
lingluang
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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
DPS Display - AdvancedUtility

Improves combat text and adds metrics and info to better analyse the damage you're dealing, this includes:
* Accurate and easily readable total damage dealt in the last second (current DPS)
· Located at the left edge of the graph. It follows the position in the graph that the point representing it will be drawn
· Its color varies in contrast of the average DPS done in the last 10 seconds, green for being over it and red for under
* Count of number of hits made in the last second, contributing to the current DPS
* Individual hit damage display below the hit counter (dotted, reallocated vanilla integration)*
* Hitmark appearing on server-confirmed hits on the center of the screen*
* Damage numbers appearing on top of the enemy targeted*
· Numbers are visible through obstacles
· Numbers are shown in a maximum of 3 digits plus its magnitude
· Numbers are pushed back the older they are, making it easier to read the most recent by being larger and at front
* Graph with DPS values
· Line graph with a visual representation of the DPS done in the last 10 seconds, it autoscales with the maximum of the graph
· Average DPS on the last 10 seconds
- The position of its line correlates with the position of its DPS in the graph
- Its color varies in contrast of the average DPS on the fight, green for being over it and red for under
- Its value is weighted by time, this means that the attacks with different values will have more notoriety the recent they are
· Average DPS on this fight
- The position of its line correlates with the position of its DPS in the graph
- As opposed to the current DPS and average in last 10 seconds DPS, this one will continuously measure the damage done without having a time limit, clearing with the graph (there is a system implemented for it to not cause performance issues)
· Maximum of the graph
- Maximum amount being displayed in the graph, it can come from the line graph or the average DPS on the fight
- All the position representation in the graph are scaled with this value
· Reset progress bar
- After the current DPS is hidden due to lack of hits, the progress bar will start counting. After 3 seconds, unless interrupted with a followed hit, the graph will be cleared and hidden. The fight that was taking place is assumed over
* : Color indicates the type of damage dealt; in the preview, as an example, red equals critical hits
The whole display considers all hits registered only from your side. If you hit multiple enemies at the same time, the DPS display will reflect the overall "crowd DPS" rather than single-target DPS
* Accurate and easily readable total damage dealt in the last second (current DPS)
· Located at the left edge of the graph. It follows the position in the graph that the point representing it will be drawn
· Its color varies in contrast of the average DPS done in the last 10 seconds, green for being over it and red for under
* Count of number of hits made in the last second, contributing to the current DPS
* Individual hit damage display below the hit counter (dotted, reallocated vanilla integration)*
* Hitmark appearing on server-confirmed hits on the center of the screen*
* Damage numbers appearing on top of the enemy targeted*
· Numbers are visible through obstacles
· Numbers are shown in a maximum of 3 digits plus its magnitude
· Numbers are pushed back the older they are, making it easier to read the most recent by being larger and at front
* Graph with DPS values
· Line graph with a visual representation of the DPS done in the last 10 seconds, it autoscales with the maximum of the graph
· Average DPS on the last 10 seconds
- The position of its line correlates with the position of its DPS in the graph
- Its color varies in contrast of the average DPS on the fight, green for being over it and red for under
- Its value is weighted by time, this means that the attacks with different values will have more notoriety the recent they are
· Average DPS on this fight
- The position of its line correlates with the position of its DPS in the graph
- As opposed to the current DPS and average in last 10 seconds DPS, this one will continuously measure the damage done without having a time limit, clearing with the graph (there is a system implemented for it to not cause performance issues)
· Maximum of the graph
- Maximum amount being displayed in the graph, it can come from the line graph or the average DPS on the fight
- All the position representation in the graph are scaled with this value
· Reset progress bar
- After the current DPS is hidden due to lack of hits, the progress bar will start counting. After 3 seconds, unless interrupted with a followed hit, the graph will be cleared and hidden. The fight that was taking place is assumed over
* : Color indicates the type of damage dealt; in the preview, as an example, red equals critical hits
The whole display considers all hits registered only from your side. If you hit multiple enemies at the same time, the DPS display will reflect the overall "crowd DPS" rather than single-target DPS
Thanks to Boldd for creating the entire design !
Interface rebuilt from scratch.
Reduced file size.
Graphical improvement.
Improved performance.
Added a Scroll.
Added a search bar Player/Rank (1min~ 200k~ for player).
Added compact mode that displays 20 players at once (cfg).
Added a click on the score to change the format (cfg).
Bug:
- Add a favorite while being in the favorite category, close the favorite category.
- Some non-functional clicks on categories or slots.
- After searching for a player's name, the display will not always be in the right place.
Interface rebuilt from scratch.
Reduced file size.
Graphical improvement.
Improved performance.
Added a Scroll.
Added a search bar Player/Rank (1min~ 200k~ for player).
Added compact mode that displays 20 players at once (cfg).
Added a click on the score to change the format (cfg).
Bug:
- Add a favorite while being in the favorite category, close the favorite category.
- Some non-functional clicks on categories or slots.
- After searching for a player's name, the display will not always be in the right place.
ExoDave VFX reducer packageUtility

Reduce Excessive Ingame VFX from all 15 classes and shadow tower DOTM/PIn, More Stable FPS, v1.3, Adding more reduced VFX effects with each new version.
Dungeon Chest RadarUtility

I don't know about you but there have been many times where I lose my dungeon chest after beating a boss because there was some glitch in the dungeon generation so that is why i made this mod that gives all dungeon chests a radar beam. Enjoy :)
The Master Radar VFXUtility

Use https://trovesaurus.com/mod=10870 to configure the settings
Replaces original crosshair with bigger white dot
sq PlayerhudGUI

Customizable Playerhud, simply click the xp bar to change the settings, config file is needed.
Place mod config inside "%appdata%/trove/modcfgs".
Place mod config inside "%appdata%/trove/modcfgs".
Monolith AlarmUtility

Adds a hologram and an arrow to monoliths, when too close to the objective and looking away, an alarm icon appears for you to not miss out
Disclaimer: this mod will also make it appear on outposts since they use the same VFX, if you find it annoying and you're not doing delves I encourage you to disable the mod
Disclaimer: this mod will also make it appear on outposts since they use the same VFX, if you find it annoying and you're not doing delves I encourage you to disable the mod
Helps to find "hidden" critters and identify quickly what they desire. (food, healing, blanket or treasure)
Reduced file size
Graphical improvement
Improved performance
Added delimiter
Added "MIN AUTO" button
Added "TRADE MAX" button (159,984)
Added long press
Graphical improvement
Improved performance
Added delimiter
Added "MIN AUTO" button
Added "TRADE MAX" button (159,984)
Added long press