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Vaults and Loot

github-actions[bot] edited this page Nov 9, 2026 · 2 revisions

Vaults and loot

Vault Caches

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.

Loot tiers

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.

Relics

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.

Relic drop rate: the shared balance lever

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.

Getting the items

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.

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