Popular Mods
Viewing all mods with more than 1000 downloads, sorted by most downloads.
VFX FOR SHADOW/RADIANT/STELLAR DROPSCosmetics
![](https://trovesaurus.com/images/uploads/3669.jpg)
Smart Fishing PoolsUtility
![](https://trovesaurus.com/images/uploads/pVKq1Xl_h.png)
Makes fishing pools easier to find through a hologram, marks the area of effect and also shows how many fishes are left inside the pool
Animation for shadow, radiants and stellar items.
Before people ask another 50 times:
1. You can delete items ingame by hovering them and clicking middle mouse button
2. If you want to move a certain amount of items into a chest/the marketplace, hold control and rightclick the item
3. You can sort in your personal chest by rightclicking the tab buttons
1. You can delete items ingame by hovering them and clicking middle mouse button
2. If you want to move a certain amount of items into a chest/the marketplace, hold control and rightclick the item
3. You can sort in your personal chest by rightclicking the tab buttons
Dialog boxes no longer gets in the way. Auto confirms marketplace and more.Now also auto decline friend requests check, so you will never get the friendrequest dialog popup ever again!
Neon RezonanceWings
![](https://trovesaurus.com/images/uploads/1434.png)
Fly around as a true neonic DJ as sound waves flow out of you!
Gardening - Easy to see WateringCosmetics
![](https://trovesaurus.com/images/uploads/WuLlyRm_h.png)
Makes it easier to see the plants you are about to water.
Dragon SlayerCostumes (Boomeranger)
![](https://trovesaurus.com/images/uploads/1230.png)
Geode waypoints Tier 1-3Waypoint
This mod adds a waypoint over organics in tier 1-3 caves. There isanother version available that adds a waypoint over organics in tier 4-5 caves.I've chosen to not add a waypoint to daydrops since they are literally everywhereAny feedback is appreciated.
Geode waypoints Tier 4-5: https://trovesaurus.com/mod=6311/geode-waypoints-tier-4-5Imgur
Geode waypoints Tier 4-5: https://trovesaurus.com/mod=6311/geode-waypoints-tier-4-5Imgur
No More Bright BiomesUtility
![](https://trovesaurus.com/images/uploads/L81FBPF_h.png)
Best used when paired with No More Dark Biomes mod.
Official description below.
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As requested, I have also made another mod which makes Permafrost not so bright.It is compatible with No More Dark Biomes. Install both of them to have balanced lighting for different biomes.
Want to DIY?1) First, you will need to extract the Trove files. If you want to save space, just extract prefabs/zonelighting(See: http://forums.trovegame.com/showthread.php?25707-Guide-Comprehensive-Trove-Modding-Tutorial)
2) In prefabs/zonelighting, there are some .binfab files. Their names are self-descriptive. They hold the lighting data for different biomes (zones). e.g. dragon.binfab = Dragonfire Peaks, neon.binfab = Neon City.
3) You may probably want to copy the .binfab files to the override folder first, so the original set of files are untouched and future adjustment can be made easily.
4) Pick a lighting and replace the unwanted one by renaming the .binfab file. In my mod, I replaced dragon.binfab with desert.binfab, and neon.binfab with peaceful.binfab.
5) Launch Trove and see the result.
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Copy-pasted from: http://forums.trovegame.com/showthread.php?94521-Utility-No-More-Dark-Biomes
Official description below.
_________________________
As requested, I have also made another mod which makes Permafrost not so bright.It is compatible with No More Dark Biomes. Install both of them to have balanced lighting for different biomes.
Want to DIY?1) First, you will need to extract the Trove files. If you want to save space, just extract prefabs/zonelighting(See: http://forums.trovegame.com/showthread.php?25707-Guide-Comprehensive-Trove-Modding-Tutorial)
2) In prefabs/zonelighting, there are some .binfab files. Their names are self-descriptive. They hold the lighting data for different biomes (zones). e.g. dragon.binfab = Dragonfire Peaks, neon.binfab = Neon City.
3) You may probably want to copy the .binfab files to the override folder first, so the original set of files are untouched and future adjustment can be made easily.
4) Pick a lighting and replace the unwanted one by renaming the .binfab file. In my mod, I replaced dragon.binfab with desert.binfab, and neon.binfab with peaceful.binfab.
5) Launch Trove and see the result.
__________________
Copy-pasted from: http://forums.trovegame.com/showthread.php?94521-Utility-No-More-Dark-Biomes
ShadowlancerCostumes (Lunar Lancer)
Accepted 8 years ago![](https://trovesaurus.com/images/uploads/1895.png)
Remove Unnecessary EffectsUtility
![](https://trovesaurus.com/images/uploads/XLZIjyn_h.png)
If you have any suggestions or feedback contact me on discord: Skillez#3311
Cr0nicl3's Boss RadarUtility
![](https://trovesaurus.com/images/uploads/FsFRmZ4_h.png)
Makes a trail going from your camera to:
Bosses
Cursed Skulls
Chests
5-Star activators
Disclaimer: this mod uses a technology that has been introduced on Trove Sunrise update and hence is still in a bit of a work in progress, making the effect to flicker/delay. This may change some time in the future but it will have to be on the game's end, else there's no way to prevent it, I've tried my best to but to no avail. I ask for patience as the developer in charge of this is doing it by will
I do not give permission to publish a custom version of this mod, you can do your own to keep for yourself though, I'm fine with that
FaQ
Cursed skulls doesn't show to me
Check your VFX quantity and set it higher if not already at max, cursed skulls VFX are low-priority VFX and if there's a lot of VFX around it won't show, the mod has the function to always show cursed skulls as long as its VFX are displaying, this can't be made in any other way and has always been the way in other boss radars
The mod makes my game crash
This is actually not because of the mod's fault at all, Trove Sunrise update has made the game more unstable in terms of keeping itself up, the mod is no more than 2 particles for each instance and 2 lines of real code, it couldn't be more optimised
Why bosses have more than one line
This is because bosses can have multiple attachment points for its buffs, and each one is located in either its head, torso or feet. Buffs are what is replaced for the radar's lines so they point to those attachments. (Then prevent it) I can't, there's no way to tell them appart, specially when they are different instances
The mod doesn't work for me
Check if you have any other boss radar mod installed or any other that makes it to conflict, two mods overriding the same thing can't coexist as one will disable the other, if it's not the case, try checking your VFX quantity setting. If any of this work maybe it's because you're doing dungeons on a low-tier portal, making bosses to not have any power-up yet which is what this mod uses to be displayed and hence making it untraceable
Is this a hack?
No it's not, this mod has been able to be done thanks to a dev itself willingly implementing the technology needed for it inside the game and fully knowing what it was first thought for, which was this kind of mod exactly. There's nothing wrong on using it and doesn't go against the game's terms of service
Can you set it up so I can customize it?
No, not because I don't want to, but because it's impossible. Things such as .cfg's are only usable by UI and UI only, VFX changes can't be done by a regular user unless it is done from the inside
Bosses
Cursed Skulls
Chests
5-Star activators
Disclaimer: this mod uses a technology that has been introduced on Trove Sunrise update and hence is still in a bit of a work in progress, making the effect to flicker/delay. This may change some time in the future but it will have to be on the game's end, else there's no way to prevent it, I've tried my best to but to no avail. I ask for patience as the developer in charge of this is doing it by will
I do not give permission to publish a custom version of this mod, you can do your own to keep for yourself though, I'm fine with that
FaQ
Cursed skulls doesn't show to me
Check your VFX quantity and set it higher if not already at max, cursed skulls VFX are low-priority VFX and if there's a lot of VFX around it won't show, the mod has the function to always show cursed skulls as long as its VFX are displaying, this can't be made in any other way and has always been the way in other boss radars
The mod makes my game crash
This is actually not because of the mod's fault at all, Trove Sunrise update has made the game more unstable in terms of keeping itself up, the mod is no more than 2 particles for each instance and 2 lines of real code, it couldn't be more optimised
Why bosses have more than one line
This is because bosses can have multiple attachment points for its buffs, and each one is located in either its head, torso or feet. Buffs are what is replaced for the radar's lines so they point to those attachments. (Then prevent it) I can't, there's no way to tell them appart, specially when they are different instances
The mod doesn't work for me
Check if you have any other boss radar mod installed or any other that makes it to conflict, two mods overriding the same thing can't coexist as one will disable the other, if it's not the case, try checking your VFX quantity setting. If any of this work maybe it's because you're doing dungeons on a low-tier portal, making bosses to not have any power-up yet which is what this mod uses to be displayed and hence making it untraceable
Is this a hack?
No it's not, this mod has been able to be done thanks to a dev itself willingly implementing the technology needed for it inside the game and fully knowing what it was first thought for, which was this kind of mod exactly. There's nothing wrong on using it and doesn't go against the game's terms of service
Can you set it up so I can customize it?
No, not because I don't want to, but because it's impossible. Things such as .cfg's are only usable by UI and UI only, VFX changes can't be done by a regular user unless it is done from the inside
https://trovesaurus.com/mod=10870/--obscure-ui---mod-setting-manager required for settings