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.
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
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)
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.
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.
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
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!
@@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 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
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.
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.
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)
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
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.
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 !
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 :)
@@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
@@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
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.
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
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
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.
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.
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
Something I'd like to see honestly is a combination between the Thrower and Rogue in Thorium and Calamity, like, the Thrower has so many epic accessories that I feel like the two would be a perfect mashup as they're similar in content
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.
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
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!
I am currently at the beginning of a multi-content mod playthrough with the main mods being Calamity, Catalyst, Thorium, Mod of Redemption and Infernum. Plus Fargo's Best Of Both Worlds to have both evils, and Calamity's Vanities to be able to make part of the astral infection into the Astral Blight (Because I want a world with a metric s**tton of biomes). I have used a mod that let's me preview world generation in order to make sure nothing conflicts because the Abandoned Lab can be an issue. With the Sunken Sea, since it generates at the bottom of the desert, and you can sometimes get a desert with a very large underground, the Abandoned lab can sometimes spawn within the Sunken Sea biome. The reason this is bad is because when near the Abandoned Lab, all water becomes toxic water, meaning that exploring the Sunken Sea becomes almost impossible. I've had other issues such as the ritual room in the dungeon being taken over by Infernum's Abyss overhaul since it makes it a lot bigger, and sometimes the Sunken Sea Draedon Lab just doesn't spawn in for some reason. I've gone through around 70 worlds just typing random things into the seed to see what happens and the best one I've found so far with no conflicts seems to be this: Seed: Peril, Master mode, Large World, Corruption. It's caused some shrine thing to spawn in a weird place resulting in the back half of the surface dungeon building being removed but that's an improvement if anything since it's easier to get past the dungeon and to the Sulphurous Sea. Also the fact that "Peril" was the best seed I've found so far is fitting considering what I'm going to be going up against since I'm doing Master Mode Infernum, with the master mode mainly being so I get some cool collectables from the Thorium and Redemption bosses because I like making trophy rooms. Overall, mixing content mods just makes the world more expansive and better to explore with even more hidden secrets and cool loot to find. Does mixing Calamity with other content mods cause issues? Yes, a lot of issues, and a few of them making certain things next to impossible to deal with. Is it worth it? Absolutely.
You don't need best of both worlds to get both evils as there is a built in seed for the "drunk world" that does the same thing and it actually has both the orbs and the hearts which best of both words does not.
I’ve been through complete pain with my mod mix A king slime with 6,000 health and 200 damage Empress with 500,000 health and 400 damage (Originally double for all four but I though that was too hard) Even with Stars Above, Calamity, Fargo’s souls mod, Terrorborn, Secrets of the Shadows, Gensokyo, Genshin (free buffs and 100 damage weapons, which are quite balanced with how hard everything is), RPG, weapon scaling, Komeiji Koishi, Slave mod (free weapons again, even if the sprites are too lewd), Star cannons do fallen star damage, and some more little ones I still barely beat Skeletron eternity revengance mode
Of course nothing is wrong with multiple mods... I use thorium, calamity, redemption, spirits awakened, fargos, infernum, I use master mode and on large map with seed 5162020 so I have all the biomes on ONE map, corruption, crimson, hallowed, an all new ones together, its a sick combination IMO.
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!
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.
8:18 OMG I did not know this.... I hope you are doing ok because people like that are only the outliars and are different from the most. I support you completely and I hope these harmful comments towards you wont affect you!
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
@@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
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.
One of the mainstay mods of my game is the Dragonball Terraria mod. It has a lot of cool stuff but also it gives you flight with Ki as a resource which is super nice utility and pretty fast, saves me a wing slot too. There's a Calamity version that adds new transformations and weapons to scale with Calamity which is super cool, although some are OP as hell. I can't believe someone would tell someone else, unironically, to off themselves because they're messing around in THEIR game. Like wtf.
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😂
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.
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 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"
it's not a problem with multiple content mods, it's that the people using multiple content mods start whining about something not working when they put a ton of big mods together
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
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
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
Show me Iron man vs supreme calamitas. *shows iron man vs supreme calamitas.* I said show me iron man vs supreme calamitas *shows iron man vs scarlet witch* Perfection.
i one played calamity with mod of redemption and guess what the lab spawned on the sunken sea all of the biome turned into a toxic wasteland full of toxic water
Calamity + calamity rework + another RPG mod Make sure to put all your points on swords, pick up the murasama in the underworld and watch the world burn
From the very start of my terraria modding experience, I have already said many times that calamity plus overhaul is amazing. No one cared, saying that would put the balance of the game on trash(somehow) thanks for proving them wrong GitGut
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
The Only Negative Aspect is, that the World Generation From Ramnents might collide with these of other mods, because they are made so big and adventures
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.
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.
People hate combining content mods because they're expected to be played with only the respective content mod, and other mods may take away from that specific mod. Instead of tasting the full flavour of one, you have a blend of others. It's fun to mix them, but I highly reccommend trying them out by themselves first.
Yeah this. Have one playthrough using only one of the mods (and some QoL if you want to) and then you're free to mix and match after you've had the intended experience. That's how I view it. Even then I don't really mix and match anymore because it can be too much content and it makes multiplayer even more unstable than it normally would be (and I almost only play multiplayer nowadays.)
i think people's issue more comes from mixing mods for a first playthrough, because issues which are more common than you make them seem can ruin your initial experience with a mod.
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.
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.
Magic! Monsters! Mastery! Download Call of Dragons here: bit.ly/GitGudWO_CoDLaunch
Use the promocode: PlayCoDNow to start your adventure!
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
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.
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
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.
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.
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!
8:17 now I see why DM Dokuro was done with the community
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
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.
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.
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)
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
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.
I've literally never done a modded playthrough where I didn't mix mods.
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
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
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.
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
1:42 Sponsor Skip
Thank you brother.🫡
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
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.
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.
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
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
Something I'd like to see honestly is a combination between the Thrower and Rogue in Thorium and Calamity, like, the Thrower has so many epic accessories that I feel like the two would be a perfect mashup as they're similar in content
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
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.
4:46 perfectly explained why you should combine different mods, because why not
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
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
I am currently at the beginning of a multi-content mod playthrough with the main mods being Calamity, Catalyst, Thorium, Mod of Redemption and Infernum. Plus Fargo's Best Of Both Worlds to have both evils, and Calamity's Vanities to be able to make part of the astral infection into the Astral Blight (Because I want a world with a metric s**tton of biomes). I have used a mod that let's me preview world generation in order to make sure nothing conflicts because the Abandoned Lab can be an issue. With the Sunken Sea, since it generates at the bottom of the desert, and you can sometimes get a desert with a very large underground, the Abandoned lab can sometimes spawn within the Sunken Sea biome. The reason this is bad is because when near the Abandoned Lab, all water becomes toxic water, meaning that exploring the Sunken Sea becomes almost impossible. I've had other issues such as the ritual room in the dungeon being taken over by Infernum's Abyss overhaul since it makes it a lot bigger, and sometimes the Sunken Sea Draedon Lab just doesn't spawn in for some reason. I've gone through around 70 worlds just typing random things into the seed to see what happens and the best one I've found so far with no conflicts seems to be this: Seed: Peril, Master mode, Large World, Corruption. It's caused some shrine thing to spawn in a weird place resulting in the back half of the surface dungeon building being removed but that's an improvement if anything since it's easier to get past the dungeon and to the Sulphurous Sea. Also the fact that "Peril" was the best seed I've found so far is fitting considering what I'm going to be going up against since I'm doing Master Mode Infernum, with the master mode mainly being so I get some cool collectables from the Thorium and Redemption bosses because I like making trophy rooms. Overall, mixing content mods just makes the world more expansive and better to explore with even more hidden secrets and cool loot to find. Does mixing Calamity with other content mods cause issues? Yes, a lot of issues, and a few of them making certain things next to impossible to deal with. Is it worth it? Absolutely.
You don't need best of both worlds to get both evils as there is a built in seed for the "drunk world" that does the same thing and it actually has both the orbs and the hearts which best of both words does not.
I’ve been through complete pain with my mod mix
A king slime with 6,000 health and 200 damage
Empress with 500,000 health and 400 damage
(Originally double for all four but I though that was too hard)
Even with Stars Above, Calamity, Fargo’s souls mod, Terrorborn, Secrets of the Shadows, Gensokyo, Genshin (free buffs and 100 damage weapons, which are quite balanced with how hard everything is), RPG, weapon scaling, Komeiji Koishi, Slave mod (free weapons again, even if the sprites are too lewd), Star cannons do fallen star damage, and some more little ones
I still barely beat Skeletron eternity revengance mode
This is so epic, unfortunately Calamity infernum already kills my PC
Calamity + universe of swords + Gensokyo mod
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
Of course nothing is wrong with multiple mods... I use thorium, calamity, redemption, spirits awakened, fargos, infernum, I use master mode and on large map with seed 5162020 so I have all the biomes on ONE map, corruption, crimson, hallowed, an all new ones together, its a sick combination IMO.
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!
Youve better seen my modpack, stars above calamity wrath of gods, vanquish, catalyst and overhaul also hunt of old god with thorium and some other
I remember playing Calamity + Ancients Awakened + Elements Awoken with friends.
Was fun, game crashed a lot but otherwise was alright
Today I tried mixing mods and it is safe to say I am not going back to just calamity as a single mod
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.
“It feels so f*cking awesome!”
3:47 bro the bananas and coconuts
8:18 OMG I did not know this.... I hope you are doing ok because people like that are only the outliars and are different from the most. I support you completely and I hope these harmful comments towards you wont affect you!
Thorium and Calamity both have custom ocean biomes that always generate on opposite sides of the map. Which is why they go good together,
3:01 caught me off guard there
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 failed at making that joke”
Yeah ya really drove it into the ground :)
I used to always combine Calamity, Thorium and the Spirit Mod (which I absolutely still adore) every time I did a modded playthrough
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
Hear me out: Super sayian with the power of stand vs calamity?
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
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.
One of the mainstay mods of my game is the Dragonball Terraria mod.
It has a lot of cool stuff but also it gives you flight with Ki as a resource which is super nice utility and pretty fast, saves me a wing slot too.
There's a Calamity version that adds new transformations and weapons to scale with Calamity which is super cool, although some are OP as hell.
I can't believe someone would tell someone else, unironically, to off themselves because they're messing around in THEIR game. Like wtf.
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
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.
I love how he's just like bro, chill
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 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"
it's not a problem with multiple content mods, it's that the people using multiple content mods start whining about something not working when they put a ton of big mods together
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
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
8:27 what is that red laser thingy ur shooting it looks so cool :D
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
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)
6:53 but yharon doesn't need to be summoned in jungle anymore lmao
Show me Iron man vs supreme calamitas.
*shows iron man vs supreme calamitas.*
I said show me iron man vs supreme calamitas
*shows iron man vs scarlet witch*
Perfection.
7:30 what is the weapon mod?
This will be calamitous
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
i one played calamity with mod of redemption and guess what
the lab spawned on the sunken sea
all of the biome turned into a toxic wasteland full of toxic water
Iron Man vs Plaguebringer Goliath would actually look good without any questions asked.
Calamity + calamity rework + another RPG mod
Make sure to put all your points on swords, pick up the murasama in the underworld and watch the world burn
i'm the type of guy to implement as many large and small content mods as possible to make the game more expansive.
From the very start of my terraria modding experience, I have already said many times that calamity plus overhaul is amazing. No one cared, saying that would put the balance of the game on trash(somehow) thanks for proving them wrong GitGut
When combining mods, I just reveal the whole map and inspect it for defects and then play it if it's good.
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
my favorite mods to go with is calamity + catalyst + hunt of the old god + alchemist npc + convenience mods
The Only Negative Aspect is, that the World Generation From Ramnents might collide with these of other mods, because they are made so big and adventures
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.
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.
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.
6:42 Is there any way to make the main planetoid persist? Like mods or something.
People hate combining content mods because they're expected to be played with only the respective content mod, and other mods may take away from that specific mod. Instead of tasting the full flavour of one, you have a blend of others.
It's fun to mix them, but I highly reccommend trying them out by themselves first.
Yeah this.
Have one playthrough using only one of the mods (and some QoL if you want to) and then you're free to mix and match after you've had the intended experience. That's how I view it.
Even then I don't really mix and match anymore because it can be too much content and it makes multiplayer even more unstable than it normally would be (and I almost only play multiplayer nowadays.)
i think people's issue more comes from mixing mods for a first playthrough, because issues which are more common than you make them seem can ruin your initial experience with a mod.
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.
The chance of the sunken sea not spawning with remnant is about a 1/5 chance according the the peeps on the remnant discord chat
8:18, i would not let that slide
I will forever mix Calamity, Thorium and Infernum, being the first person to do Healer class Infernum will be mine (on Exo mechs/SCal)
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.
Someone should make a terraria series about which mods go together amazingly
I really need suggestions on that
Whenever I combine more than 2 content packs, there is a mod. But when I combine 2 then it's perfectly fine