Having ecosystems in Terraria sounds like the next huge thing for mods. Imagine every biome having their own functioning and unqiue ecosystems, that would be so cool.
@@Murasama1 It would be, but imagine its compatibility. By having a mod on its own that adds every biome their own ecosystem, we can pretty much combine it with other content mods. It'll become one of the many essential mods for everyone's playthrough.
Thank you this was SO helpful! Ive seen the moray eel before in the shell piles of a normal sea funnily enough. Im excited to explore this biome more that im in hardmode !!
I’m gonna be honest. I don’t like making the adult eidolon worm a post-yharon boss. It just detracts from what’s so special about it in the first place - the fact that this gigantic beast of an enemy, stronger than any of the people who we are squaring up to challenge on our quest, is just there, lying beneath us, and it isn’t a god or anything it’s just an adult version of a normal enemy makes it all the more terrifying. That the first thing that the mod calls a “superboss” isn’t a god - hell we’ve killed more than one at this point - or the godslayer, but just a fully grown version of a somewhat rare enemy. It just makes the abyss better as the scariest fucking biome that you don’t want to explore because you’re too scared to.
Fitting for a place caused by a goddess of life to have it's own ecosystem. A creature of nature alone stronger than something that devours gods guards an item to summon a god or work towards it.
Honestly, the food chain thing and the changes to how to obtain the loot are awesome, but the biome feels pretty empty in some parts, specially the scoria and molten rock part, the first time that I generated a world to see it, I thought that it was bugged or something because it was hard to believe that it could look that bad. The Void part is a bit too big too, and the Lumenyl minibiome looks a bit empty too. It's probably better than before but it still feels like it needs some serious polishing lol
it does really sell the void theme of it tho, so unnecessary large layer of nothing and it gives you the sense of dread thinking about what kind of species are living in this layer of darkness and emptiness. and I guess its big enough so you can fight adult eidolyn wyrm without hitting walls too many times
I agree with the Eidolon Wyrm thing, but still, it feels pretty cheap to end the biome so abruptly, it's obvious that the void is going to be the only part that will be truly "open", you don't use all of that space upwards, but more at the sides to fight the boss, still, the void is one of the parts that look and feel better compared to base Calamity abyss, the pitch black thing on the map, and the glow is pretty good, I just think that other parts look empty af and it feels rushed
Imagine if the infernum mod ends up being the update to the game that fabsol is aiming for, but has no vision for. Like infernum looks more like the type of calamity mod I want than the actual calamity mod
@@notBlacklight oh gotchu. Are u talking the normal wyrm or the adult cause in this case I was thinking the adult where post calamitas clone ur no where near ready. But I forgot there’s the normal one. If u beat the adult one this early good shit dude that’s not easy.
@@jamaicanexile "In" instead of as since in says that vanilla calamity is unchanged and infernum is reworked but with as, as says like the infernum and calamity abyss are the same. To clear thing up though infernum abyss is Reworked while normal calamity is unchanged.
This is what i want in all video games man, just make a simple ecosystem and stop making everything focus on the player, every creature has to survive on their own
I can't be the only one who shits his pants when they enter the last layer, the map goes pitch black, there is no noise, You are deprived of all sences, that shit is horrifing.
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