tModLoader

tModLoader

Challenge Vaults
200 Comments
Big b 13 Jun @ 2:24pm 
@xenofite , that maens it is defentily edrobis as it did not apper with sots activated on a world
xenofite 13 Jun @ 1:48pm 
the latter
Big b 13 Jun @ 12:54pm 
i have one question that will help me figure out this easier are the vaults pre deturmind when the world is made or is the layout configurd or chosen when you enter them only
Big b 13 Jun @ 12:49pm 
ok so after some testing i have the suspect between 2 mods edrobis or sots (secrets of the shadow)
Wombat  [author] 12 Jun @ 8:56pm 
what mods
Big b 12 Jun @ 8:50pm 
sorry for bad spelling and i hope i dont sound rude as this mod seems very fun and the one i did get that worked and the black whole wasent blocking the way was very interesting
Big b 12 Jun @ 8:38pm 
Im not sure if somehting else or what but for some resion every vault i enter has a black hole in it blocking a small passage makeing it imposable to get through and complete, i checked with all the mods i have but cant figure out if its one of them causeing it or not.
Adolf Charles 6 Jun @ 10:39am 
yes
Wombat  [author] 27 May @ 1:32am 
starlight river?
Constantine the Wyvern 26 May @ 8:41pm 
If there was a github I'd have made an issue ticket there, but there is not.

In the vault subworlds, what I presume to be VFX overlay textures are being drawn with black backgrounds, which is obstructing the screen completely.
Денис сифилис 11 May @ 3:50pm 
Люблю АлиночкуХвощ(и немного ксенофила)
Dirtnap 20 Mar @ 5:52pm 
Are you supposed to be able to turn off the traps you get as rewards? They are just constantly shooting out flames and stuff. Wiring them to a lever doesn't seem to do anything.
Alu[GH] 20 Mar @ 2:31am 
I really love this! It needs more variety, however. The module accessory itself is good, but very basic: drops every time, cannot be upgraded etc. Something to do with it would be nice. The loot pool should be expanded as well, Because once you have the modules you want then the only good loot you get from these vaults are random potions which are absolutely not worth the hassle.
AngryPieLover 8 Mar @ 8:22pm 
theres a clamaity mod that fixes this
Adolf Charles 27 Feb @ 7:56am 
i don't think it's fixeable, because slr issue not this mods issue
Adolf Charles 27 Feb @ 7:56am 
the stupid slr temple thing that appears with every subworld for whatever reason just blocks the view for 90% of the vault, and sometimes there are just the slr flowers cutting through the whole thing
MarioBrother642 26 Feb @ 5:25pm 
I know I commented 21 hours ago but I noticed something that someone else in this comment section pointed out about a calamity world's calamity boss progression getting reset when entering and exiting a vault so I'd like to add to that. Apparently it like resets resets boss progression for calamity, as in bosses like Desert Scourge and Slime God drop their respective lore items as if they been defeated for the first time and the message for the Sunken Sea displays again after Desert Scourge has been defeated. Might try this again without boss checklist enabled to see if anything changes, but I don't expect different results.
MarioBrother642 25 Feb @ 8:02pm 
Tried this mod out for my Expert Rev run in Calamity and despite failing numerous times, going through the challenge vaults is a lot of fun! Really enjoying this mod so far!
Wombat  [author] 25 Feb @ 1:55pm 
how so?
Adolf Charles 25 Feb @ 1:17pm 
mod is literally incompatible with starlight river, tf is the description about?
Lithobraker 21 Feb @ 6:42am 
Noticed a strange problem where, when entering and exiting a Challenge Vault, my Calamity world's calamity boss progress is getting reset, according to Boss Checklist.
It shows me as having not defeated Desert Scourge or Crabulon.
Goo 9 Feb @ 11:07pm 
Well, there are plenty of non class specific things you could add as modules. like extra I-frames on hit, or a shockwave when you heal. Just basic gameplay stuff similar to the crit modifiers it already does. I disagree about rng being flawed gameplay, I want to replay these more and having more reasons to redo these would be excellent. I also think the heal needs a cooldown.
Wombat  [author] 9 Feb @ 2:39am 
being forced to grind because of rng is quite flawed gameplay, especially when the rng can be easily removed
Eugene Krabs 9 Feb @ 2:27am 
I dont see that as a problem. Its no different than grinding a boss until you get your class-specific item drop.
Wombat  [author] 9 Feb @ 1:45am 
yeah which is the problem
Eugene Krabs 9 Feb @ 1:40am 
No they dont! It just means I have to grind the vaults until I get the ones I want for my class.
Wombat  [author] 8 Feb @ 11:43pm 
i have very limited ideas for extra modules as they need to be useful to every class
Eugene Krabs 8 Feb @ 10:20pm 
Great mod! Really enjoy the modules. Are you planning on adding more? Also, the healing module is way overpowered; I had to stop myself from using it because I was beating Infernum bosses 1st try.
GuineaPigJones 15 Jan @ 9:10am 
I figured out my problem. I enabled auto pause due to playing on steam deck which means I have to keep the accessory equipped as I close and reopen my inventory to make the custom ui appear.
Wombat  [author] 10 Jan @ 2:08pm 
not without cheat sheet
Dym0niter 10 Jan @ 7:05am 
is there a way to desrtoy a challenge door? they are getting in the way of an underground project
Finally Ill never play Starbound :D
GuineaPigJones 8 Jan @ 3:21pm 
Ok, that must mean my problem is either steam deck, mod conflicts, or both. Thank you.
Gammaboy45 8 Jan @ 3:04pm 
There's a UI that should appear when the accessory is equipped, with 3 slots for modules.
GuineaPigJones 8 Jan @ 2:24pm 
Again, how? I equip the accessory and nothing happens. I try using the modules and nothing happens. The modules are not equippable or placable either. I can't figure out how they work.
Wombat  [author] 8 Jan @ 12:55pm 
through the new accessory
GuineaPigJones 8 Jan @ 11:50am 
How do you use the modules?
Gammaboy45 24 Dec, 2024 @ 6:30pm 
then what would be the point of adding them? It's a mod, it adds unique content to make it worth engaging with the added features. If you're just going to give them more of the same, then why even limit them to biomes? Terraria's loot is already biome specific as it is now.
Fish-Shaped Crackers 24 Dec, 2024 @ 6:11pm 
genuine question is that a config or like something i can do easily
Wombat  [author] 24 Dec, 2024 @ 6:08pm 
bruh
Fish-Shaped Crackers 24 Dec, 2024 @ 5:23pm 
can i disable the loot it gives and just add a vanilla loot table?
Gammaboy45 23 Dec, 2024 @ 3:56pm 
also, challenge vaults regenerate every 3 days. The amount of vaults doesn't really limit how much "loot" you'll get from them, and the loot you do get is pretty much just focused around the modular accessory.
Wombat  [author] 23 Dec, 2024 @ 3:50pm 
does it really matter tho because the loot in these structures is locked behind its own challenge
Fish-Shaped Crackers 23 Dec, 2024 @ 3:46pm 
then im saying that i want an option to toggle where it spawns and how many spawn in a world so I can give more loot to areas that dont already have a lot of loot.
Wombat  [author] 23 Dec, 2024 @ 3:10pm 
it does
Fish-Shaped Crackers 23 Dec, 2024 @ 11:33am 
does the challenge structure not...have a loot pool?
Gammaboy45 21 Dec, 2024 @ 9:20am 
What do you mean "loot pool"? They're independent structures.
Fish-Shaped Crackers 21 Dec, 2024 @ 9:09am 
i know but I want them to specifically spawn in jungles & deserts cuz the overworld lootpool for both snow biome and forest is already really big
Wombat  [author] 21 Dec, 2024 @ 4:28am 
they spawn in every biome
Fish-Shaped Crackers 20 Dec, 2024 @ 11:14pm 
add a config where you can specify which biome they spawn in