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Vaults and Loot
A Vault Cache rolls its loot for you, at the moment you claim it, so a late arrival gets the same chance
as the first explorer (in the default per_player mode; see Puzzles).
- Open the cache and choose Claim rewards.
- If the roll does not fit in your inventory, it is held for you: the exact items are kept and delivered the next time you claim with enough room. Claiming again never rerolls.
- A cache behind a puzzle stays sealed (and looks sealed) until its puzzle is solved. Vault Caches cannot be broken in survival.
Ruin containers draw from five tiers. Families mix them by room: salvage in outer rooms, better tiers in vaults.
| Tier | Contents |
|---|---|
| 0 — Salvage | scrap metal and circuitry, iron, redstone, Survey Hull |
| 1 — Supplies | food, medical and oxygen supplies, seeds, colony goods; rarely an Expedition Map |
| 2 — Components | machine, storage and power components, Nero alloy plates; rarely a Survey Scanner |
| 3 — Schematics and keycards | keycards, currency, faction and event tokens, rare exotics, void crystal, starsteel, diamonds |
| 4 — Relics | a chance at one of the nine relics, plus void crystal, diamonds or starsteel |
Items from other Neroland mods (Nerospace, Nerotech, NeroLogistics, NeroEconomy, NeroCreatures and others) appear only when those mods are installed. Without them, NeroRuins, Neroland Core and vanilla items fill the same slots, and nothing is ever missing.
Nine named relics, one per chapter of the story. They are trophies, keys for relic sockets (the socket gives the relic back) and give a small effect while held in either hand. Effects do not stack.
| Relic | While held |
|---|---|
| Surveyor's Compass | Points toward the nearest ruin you have not entered yet |
| Pale Survey Lens | Night vision |
| Director's Seal | Luck |
| Field Recorder | Shows how many logs of your archive you have recorded |
| Meridian Keystone | Fire resistance |
| Reach Thermal Core | You do not freeze |
| Rootglass Vessel | Slow regeneration below half health |
| Twilight Prism | Nearby hostile creatures glow (for everyone) |
| Resonance Heart | Slowly repairs a worn item you are wearing or holding |
Some vaults always contain a specific relic — the one a nearby socket needs — so no ruin depends on a rare drop. Relics cannot be sold through NeroEconomy.
Tier-4 loot rolls its relic pool with a base chance of 25%, set in the loot table so data packs can
change it. The server setting loot.relicRarity (default 1.0, range 0.25–4.0) multiplies that
chance: 0.5 halves it, 2.0 doubles it (capped at 100%). The loot condition behind it is
neroruins:relic_chance, which other data packs can use too. Guaranteed relics in specific vaults are not
affected.
NeroRuins has no crafting recipes yet. Everything it adds is found, not made:
| Item | Where it comes from |
|---|---|
| Survey Hull, Rusted Survey Hull, Latticework, Lattice Floor, Resonance Crystal Block, Glyph Stone, Arc Grate | Ruin walls and rooms. They are hard but mineable and drop themselves |
| Log Terminal | Found in ruins only. A mined terminal drops Survey Hull, so read it first |
| Data Shards | Log rooms in bunkers and crash sites |
| Expedition Map | Supply loot, or a quest reward |
| Survey Scanner | Component loot, or a quest reward |
| Keycards | Keycard rooms and better loot |
| Relics | Vaults: some always hold a specific relic, and any tier-4 roll may add one |
| Vault Caches, puzzle blocks, Ruin Spawners, reinforced walls | Part of the ruin. They cannot be broken in survival and never drop |
| Sentinel spawn eggs | Creative only |
Relics, data shards and keycards can never be crafted, and NeroEconomy will not trade them.