Valalol
Return to Profile OverviewLikes (mod)
Simple mod to highlight wolves in Everdark for the Lunar Plunge 2022 event.
Cleaner version of Cr0nicl3's Boss Radar Advanced Version, puts an arrow orbiting around you and leading to:
Bosses
Cursed Skulls
Chests
5-Star activators
As extras it includes:
-Distance-to-marked indicator
-Cross that when needed shows to locate the boss better
-On those objectives that needs it, an aim helper
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
Just to clarify: this mod has been made to have virtually 0 effect on the game's performance, it might feel like it due to the in-game technology being still in the process of being adjusted
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 6 particles for each instance and couldn't be more optimized
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
As extras it includes:
-Distance-to-marked indicator
-Cross that when needed shows to locate the boss better
-On those objectives that needs it, an aim helper
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
Just to clarify: this mod has been made to have virtually 0 effect on the game's performance, it might feel like it due to the in-game technology being still in the process of being adjusted
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 6 particles for each instance and couldn't be more optimized
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
Tainted Lunar Drops TrackerUtility
Marks tainted lunar drops nearby with a purple line, IT IS RECOMMENDED TO USE VFX QUANTITY SETTING AT MAXIMUM TO FULLY INCREASE THE RANGE
ExoDave Easy to see biomesUtility
Improves atomsphere and lighting forDragon/fire, frost, fae, sky, hub world.
+CLEAR WATER mod, all biomes will now have clean easy to see water.
+CLEAR WATER mod, all biomes will now have clean easy to see water.
Waypoints Edition!Waypoint
Harvest them with style <3
A Familar and more aesthetically pleasing loading screen with Ratio fix for 16:9 screens, easier to see text and includes animated elements - ExoDave.
Enhanced UIGUI
Out of Date!Upgrades your main Inventory and character sheet interface and more. Includes a Upgraded Karma tooltip mod and bug fixes.
Superior MarketplaceUtility
Out of Date!Upgrades the Marketplace! adds Flux wallet, Increase market items displayed to 15, Optimized Interface, Enhanced Price Comparsion durring selling, Adds unit price to sells. Adds commas to sell input ( 9999999 --> 9,999,999)
Special thanks to TheSymbol
- ExoDave.
Special thanks to TheSymbol
- ExoDave.
Display No CloudsUtility
This is a simple vfx mod that removes the clouds in the sky.This would be extremely useful for those that like gliding or build at great heights!
Changes the VFX drops for Shadow/Radiant/stellar
Mini Boss RadarUtility
No More Dark BiomesUtility
Best used when paired with No More Bright Biomes mod.
Official description below.
_________________________
Don't like the dark environment of Neon City and Dragonfire Peaks? Having difficulty when building in these two biomes but don't want to mess with video settings? This mod is for you!
This mod makes Neon City and Dragonfire Peaks brighter than usual.
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
Official description below.
_________________________
Don't like the dark environment of Neon City and Dragonfire Peaks? Having difficulty when building in these two biomes but don't want to mess with video settings? This mod is for you!
This mod makes Neon City and Dragonfire Peaks brighter than usual.
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