The Problem with Ultramodded Terraria, and How to Fix It

Hello everyone!
In this special video, I will show you the many problems of playing with a big amount of content mods, but also a possible fix that we could develop to actually make playing Terraria with many content mods possible and enjoyable!
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Want to help us developing the modpack?
If you are a Terraria modded developer, or if you want to bring ideas,
PLEASE JOIN THE DISCORD!!!!
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TIMECODES:
0:00 Intro
0:46 The Problem
3:46 The Solution
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37 Comments

  1. I play ultra-modded with friends and have been doing so for years. My current modlist is, like you said, a bit flawed due to progression, but I still find every mod is useful. For example, my wife plays Healer and uses the Thorium equipment between the upgrades from Calamity Unofficial Bard & Healer. Storm's falls behind pretty quickly and of all the mods, that mod ends up being the one most overshadowed (until you fight the Painbringer on perma-death and realize it can be a bit spooky). Astrageldon armor is very, VERY good, but killing it pre-moonlord (esp. on permadeath) makes us feel like the difficulty justifies the reward.

    The only issue is some of the mods introduce graphical bugs and I'm not exactly sure how to fix it. I think these are from the performance mods that cut out some things from the game, but it's difficult to play ultra-modded without heavy performance mods. Specific instances of this are: worm-type monsters/bosses only showing their heads and Profane Guardians skills occasionally disappearing then instantly appearing (same with profane goddess).

    My wife and I are currently doing a perma-death run of this pack and are on the Profane Goddess. We've beaten this pack before a few times with other friends, but it's not really suited for multiplayer (to fix some of the bugs, you need to start bosses with only 1 player on, then have the rest log in and teleport. The Golem and Profane Guardians are examples of bosses that require this). We also crank up the health of all bosses by 200% and damage to 150% (any higher and the DoG just 1-shots you, so it would be hard to do more on perma-death).

    For those interested, here's my list:
    https://pastebin.com/NcKcbDk7

    It's fairly heavily configured to our playstyle (For example, we add 2 more accessory slots, but the increase in health/damage to bosses makes them inconsequential. Just more fun).

  2. 0:03 That has to be the saddest and most harmful way to replay this game if that's the case. Do one or two playthroughs of vanilla, and then immediately jump into a content mod that simplifies if not practically removes multiple aspects of the game to the point of turning the game from "Dig, Fight, Explore, Build!" to basically "Fight, Fight, Fight, Fight!"

  3. i was trying to make a massive mod pack and once i made it my pc couldnt handle it lol. But i did realise progression and compatability is a huge issue. i can't wait for this to be released will be so good!

  4. I've been wanting to play a modpack with all the fargo's DLC with the end goal being the soul of eternity, this would make that so much better

  5. As a person with two mega modded playthroughs under my belt i gotta agree that they do have some problems. I feel like the biggest problem you focused on was the progression. For me, that kind of didn't exist? At least not in the form you showed it. I honestly didn't mind all the mods using only items from vanilla and itself in it's crafting trees, nor the problem of multiple progressions at once. Honestly it wasn't an issue for me like at all. I would say keep the mods progressions and thier crafting trees same. I can agree on the balancing problem a little bit. Weapons between mods are not gonna be balanced, i would know cuse in both playthroughs i used mostly calamity weapons. But then, how would you balance them? In such a big modpack, there are so many items it's gonna be a herculian task to balance all that, not to mention accessories and armor and all that jazz. And vanilla itself isn't balanced so i don't think it's a problem that weapons aren't balanced. I think it's even better since it gives you kind of "chose you're own difficulty" by using better or wore weapons kind like in pokemon u can use weaker or stronger pokemon to make the game easier or harder. The main problem in my opinion tho is world clutter. The mods make worlds dense and a lot of things generate on top of eachother. That makes it so i had to make multiple worlds before i got one that wasn't problem. Second there just isn't enough space. I saw someone mention bigger worlds and i think i gotta agree with that idea since there are just so manu biomes. The surface is screwed the most cuse cave at least are large. Second biggest problem is the frame rate. I have an avrage computer and even without many graphics mods i can max out at 40fps. And if we would go for bigger worlds that would make more water and oh god water lags the game so much. Without making the game run better a ultra mod pack would be much worse. And last thing, don't slander the spooky mod like that! IT WORKS AMAZING WITH OTHER MODS. The new large biomes it adds are: spooky forest at the center of the world, almost no other mods generate anything here. Then, graveyard, as long as the jungle doesnt generate next to the ocean works well. Then the eyeballs biome generates at the other side to the brimstone crag (also if you have calamity, stars above and spooky installed the underworld looks like it's devided into four biomes it's kinda pretty on the map) and the spider biomes generates underground you can put it anywhere.

  6. I love painfully long playthroughs. This would be fucking perfect for me lol.

    Mods I’m using for my current playthrough:

    -Calamity
    -Thorium
    -Remnants (It would be difficult to include in the mega modpack but it’s so awesome)
    -You (Adds one boss, yourself lol)

    Calamity Add Ons (Balanced around Calamity, so balancing shouldn’t be too difficult):
    -Infernum (I really like Infernum, but it would be impossible to balance)
    -Wrath of the Gods
    -Hunt of the Old God
    -Catalyst
    -Calamity’s Vanities (Shouldn’t be a problem adding to any mod pack)
    -Clamity
    -Sloome
    -Thorium + Calamity Convergenge (Just makes Thorium + Calamity not completely broken I guess)

    Mods I would use if combining content mods wasn’t a nightmare:
    -Fargo’s Souls (Eternity Mode obviously doesn’t work with Infernum)
    -Fargo’s Souls DLC (Up to Brimstone Elemental right now)
    -Spirit Mod
    -Mod of Redemption
    -Starlight River
    -MEAC Demo

  7. I love playing ultra modded and would love to see a mod that adds compatibility between multiple mods. I also love making my own mod packs and does take up time in order to make a mod pack that docent have any annoying bugs and smoothness while playing. I did make a mod pack that isn't too crazy but can expand on some vanilla stuff. I will list off the mods used if you show any interest.

    Content mods-Thorium mod, spirit mod, jungle bosses rework, mech bosses rework, consolaria, liber creaturarum, terra mania, mount and journey

    Qol mods- Aethers blessing, recipe browser, consistent reforging, accsesories+, compact work stations, boss checklist, vanilla+ QoL, QOL 3000, faster game UI, better game UI, ore excavator, mod folder system, assorted mod compatibility, concise mod list, progression ++, shimmer extra, super dummy, high fps support
    You can configure the Qol mods however you like I just configured them to where there aren't any game breaking features and that there is a very smooth progression with a vanillas feel to it.

    Misc mods- camping mod, super pants weapon tweaks, colored damage, ProvEdition, Better blending, ENNWAY music pack, JJJ custom generation, weapons out, Vanilla bosses remade, achievement mod, more pylons, summoner UI, mana fruit mod, more portable storages, micro dungeons and more, all stats scaled (for if you think that bosses are getting killed to quickly), Widgets, better caves, Sola's weapon reworks, colored relics, better multiplayer, team spectate
    again you can configure these mods however you want I had just gone with more vanillas options

  8. Infernum could be added to the modpack. Even if you don't want to suffer, it still adds abyss rework and cool mini biomes
    The stars above COULD work (considering that it already works decently with calamity and has special dialogues for most major mods) but probably not worth it
    One of a few mods that adds calamity lore to other mods would be great

  9. Your impact on this community is already huge, and now you are here planning to make it just uncomparable to any other member! As always, great editing and the idea in general. Sadly i can't offer any help, but good luck with this all!

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