![](https://trovesaurus.com/data/catalog/equipment_helm_lunarlancer_proto[tfmhisztike].png)
KareemProBr
Return to Profile OverviewLikes (mod)
Anubian Furry MaskHelmets
![](https://trovesaurus.com/images/uploads/pCOmAbn_h.png)
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
READ BEFORE DOWNLOADING
IN ORDER TO HAVE THE BEST OUTCOME OF THIS MOD, PLEASE:
-ENABLE MULTITHREADING ON MISCELLANEOUS OPTIONS. (prevents radar from delaying/flicker)
-SET VFX QUANTITY TO 1 ON VIDEO CUSTOM OPTIONS. (enables maximum detection radius)
-SET FIELD OF VIEW TO +-100 (preferably equal or up) ON VIDEO CUSTOM OPTIONS. (allows you to see arrows on any angle)
Adds a cross and the distance or, if not on your approximate field of view an arrow to:
-Bosses
-Cursed Skulls
-Chests
-5-Star activators
As extra functionality, this mod:
-Shows if a cursed skull is activated
-Has an aim helper to better shoot at bosses, chests and 5-star activators
-Displays the distance from you to the objective
-(EXPERIMENTAL) Has a "screenshot mode" where the mod will try to turn itself off if the camera or you doesn't move in 8 consecutive seconds, after being disabled will remain like so until the camera is moved
Disclaimer: this mod uses a technology that was introduced not so long ago and hence is still in a bit of a work in progress, making the effect to flicker/delay. Thanks to the continious work of Dan "Pan", this is no longer a thing if multithreading is enabled, non-multithreaded syncing is still on the works
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
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, if you don't feel like it's good for you, you can try any of the other previous versions of this mod that can be found in the collection this mod is added in called "Cr0nicl3's Radars"
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
IN ORDER TO HAVE THE BEST OUTCOME OF THIS MOD, PLEASE:
-ENABLE MULTITHREADING ON MISCELLANEOUS OPTIONS. (prevents radar from delaying/flicker)
-SET VFX QUANTITY TO 1 ON VIDEO CUSTOM OPTIONS. (enables maximum detection radius)
-SET FIELD OF VIEW TO +-100 (preferably equal or up) ON VIDEO CUSTOM OPTIONS. (allows you to see arrows on any angle)
Adds a cross and the distance or, if not on your approximate field of view an arrow to:
-Bosses
-Cursed Skulls
-Chests
-5-Star activators
As extra functionality, this mod:
-Shows if a cursed skull is activated
-Has an aim helper to better shoot at bosses, chests and 5-star activators
-Displays the distance from you to the objective
-(EXPERIMENTAL) Has a "screenshot mode" where the mod will try to turn itself off if the camera or you doesn't move in 8 consecutive seconds, after being disabled will remain like so until the camera is moved
Disclaimer: this mod uses a technology that was introduced not so long ago and hence is still in a bit of a work in progress, making the effect to flicker/delay. Thanks to the continious work of Dan "Pan", this is no longer a thing if multithreading is enabled, non-multithreaded syncing is still on the works
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
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, if you don't feel like it's good for you, you can try any of the other previous versions of this mod that can be found in the collection this mod is added in called "Cr0nicl3's Radars"
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
Vaca-matic Crystal DetectorUtility
![](https://trovesaurus.com/images/uploads/pcppnk8_h.png)
Displays how many crystals there are in the effect radius of a maximum level vaca-matic, in order to be as precise as possible scroll your camera to its max limit
Disclaimer: this mod will make the counter to appear on dragon challenge coins, some of the VFX from the crystals are reused from them. Also, the number will not be exact 100% of the time since I can't figure out exactly where is the radius center for the effect, I might research it further some day
Disclaimer: this mod will make the counter to appear on dragon challenge coins, some of the VFX from the crystals are reused from them. Also, the number will not be exact 100% of the time since I can't figure out exactly where is the radius center for the effect, I might research it further some day
Jump CounterUtility
![](https://trovesaurus.com/images/uploads/NwbYsR5_h.png)
Counts the number of jumps you've made
Disclaimer: this mod isn't 100% reliable, it only counts the number of jump effects there has been done on your approximate location, and will reset once the camera detects you're on a height where you should be on the floor. All of these calculations are done with the camera, in order to make them as precise as possible please zoom out the camera at its maximum
Also note that this mod has been made to at least work perfectly with every class unmounted, sadly I can't make it reset with all mounts and scenarios without making the general mod less precise
Disclaimer: this mod isn't 100% reliable, it only counts the number of jump effects there has been done on your approximate location, and will reset once the camera detects you're on a height where you should be on the floor. All of these calculations are done with the camera, in order to make them as precise as possible please zoom out the camera at its maximum
Also note that this mod has been made to at least work perfectly with every class unmounted, sadly I can't make it reset with all mounts and scenarios without making the general mod less precise
Bunfest Golden Egg TrackerUtility
![](https://trovesaurus.com/images/uploads/rpWJI3w_h.png)
Adds a waypoint to eggs and also makes a sound whenever it is detected, unofficial "update" from CrazyOnly Bunfest EGG Waypoint mod
Monolith AlarmUtility
![](https://trovesaurus.com/images/uploads/tGCj4wo_h.png)
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
Adds a counter of how many trailblazing boosts you have ongoing and a speedometer during that set time
-Not dependant of any setting so "Show Player Location" can be turned off and will not affect this mod
-Speedometer numbers will change color depending on which speed you're going
-Completely VFX-based, so you can use any other mod that changed the same as other UI-based speedometers did
-Not dependant of any setting so "Show Player Location" can be turned off and will not affect this mod
-Speedometer numbers will change color depending on which speed you're going
-Completely VFX-based, so you can use any other mod that changed the same as other UI-based speedometers did