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You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. tModLoaderCalamity Mod
  • Thread starter Thread starter Fabsol
  • Start date Start date May 27, 2016

What would you like me to create more of?

  • NPCs (enemies, house NPCs, etc.)

    Votes: 1,179 19.3%
  • Bosses

    Votes: 2,502 40.9%
  • Items (Accessories, Weapons, etc.)

    Votes: 1,619 26.4%
  • Vanity (furniture, armor sets, etc.)

    Votes: 445 7.3%
  • Mineable Stuff (Ores, Blocks, etc.)

    Votes: 378 6.2%
  • Total voters 6,122
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Go Next Last Snrasha

Snrasha

Terrarian
No, i wait always my mini-worm summon of the destroyer of the god. And yeah, i know already than you have so many problem . But i want. *w* Last edited: Jul 8, 2016 Barney Bagon

Barney Bagon

Terrarian
Nice! :D Fabsol

Fabsol

The Destroyer
The Plaguebringer is fast and furious. She makes Expert Plantera look like a kitten in comparison. Celris

Celris

Plantera
MountainDrew said: The Plaguebringer is fast and furious. She makes Expert Plantera look like a kitten in comparison. Click to expand...
I wonder who made that thing. In the lore, of course. four plus four

four plus four

The Destroyer
MountainDrew said: The Plaguebringer is fast and furious. She makes Expert Plantera look like a kitten in comparison. Click to expand...
But kittens are cute in comparison to Plantera, so... Fabsol

Fabsol

The Destroyer
SkullRay said: But kittens are cute in comparison to Plantera, so... Click to expand...
You have a very good point. Fabsol

Fabsol

The Destroyer
Alright, I gotta post a spoiler for the next update: Spoiler 105600_screenshots_20160708194317_1.jpg Guess what? Bosses now have a VERY low chance (0.1%) to randomly spawn in this next update ;) This picture shows that the Slime God spawned near me without me using a summoning item. Prehardmode mod bosses (Desert Scourge/Slime God) will gain a health and damage boost as soon as hardmode is activated. After Moon Lord has been defeated all bosses will become significantly stronger. Here are the requirements for each one:
  1. Desert Scourge (Skeletron has to have been defeated and the player must be in the Desert)
  2. Slime God (Hardmode must be active and he can spawn anywhere on the surface)
  3. Calamitas (The Golem must be defeated and she can spawn anywhere on the surface at night)
  4. DoG (Moon Lord must be defeated and he can spawn anywhere on the surface at night)
Celris

Celris

Plantera
MountainDrew said: Alright, I gotta post a spoiler for the next update: Spoiler View attachment 125204 Guess what? Bosses now have a VERY low chance (0.1%) to randomly spawn in this next update ;) This picture shows that the Slime God spawned near me without me using a summoning item. Prehardmode mod bosses (Desert Scourge/Slime God) will gain a health and damage boost as soon as hardmode is activated. After Moon Lord has been defeated all bosses will become significantly stronger. Here are the requirements for each one:
  1. Desert Scourge (Skeletron has to have been defeated and the player must be in the Desert)
  2. Slime God (Hardmode must be active and he can spawn anywhere on the surface)
  3. Calamitas (The Golem must be defeated and she can spawn anywhere on the surface at night)
  4. DoG (Moon Lord must be defeated and he can spawn anywhere on the surface at night)
Click to expand...
and on a future update...that list may contain: 5. PB Goliath (Alpha and Omega must be defeated and it can only spawn in the Jungle) EDIT: The all-bosses-spawning thing is another thing from Avalon..Superhardmode. Fabsol

Fabsol

The Destroyer
Celris said: and on a future update...that list may contain: 5. PB Goliath (Alpha and Omega must be defeated and it can only spawn in the Jungle) EDIT: The all-bosses-spawning thing is another thing from Avalon..Superhardmode. Click to expand...
I still remember all the times Desert Beak spawned on me while I was in Superhardmode. Good times :D PurpleNecromancer

PurpleNecromancer

Skeletron
MountainDrew said: Alright, I gotta post a spoiler for the next update: Spoiler View attachment 125204 Guess what? Bosses now have a VERY low chance (0.1%) to randomly spawn in this next update ;) This picture shows that the Slime God spawned near me without me using a summoning item. Prehardmode mod bosses (Desert Scourge/Slime God) will gain a health and damage boost as soon as hardmode is activated. After Moon Lord has been defeated all bosses will become significantly stronger. Here are the requirements for each one:
  1. Desert Scourge (Skeletron has to have been defeated and the player must be in the Desert)
  2. Slime God (Hardmode must be active and he can spawn anywhere on the surface)
  3. Calamitas (The Golem must be defeated and she can spawn anywhere on the surface at night)
  4. DoG (Moon Lord must be defeated and he can spawn anywhere on the surface at night)
Click to expand...
This can go very badly if you don't make sure this doesn't happen in your NPC town. Fabsol

Fabsol

The Destroyer
PurpleNecromancer said: This can go very badly if you don't make sure this doesn't happen in your NPC town. Click to expand...
There is most likely a very easy way to prevent this. I'll research it. S

Scourge of light

Terrarian
I feel as if these random spawns requirements are more for replaying the boss. The spawn conditions should be more at that level Desert Scourge- EOC downed and in desert Slime God- Skeletron downed Calamitas- All Mechanical bosses downed DOG- Plantera downed General Milky

General Milky

Terrarian
Scourge of light said: I feel as if these random spawns requirements are more for replaying the boss. The spawn conditions should be more at that level Desert Scourge- EOC downed and in desert Slime God- Skeletron downed Calamitas- All Mechanical bosses downed DOG- Plantera downed Click to expand...
But then it's a huge screw-you to players already with a goal in mind or already not wanting to die. Randomly spawning bosses sound like a terrible idea to me, but if they're gonna be there, I at least would rather that it only happen at a phase where they won't pose a too-significant problem. Just kill it and move on. Fabsol

Fabsol

The Destroyer
General Milky said: But then it's a huge screw-you to players already with a goal in mind or already not wanting to die. Randomly spawning bosses sound like a terrible idea to me, but if they're gonna be there, I at least would rather that it only happen at a phase where they won't pose a too-significant problem. Just kill it and move on. Click to expand...
Considering the spawn rate is almost non-existent, I lowered it even further to 0.03% (Pinky is a 1% chance for reference), it shouldn't be a big deal at all. I will also only make the bosses spawn at the intervals I have already planned out, so as to not screw over the player. EDIT: Slime God can only spawn during the Hardmode Slime Rain and he will stop the Slime Rain event once he is defeated (similar to King Slime) (he will drop a Royal Gel if defeated during this event). Calamitas can only spawn during either a Blood Moon or a Solar Eclipse (she will drop Broken Hero Swords if defeated during the eclipse). Devourer can only spawn in the Nebula Tower mini-biome and will drop a large amount of Meld Blobs and other crafting materials if defeated here. Last edited: Jul 9, 2016 S

Scourge of light

Terrarian
I have an idea for a weapon. It's called Last Hope. It deals X amounts of damage to yourself if used and when hits enemy, it causes some debuffs and after ten seconds deals X damage to them. This effect cannot stack Ziggums

Ziggums

Steampunker
I played this mod trough and enjoyed what i saw, it has a lot of potential! but i did notice quite a few issues. 1-Both desert scourge and the Devourer of gods have wonky health; each segment has its own health instead of a shared health-bar. This worked with the eater of worlds because when one health bar died; he split, but with the devourer & Scourge, it just makes them annoying to deal with, seeing as you need to get a specific segment to 0 health; as opposed to the entire boss; compared to the Destroyer; which only has 1 health bar for the entire body. I heavily suggest you work on them. 2-The slime god is..strange, to say the least. He's incredibly easy to fight, considering his movements are easily exploitable; if you want to make a slime boss, you still shouldnt base it's movement A.I. after king slime, it makes the boss fight feel slow and tedious, considering the only thing he has is just a lot of health. My recomendation for the Slime god: is to replace the King slime A.I. with the eye's A.I., while keeping it's other attacks, such as shrinking & spawning other slimes, and the occasional sludge blast. that way, it's movement isn't hampered and you're always on the move away from his onslaught of sludge & slimes. Remember: A lot of health doesn't Equal a more difficult boss, it's just a longer and, honestly, more tedious boss. Also, the devourer of gods & calamitas feel a bit too hard for their proposed progression, considering Plantera & the golem are just so much easier than them by comparison; most players would just take on the golem & get beetle armor before even thinking about fighting Calamitas. which would really yield uneven results, since the equipment they'd get by then would be minimal. All of that said, I hope you can fix some of these, and i look forward to what becomes of this mod! Celris

Celris

Plantera
Ziggums said: I played this mod trough and enjoyed what i saw, it has a lot of potential! but i did notice quite a few issues. 1-Both desert scourge and the Devourer of gods have wonky health; each segment has its own health instead of a shared health-bar. This worked with the eater of worlds because when one health bar died; he split, but with the devourer & Scourge, it just makes them annoying to deal with, seeing as you need to get a specific segment to 0 health; as opposed to the entire boss; compared to the Destroyer; which only has 1 health bar for the entire body. I heavily suggest you work on them. I should have reported this long ago. Also, the devourer of gods & calamitas feel a bit too hard for their proposed progression, considering Plantera & the golem are just so much easier than them by comparison; most players would just take on the golem & get beetle armor before even thinking about fighting Calamitas. which would really yield uneven results, since the equipment they'd get by then would be minimal. Devourer & Calamitas, IIRC, are getting nerfed next update. Click to expand...
Fabsol

Fabsol

The Destroyer
Ziggums said: I played this mod trough and enjoyed what i saw, it has a lot of potential! but i did notice quite a few issues. 1-Both desert scourge and the Devourer of gods have wonky health; each segment has its own health instead of a shared health-bar. This worked with the eater of worlds because when one health bar died; he split, but with the devourer & Scourge, it just makes them annoying to deal with, seeing as you need to get a specific segment to 0 health; as opposed to the entire boss; compared to the Destroyer; which only has 1 health bar for the entire body. I heavily suggest you work on them. 2-The slime god is..strange, to say the least. He's incredibly easy to fight, considering his movements are easily exploitable; if you want to make a slime boss, you still shouldnt base it's movement A.I. after king slime, it makes the boss fight feel slow and tedious, considering the only thing he has is just a lot of health. My recomendation for the Slime god: is to replace the King slime A.I. with the eye's A.I., while keeping it's other attacks, such as shrinking & spawning other slimes, and the occasional sludge blast. that way, it's movement isn't hampered and you're always on the move away from his onslaught of sludge & slimes. Remember: A lot of health doesn't Equal a more difficult boss, it's just a longer and, honestly, more tedious boss. Also, the devourer of gods & calamitas feel a bit too hard for their proposed progression, considering Plantera & the golem are just so much easier than them by comparison; most players would just take on the golem & get beetle armor before even thinking about fighting Calamitas. which would really yield uneven results, since the equipment they'd get by then would be minimal. All of that said, I hope you can fix some of these, and i look forward to what becomes of this mod! Click to expand...
1 - The AI is programmed to update each segment to the lowest segments health. For example, it should be pretty obvious to tell that each segment updates to the lowest segments health by attacking one segment a lot and then attack another segment that hasn't been hit yet. 2 - I don't really want to make him fly or anything like that, as that would make him extremely annoying to fight. He would also need a huge sprite overhaul to make him fit the "flying slime" theme, but I suppose I'll work on it. More health = more time = more required dodging. I'm not a fan of low health/high damage fights. Duke Fishron is a perfect balance of both (high damage and high health). Whereas fights like the Normal Mode Queen Bee (actually any Normal Mode boss) are just...annoying in my humble opinion. Any issue can be fixed, I just want to say that I despise easy boss fights. For me Duke Fishron isn't even that difficult anymore, which is why I want to make more difficult bosses. To me more health + more damage + more speed + different attack pattern = better boss. Also, why does the Queen Bee have to spawn every time I try to test the Plaguebringer AI? Spoiler 105600_screenshots_20160709130909_1.jpg The sprite is just a resprite of the Queen Bee, for now. EDIT: If I can beat Calamitas pre-Plantera with Daedalus gear before the nerf and after the nerf, then everyone can do it. Why even bother fighting something if it doesn't present a challenge? Last edited: Jul 9, 2016 Ziggums

Ziggums

Steampunker
MountainDrew said: 1 - The AI is programmed to update each segment to the lowest segments health. For example, it should be pretty obvious to tell that each segment updates to the lowest segments health by attacking one segment a lot and then attack another segment that hasn't been hit yet. Click to expand...
There must be an issue with the health ticking then, because I've had moments where his torso had around half-health and head was still nearly full. With both the Devourer and the Scourge. Fabsol

Fabsol

The Destroyer
Ziggums said: There must be an issue with the health ticking then, because I've had moments where his torso had around half-health and head was still nearly full. With both the Devourer and the Scourge. Click to expand...
There is no bug, I've tested both of them around 50 times so far. That's because you MUST hit the segment again for it to update again. This is exactly why the Devourer will die pretty much instantly if you use the Azathoth/any AoE weapon on him, since his segments have shared health but the AIs are separate. The Destroyer is considered a SINGLE entity, which is why he has one health bar that doesn't need to update when a segment is hit. Also, if I were to make the DoG like the Destroyer then his projectiles would absolutely wreck everyone. He is programmed the way he is so that not all of his body segments will be shooting lightning at the same time. EDIT: Here, this is precisely the reason I don't have the DoG set up like the Destroyer. Code: npc.localAI[0] += (float)Main.rand.Next(4); if (npc.life <= (npc.lifeMax * 1f) && npc.life >= (npc.lifeMax * 0.75f)) { if (npc.localAI[0] >= (float)Main.rand.Next(1400, 26000)) { npc.localAI[0] = 0f; npc.TargetClosest(true); if (Collision.CanHit(npc.position, npc.width, npc.height, Main.player[npc.target].position, Main.player[npc.target].width, Main.player[npc.target].height)) { float num941 = 8f; Vector2 vector104 = new Vector2(npc.position.X + (float)npc.width * 0.5f, npc.position.Y + (float)(npc.height / 2)); float num942 = Main.player[npc.target].position.X + (float)Main.player[npc.target].width * 0.5f - vector104.X + (float)Main.rand.Next(-20, 21); float num943 = Main.player[npc.target].position.Y + (float)Main.player[npc.target].height * 0.5f - vector104.Y + (float)Main.rand.Next(-20, 21); float num944 = (float)Math.Sqrt((double)(num942 * num942 + num943 * num943)); num944 = num941 / num944; num942 *= num944; num943 *= num944; num942 += (float)Main.rand.Next(-20, 21) * 0.05f; num943 += (float)Main.rand.Next(-20, 21) * 0.05f; int num945 = 29; if (Main.expertMode) { num945 = 16; } if (Main.dayTime) { num945 = 33; } if (NPC.downedMoonlord) { num945 = 35; } int num946 = 576; vector104.X += num942 * 5f; vector104.Y += num943 * 5f; int num947 = Projectile.NewProjectile(vector104.X, vector104.Y, num942, num943, num946, num945, 0f, Main.myPlayer, 0f, 0f); Main.projectile[num947].timeLeft = 300; npc.netUpdate = true; } } } else if (npc.life < (npc.lifeMax * 0.75f) && npc.life >= (npc.lifeMax * 0.5f)) { if (npc.localAI[0] >= (float)Main.rand.Next(1400, 26000)) { npc.localAI[0] = 0f; npc.TargetClosest(true); if (Collision.CanHit(npc.position, npc.width, npc.height, Main.player[npc.target].position, Main.player[npc.target].width, Main.player[npc.target].height)) { float num941 = 8f; Vector2 vector104 = new Vector2(npc.position.X + (float)npc.width * 0.5f, npc.position.Y + (float)(npc.height / 2)); float num942 = Main.player[npc.target].position.X + (float)Main.player[npc.target].width * 0.5f - vector104.X + (float)Main.rand.Next(-20, 21); float num943 = Main.player[npc.target].position.Y + (float)Main.player[npc.target].height * 0.5f - vector104.Y + (float)Main.rand.Next(-20, 21); float num944 = (float)Math.Sqrt((double)(num942 * num942 + num943 * num943)); num944 = num941 / num944; num942 *= num944; num943 *= num944; num942 += (float)Main.rand.Next(-360, 361) * 0.05f; num943 += (float)Main.rand.Next(-360, 361) * 0.05f; int num945 = 60; if (Main.expertMode) { num945 = 34; } if (Main.dayTime) { num945 = 75; } if (NPC.downedMoonlord) { num945 = 75; } int num946 = 580; vector104.X += num942 * 5f; vector104.Y += num943 * 5f; int num947 = Projectile.NewProjectile(vector104.X, vector104.Y, num942, num943, num946, num945, 0f, Main.myPlayer, 0f, 0f); Main.projectile[num947].timeLeft = 300; npc.netUpdate = true; } } } else if (npc.life < (npc.lifeMax * 0.5f) && npc.life >= (npc.lifeMax * 0.25f)) { if (npc.localAI[0] >= (float)Main.rand.Next(1400, 26000)) { npc.localAI[0] = 0f; npc.TargetClosest(true); if (Collision.CanHit(npc.position, npc.width, npc.height, Main.player[npc.target].position, Main.player[npc.target].width, Main.player[npc.target].height)) { float num941 = 8f; Vector2 vector104 = new Vector2(npc.position.X + (float)npc.width * 0.5f, npc.position.Y + (float)(npc.height / 2)); float num942 = Main.player[npc.target].position.X + (float)Main.player[npc.target].width * 0.5f - vector104.X + (float)Main.rand.Next(-20, 21); float num943 = Main.player[npc.target].position.Y + (float)Main.player[npc.target].height * 0.5f - vector104.Y + (float)Main.rand.Next(-20, 21); float num944 = (float)Math.Sqrt((double)(num942 * num942 + num943 * num943)); num944 = num941 / num944; num942 *= num944; num943 *= num944; num942 += (float)Main.rand.Next(-20, 21) * 0.05f; num943 += (float)Main.rand.Next(-20, 21) * 0.05f; int num945 = 30; if (Main.expertMode) { num945 = 18; } if (Main.dayTime) { num945 = 33; } if (NPC.downedMoonlord) { num945 = 33; } int num946 = 573; vector104.X += num942 * 5f; vector104.Y += num943 * 5f; int num947 = Projectile.NewProjectile(vector104.X, vector104.Y, num942, num943, num946, num945, 0f, Main.myPlayer, 0f, 0f); Main.projectile[num947].timeLeft = 300; npc.netUpdate = true; } } } else if (npc.life < (npc.lifeMax * 0.25f)) { if (npc.localAI[0] >= (float)Main.rand.Next(1400, 26000)) { npc.localAI[0] = 0f; npc.TargetClosest(true); if (Collision.CanHit(npc.position, npc.width, npc.height, Main.player[npc.target].position, Main.player[npc.target].width, Main.player[npc.target].height)) { float num941 = 8f; Vector2 vector104 = new Vector2(npc.position.X + (float)npc.width * 0.5f, npc.position.Y + (float)(npc.height / 2)); float num942 = Main.player[npc.target].position.X + (float)Main.player[npc.target].width * 0.5f - vector104.X + (float)Main.rand.Next(-20, 21); float num943 = Main.player[npc.target].position.Y + (float)Main.player[npc.target].height * 0.5f - vector104.Y + (float)Main.rand.Next(-20, 21); float num944 = (float)Math.Sqrt((double)(num942 * num942 + num943 * num943)); num944 = num941 / num944; num942 *= num944; num943 *= num944; num942 += (float)Main.rand.Next(-20, 21) * 0.05f; num943 += (float)Main.rand.Next(-20, 21) * 0.05f; int num945 = 35; if (Main.expertMode) { num945 = 21; } if (Main.dayTime) { num945 = 40; } if (NPC.downedMoonlord) { num945 = 43; } int num946 = 581; vector104.X += num942 * 5f; vector104.Y += num943 * 5f; int num947 = Projectile.NewProjectile(vector104.X, vector104.Y, num942, num943, num946, num945, 0f, Main.myPlayer, 0f, 0f); Main.projectile[num947].timeLeft = 300; npc.netUpdate = true; } } } Prev
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