# Vault Mod Tweaks This little companion mod for the Vault mod of the Vault Hunters mod pack fixes a few bugs and brings a couple QoL and balance changes. All of these can be individually disabled in client & server config files. If you do not disable the changes that affect expertises, I recommend a full expertise reset after installing this mod. ## Fixes * Removed the “Andersite” “joke”. * ~~Removed call to a colour handling event that is called several thousand times per second; gives a noticeable performance boost, but turns jewels and unidentified items white~~ use . * Fake players work with research again (e.g. Routers + Botany Pots, AE2 auto crafting). * Fake players can put Vault Rocks on the Altar again. * Relic fragments \#5 are now equally as likely to drop as the others. * AE2 auto crafting no longer requires manually giving its fake player all research. * Altar Conduit now draws the correct amount of power when connected to AE2. ## Changes * Removed Emerald cost from Vault Enchanter. * Vault Enchanters offer Fortune 5, Fortunate expertise removed. * Jewel cutting has a base 25% chance of failure, Jeweler expertise removed. * Budding Crystal (Sky Vaults only) growth time reduced. * Altar infusion time (time between redstone signal and the crystal popping off) reduced. * Vault Junk Upgrades (Junk Management) tier 1 and 2 buffed * Jewel cutting buffed from 1–10 size reduction to 3–10. * Added support for Reaping jewels (you still cannot obtain those without commands or config changes!).