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Wold's Vaults - Vault Hunters Expansion

An opinionated and heavily customized, and modified Vault Hunters 3 experience.
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Wold's Vaults-0.34.0.zip

File nameWold's Vaults-0.34.0.zip
Uploaded
Sep 15, 2026
Downloads
192
Size
44.5 MB
Mod Loaders
Forge
File ID
8889709
Type
R
Release
Supported game versions
  • 1.18.2

What's new

Mod Changes

Mod Update: Wold's Vaults Official Mod

Mod Update: Unobtanium - Vault Hunters Fixes

Mod Update: Vault Hunters API

Mod Update: Sophisticated Vault Upgrades

Mod Update: Vhat Can I Roll

Mod Update: Mob Processor

Mod Update: Just Enough Resources Loot Table Sync

Mod Update: Tectonic

Mod Update: Buildscape

New Mod: Curvy Pipes (Handling research category)

New Mod: Cable Facades

Mod Update: Open Parties and Claims

Mod Removed: Vault Hunters Extra Commands (now bundled in Wold's mod)

Mod Removed: Vault Hunters Extra Gamerules (now bundled in Wold's mod)

Resource Pack Update: Vault Loafers

New Resource Pack: Minimal Guardian Beam

Features/Changes

Modernfix Dynamic Resources: Now enabled by default (only on NEW installs), should substantially decrease RAM requirements and load times when enabled. Please let me know if there are any issues. If you have an existing install you'd like to get this enabled on, please check the Wold's Vaults discord for a guide.

Vault Generation: Naturally generated Omega and Challenge rooms now get the theme's palette applied to them, adding a bit of visual variation to them dependent on the theme, but more notably having the special effects of that theme applied to them. You could for example, get a Void Mine that has more echo ore in it, or a Playzone that has Living chests in it due to a Barnyard theme!

Infused Augments/Vault Themes: A new item and game mechanic: Infused Themes/Augments. Vault themes can now randomly become infused upon entering, adding positive and negative modifiers to that vault, dependent on the theme.

Vaults will only have a chance to randomly become infused when on Hard (or higher) difficulty, and the chance is doubled for Impossible, and quadrupled for Fragged. You can disable the random application of Infusion with a new gamerule.

You can always craft a new "Infused Augment" item to guarantee an Infused vault regardless of difficulty or gamerule settings.

New Talent: Blood Chakra, a new stacking talent that increases Ability Power on killing mobs.

New Talent: Hexbreaker, a new talent that increases damage done with abilities to mobs that have a negative mob effect.

Knack Cards: Added new Knack cards for new talents.

Lucky Hit Talents: Had some heavy rebalancing. values reduced for Mana Steal / Life Leech, fatal strike damage reduced. Fatal Strike and Execution Strike now require 2 talent points to match up with their counterparts. Will see some buffs if needed! Let me know how it feels :)

New Ability: Ultimate Shield, a rebirth of the old Mana Shield ability with several changes to make it (hopefully) less turbo OP. Works very similiarily but drains an increasing amount of mana over time. The balance is still work in progress here, do give your thoughts and experience with it!

New Themes: Added 9 new themes, each themed after one of the Big Mods.

Fireshot: Now inflicts Burn that does the Fireshot's damage again over 10 seconds.

Burn Effect: No longer knockbacks enemies.

Necromancy: Curse now spreads to nearby mobs when a cursed mob dies.

Etchings: Helmets and Boots can now also have Utility etchings. Chestplates may have Offensive etchings.

Void Crucible: Added many missing blocks and items.

Champion Teleports: Now disabled by default on all difficulties. You may re-enable the old behaviour with a new gamerule.

Treasure Rooms: Treasure rooms now have a chance to have Locked treasure chests inside of them. Locked treasure chests require the correct key just like when opening Treasure Doors. (thanks rizek for the change + the locked treasure chests themselves!)

Trove Room: Big buff! Now is littered with lots of locked Treasure Chests, more chests and coins, and added an additional rare loot table to the sand in the room.

God Treasure Rooms: Now properly have Mapped versions instead of always having the same loot table.

God Treasure Chests: Now have JEI loot info.

Vault Compass: Requirements no longer scale with difficulty.

Mod Boxes: Can now be recycled into 1-4 Knowledge shards.

Vault Maps: Instead of using a special kind of "settable" vault modifier, now adds X amount of small value modifiers to add up to the correct value. This resolves issues with some mapped modifiers not carrying over correctly through restarts, modifiers on crystals sometimes becoming Empty modifiers on restarts, and other issues.

Crystal Workbench: Vault Maps and Concealed Chaos now display a Cursed icon like Catalysts and Inscriptions do when there isn't enough capacity left for them. A cursed icon will also display on Augments and other situations when a Vault Map is applied to indicate that they will not apply properly with the Vault Map. Generally, improved the user experience and made things more clear when using these items in the workbench.

New Item - Inscribing Focus: A new rare focus item that can be used with a Vault Map in the Artisan Station to increase it's tier by 1 and reforge its modifiers. It can be found in Ornate Strongboxes in Mapped vaults.

New Etching: Ravenous Fangs, reduces the damage Wall of Fangs does, but doubles it's execution range.

New Etching: Imploding Barrier, when taking a hit with Ultimate Shield active, adds a random chance to cast Implode.

New Etching: Conservation of Momentum, changes Momentum Engine to lose one stack on attack instead of all stacks.

Enchanted Modifier: (and variations of it) Now only trigger events that are tagged with a "positive" event tag.

New Gamerule: New "Enable Full Research Team Sync" gamerule, when enabled, new members to a research team will receive all researches that the owner of the research team possesses. Intended for friend groups playing together on a server, I do not recommend this on a large multiplayer server as it is highly abusable. An alternative to crafting Knowledge Brews basically.

New Gamerule: New "Enable All Items in Vaults" gamerule, disables the normal vault item/block blacklist completely when enabled.

Powah: Photoelectric Pane recipe now gives 2 instead of 1.

Powah: Batteries are no longer blocked in vaults.

Vault Altar: Now requests substantially less name tags early on.

Sigils: Wold objectives like Alchemy and Zealot now scale their difficulty with Sigils.

Mekanism: Many of the Module items have been enabled and given a vaultified recipe.

Mekanism: Modification Station can now be used with some of the Meka Gear modules to add modifiers to Vault Gear like Radiation Immunity, Water Breathing, Night Vision, increased Magnet range, Saturation, Endergized, and other things. Gear can only have one module installed at a time. You can see what modules can be applied to what types of gear in JEI.

Mekanism: Added card unfoiling recipe.

Unique Gear - Everflame: Now rolls +Ability Power as a prefix instead of +Attack Damage.

Sophisticated Vault Chests: Now show their number of inventory slots and upgrade slots in JEI tooltip. (thanks rizek)

Ars Nouveau: Added Creative Source Jar recipe.

Mystical Agriculture: Added Tin Essence -> Mekanism Tin ingot recipe.

Scannable: By default (new installs only) Chromatic Iron Ore now has its own color.

Vault Modifiers: Electric modifier now spawns Bloviators much less often.

Create Enchantment Industry: Printer can now hold 5000 XP (note: requires deleting your server config so it can regenerate it with this change)

Cake Vaults: Removed Dragon rooms as a possible room that can generate in this objective.

Hyper Vaults: Cast-on-Kill modifiers are prevented from being added.

Hyper Vaults: The mob spawn rate has been soft-capped.

Lightman's Currency: The loading of Lightman's Currency item search is now delayed until it is actually used. This reduces lag when initially joining the game. (thanks rizek)

Piglins: Will now have a short delay before attempting to target the player instead of being instantly aggressive.

Chiseling Focus: Now use JEI's subtype system (pressing R will bring you to the correct recipe instead of the full list of available foci).

Vault Swords: Can now mine Chipped cobwebs properly.

Vault Tools: Tools with Reaping now respect the "fabric:mineable/shears" tag.

Second Chance: The max health reduction from proccing Second Chance now resets after being revived.

Fixes

Rampage: Fixed this ability adding way more damage than was intended.

Vault Modifiers: Fixed Champion's Domain having an incorrect value. (was 10% instead of 50%)

Vault Modifiers: Fixed Unlucky being considered a "positive" modifier on Vault Crystals.

Item Tags: Fixed Create Addition's spools tag (thanks rizek)

Draconic Evolution: Fixed an item still having its vanilla recipe.

Vault Maps: Fixed any cross-affix conflicts for modifiers on Vault Maps (thanks rizek)

Advancements: Fixed Frenzy Capstone advancement using wrong item id (thanks rizek)

LaserIO: Fixed JEI issues (thanks rizek)

KubeJS: Optimized some recipe scripts (thanks rizek)

Knack Cards: Fixed Mind Meld having a Knack card (it has no overlevels)

JEI: Fixed Deck Core recycling not showing in JEI.

JEI: Fix modded categories with fluids being missing (Botania Pure Daisy, Powah Magmator, Thermo Gen Heat Source, Reactor Coolant, Decorative Blocks). (thanks rizek)

Rune Boss: Fixed a possible client-side crash.

Botania: Fixed Greater Mana Ring being uncraftable due to requiring itself in its recipe.

Anvil: Fixed putting Vault Map with a Vault Crystal in an Anvil causing a client-side crash.

Chemical Barrage Etching: Fixed Chaos Grenades from this etching doing no damage.

Unusual Modifiers: Fixed some Unusual modifiers being available on gear they shouldn't be. Added some missing modifiers to gear they should be.

Vault Dolls: No longer should pick up Alchemy ingredients.

Occultism: Fixed spawn egg ritual only working with the first recipes that load in. Now requires the mob you need to sacrifice to be present when attempting to start the ritual.

Occultism: Fixed spawn egg ritual missing lang entries for interrupting the ritual.

Fix: Fix vanilla vaultLevelLock gamerule not working as intended.

Fix: Fixed Greed Challenges not giving the intended amount of reputation, causing a mismatch between what it says you will receive and what you actually do.

Fix: Fixed Piglins/Guardians being able to be picked up under some circumstances in vaults.

Fix: Fixed Level Sync breaking the Standard Trinket Pouch and FTB Quests level quests from completing properly.

Fix: Fixed Tool's rendering as missing texture when Modernfix's Dynamic Resources is enabled.

Fix: Fixed Mystical Agriculture's Chromatic Iron Seeds (Seeds) rendering as missing texture when Modernfix's Dynamic resources is enabled.

Fix: Fix possible race condition crash when Dynamic Resources is enabled.

Misc: Removed random print statement in Tom's Storage KubeJS recipe script (thanks rizek)

Misc: Removed all the rest of Izzy's Vault Advancement's that were hanging around and an outdated advancement (thanks rizek)

Misc: Fixed Squall Golem animation (thanks rizek)

Misc: Rizek fixed all sorts of little things that aren't noted here as well.

Developer Notes

Hey folks! Long time no patch notes? I am sure some of you are waiting for the rumored Wold's Greed Update, but it is still in the works, so here is something to tide you over for now!

Here are some thoughts from me on some of the changes from up above:

Natural Theme Modification

I have been wanting to have something like this for a while, and I have seen a pack sort of implement this, but it's a little half baked, and completely unsustainable for me. I have finally sat down and worked out a good system for implementing this feature, and I am quite happy and excited for it! It is cool to have the themes blocks blend over into the challenge/omega rooms and add a little bit more of that exciting RNG. This also opens the door to some neat additional ideas in the future that would be difficult/tedious before. Let me know how you all feel about it! I'll probably do some more in-depth customizing of naturally generated challenge/omega rooms, but a lot of them look quite nice right out of the box! You can check out the Plastic themes for an idea of what rooms might look like with a bit further customization to theme palettes.

Theme/Augment Infusion

I thought it'd be nice to have something additional to do with Augments/Themes. I have often thought about having modifiers associated with different themes, and this is sort of a loose implementation of that idea. I ended up not always having themes have certain modifiers to not make the pack too overly difficult for those who may struggle already. While working on this, I thought it'd be great to have the chance for randomly getting these additional modifiers to be sort of an opt-in feature that add a new reason for players to want to opt-in to higher difficulties beyond just personally challenging themselves, without leaving out other players from the feature at all. I am also hoping this adds some nice variation for returning players that add a fun splash of crazier vaults once that mid-game slump starts to poke its head up! This will almost certainly get some further tweaks and refinements later, so please give feedback!

Talents

I have decided to mess with a deeper rebalancing of talents for a later update. I don't think it's in too bad of a place, my main issue at the moment would be that it is quite skill point heavy, but at the same time, I do not think that is necessarily a bad thing. It might be possible in a future update to pick up some additional skill points by completing certain quests/challenges, to add a limited supply of new skill points that can be earned on top of the existing ones. Lucky Hit talents have taken a major hit, and I do not mind rebalancing these if they are too weak now, but I think this is moving in the right direction. There has been a distinct lack of Ability Power / Ability focused talents, so I wanted to add a couple of these as well. I would like to add some more, but I only want to do it if I have some good ideas for some. I think the new Hexbreaker talent should definitely be interesting for you all!

Those are all my thoughts on some of the specific changes this update. In the future, I'd like to flesh out Vault Maps more, but I am waiting for the greed rework changes to make their way down the pipeline.

My sort of "theme" for next update is to work on gear a bit more. A couple new gear types, new uniques, along with some new game mechanics to offer an alternative to some gear modfifications like Imbuing/Sealing. We should be seeing the Wold's greed rework when it is ready as well!

Please be careful with updating your worlds as Tectonic has been updated. I highly recommend a backup just to make sure you can deal with any weirdness that might occur! As mentioned in the patch notes, I recommend checking out enabling Modernfix's Dynamic Resources setting and see how it works for you!

These patch notes are fully human generated :) There might be some missing things or mistakes!

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