Combining Calamity with Other Mods is perfectly balanced.

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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:
2. Stardew Valley OST - Summer (Nature's Crescendo)
3. Stardew Valley OST - Pelican Town

#terraria #calamity
Terraria is an action-adventure sandbox platformer game developed by Re-Logic. Play Terraria Now:

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...
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Use the promocode: PlayCoDNow to start your adventure!

GitGudWO
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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.

Syphael
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"Ok, looks good so far, I can join the world" is the most tmod thing I've heard in years

abzzero
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Anyone else remember the Fargo DLC mod that was literally just cross compatibility between Calamity, Thorium, Fargo's, and another few mods.

GeorgeCowsert
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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

labbit
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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.

PashaVerti
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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)

mrmechpunch
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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.

pyroisapyro
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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.

obviouslykaleb
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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!

DoubleDecca
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If you really want some broken world gen, generate a "not the bees" seed with calamity ;)

braintrain
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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

TerraHulk
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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

kripsy
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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.

Patcheese
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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.

Bellabootey
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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)

phony
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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 :)

verxsen
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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.

Stormtide
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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.

craytherlaygaming
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I've literally never done a modded playthrough where I didn't mix mods.

purplehaze