Bro my game literally starts running at 20 fps from just adding Infernum lol, my game also runs at 30 fps from just turning hunt of the old god, imagine adding both of these AND wrath of the gods, PC would explode
This is absolutely legendary for terraria modding. I feel like the thing that sets minecraft farther ahead in terms of modding (at least imo) is the fact that people put so much effort into actually developing modpacks that add tons of compatibility with so many of the large mods. Like having you progress through immersive engineering for early tech, then thermal, then mekanism just as an example. Having all these large content mods be intertwined and having the recipes be tweaked to make it more fluid is something I've wanted for such a long time, but I just don't have the experience and it takes too much time to create myself. So thanks for putting so much effort into this pack, Terraria truly needs people like this to add even more to the modding scene.
Yeah, but that’s because it’s much easier to combine Minecraft mods together. Minecraft is a sandbox with some RPG elements and Terraria is an RPG with sandbox elements. Minecraft is more bare-bones compared to Terraria, and for this reason, there are tons of diverse mods with tons of configurability options of many different genres, rather than giant content mods such as mods that enhance worldgen, mods that add technology, mods that add new weather, or mobs and bosses, and mods that are specifically made for modpack developers. Because of this it’s much easier to combine a bunch of mods together to change the Minecraft experience with a giant modpack instead of just one or two mods (there are a couple exceptions to this, like TerraFirmaCraft and Chaos Awakens, but for the most part they aren’t) while also being able to configure them for maximum cohesion and compatibility with each other. Terraria, while still having a lot of sandbox elements, is much more linear and fleshed out into an actual game than Minecraft, and as such, the mods tend to compliment and expand its natural progression by adding tons of content to actually change the way the game plays (who is gonna download a Terraria mod that just adds a couple new items and a single mob). There are still smaller QoL mods and addons for large content mods but those are just combined with the large content mods anyway. The process of making mods for Terraria is a little different, but the only real thing that makes it fundamentally different from Minecraft modding is the fact that Terraria updates a lot less frequently than Minecraft, giving modders more time to just work on their content and only really worrying about having to port their mods to newer versions than Minecraft modders, along with Terraria updates also being much more optimized and bug-free than Minecraft updates. This also makes the whole ‘version split’ problem that Minecraft has (in a nutshell because of how often Minecraft updates and how often Mojang screws up their own code many different modders like to stick to their own versions, with many different mods being stuck in 1.12.2, 1.20.1, 1.7.10, etc, despite a lot of them still being actively maintained). Because of this it is also much more feasible for Minecraft modders to work on smaller content mods, lest they want to stay in the same outdated version for years at a time, because it is much easier to port small content mods to newer versions than large content mods. TDLR: Minecraft content mods tend to be smaller and easier to combine because of its sandbox nature and frequent updates, and Terraria mods tend to be larger yet harder to combine due to their ambitious standalone visions and Terraria’s less frequent updates.
@@smallxplosion9546 theres also the community part, the minecraft modding community has always made compatibility mods to combine two different mods or make mods compatible progression wise with others. tinker's construct for example, by itself is not compatible with a lot of other mods, but ppl made mods that add that compatibility, so that tinkers works from early to end game in most modpacks. i dont really see that inciative going around in terraria, of random third parties making compatibility layers for mods to work with eachother. only one i saw was to make it so thorium and calamity worked a little better toguether. but as a whole, the community doesnt rlly look like it cares about it, wich is a shame
@@xedinhu I feel like that's mostly because of how massive the mods are. If your mod already offers a complete experience what is the point of making it compatible with other content mods (or at least that's the devs' logic)? There are addon mods meant to be played with other mods, like Catalyst, Infernum, and Wrath of the Gods, but those don't really count because they're dependent on the source mod (in this case Calamity). The mods are also so big and game changing that it would be extremely difficult to try to include compatibility with other mods while also working on your massive mod (Calamity is massive already but still far from finished), which is one of the reasons why I am very excited for this modpack, because of how ambitious it is.
@ That’s why I wish there was a broader scope of mod genres for terraria. Not everything needs to be insane content mods with tons of weapons and bosses and biomes, but that’s just another core problem of terraria modding imo. Having an infinite world isn’t the only reason the minecraft modding scene excels.
Increasing the world size can help merge mods. You can make ranges for mods to generate their biomes and structures. for example: -1000 to 1000 -750 - -500 can generate thorium biomes, -500 - -250 can generate calamity, etc. Increasing the world's size can help with this. The large world size is 8317 × 2317 tiles doubling, tripling, quadrupling might be necessary to see every content.
Main issue with that is that the Brimstone Crag causes worldgen to crash if you increase the world size, skipping that I think the abyss has the same issue. (used advanced world generation and worldgen preview) If they do end up fixing that issue, I really hope they make that a standalone fix as well.
@@jamessunne9131 Actually there is a fix some people found - when setting the world size, make sure the last digit on the height and width is 2. For whatever reason (someone suggested this is to do with Calamity using fixed arrays) this solves the Brimstone Crag problem.
brome, the most important thing in my opinion, would also be the creation of a progression guide. I personally only played Calamity, so if I played your modpack, I would choose to play with what I already know, can you understand? I would like for each theoretical stage of the game, for example, to be shown all the possible weapons depending on their mods. If someone has already said this, please disregard it!! Great video, good luck with the project!
i think a progession guide would be really really good and should absolutely be made alongside this but also the idea of jumping into it knowing barely anything about any of the mods with no guides or anything into a giant nightmare h*llscape insane mystery mod world sounds oddly fun
I think they could also use something like bosses checklist as a dependency, and modify it to make the bosses the modpack intended order, and showing what that boss open in terms of progression, it would be a lot of work, but really cool
So far I’ve started playtesting in multiplayer and singleplayer and I’m having a great time so far. Of course progression is really goofy, but it feels like a breath of fresh air having so much new stuff to check out. In multiplayer I’m up to the primordials and in singleplayer I just got to hardmode. Can’t wait to contribute more 🙂.
I get why people are so excited to see this come together, it almost feels like a culmination of what modded rerraria has to offer. I wish everyone who gets involved, or even just applies for the job roles, the best of luck. Can't wait to play it myself someday!
This is the first step to creating the "All The Mods" from Minecraft, but for Terraria. I absolutely LOVE Terraria but the main content mods have two extreme sides. 1. They are balanced around itself, which make vanilla things kinda useless. Calamity for example. 2. They are balanced around vanilla, which make vanilla things the better a lot of sometimes. Thorium for example. And that's what create the gap between playing a single content mod with QoL mods and playing multiples content mods with Qol mods. If i want to play Calamity + Thorium, for example, the majority of Thorium gear will be useless. Thank you for starting this project and I hope it goes really well. Cheers from Niterói - Brazil.
I share the same excitement as you do about this project, but as a modded minecraft veteran you comparing it with AtM modpacks is causing me physically painful. They are such a low quality slop compared to real high effort modpacks. Stuff like E2:E, DJ2, Nomi(?)factory and of course GT:NH. Even RLCraft, while hated by many in the modded community, undoubtedly has more work put into it than an average AtM pack
@@plushrei5926 I'm sorry but I dont think you're as experienced as you think you are when you say that AtM is slop, its a kitchen sink modpack- designed to have a little bit of everything with the freedom to do everything at any point in time. And the team behind it does put in work, regularly updating, bug fixing and adding new content as well as shaping the "final goal" of the ATM star and its crafting/usage around the mods within the pack. Are the AtM modpacks the best out there? Obviously not, but most modpacks on the front page of curseforge are way worse than any of the AtM packs.
@@plushrei5926 You just listed a bunch of expert/hardcore modpacks. And I compared with ATM exactly because why it is the best correlation that can be made. 1. A bunch of content modpacks. 2 This project is modifying recipes, progressions and things like that. 3. AtM and this project literally share the same idea, putting a bunch of mods together and balancing them. 4. One "unification mod" like AllTheOres. 5. A hard to obtain endgame resource like AllTheModium. I understand what you saying but I'm playing modded minecraft since 1.2.5, BuildCraft, Industrial Craft, ThaumCraft and mods like that. So as a modded minecraft veteran I say that I don't know why you "felt physical pain" when I compare this with AtM.
@@meg0ros300 @BrunoDeNiteroi it's not about modpack being expert/hardcore, it's about the effort which went into creating it. AtM packs reuse the same recipe scripts every single time with only minor adjustments from version to version. Mods are poorly integrated, questbook is not helpful. It's painful to see such a slop represent minecraft modded community. Just looking at how long it takes atmteam to get another pack going is enough: DJ2, for example, took good 1.5 years before OBT and launch, AtM launches new pack 2 weeks since new version release as soon as core mods update. Besides I never said any packs from cf's first page are good, most of them including atm packs are mediocre and only good at advertising to big youtubers and their audiences. If you actually played since 1.2.5 you should remember packs like FtB (first pack to have quest-like system), Crash Landing, Blightfall (packs with some sort of a story behind them), Agrarian Skies and such.
@@plushrei5926 I literally played those modpacks. That's not the the point. Yes AtM modpacks launch early, but they maintain the modpack, they update it with new mods, modify recipes to balance things around. When AtM 10 launched, for example, the Atomic Disassembler had the default recipe for a while and now the recipe is modified, if you download and actually play the pack you hate you will see that the AtM team put A LOT of effort in their modpacks. If you know GT;NH you know what developing and updating a modpack mean. Try to get 25% of the mods that are in AtM and put them together in a modpack while being greatly optimised and with good compatibility between them. I don't know what make you hate AtM that much, I'm not here to say what modpack is better, all of these modpacks are masterpieces, just calm down and hate less. This is my last response to your comments, you're clearly here just to hate AtM because you are a "modded minecraft veteran" that dont understand how modpacks work.
Really hope post plantera progression is rebalanced. That part of vanilla and a ton of popular mods (Calamity) suffer from "Boss Rush Syndrome" where all you do is kill a boss, craft a new weapon from its drops, kill the next boss, make a new set of armor, then you're off to the next one, over and over and over, without any real downtime for building and exploring like there is in pre-hardmode. It doesn't help that everything post plantera and post golem are roughly equal in strength, and both immediately get outclassed by pillar weapons the moment you take down a single pillar, guarded by a boss that really is not challenging at all. I understand the want for a bunch of different builds to be viable to beat the final boss, but it really feels like too much. If you take down a single side boss or event after Plantera, the game's progression balance, which has been almost perfect up to that point, really just goes out the window.
i think the issue is for a lot of people what you're describing IS modded terraria look at all the qol mods that remove the manual labor that the base game is built off, like removing the need to farm herbs and fish for potions, the need to mine a hellevator, no spending time mining (cough cough veinminer and the one calamity drill mount), instant hotels, and a lot i forgot about the mods that everyone uses all completely destroy the intended experience of vanilla terraria, and i imagine a lot of people don't care about that because they want to kill the cool bosses and get strong (which isn't a bad thing, play games how you want) so i dont have my hopes up for this modpack fixing that
@@dangerkoopa64 I dont totally agree, I do think that things like potion crafting is killed by modded T, but even in vanilla I make Chlorophyte armor, use her weapon drop to kill golem, and use his drops to kill cultist/pillars all in a row and I think most other mods follow that same kind of pitfall. On fargo's insta arenas and houses, they are a means to an end. I usually use them early game until I get good building blocks, and then Ill throw some down for pylon access to where I want to make nice looking houses and then tear down the insta ones. I think the main problem is the mindset in certain types of players that just see progression as "How can I become as powerful as possible and whats the bare minimum I need to reach the ceiling" rather than "I want to progress to x pickaxe power to get some cool blocks to decorate my main arena with"
@@dangerkoopa64 the onyx excavator only helps if youre digging long tunnels, and even then the grind to find that mount can take longer than just digging the tunnel yourself if you're in a larger world
@@parcevall9477 It's almost like... people find enjoyment in different parts of the game? Not everyone wants to build a houses for their NPCs or build nice looking arenas. Some people genuinely just like fighting bosses and that is part of the game. I would say the minority of players actually care about building at all, especially in modded. I know I hate building other than the rare few occasions where I get an idea for something that I just want to see if I can make. Same with making potions, its just tedious. Its not something most people find enjoyment out of by growing plants and then going to get fish/whatever other secondary ingredients the potions may require.
@@NebulatheZorua oh, i completely forgot how hard it would be to find the mount to be honest. first playthrough a friend found it earlygame and in my solo one i accidently teleport potioned straight to it
@@MykrasOtherStuff hell yeah, that’s exactly how I’ve always felt as well. Terraria lacks the modpack style currently, but I feel like it’d benefit so much from some well intertwined modpack designs. Also some more genre variety in mods would be great but that’s a completely other topic (automation, building, vanilla+ to name a few options)
Unfortunately Gensokyo was removed from the mod pack's development. Apparently a bunch of people, including the pack devs, had no idea why it was included in the first place.
Really good video and really good project. I'm hyped to play it as soon as it comes out ! :D By the way, I don't know if you know but Wrath of the Gods is getting a big update soon (Before 2025 if I'm not wrong), keep that in mind for the overall mod progression etc... :p
Terraria has way bigger and epic mods Minecraft has amazing modpacks that combine hundreds of really good mods. This guys are about to take the best of both worlds and put it in my favourite game of all time, and I love it.
I have always wanted something like this in Terraria. Everyone had their early modding days in Terraria where you tossed in every content mod, combining to create a masterful trainwreck of all these mods are invalidated by Calamity. A lot of the other content mods you actually can combine somewhat without issue, due to relatively vanilla-esque scaling, I know I'd often take 2-3 smaller mods and run those. Truthfully, I never got into the Calamity hype, I preferred pretty much every other content mod, but that's not to say I don't enjoy Calamity, it's certainly one of the most robust mods, but I feel like it suffers from being overhyped and ran into the ground. Earlier this year, I went back to Calamity for the first time in probably a year or more for an Infernum run, and it was genuinely very fun, also fairly challenging even with entirely too many QoL mods, of which I have snubbed some from my basics. But I'm afraid I'm never removing Anti-Social, mods just add so many fun and interesting accessories and there's never enough slots to play with them all, especially when a handful of slots will always be dedicated to wings, boots, dash items, etc. That being said, I look forward to how this modpack develops. Modpacks are certainly an interesting premise, as they are designed by the creator/s to be played how they would want to play, so you don't always enjoy everything it offers, but you're also surprised by some things you do end up trying that you normally wouldn't. Gensokyo is a wildly unexpected choice. I did a playthrough of it earlier this year as well, after my Infernum run and it was pretty fun. I shall certainly keep an eye on how this progresses, it is a mammoth undertaking. Finally... Terraria 2.
Hi hello yes I am in "early modding days" with my beloved cluster-mod monstrosity. I do have Calamity and Souls+DLC in there, which does indeed throw my progression ALL KINDS of out of whack... but I'm going in knowing Calamity is the big breaker (and that Fargo is the big breaker of Calamity,) so I'm treating bosses as landmark occasions. I am the type of person who enjoys building and micromanaging NPCs, for example, so I'm... actually about 200 hours in on this character (world crashed due to mod updates, had to start semi-fresh) and just got to Hardmode. I'm having a lovely time, even if my Astral biome ate the poor Squirrel's tree home and I'm having to use the Thorium Living Leaf system to get it back. I am, however, planning on scaling it WAY back come the new year, and playing with just a couple of content mods plus QoL (love the build, hate the grind) and vanity/compatibility mods. Aiming for Remnants and Spirit/Thorium - as they are confirmed to work with Remnants' more rigid map generation style. Hoping Orchid finishes another class before the new year but not heartbroken if I have to save Orchid for a different lineup. Hoping to pull off a One Year/One World on the Remnants cluster.
This is probably one of if not the biggest modded Terraria project of all time and I would love to try it out as soon as its released. And while I will most definetly miss the Stars above mod, I can totally see why people wouldn't want it in that modpack.
Regardless of wether or not it’s progression will break the modpack or not, one can always try. Perhaps it might even work out, the stars above mods progression is pretty open from what I have gathered during gameplay.
i'm hyped to see this modpack!! i hope it doesn't get canned at any point bc i feel it'll be tons of fun to play through! Best of luck to you and the future development team!
Terraria is my favorite game of all time. My love goes out to all the mod developers that are included in the modpack, as well as anyone who is making this whole thing possible. Rooting for you guys from the bottom of my heart!
this sounds cool. ive liked the idea of polished modpacks in games that respect game design and use their own tools to make things work together as a whole as opposed to tossing every first page mod together and calling it a pack. its nice to see something like that for terraria
I am so, so tempted to sign up, but I can't do so in good confidence with the amount of burnout I experience from big projects like this and my lack of focus with my ADHD. I was actually talking to a friend about something like this a few months ago, and how the minecraft modding community has this over the terraria one. This is something I've dreamed about terraria having, to a literal extent, but I can't justify it with how disorganized I am.
On all accounts- same lol. I'll be working on my own big game project, finish about 50% of it in a month by hyperfocusing every day... And then.. I'll just leave it be for a year with no excuse because another idea caught my attention
Really wasn't expecting to find a content creator using my texture pack out of the blue like this, cool! Also, hiring spriters? Sounds like something I could do, but not until I finish my Polaris update and release my worldgen mod.
Looking forward to this! being able to use more than like two major mods per world might lead to me actually trying out new content mods for once, not to mention being able to use mods that alter world gen without worrying about it messing with stuff like calamity. Would also be really cool if there was some sort of overarching lore for the modpack, but i understand if that's a lot to ask at the moment. I'll be watching for progress updates :3
this is exactly what i needed to get into modded terraria, i tried so many times but the content/gameplay/progression/bugs were always a problem. I loved the modded community for making amazing stuff like calamity, it was just too complicated for me. i hope there will be wikis and guides for completing this behemoth of content. I cant wait to play more terraria.
hmm, with mods like calamity and gensokyo in the mix I fear the whole thing might end up with the same issue calamity hits where the mod becomes a boss rush with small bits of crafting in between. I'm curious what the plan is to solve that (and hopeful that there is one)
The problem is systemic. Once you have explored all the biomes and have stacks of anything you would ever find in those biomes, the only form of progression you can still offer must be somehow linked to taking down bosses, in the form of unique crafting material or new equipement. Or you must radically alter the map and change the biomes, like it happens when you beat the wall of flesh. But this one is a lot of work, on top of bringing potentially new problems. Maybe the solution would be to open new maps for the player to explore, but that's still a lot of work.
@@theslay66 or... you build stuff, prepare arenas, craft new items, accessories/armors, get new pets or mounts, maybe do some fishing or herb harvesting. There's tons to do between bosses already, its just impatience on the player's part that they force themselves into a boss rush. Throarbin already does a series where he explores exactly that- slow progression, granted he's taking it to the extreme with giving every part of progression a whole month so his playthrough lasts a year but the basic principle remains.
Ive been playing alot of modpacks for minecraft recently and this has got me absolutely hyped. especially since this will definitely be better made than 90% of the modpacks on curseforge alone lol
finally someone does it! I'm kinda excited for this, I hope it paves the path for new modpacks like minecraft ones, and in the end, tons of new custom content
i don't really think this will happen until someone makes a tool for easier tweaking of mods, which is what allows minecraft to have so many modpacks with connected progression
the one mod i would add to make it feel decently well as a rpg is Stars above, would make a nice adition with all the voicelines without adding too much content and making especially the early game more interactive with all of the weapons it brings and the random boss voicelines
When i saw the first video i though thah making a patreon will be a really good idea since many players will be happy to help so they can see a first modpack come true. So it is a pleasure for me to be one of the "helpers". Much love and good luck with the project.
@@muffins901 I know that multiplayer is glitchy I'm saying that I'm a contributor to the Discord and that the modpack is specifically planned to have multiplayer-compatible mods only. That means no calamity Infernum, no goozma and probably a couple other mods that aren't multiplayer-friendly.
Insanely cool. Even when I played with a small handful of popular mods, the imbalance, redundancies, and general incompatibilities between them was glaring. The OreDictionary-like material merging itself is a huge improvement. FTB/Curseforge-styled, custom-tailored modpacks are the most significant improvement that the Minecraft modding community has over Terraira, imo, and is something that I've been hoping to see for a while now. I hope this blows up brotha, maybe it'll even inspire others to start making highly-tweaked modpacks.
I really wish I could add the stars above to this modpack. I would seriously love to work on this with others, but my skills aren't ready and I haven't worked on other mods before.
i just gotta comment to boost this video's analytics because this is so important to the future of terraria modding. terraria modding is so different from minecraft modding yet it still needs to learn from its elders. modpacks are what hold minecraft modding together
cant wait to support the great work being done, and the brilliant devs, and artists behind this project. even just showing us the blood droplet, im so hyped to see what else the current and future team can put together!
I know this is a bit of a weird request, but: could you make some of the QoL mods optional? They don't really contribute to the actual progression or balance, and I think that letting people decide whether or not they want to include a mod could make it more fun for people like me who don't like QoL mods all that much.
I mean, if you don’t like how some of the QoL works, surely you can just… not use it? Magic storage for example, if you don’t like how it feels, just don’t use it.
I keep rewatching this video because I'm super exited for the Bereft Souls modpack! I've always liked ultra modded Minecraft and when I started playing Terraria I was sent into playing mods after my first playthrough. This modpack being the first of it's kind to take some of the many content mods and making its own mega progression is an absolute dream! Thank you Brome and the Modding Team!
I am SO incredibly excited for this. The greatest thing about all the content mods that I've tried thus far (Calamity, Spirit Mod, Thorium, and Remnants, if you count that [I do]) comes down to one primary feature: *EXPLORATION.* New, unfamiliar biomes to stumble across, with unique music/ atmosphere. To a lesser extent, finding new ore veins, resources, and challenging enemies. Ive always wanted to try mash all the big content (and world generation enhancement) mods together in order to create a huge world, full of diverse biomes I've yet to experience. Just to maximize the thrill of discovery, and make a playthrough that isn't half rushing through content I've seen dozens of times. ...obviously, until now that wasn't really possible without breaking progression horribly. So with that said, I really hope this project gets as much support as possible (and I'd love to help any way I can), so we can all take part in building the ULTIMATE Terraria experience.
I cant lie, ive been playing with remnants on and i dont enjoy it much. I like the changes to the tundra,marble and granite, but i dislike the larger rectangular structures with a million chests
@@potatopatch5202 I did a whole play through with it recently and everything got really redundant really fast. There is no variety to the structures and it’s the same thing every time. I don’t like it very much either.
Ok I get needing to appreciate patrons, but PLEASE do not go back into the rabbithole of naming everything after a patron in the game. That sucks all the immersion out when you know it's happening and has ruined more than one project I know.
Disagree. I don't see how it's more "immersion breaking" than, say, the crossover vanity items in the vanilla game, ore for that matter, the patreon items that already exist in Calamity that will presumably be included.
@@aldorn7189 That is also immersion breaking... Two things can be simultaneously true. One factor being true doesn't exclude the other. I can count the number of times I've faced the Don't Starve boss in Terraria in zero hands. I have never felt the want to do it. Items that are references don't break into immersion unless they mention real life people or events. I can't believe that I have to explain that.
This modpack will be amazing!! Best of luck with getting it done and I’m sure your team will be incredibly talented and motivated! Keep up the amazing work both on the channel and the mod pack!:)
Honestly this is an insane step in mod development for Terraria It's main comparison with minecraft regarding modding is that minecraft mods are more often treated like little modules of content that can be merged with standard gameplay, if you want to add many you still get a decent experience without tweaking and tinkering with configs and recipes, Terarria modding (or at least the larger content mods) are regularly made as if they were games of their own with terraria as the engine and not additions to the game, making using multiple large content mods basically impossible For example Thorium's endgame gear is so far away from Calamity's endgame gear that trying to use it for Calamity content would be borderline impossible A smaller collection of mods that unify other mods and fine tune the experience will be HUGE
this looks lovely and im interested in seeing how it goes. merging similar items is a HUGE step forward imo, one that minecraft thankfully made early on with the forge ore dictionary (even if there were still 7 copper ingots for a while, at least they all knew they were copper ingots lol) stitching something like this together is no easy feat. Good luck out there
You should consider open sourcing this! Especially since this is basically the first of its kind I think setting that kind of precedent would be great for the community.
I'm very excited to try this! I always wanted Terraria modpacks that had a linear progression through several big mods, kinda like some Minecraft Modpacks do.
This came in my recommende hompage and peaked my intewrest. THis looks extremely cool and I wish you all the best in making this modpack. I will gladly be donating to the patreon to hopefully help make this a competent and well polished project. Lol i also like the inclusion of the gensokyo pack XD Beyond hyped for this.
After watching your youtube short annoucning the creation of this project, my friend and I started a new world with an early version of the modpack we found on the steam workshop and we are having a ton of fun! We are at the very endgame right now (2 bosses left), and we've played almost 40 hours now. Some things I have noticed was: 1. There are a distinct lack of guides available for Thorium, Secret of Shadows, Calamity Healer/Bard class, Spirit Mod, etc.. I found myself using vanilla and calamity weapons a lot because i am wayyyy more familiar with those (I have never played any mod other than calamity lol). We are about to craft the Eternity of Souls right now, and going back crafting all of the enchantments for the soul of Terraria and soul of Unification, I realized that we missed a lot of armor sets and items in the game. Making a single, combined progession guide for each class available would be huge for players like us, because it would help let us try new items. 2. A simplification of the difficulties would be nice. And warn players that master mode is near impossible haha. We had to turn on an instant respawning mod just to get through many of the bosses, because some of the boss fights have thousands of projectiles that do hundreds of damage each. And to be honest, I do not even know what Eternal mode is, but I turned it on because we didnt want to miss out on any loot (and same with Death mode, allthough I do know what that does) 3. Somehow, someway, there needs to be work done to help out the non-vanilla classes. Usually, I like to stick to one class for my entire playthrough, so thats what we did. I played ranger, and my friend played mage. At no point did i ever want to switch to the healer class, bard class, rogue class, or figure out void damage from secret of shadows. Because ALL of the mods make items for melee, ranger, mage, and summoner, it is much more appealing to play those classes than not. And if you do ever want to play a non-vanilla class, you would be limiting yourself because you wouldnt be able to get any items from any other mods. Im not sure how to fix this, but some suggestions are to combine certain classes from seperate mods together, or to make certain accessories / armors / weapons have effects for all of the modded classes. So like a rogue accessory might also provide void regeneration, healing class buffs, and/or bard class buffs. Another suggestion would be to just add more items, and to just change their crafting requirements/lootpools to be from other mods. So for example, add in a new rogue item that comes from a Thorium boss that also needs a Spirit mod item later on to upgrade it. Not totally sure on how to do it, but hopefully somebody can try to figure it out. 4. Please try to let the modpack fully work with multiplayer. Many bosses currently right now bug out by leaving randomly during fights, not spawning, or not dying correctly. I have had to go to singleplayer several times to fight bosses because we could not fight them / kill them in multiplayer. For example, Astrageldon wouldnt let us kill it. Everytime we got its hp to 0, it would disappear and wouldnt be "killed". So certain ore did not spawn in our world. To add to that, please let Astralgeldon be killed at any time. I had to start a new pre-hardmode world, enter hardmode, kill astralgeldon, then go and mine the ore all just so we could get 1 armor set to make auric armor. Some other bosses couldnt be "killed" in the same way, but other bosses just would spawn for 2 seconds, then disappear. The Mutant at the end of the modpack was like this, and I had to fight him in singleplayer. 5. I know this is going to be the main goal of the modpack, but several items from each mod would outshine the other weapons available at that time severely. I found myself getting items from Thorium that would do like no damage compared to my calamity weapons, but then i eventually got the omni weapons / assassin armor and it was way better than any calamity weapon for awhile. I dont mind certain items being better than others, especially if it pushes the player to try new mods, but this was overboard. 6. Maybe it was because we were playing the absolute hardest difficulty possible (master, death, eternal mode). But several bosses, starting at around the late hardmode/early post-moonlord level, are just actually impossible. I'm not sure if you should remove any attacks, but the amount of particles on my screen from bosses would sometimes exceed the projectile limit, and im not joking. When we would put on the instant respawn mod, there was many times i thought that itd be actually impossible to fight the boss legitly. *Especially* if you consider multiplayer lag. So, while im not asking to make it easier (since we were on the hardest, hardest difficulty). Please maybe look into the bullet hell / thousands of projectile bosses. 7. With all of that being said, we thoroughly enjoyed the modpack, and im looking forward to finishing it. I will be going to the Patreon here soon, because I love this idea, and the beta version of the modpack was already so much fun. Good luck in developing, and continue to do the great work!
thank you so much for keeping us updated. cause i damn well know that i'll be making a whole new playthrough in master or infernum mod, with this ( at least if it works )
YESSSSSS YES YES YES A THOUSAND TIMES YES!!! I have been playing Calamity + more and more mods with a dedicated friend of mine for years, and what we have recently discovered is that combining mods just stops working well after a certain point. One especially annoying case was how playing on Master and/or Revengence/Catalyst cause with Calamity caused bosses in mods like Gensokyo to become trivially easy. I am so unbelievably excited to both finally try some more mods and experience the Gensokyo mod in an even better way!
Sick project, looking forward to seeing this because its a qualitative change for terraria modding. Haven't played much modded terraria, but nonetheless its a project thats hella interesting to see.
Absolutely can't wait to see how this goes, was hooked on the idea since the first video discussing ultramodded but now this has the potential to become the definitive modded experience! The biggest props for establishing and spreading the project, this used to just be something I would consider a pipedream!
i think the coolest thing ever would be a quest book like minecraft modpacks typically have. terrraria can be overwhelming and i think A LOT of people would appreciate it. i usually go off the boss log but quest suggestions for kits and accessories and whatever else would be super cool
i love seeing the: "Terraria.exe has stopped working due to a memory error"
Man, my laptop is going to cry every time it sees me open terraria
terraria goes by different names each launch, so itll probably say "Terraria:Ignore_the_bugs.exe has stopped working due to a memory error"
yeah i wish they either made a lite version or included some optimizations for people with lower end hardware
optimizing such a large number of mods is also the task of the modpack creators
Bro my game literally starts running at 20 fps from just adding Infernum lol, my game also runs at 30 fps from just turning hunt of the old god, imagine adding both of these AND wrath of the gods, PC would explode
This is absolutely legendary for terraria modding. I feel like the thing that sets minecraft farther ahead in terms of modding (at least imo) is the fact that people put so much effort into actually developing modpacks that add tons of compatibility with so many of the large mods. Like having you progress through immersive engineering for early tech, then thermal, then mekanism just as an example.
Having all these large content mods be intertwined and having the recipes be tweaked to make it more fluid is something I've wanted for such a long time, but I just don't have the experience and it takes too much time to create myself. So thanks for putting so much effort into this pack, Terraria truly needs people like this to add even more to the modding scene.
Yeah, but that’s because it’s much easier to combine Minecraft mods together. Minecraft is a sandbox with some RPG elements and Terraria is an RPG with sandbox elements. Minecraft is more bare-bones compared to Terraria, and for this reason, there are tons of diverse mods with tons of configurability options of many different genres, rather than giant content mods such as mods that enhance worldgen, mods that add technology, mods that add new weather, or mobs and bosses, and mods that are specifically made for modpack developers. Because of this it’s much easier to combine a bunch of mods together to change the Minecraft experience with a giant modpack instead of just one or two mods (there are a couple exceptions to this, like TerraFirmaCraft and Chaos Awakens, but for the most part they aren’t) while also being able to configure them for maximum cohesion and compatibility with each other. Terraria, while still having a lot of sandbox elements, is much more linear and fleshed out into an actual game than Minecraft, and as such, the mods tend to compliment and expand its natural progression by adding tons of content to actually change the way the game plays (who is gonna download a Terraria mod that just adds a couple new items and a single mob). There are still smaller QoL mods and addons for large content mods but those are just combined with the large content mods anyway. The process of making mods for Terraria is a little different, but the only real thing that makes it fundamentally different from Minecraft modding is the fact that Terraria updates a lot less frequently than Minecraft, giving modders more time to just work on their content and only really worrying about having to port their mods to newer versions than Minecraft modders, along with Terraria updates also being much more optimized and bug-free than Minecraft updates. This also makes the whole ‘version split’ problem that Minecraft has (in a nutshell because of how often Minecraft updates and how often Mojang screws up their own code many different modders like to stick to their own versions, with many different mods being stuck in 1.12.2, 1.20.1, 1.7.10, etc, despite a lot of them still being actively maintained). Because of this it is also much more feasible for Minecraft modders to work on smaller content mods, lest they want to stay in the same outdated version for years at a time, because it is much easier to port small content mods to newer versions than large content mods.
TDLR: Minecraft content mods tend to be smaller and easier to combine because of its sandbox nature and frequent updates, and Terraria mods tend to be larger yet harder to combine due to their ambitious standalone visions and Terraria’s less frequent updates.
@@smallxplosion9546 theres also the community part, the minecraft modding community has always made compatibility mods to combine two different mods or make mods compatible progression wise with others. tinker's construct for example, by itself is not compatible with a lot of other mods, but ppl made mods that add that compatibility, so that tinkers works from early to end game in most modpacks. i dont really see that inciative going around in terraria, of random third parties making compatibility layers for mods to work with eachother. only one i saw was to make it so thorium and calamity worked a little better toguether. but as a whole, the community doesnt rlly look like it cares about it, wich is a shame
@@xedinhu I feel like that's mostly because of how massive the mods are. If your mod already offers a complete experience what is the point of making it compatible with other content mods (or at least that's the devs' logic)? There are addon mods meant to be played with other mods, like Catalyst, Infernum, and Wrath of the Gods, but those don't really count because they're dependent on the source mod (in this case Calamity). The mods are also so big and game changing that it would be extremely difficult to try to include compatibility with other mods while also working on your massive mod (Calamity is massive already but still far from finished), which is one of the reasons why I am very excited for this modpack, because of how ambitious it is.
Having such a limited world can only hold so many world-altering mods
@ That’s why I wish there was a broader scope of mod genres for terraria. Not everything needs to be insane content mods with tons of weapons and bosses and biomes, but that’s just another core problem of terraria modding imo. Having an infinite world isn’t the only reason the minecraft modding scene excels.
I'm SO hyped for this project! Hell yeah dude!
will it be perfected balanced
@@usermanager8942 We shall hope so
just for you to die and use god mode
really hoping you make a progression guide for each class in this mod even though it will take quite awhile 🙏
Increasing the world size can help merge mods.
You can make ranges for mods to generate their biomes and structures.
for example: -1000 to 1000
-750 - -500 can generate thorium biomes, -500 - -250 can generate calamity, etc.
Increasing the world's size can help with this.
The large world size is 8317 × 2317 tiles
doubling, tripling, quadrupling might be necessary to see every content.
Main issue with that is that the Brimstone Crag causes worldgen to crash if you increase the world size, skipping that I think the abyss has the same issue. (used advanced world generation and worldgen preview) If they do end up fixing that issue, I really hope they make that a standalone fix as well.
@@jamessunne9131 Actually there is a fix some people found - when setting the world size, make sure the last digit on the height and width is 2. For whatever reason (someone suggested this is to do with Calamity using fixed arrays) this solves the Brimstone Crag problem.
@@ishy858 I'll try that, thank you!
subworlds might be the easiest solution
@@MatsYoo The problem with subworlds is that they are kinda bugged in Coop
brome, the most important thing in my opinion, would also be the creation of a progression guide. I personally only played Calamity, so if I played your modpack, I would choose to play with what I already know, can you understand? I would like for each theoretical stage of the game, for example, to be shown all the possible weapons depending on their mods. If someone has already said this, please disregard it!! Great video, good luck with the project!
i think a progession guide would be really really good and should absolutely be made alongside this
but also the idea of jumping into it knowing barely anything about any of the mods with no guides or anything into a giant nightmare h*llscape insane mystery mod world sounds oddly fun
Could also give the guide an actual use, basically just have the guide button work like the fargo eternity suggestion item
I think they could also use something like bosses checklist as a dependency, and modify it to make the bosses the modpack intended order, and showing what that boss open in terms of progression, it would be a lot of work, but really cool
The modpack would probably need its own wiki. The guide could just be a class setups page.
Something like those Minecraft quests mods?
So far I’ve started playtesting in multiplayer and singleplayer and I’m having a great time so far. Of course progression is really goofy, but it feels like a breath of fresh air having so much new stuff to check out. In multiplayer I’m up to the primordials and in singleplayer I just got to hardmode. Can’t wait to contribute more 🙂.
How do i join the playtesters?
Goofy in what way?
@@Goblin_Hater_37 a lot of bosses feel out of progression and are either really easy or really hard for no particular reason.
@@Chara_Dreemurr1 my comment keeps auto deleting, but join that server in the description and go to read-me.
@@SightlessRain1 I’m guessing Fargo’s has something to do with that problem lmao
I can't wait to see the progress of this project. So proud of you brome !
Thank you ❤️❤️
Lets we cook 😎
I get why people are so excited to see this come together, it almost feels like a culmination of what modded rerraria has to offer.
I wish everyone who gets involved, or even just applies for the job roles, the best of luck. Can't wait to play it myself someday!
This is the first step to creating the "All The Mods" from Minecraft, but for Terraria. I absolutely LOVE Terraria but the main content mods have two extreme sides.
1. They are balanced around itself, which make vanilla things kinda useless. Calamity for example.
2. They are balanced around vanilla, which make vanilla things the better a lot of sometimes. Thorium for example.
And that's what create the gap between playing a single content mod with QoL mods and playing multiples content mods with Qol mods. If i want to play Calamity + Thorium, for example, the majority of Thorium gear will be useless.
Thank you for starting this project and I hope it goes really well. Cheers from Niterói - Brazil.
I share the same excitement as you do about this project, but as a modded minecraft veteran you comparing it with AtM modpacks is causing me physically painful. They are such a low quality slop compared to real high effort modpacks. Stuff like E2:E, DJ2, Nomi(?)factory and of course GT:NH. Even RLCraft, while hated by many in the modded community, undoubtedly has more work put into it than an average AtM pack
@@plushrei5926 I'm sorry but I dont think you're as experienced as you think you are when you say that AtM is slop, its a kitchen sink modpack- designed to have a little bit of everything with the freedom to do everything at any point in time. And the team behind it does put in work, regularly updating, bug fixing and adding new content as well as shaping the "final goal" of the ATM star and its crafting/usage around the mods within the pack.
Are the AtM modpacks the best out there? Obviously not, but most modpacks on the front page of curseforge are way worse than any of the AtM packs.
@@plushrei5926 You just listed a bunch of expert/hardcore modpacks.
And I compared with ATM exactly because why it is the best correlation that can be made.
1. A bunch of content modpacks.
2 This project is modifying recipes, progressions and things like that.
3. AtM and this project literally share the same idea, putting a bunch of mods together and balancing them.
4. One "unification mod" like AllTheOres.
5. A hard to obtain endgame resource like AllTheModium.
I understand what you saying but I'm playing modded minecraft since 1.2.5, BuildCraft, Industrial Craft, ThaumCraft and mods like that.
So as a modded minecraft veteran I say that I don't know why you "felt physical pain" when I compare this with AtM.
@@meg0ros300 @BrunoDeNiteroi it's not about modpack being expert/hardcore, it's about the effort which went into creating it. AtM packs reuse the same recipe scripts every single time with only minor adjustments from version to version. Mods are poorly integrated, questbook is not helpful. It's painful to see such a slop represent minecraft modded community. Just looking at how long it takes atmteam to get another pack going is enough: DJ2, for example, took good 1.5 years before OBT and launch, AtM launches new pack 2 weeks since new version release as soon as core mods update. Besides I never said any packs from cf's first page are good, most of them including atm packs are mediocre and only good at advertising to big youtubers and their audiences. If you actually played since 1.2.5 you should remember packs like FtB (first pack to have quest-like system), Crash Landing, Blightfall (packs with some sort of a story behind them), Agrarian Skies and such.
@@plushrei5926 I literally played those modpacks. That's not the the point. Yes AtM modpacks launch early, but they maintain the modpack, they update it with new mods, modify recipes to balance things around. When AtM 10 launched, for example, the Atomic Disassembler had the default recipe for a while and now the recipe is modified, if you download and actually play the pack you hate you will see that the AtM team put A LOT of effort in their modpacks.
If you know GT;NH you know what developing and updating a modpack mean.
Try to get 25% of the mods that are in AtM and put them together in a modpack while being greatly optimised and with good compatibility between them.
I don't know what make you hate AtM that much, I'm not here to say what modpack is better, all of these modpacks are masterpieces, just calm down and hate less.
This is my last response to your comments, you're clearly here just to hate AtM because you are a "modded minecraft veteran" that dont understand how modpacks work.
Really hope post plantera progression is rebalanced. That part of vanilla and a ton of popular mods (Calamity) suffer from "Boss Rush Syndrome" where all you do is kill a boss, craft a new weapon from its drops, kill the next boss, make a new set of armor, then you're off to the next one, over and over and over, without any real downtime for building and exploring like there is in pre-hardmode. It doesn't help that everything post plantera and post golem are roughly equal in strength, and both immediately get outclassed by pillar weapons the moment you take down a single pillar, guarded by a boss that really is not challenging at all. I understand the want for a bunch of different builds to be viable to beat the final boss, but it really feels like too much. If you take down a single side boss or event after Plantera, the game's progression balance, which has been almost perfect up to that point, really just goes out the window.
i think the issue is for a lot of people what you're describing IS modded terraria
look at all the qol mods that remove the manual labor that the base game is built off, like removing the need to farm herbs and fish for potions, the need to mine a hellevator, no spending time mining (cough cough veinminer and the one calamity drill mount), instant hotels, and a lot i forgot about
the mods that everyone uses all completely destroy the intended experience of vanilla terraria, and i imagine a lot of people don't care about that because they want to kill the cool bosses and get strong (which isn't a bad thing, play games how you want) so i dont have my hopes up for this modpack fixing that
@@dangerkoopa64 I dont totally agree, I do think that things like potion crafting is killed by modded T, but even in vanilla I make Chlorophyte armor, use her weapon drop to kill golem, and use his drops to kill cultist/pillars all in a row and I think most other mods follow that same kind of pitfall.
On fargo's insta arenas and houses, they are a means to an end. I usually use them early game until I get good building blocks, and then Ill throw some down for pylon access to where I want to make nice looking houses and then tear down the insta ones.
I think the main problem is the mindset in certain types of players that just see progression as "How can I become as powerful as possible and whats the bare minimum I need to reach the ceiling" rather than "I want to progress to x pickaxe power to get some cool blocks to decorate my main arena with"
@@dangerkoopa64 the onyx excavator only helps if youre digging long tunnels, and even then the grind to find that mount can take longer than just digging the tunnel yourself if you're in a larger world
@@parcevall9477 It's almost like... people find enjoyment in different parts of the game? Not everyone wants to build a houses for their NPCs or build nice looking arenas. Some people genuinely just like fighting bosses and that is part of the game.
I would say the minority of players actually care about building at all, especially in modded. I know I hate building other than the rare few occasions where I get an idea for something that I just want to see if I can make.
Same with making potions, its just tedious. Its not something most people find enjoyment out of by growing plants and then going to get fish/whatever other secondary ingredients the potions may require.
@@NebulatheZorua oh, i completely forgot how hard it would be to find the mount to be honest. first playthrough a friend found it earlygame and in my solo one i accidently teleport potioned straight to it
Looking forward to it
I applied to design! I've always thought that Terraria mods could be much better with a few design tweaks and I hope to contribute to it.
hell yeah mykra
@@MykrasOtherStuff hell yeah, that’s exactly how I’ve always felt as well. Terraria lacks the modpack style currently, but I feel like it’d benefit so much from some well intertwined modpack designs. Also some more genre variety in mods would be great but that’s a completely other topic (automation, building, vanilla+ to name a few options)
woag
Bro Its gonna be fire to see your designs! 🔥🔥
All I ask is for Summoner to get even more based.
This changes everything
penguinz0 ass comment
Hopefully not the fun unbalanced stuff. I already hated that people keep nerfing a single player game. Like, let me have fun.
@tmdiz4579 I'm all cool with unbalanced stuff if it's actually a challenge to get, not like the random drop chances
@@tmdiz4579I still don't understand people that manage to enjoy Terraria and Minecraft in singleplayer
Like. How, geniuenly enlighten me.
Can't wait to see the gregtech terraria modpack wherein we must fight every single boss all at once to build the stargate fr fr
That’s just RLCraft
@@PL45VYRits way different
gregified weapons where you need the right bullet type or your gun explodes (like the voltage system)
Nah Id win.
we love greg
I am very excited for this modpack, it just seems like a nightmare inbound to keep going once any of the main mods recieve an update
Well they can make iterations/versions of the pack, similar to their Minecraft modpack inspiration, All the Mods.
Super exciting seeing something like this!
Actually can't believe gensokyo is being considered among all of those big mods.
As a touhou fan, I see this as an absolute win.
Hell yeah, I care about gensokyo even more than, say, calamity or spirit 😂
Unfortunately Gensokyo was removed from the mod pack's development. Apparently a bunch of people, including the pack devs, had no idea why it was included in the first place.
Really good video and really good project. I'm hyped to play it as soon as it comes out ! :D
By the way, I don't know if you know but Wrath of the Gods is getting a big update soon (Before 2025 if I'm not wrong), keep that in mind for the overall mod progression etc... :p
alright thanks for the info!
also nameless deity is not multiplayer compatible so maybe design a special multiplayer version of the modpack
A bit sad The Stars Above didn't make it in, but I'm absolutely looking forward to this! You have my attention.
Terraria has way bigger and epic mods
Minecraft has amazing modpacks that combine hundreds of really good mods.
This guys are about to take the best of both worlds and put it in my favourite game of all time, and I love it.
Class guide gonna be crazy with this pack
5 Major content mods + addons, I feel bad for the people who plan to make class guides for this modpack
Looks epic
Insane, good luck to everyone working on this massive project!
thanks a lot dude!
I have always wanted something like this in Terraria. Everyone had their early modding days in Terraria where you tossed in every content mod, combining to create a masterful trainwreck of all these mods are invalidated by Calamity. A lot of the other content mods you actually can combine somewhat without issue, due to relatively vanilla-esque scaling, I know I'd often take 2-3 smaller mods and run those. Truthfully, I never got into the Calamity hype, I preferred pretty much every other content mod, but that's not to say I don't enjoy Calamity, it's certainly one of the most robust mods, but I feel like it suffers from being overhyped and ran into the ground. Earlier this year, I went back to Calamity for the first time in probably a year or more for an Infernum run, and it was genuinely very fun, also fairly challenging even with entirely too many QoL mods, of which I have snubbed some from my basics. But I'm afraid I'm never removing Anti-Social, mods just add so many fun and interesting accessories and there's never enough slots to play with them all, especially when a handful of slots will always be dedicated to wings, boots, dash items, etc. That being said, I look forward to how this modpack develops. Modpacks are certainly an interesting premise, as they are designed by the creator/s to be played how they would want to play, so you don't always enjoy everything it offers, but you're also surprised by some things you do end up trying that you normally wouldn't. Gensokyo is a wildly unexpected choice. I did a playthrough of it earlier this year as well, after my Infernum run and it was pretty fun.
I shall certainly keep an eye on how this progresses, it is a mammoth undertaking. Finally... Terraria 2.
Hi hello yes I am in "early modding days" with my beloved cluster-mod monstrosity.
I do have Calamity and Souls+DLC in there, which does indeed throw my progression ALL KINDS of out of whack... but I'm going in knowing Calamity is the big breaker (and that Fargo is the big breaker of Calamity,) so I'm treating bosses as landmark occasions. I am the type of person who enjoys building and micromanaging NPCs, for example, so I'm... actually about 200 hours in on this character (world crashed due to mod updates, had to start semi-fresh) and just got to Hardmode. I'm having a lovely time, even if my Astral biome ate the poor Squirrel's tree home and I'm having to use the Thorium Living Leaf system to get it back.
I am, however, planning on scaling it WAY back come the new year, and playing with just a couple of content mods plus QoL (love the build, hate the grind) and vanity/compatibility mods. Aiming for Remnants and Spirit/Thorium - as they are confirmed to work with Remnants' more rigid map generation style. Hoping Orchid finishes another class before the new year but not heartbroken if I have to save Orchid for a different lineup. Hoping to pull off a One Year/One World on the Remnants cluster.
This is probably one of if not the biggest modded Terraria project of all time and I would love to try it out as soon as its released.
And while I will most definetly miss the Stars above mod, I can totally see why people wouldn't want it in that modpack.
you can just add it yourself
@@Lordovaowo you can but when progression is customized, adding something new will break it and it will be less fun
@@escino9571 someone might make a compatibility mod for it
@@escino9571 yes i know that as im in the server but if they really want it they can add it
Regardless of wether or not it’s progression will break the modpack or not, one can always try.
Perhaps it might even work out, the stars above mods progression is pretty open from what I have gathered during gameplay.
i'm hyped to see this modpack!!
i hope it doesn't get canned at any point bc i feel it'll be tons of fun to play through!
Best of luck to you and the future development team!
cant wait to see this project thrive!
La commu terraria est vraiment déter, y a des mods qui ont l'air incroyables que je connaissais même pas, j'ai vraiment hâte d'y jouer, force à vous !
Terraria is my favorite game of all time. My love goes out to all the mod developers that are included in the modpack, as well as anyone who is making this whole thing possible. Rooting for you guys from the bottom of my heart!
this sounds cool. ive liked the idea of polished modpacks in games that respect game design and use their own tools to make things work together as a whole as opposed to tossing every first page mod together and calling it a pack. its nice to see something like that for terraria
Sheeeesh this sounds super crazy, best of luck to your team!
Appreciate it!
I am so, so tempted to sign up, but I can't do so in good confidence with the amount of burnout I experience from big projects like this and my lack of focus with my ADHD. I was actually talking to a friend about something like this a few months ago, and how the minecraft modding community has this over the terraria one. This is something I've dreamed about terraria having, to a literal extent, but I can't justify it with how disorganized I am.
On all accounts- same lol. I'll be working on my own big game project, finish about 50% of it in a month by hyperfocusing every day... And then.. I'll just leave it be for a year with no excuse because another idea caught my attention
My preteen son is so excited about this mod thing. He recently told me about a group developing mixed mods. I look forward to the final results.
Really wasn't expecting to find a content creator using my texture pack out of the blue like this, cool!
Also, hiring spriters? Sounds like something I could do, but not until I finish my Polaris update and release my worldgen mod.
as someone who grew up on those mega-modded minecraft letsplays, im so hyped for this.
what wings are you using at 1:39 ? they look so cool
I NEED TO KNOWWWW
its from secret of the shadows
Looking forward to this! being able to use more than like two major mods per world might lead to me actually trying out new content mods for once, not to mention being able to use mods that alter world gen without worrying about it messing with stuff like calamity. Would also be really cool if there was some sort of overarching lore for the modpack, but i understand if that's a lot to ask at the moment. I'll be watching for progress updates :3
leaving a comment just to boost, this could be dopee asf
this is exactly what i needed to get into modded terraria, i tried so many times but the content/gameplay/progression/bugs were always a problem. I loved the modded community for making amazing stuff like calamity, it was just too complicated for me. i hope there will be wikis and guides for completing this behemoth of content. I cant wait to play more terraria.
also please add stars above!!
hmm, with mods like calamity and gensokyo in the mix I fear the whole thing might end up with the same issue calamity hits where the mod becomes a boss rush with small bits of crafting in between. I'm curious what the plan is to solve that (and hopeful that there is one)
I mean, tbf, you dont have to rush from boss to boss.
You can just.... do other stuff inbetween, yknow?
Tbh boss rush is better than grinding some 0.1% thing or mining ores for hours
The problem is systemic. Once you have explored all the biomes and have stacks of anything you would ever find in those biomes, the only form of progression you can still offer must be somehow linked to taking down bosses, in the form of unique crafting material or new equipement. Or you must radically alter the map and change the biomes, like it happens when you beat the wall of flesh. But this one is a lot of work, on top of bringing potentially new problems.
Maybe the solution would be to open new maps for the player to explore, but that's still a lot of work.
@@theslay66 or... you build stuff, prepare arenas, craft new items, accessories/armors, get new pets or mounts, maybe do some fishing or herb harvesting. There's tons to do between bosses already, its just impatience on the player's part that they force themselves into a boss rush. Throarbin already does a series where he explores exactly that- slow progression, granted he's taking it to the extreme with giving every part of progression a whole month so his playthrough lasts a year but the basic principle remains.
Yeah we will try to “unbossrush” the modpack if this makes any sense
Ive been playing alot of modpacks for minecraft recently and this has got me absolutely hyped.
especially since this will definitely be better made than 90% of the modpacks on curseforge alone lol
cant wait to play it
finally someone does it! I'm kinda excited for this, I hope it paves the path for new modpacks like minecraft ones, and in the end, tons of new custom content
i don't really think this will happen until someone makes a tool for easier tweaking of mods, which is what allows minecraft to have so many modpacks with connected progression
the one mod i would add to make it feel decently well as a rpg is Stars above, would make a nice adition with all the voicelines without adding too much content and making especially the early game more interactive with all of the weapons it brings and the random boss voicelines
Well, Stars Above itself is designed to be played alongside other content mods
This is amazing, looking forward to seeing the progress
Looking great so far! Has the idea of making a wiki for this modpack been discussed?
yes! It will be part of the documentation effort
When i saw the first video i though thah making a patreon will be a really good idea since many players will be happy to help so they can see a first modpack come true. So it is a pleasure for me to be one of the "helpers". Much love and good luck with the project.
Your build will have a mod " Hunting for the Ancient God" Guzma It would just be a shame if it was missed.
This modpack is made to be multiplayer-compatible goozma becomes really glitchy due to multiplayer.
@@zlaggaming68 ok but terraria mutliplayer in general is super glichy this isn't much different lol
@@muffins901 I know that multiplayer is glitchy I'm saying that I'm a contributor to the Discord and that the modpack is specifically planned to have multiplayer-compatible mods only. That means no calamity Infernum, no goozma and probably a couple other mods that aren't multiplayer-friendly.
@zlaggaming68 ah, I see, that makes a lot of sense
This sounds like an awesome modpack! I can't wait til it comes out
It seems that Minecraft Modpacks are about to have an unexpected competition from Modded Terraria in regards to Modpacks now. Good job!
Insanely cool. Even when I played with a small handful of popular mods, the imbalance, redundancies, and general incompatibilities between them was glaring. The OreDictionary-like material merging itself is a huge improvement.
FTB/Curseforge-styled, custom-tailored modpacks are the most significant improvement that the Minecraft modding community has over Terraira, imo, and is something that I've been hoping to see for a while now. I hope this blows up brotha, maybe it'll even inspire others to start making highly-tweaked modpacks.
I really wish I could add the stars above to this modpack. I would seriously love to work on this with others, but my skills aren't ready and I haven't worked on other mods before.
Same, The Stars Above is pretty good and would fit well into a modpack but I wonder if its systems can be properly adapted.
@apolloandwait2536 I genuinely hope so. It's one of my absolute favourite mods.
i just gotta comment to boost this video's analytics because this is so important to the future of terraria modding. terraria modding is so different from minecraft modding yet it still needs to learn from its elders. modpacks are what hold minecraft modding together
1:19 what are these cool asf wings??? from what mod they are?
Let me know when they answer, please. I really liked the halo.
yo anyone know what mod it from?
It’s from secret of the shadows!
They answered @@DreafunStar
cant wait to support the great work being done, and the brilliant devs, and artists behind this project.
even just showing us the blood droplet, im so hyped to see what else the current and future team can put together!
I know this is a bit of a weird request, but: could you make some of the QoL mods optional? They don't really contribute to the actual progression or balance, and I think that letting people decide whether or not they want to include a mod could make it more fun for people like me who don't like QoL mods all that much.
i think that this "modpack" thing will be a separate mod balancing all of those included and you'll be able to just not install some of these
I mean, if you don’t like how some of the QoL works, surely you can just… not use it?
Magic storage for example, if you don’t like how it feels, just don’t use it.
This is amazing, I have always wanted a seamless Terraria modpack. Definitely going to try this out with my brothers once it's done.
is the sound at 0:58 from head soccer?
I keep rewatching this video because I'm super exited for the Bereft Souls modpack!
I've always liked ultra modded Minecraft and when I started playing Terraria I was sent into playing mods after my first playthrough.
This modpack being the first of it's kind to take some of the many content mods and making its own mega progression is an absolute dream!
Thank you Brome and the Modding Team!
i will play it no matter what my brother says
I am SO incredibly excited for this. The greatest thing about all the content mods that I've tried thus far (Calamity, Spirit Mod, Thorium, and Remnants, if you count that [I do]) comes down to one primary feature: *EXPLORATION.*
New, unfamiliar biomes to stumble across, with unique music/ atmosphere. To a lesser extent, finding new ore veins, resources, and challenging enemies.
Ive always wanted to try mash all the big content (and world generation enhancement) mods together in order to create a huge world, full of diverse biomes I've yet to experience. Just to maximize the thrill of discovery, and make a playthrough that isn't half rushing through content I've seen dozens of times.
...obviously, until now that wasn't really possible without breaking progression horribly.
So with that said, I really hope this project gets as much support as possible (and I'd love to help any way I can), so we can all take part in building the ULTIMATE Terraria experience.
I don't remember if you mentioned this before, but I really hope you can get Remnants working with all the other things.
I cant lie, ive been playing with remnants on and i dont enjoy it much. I like the changes to the tundra,marble and granite, but i dislike the larger rectangular structures with a million chests
@@potatopatch5202
I did a whole play through with it recently and everything got really redundant really fast. There is no variety to the structures and it’s the same thing every time. I don’t like it very much either.
@potatopatch5202 Overall, agreed, I was more thinking of the temple, shimmer, dungeon and hell myself though
This sounds so dope!! Can't wait for the modpack to be released
Ok I get needing to appreciate patrons, but PLEASE do not go back into the rabbithole of naming everything after a patron in the game. That sucks all the immersion out when you know it's happening and has ruined more than one project I know.
agree
agree
Disagree. I don't see how it's more "immersion breaking" than, say, the crossover vanity items in the vanilla game, ore for that matter, the patreon items that already exist in Calamity that will presumably be included.
@@aldorn7189 That is also immersion breaking... Two things can be simultaneously true. One factor being true doesn't exclude the other.
I can count the number of times I've faced the Don't Starve boss in Terraria in zero hands. I have never felt the want to do it.
Items that are references don't break into immersion unless they mention real life people or events. I can't believe that I have to explain that.
This modpack will be amazing!! Best of luck with getting it done and I’m sure your team will be incredibly talented and motivated!
Keep up the amazing work both on the channel and the mod pack!:)
this is incredible I hope it ties up well and multiplayer works on this!
holy shit :O i was pogging the whole way through the video. This is a banger idea, best of luck :D
This looks like it'll be incredible !! DEFINITELY excited to see where this goes, and will be keeping an eye out for any updates :3
OMG this is a great idea!! I would very much love to see it completed, may it be so soon!
It was a really nice touch using the calamity music. I feel as though it didn't get the proper love it deserved.
What a huge undertaking. Super excited and wishing good luck!
That's definitely a nice idea to make some big modpack, good luck w it!!
Honestly this is an insane step in mod development for Terraria
It's main comparison with minecraft regarding modding is that minecraft mods are more often treated like little modules of content that can be merged with standard gameplay, if you want to add many you still get a decent experience without tweaking and tinkering with configs and recipes, Terarria modding (or at least the larger content mods) are regularly made as if they were games of their own with terraria as the engine and not additions to the game, making using multiple large content mods basically impossible
For example Thorium's endgame gear is so far away from Calamity's endgame gear that trying to use it for Calamity content would be borderline impossible
A smaller collection of mods that unify other mods and fine tune the experience will be HUGE
this is such a good idea. Can’t wait for it.
Hopefully it doesn’t get cancelled in the middle of the development
Dont give up on this, its really insane idea, i hope u can do it!!!!
this looks lovely and im interested in seeing how it goes. merging similar items is a HUGE step forward imo, one that minecraft thankfully made early on with the forge ore dictionary (even if there were still 7 copper ingots for a while, at least they all knew they were copper ingots lol)
stitching something like this together is no easy feat. Good luck out there
holy shit what a project. this is really the first real modpack for terraria. good luck
All power to you! Amazing idea!
You should consider open sourcing this! Especially since this is basically the first of its kind I think setting that kind of precedent would be great for the community.
I'm very excited to try this! I always wanted Terraria modpacks that had a linear progression through several big mods, kinda like some Minecraft Modpacks do.
As someone who often uses multiple of these mods in my playthrougs I can not tell you how excited I am for this.
Its about time you guys have a modpack
This came in my recommende hompage and peaked my intewrest. THis looks extremely cool and I wish you all the best in making this modpack. I will gladly be donating to the patreon to hopefully help make this a competent and well polished project. Lol i also like the inclusion of the gensokyo pack XD Beyond hyped for this.
After watching your youtube short annoucning the creation of this project, my friend and I started a new world with an early version of the modpack we found on the steam workshop and we are having a ton of fun! We are at the very endgame right now (2 bosses left), and we've played almost 40 hours now. Some things I have noticed was:
1. There are a distinct lack of guides available for Thorium, Secret of Shadows, Calamity Healer/Bard class, Spirit Mod, etc.. I found myself using vanilla and calamity weapons a lot because i am wayyyy more familiar with those (I have never played any mod other than calamity lol). We are about to craft the Eternity of Souls right now, and going back crafting all of the enchantments for the soul of Terraria and soul of Unification, I realized that we missed a lot of armor sets and items in the game. Making a single, combined progession guide for each class available would be huge for players like us, because it would help let us try new items.
2. A simplification of the difficulties would be nice. And warn players that master mode is near impossible haha. We had to turn on an instant respawning mod just to get through many of the bosses, because some of the boss fights have thousands of projectiles that do hundreds of damage each. And to be honest, I do not even know what Eternal mode is, but I turned it on because we didnt want to miss out on any loot (and same with Death mode, allthough I do know what that does)
3. Somehow, someway, there needs to be work done to help out the non-vanilla classes. Usually, I like to stick to one class for my entire playthrough, so thats what we did. I played ranger, and my friend played mage. At no point did i ever want to switch to the healer class, bard class, rogue class, or figure out void damage from secret of shadows. Because ALL of the mods make items for melee, ranger, mage, and summoner, it is much more appealing to play those classes than not. And if you do ever want to play a non-vanilla class, you would be limiting yourself because you wouldnt be able to get any items from any other mods. Im not sure how to fix this, but some suggestions are to combine certain classes from seperate mods together, or to make certain accessories / armors / weapons have effects for all of the modded classes. So like a rogue accessory might also provide void regeneration, healing class buffs, and/or bard class buffs. Another suggestion would be to just add more items, and to just change their crafting requirements/lootpools to be from other mods. So for example, add in a new rogue item that comes from a Thorium boss that also needs a Spirit mod item later on to upgrade it. Not totally sure on how to do it, but hopefully somebody can try to figure it out.
4. Please try to let the modpack fully work with multiplayer. Many bosses currently right now bug out by leaving randomly during fights, not spawning, or not dying correctly. I have had to go to singleplayer several times to fight bosses because we could not fight them / kill them in multiplayer. For example, Astrageldon wouldnt let us kill it. Everytime we got its hp to 0, it would disappear and wouldnt be "killed". So certain ore did not spawn in our world. To add to that, please let Astralgeldon be killed at any time. I had to start a new pre-hardmode world, enter hardmode, kill astralgeldon, then go and mine the ore all just so we could get 1 armor set to make auric armor. Some other bosses couldnt be "killed" in the same way, but other bosses just would spawn for 2 seconds, then disappear. The Mutant at the end of the modpack was like this, and I had to fight him in singleplayer.
5. I know this is going to be the main goal of the modpack, but several items from each mod would outshine the other weapons available at that time severely. I found myself getting items from Thorium that would do like no damage compared to my calamity weapons, but then i eventually got the omni weapons / assassin armor and it was way better than any calamity weapon for awhile. I dont mind certain items being better than others, especially if it pushes the player to try new mods, but this was overboard.
6. Maybe it was because we were playing the absolute hardest difficulty possible (master, death, eternal mode). But several bosses, starting at around the late hardmode/early post-moonlord level, are just actually impossible. I'm not sure if you should remove any attacks, but the amount of particles on my screen from bosses would sometimes exceed the projectile limit, and im not joking. When we would put on the instant respawn mod, there was many times i thought that itd be actually impossible to fight the boss legitly. *Especially* if you consider multiplayer lag. So, while im not asking to make it easier (since we were on the hardest, hardest difficulty). Please maybe look into the bullet hell / thousands of projectile bosses.
7. With all of that being said, we thoroughly enjoyed the modpack, and im looking forward to finishing it. I will be going to the Patreon here soon, because I love this idea, and the beta version of the modpack was already so much fun. Good luck in developing, and continue to do the great work!
thank you so much for keeping us updated. cause i damn well know that i'll be making a whole new playthrough in master or infernum mod, with this ( at least if it works )
YESSSSSS YES YES YES A THOUSAND TIMES YES!!! I have been playing Calamity + more and more mods with a dedicated friend of mine for years, and what we have recently discovered is that combining mods just stops working well after a certain point. One especially annoying case was how playing on Master and/or Revengence/Catalyst cause with Calamity caused bosses in mods like Gensokyo to become trivially easy.
I am so unbelievably excited to both finally try some more mods and experience the Gensokyo mod in an even better way!
Sick project, looking forward to seeing this because its a qualitative change for terraria modding. Haven't played much modded terraria, but nonetheless its a project thats hella interesting to see.
this would literally be the peak of terraria content ever and forever
Dude this is such a good idea I honestly can’t wait
super cool dude, I wish you luck on the project
Absolutely can't wait to see how this goes, was hooked on the idea since the first video discussing ultramodded but now this has the potential to become the definitive modded experience!
The biggest props for establishing and spreading the project, this used to just be something I would consider a pipedream!
cool idea! cant wait to see it come to fruition!
Ooooh, I am very excited, this sounds very fun already.
I can't wait to see this project progress!
Absolutely the Terraria project I’m most looking forward to probably ever lmao keep it up can’t wait!
i think the coolest thing ever would be a quest book like minecraft modpacks typically have. terrraria can be overwhelming and i think A LOT of people would appreciate it. i usually go off the boss log but quest suggestions for kits and accessories and whatever else would be super cool
Glad to see we are expanding, keep up good work brome
Oh my, this is huge. Congrats and GOOD LUCK to the team and everyone involved, if I wasn't already working, oh man..
cannot wait to play this!!! good luck on the project!
im really looking forward to this. thank you for your hard work!