join the world" is the most tmod thing I've heard in years
Anyone else remember the Fargo DLC mod that was literally just cross compatibility between Calamity, Thorium, Fargo's, and another few mods.
Too bad fargo is no longer doing cross compatibility in fargos dlc
@@andrecosta9552 the mod has not yet released, the fargos dlc on steam is not the official one
@@CreppyDranoel He said in an official announcement that he’s no longer doing cross mod compatibility.
@@grindermucker8891 aww 😕
yeah i missed that, was working on souls before 1.4
The more surprising part is how well the mods fit in into the world
Although there are one or two generation errors, it’s still very good for a few large mods jammed into one world honestly
I've been playing this exact modpack with a couple extra smaller ones, and the k ly issue ive had is the plaitoide not spawning and I used tedit to paste it in anyway, the sunken sea spawned fine for me
@@aidenisakronk5953 yeah that's why hero's mode is usefull when you have those bugs can't get the item cause the area got suppressed by another biome just give it to you its not "fair" but if you respect the progression then it's totally fine it's like using qol mod or more recipe because you don't want to waste time getting the rod or creating a new world getting that item
@@matoiryuko9444 basically exactly what i do. My abyss has ran out of scoria ore in the infernum playthrough, which reworks it and consequently makes it generate less, so i gave myself some knowing that creating a new world just for the ore wouldn't take much more effort
to be honest the generation breaks more in the dontdigup seed than it does when crossmodding in these examples
@@destroything2 months late but... you can get scoria from other sources
Nope GitGud, it is possible to get the Sunken Sea to spawn. You just have to be lucky enough to have it fit. Same with the main Planetoid. And yes u can have a full playthrough without it, as now the schematics are craftable.
there's also a mod that adds unobtainable items to spawn these in
@@birb9799 what is that mod? pls tell me
@@younmefrien calamity biome spawners i believe
@@birb9799 thankss
fun fact: in 1.3 modloader Thorium actually checks for calamity so it didn't intrude too much with the key structures and biomes. (shadows of abaddon also did that with the spider nest biome being moved slightly to the side from where the sunken see should be, but as far as I know it was not optimized for 1.4 modloader yet)
So it’s okay for me to play calamity + thorium?
@@scottyboi2098 Since the Aquatic depths is programed to generate jungle-side while abyss generates dungeon-side, yes. It should work out just fine.
I've literally never done a modded playthrough where I didn't mix mods.
If you really want some broken world gen, generate a "not the bees" seed with calamity ;)
FUCK!😂
Combing mods can be fun and hellish
Git, i think you should point out that there are ALOT of cross-modders reporting bugs to developers for "their mod being broken" while having 50 big mods enabled all interefering with eachother which will 100% causes bugs. People are DEMANDING developer to somehow make cross-mod compatability
Currently doing a thorium+calamity mod mix up with some other mods and so far I really think the two compliment each other well. Where one might lack in something, the other makes up for it.
it did until the sunken sea caused the abyss to generate on the right
the brimstone crag always generates below the abyss, and the profaned garden is always on the right
this might be fixed but it completely broke the game and made progression post moonlord impossible
@@cleaner900playzprofaned garden is an infernum addition not calamity, guy is most likely playing Calamity without infernum.
If you managed to defeat providence as Iron Man I have to congratulate you, I haven't tested it myself but I'm sure it would NOT be an easy feat
i agree with what your saying at the end. when i was asking for some mods to put in a small little cross mod pack i was also told to off myself by multiple people which made me come to the conclusion that most of the tmod community hates fun.
calamity with thorium and mod of redemption is so fun, i reccommend combining these mods. none of the world gen is weird (unless you choose to get remnants mod)
I've always got a couple mods installed from the get-go every time I decide to try a new playthrough;
Calamity and its corresponding music mods are a given
Thorium, for its general content additions.
Gensokyo, some of the accessories you buy off of Rinnosuke are incredibly useful for end-game calamity bosses, the Cleansed Crystal Mirror being on of them.
Stars Above is a great mod to pair up with Calamity, always have it on.
And Fargos + AlchemistNPC for useful Town NPCS that sell items to make the playthrough less tedious.
I'm currently half-way through a Master Mode playthrough where I have combined Calamity, Infernum, Fargo's, Thorium, Stars Above and a few other gameplay mods. I've been playing mostly with Eternity Mode on, having to turn it off at some parts due to new boss mechanics overlapping (Sans Golem was invincible until I turned Infernum off for the fight). Apart from mechanics overlapping, it has been a painful yet enjoyable playthrough. I'm just about to re-attempt ML, so its safe to say there's still a lot more to come!
You know, I imagine that if the devs of these mods saw these vids, they'ed begin working to make their mods even more compatible with eachother.
Imagine the Remnant's pyramid serving as an entrance to the sunken sea, but the bottom is blocked by a wall of the sunken sea blocks so you still need to defeat the DS to access it.
Remnants I believe stated, at one point if it doesn't still, that it was not made to be compatible with content mods like Calamity and will not be made purposefully compatible.
So it seems that it working ok with Calamity depending on world gen RNG is a happy little accident.
cross modding worked for the most park but in a recent calamity mod playthrough (with redemtion) the abandoned lab spawned overtop of the sunken sea lab so i had to spawn in the schematic in order to fight exo mechs
I've been doing a fargo + thorium + redemption + polarities playthrough. I was a bit worried going in that it might be unbalanced, but I can turn eternity mode on if it does get too easy. It's been incredibly fun and I ALWAYS have something to work towards. I've been swapping classes every so often, melee pre skeletron, ranger until hardmode, summoner until I beat the mechs and now I'm working on gathering mage stuff to swap again. I'm going to try bard after but want to try it in pure thorium too.
Edit: it's also never crashed. Except for angler voodoo doll mod.
This is so epic, unfortunately Calamity infernum already kills my PC
8:17 now I see why DM Dokuro was done with the community
I always use more then one content mod in my worlds. Before creating modlist I just check are there any structures that collide with other mod structures. If not, than I can add it freely.
My 1.3 modpack looked like this:
Calamity (Catalyst, Vanities, Infernum, Whips, Bees)
Thorium
Split
Spirit
Elements Awoken
Redemption
Fargo's
Valhalla
Exalt
Joost
Can't wait to play with all these mods in 1.4 :)
Do they work or exist in 1.4?
Couldnt find some of it on 1.4
@@hiya8325 some of these mods are coming to 1.4 this year, some of them are already there. Check them our by yourself.
Also, I can recommend two mods that I don't use in big modpacks, but they're pretty cool too: Shadows of Abaddon and Ancients Awakened. Last one has demo version in 1.4
Have you tried this mod list with getfixedboi seed?
@@dankovskimark4540 no, I'm not a big fan of special seeds, but not so long ago I have tested this build with all available mods at the moment (no split, no elements awoken e.t.c.) and it works pretty well. I have also downloaded mods that add compatibility to Calamity and Thorium, and it helps.
I'll write my list a bit later
When I play with mods other than Calamity as well as Calamity, I always worry about their content becoming useless post moon lord. I want a full playthrough with all of the mods, and i cant imagine enjoying a mod only for it to become useless 2/3rds of the way in.
the main problem for with combining mods for me is that some classes and other mechanics not having good overlap or ending when another mods progression is still going like thorium classes and calamity
surprisingly, thorium + calamity is actually pretty balanced post moonlord, the dps across all classes using post - moon lord weapons & armor is pretty similar.
I heard this was part of why Calamity dialed back the post-moonlord power creep in the Draedon update, for the specific purpose of balancing with other mods like Thorium.
0:10 Progression breaks super quick if you do that and a lot of bosses get either way too difficult or way too easy
Trust me thats the fun part:)
@@ButterThatEpic But then the bosses are too easy and there's nothing to do. The whole game is mostly boss fights for my packs, so when I can just breeze through them, I may as well have not even opened the game
@@isfet5730 theres a little thing called self restraint or "playing suboptimally" that usually helps in this regard. Or following the boss list.
@@isfet5730 Well theres always a goal for me since i play fargo+calamity so mutant would be extra hard with about 100m+ hp
So i always have a room to grow up since you know fargo stuff is almost endless and lmao i open the pandora box at night the whole time in pre-hm so i seen my world as an open world with endless path on trying to beat mutant
@@DarkmegaGaming Fair enough
Honestly i was afraid to combine calamity and remnants together bc they said it could change some important stuff in calamity but now i know so thank you!
I love how he's just like bro, chill
Now we wait for some mad man to combine a lot of mods to make a modded series truly a perfectly balanced combination
the good old days of FuryForged modpack videos
Me and my friends are thinking of making that kind of thing
@@notalioz9090 good luck hope your pc doesn’t crash
@@faeyzaihsanulfikri9975 Thanks
You know that 3d esk looking one reminds me of a mod way back in 1.3. I think it was fury forged that used it in his super modded play through.
In my first mod playthrough (calamity), I had a lot of mods on, mainly qol, such as fargos or magic storage. I don't remember what the other main mods were, but it was fun and chaotic.
0:26 I genuinely didn’t know you were supposed to be able to move during that fight, assumed everyone just froze midair when it spawned
Was worried about worldgen colliding with like thorium, spirit, redemption and stuff like that, but sounds like it goes a lot smoother than I thought, so will definitely try to do that next playthrough, thanks!
I've always been fascinated with the possibilities of cross-modding. In fact, I have a few mod packs set up, one of which is full of visual improvement mods, and it looks absolutely stunning! One complaint I have about them together though is all the blood and guts that I constantly have to clean up lol
Which modpck provides the visual improvements?
(And the blood and guts I guess?)
@@glauberglousger6643 @Glauber Glousger It's one I made actually. The mod pack, not the mods themselves lol. But the mods I have in them are Aequus, Fargo's Souls, Everglow, Mod of Redemption, Overhaul, Terrorborn, Anarchist, Improved Audio, Lights, LookMod, and CoolerItemVisualEffect. The mod that adds the blood and guts is Overhaul I think. Just a heads up that combining all of these will make your game very prone to crashes and performance issues. Most notably, the Everglow's Moth World not generating properly, but that may just be an alpha stage issue with it. I'm not sure. Either way, I've had a ton of fun playing these all together :D
reminds me back there when i still playing on 1.3 where i've been cross-modding Calamity, Thorium, Joost, Spirit, Elements awoken, and AlchemistNPC together without any serious issue popping up.
seeing that MoR generated just fine is exciting for me, as the only reason I haven't tried combining with calamity so far has been because of not wanting either sunken sea or the lab to become broken due to it!
Same the one time I did that and realized my mistake I stopped playing for like a month
Last time i played calamity + thorium the throium final boss which comes right after ml gave me a weapon called the quasar's flarem it had so much lifesteal that as long as i was shooting this i simply couldnt die, this stayed true all the way through post ml calamity
“It feels so f*cking awesome!”
See it’s funny, the first time I ever beat Scal, was with thorium’s end boss blue armour because it took any damage you got hit with and turned it to health, I don’t think I’ve ever stopped cross modding like that since😂
Nice, keep doing what you have fun doing!
I beat Supreme Calamitas with the Stars Above mod on Revengeance without the Stars Above I would be dead and would never beat it
3:01 caught me off guard there
Tried remnants with calamity: i was missing about half the labs including the one in the sky. Doesn't always work so id recommend opening your world in tedit before you start playing on it to make sure you have everything you need.
at very least, maybe also install world gen previewer (at least just to check if stuff is generating well, especially since you can i think delete some parts of generation, or straight up cancel the whole thing) it might impact performance though
you can generated sky planetoid if you reduce the amount of clouds on renmants, but you need to pray that no sky island blocks the center
Beating Providence with Thorium end-game weapon was fun experience.
And now I play Calamity with Decadent Skills mod. (Which is class RPG mod, kinda)
Summoning 5 minions without any summoner acc/armor is funny.
Can't you change the settings of the mods? like can't you turn off the big pyramid thing to keep the sunken seas biome
Once I mixed calamity and mod of redemption and the lab was inside my sunken sea, making half of it toxic. While slightly inconvenient to navigate, it was also kinda cool
I used to always combine Calamity, Thorium and the Spirit Mod (which I absolutely still adore) every time I did a modded playthrough
3:47 bro the bananas and coconuts
how do you have overhaul to work with guns aint it still being updated
The Remnants mod looks sooooo cool! i'm going to use it when i start a 1.4.4 infernum playthrough! (wish me luck, i'm gonna need it)
I loved my calamity/overhaul plaything but some of the calamity features did not mix well with overhaul. For example the biome sword would not work because MB2 changes the swords biome effect (idk what to call it) but MB2 also does the heavy attack in overhaul making the swords unique abilities unusable.
This will be calamitous
wait did remnants fix the thing where world gen with calamity + remnants deletes the sky lab?
“I failed at making that joke”
Yeah ya really drove it into the ground :)
Im doing infernum+eternity rn.
Some think it's impossible due to confliction, but infernum system expected this situation and made infernum pattern override boss patterns. There are some conflictions like EoW/moonlord/giant worm but it's still quite playable and still chaotic. Especially when they have infernum pattern and eternity bloody debuffs together
Imagine the primordials and supreme calamitas team up bro I imagine the lore be like:the primordials powerful gods of water life and fire tormenting the world of thorium teaming up with the supreme calamitas if not stop all worlds will be destroyed.
Howdy nice vid but just wondering how did you get remnants to work?
Where did you get the mech suit with jets?
8:27 what is that red laser thingy ur shooting it looks so cool :D
I'm new to moddng but I want to mix and match large modes. Which ones work together and don't block progress?
One time I did a calamity/ancients awakened playthrough. Shredded the devourer of gods with the post-Orochi armor, post-Akuma “flamethrower”, and the Brimrose.
Calamity + universe of swords + Gensokyo mod
i dont think any reasonable person genuinely thinks its a "crime" to mix big content mods or anything to the degree you say, my understanding is that it's just generally understood that the balancing isn't tested and by combining them you understand that and accept it. that's all. there's nothing wrong with it as long as you recognize that. i doubt anyone actually cares lol.
It’s hard to create a world with infernum and Remnants mod. How did you do it? I need some help
Someone should make a terraria series about which mods go together amazingly
I really need suggestions on that
I was born to kill!
The bit about my sword, that "means of justice" stuff ?
I guess I needed something to keep "the Ripper" in chech I was knee-deep in bodies...
Moonsoon: You...
But you… all this… is a wake-up call to what I really believe… what I really am.
Moonsoon: what are you saying ?
I'm saying Jack is back !
Metal Gear Rising: Revengeance
Today I played Terraria with the Calamity and Thorium mods. One of the structures from Thorium was damaged by labs from Calamity. :/
Other than that, I found no other errors.
I personally recommend using Calamity along with Stars Above and CoolerVisuals. This is especially useful while playing Calamity Infernum.
4:46 perfectly explained why you should combine different mods, because why not
A Couple of friends and i have been doing Calamity Metroid mod, surprisingly the end game metroid mod stuff has pulled through nearly all the way, we just need to do Exo Mechs and boss rush on master mode
Just ignore them, doesn't matter what you do on the internet you will get hate, you could create the cure of cancer and there would still be people saying that you should off yourself.
I combined my two favorite mods on TmodLoader 1.3, "Polarities" & "Pinkymod", it was one of the funnest thing I've ever done. The main drawback as you said it's that some stuff will either lag or completely be too OP, but it's so much fun. I'm definitely gonna do a Mega-Modpack on the future once some mods I'm waiting for either update or get fully ported to 1.4.
How would you say is calamity plus overhaul? I want to try overhaul but it feels like a downgrade removing calamity for it? Does overhaul work completely or only with vanilla weapons and such?
is it good combine dawnmod + calamity?(i want to play mage but skills in pre-hm so boring)
i do have to disable a mod or two whenever i make a new world cuz tmodloader crashes with a bunch of certain mods being used to create worlds, and beating wall of flesh crashes very often
6:42 Is there any way to make the main planetoid persist? Like mods or something.
7:30 what is the weapon mod?
Well this has convinced me of installing terraria again and chucking mods at it
I have mod pack of 130+ mods and it works and runs fine. Including all these and others like stars above. Only issue is I had to edit a few mods and remove some wings since there is a arbitrary limit in tmodloader.
Thorium and Calamity both have custom ocean biomes that always generate on opposite sides of the map. Which is why they go good together,
I may of made a pack before if over 50 mods (mains ones were stars above, fargos souls, calamity and thorium and it was a blast
i for one like to play modded terraria with race mods, i like to fight calamity bosses as a diamond dragon who can only wield melee weapons
my favorite mods to go with is calamity + catalyst + hunt of the old god + alchemist npc + convenience mods
I play a super moded world with over 200 mods which is realy fun but one terreria or tmod loader update tends to break things until everything gets updated again
when I play terraria I always play modpacks jampacked with content mods and yeah its annoying when a structure or biome spawns over another one but it's not a big deal
i once did a thorium and calamity playthrough and it was chaos
In order to better cope with infernum - and because I do like the mod itself - I threw "the stars above" onto my calamity infernum run as an extra "big main mod". It was a blast, and while the only benefits that are being offered now for me are the stellar nova and stellar array, those two things make infernum much more fun for me.
There's still a little, little problem.
What do you do if you want to play as a bard (For example) and you try to fight post moonlord bosess?
I think the post-Primordial weapons could actually do pretty well against the early post-ML Calamity bosses. They would probably fall off near the end though.
Using the thorium sword sheathes is SUPER Broken with Calamity Swords
and thats why it's awesome
Thorium’s sunken sea gets overrides by ocean ruins from remnants
what mod are you using that your game looks so good?
Btw the suken sea can genérate on some seeds
anyone know what the mod that makes gun effects is? (When he shoots the gun has recoil) anyone have any idea?
The issue most people have isn't with the world generation or bugs but mods *cough calamity* completely screwing with the progression and balance of other mods. It's a fun thing to do to mess around but I do think playing a mod like this detracts from the experience.
It's not calamity's fault really, they did their best to tone down their damage and hp numbers recently, I just think their bosses are so cloesly woven into progression that you do them earlier than other mod bosses.
Plus, they shouldn't be expected to make their mod perfectly fit with all others
@@luckyloomagu Personally, as someone who ONLY plays crossmodded (and extremely heavy crossmodding at that) its always a little irritating and a little funny when using calamity because its the only mod that rebalances the ENTIRE GAME around it so other mod with it have such weird balancing in comparison, which usually results in vanilla and calamity bosses being the hardest, and vanilla and calamity weapons being the worst. (An example of this that is absurdly hilarious is minisharks calamity-nerfed damage at like 3 compared to alternatives from thorium doing like 10) In our most recent playthrough, me and my friends referred to it as a "Fabsol Moment"
i remember when i was thinking that i should do calamity with thorium and saw that the game balance was kinda bad after post and just didn't do it and instead pick stars above because apparently it mix very well with calamity and that explorering new dimension was fun even if i realise that very very later on but still it was so fun crafting weapons with so much gimmicks for each and reference maybe i should try using most of these big mods it's just looks fun being able to enjoy everything at the same time because you can try evrythings and looks if it works or not and just try again it change than the usual use that and that cause now you have a much much more wider range of use that your inventory have like 15 weapons in it
The problem when u combine with remnant is there's no sky lab,i just hope we can setting the remnants generate world
What would you guys recommend to play with remnants mod?
How much Ram did you have ?, cause with 16gb the World-Generation ( Mid & Large Maps ) crashes all the time.
Did a Ram-Upgrade improve it ?
Finally, my long dreamed CTOH is now possible
I remember playing Calamity + Ancients Awakened + Elements Awoken with friends.
Was fun, game crashed a lot but otherwise was alright
Any1 know any good content mods to combine with each other? I plan to do a multiplayer playthrough with people and we want more than what we normally do (we do Calamity Revengence once a year over the summer), and I currently have Calamity + Infernum, Fargo's Eternity Mode, & The Stars Above together. Just wanted to know what else we could add as big/bigger content mods
6:53 but yharon doesn't need to be summoned in jungle anymore lmao