Описание
# Sculk Vision

**See the invisible. Hunt the lag.**
[](https://modrinth.com/mod/fabric-api)
[](https://modrinth.com/mod/modmenu)
[]()
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## What is Sculk Vision?
**Sculk Vision** transforms the invisible world of chunk data into a stunning visual overlay. Inspired by the mysterious Sculk from the Deep Dark, this mod reveals the computational heartbeat of every chunk around you.
Press **F6** and watch as colored overlays materialize on the terrain, showing you exactly where entities are clustering, where tile entities are accumulating, and where the Warden lurks.
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## Features
### Intuitive Color Coding
| Color | Status | Meaning |
|:-----:|:------:|:--------|
| 🟢 | **Perfect** | < 50 entities, < 10 tile entities |
| 🟡 | **Warning** | 50-150 entities |
| 🟠 | **Dangerous** | 150-300 entities |
| 🔴 | **Critical** | > 300 entities or > 50 tile entities |
| 🟣 | **Loading** | Chunk is being generated |
| 🔵 | **Sculk** | Warden detected or Sculk Catalyst active |
### Floating Holograms
Each chunk displays a hovering hologram with:
- **Entity count** - Total entities in the chunk
- **Tile entity count** - Hoppers, chests, furnaces, etc.
- **Estimated MSPT** - Approximate tick time contribution
- **Status indicator** - Visual confirmation of chunk state
## Configuration
Full **Mod Menu** integration with adjustable settings:
- Toggle screen shake
- Toggle particles
- Toggle holograms
- Adjust overlay height offset
- Customize warning threshold (0-200 entities)
- Customize critical threshold (0-500 entities)
Configuration is saved to `config/sculkvision.json`
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## Technical Details
### How It Works
1. **Heightmap Sampling** - 25 points sampled per chunk (5x5 grid) for smooth terrain following
2. **Entity Counting** - All entities within chunk bounds are tallied
3. **Async Updates** - Analysis runs in background thread every 8 ticks
4. **Frustum Culling** - Only visible chunks within render distance are processed
### MSPT Estimation Formula
```
MSPT ≈ (entities × 0.05) + (tile_entities × 0.15) + (sculk_active ? 0.5 : 0)
```
*Note: This is an approximation. Actual server tick times vary based on entity AI complexity and mod interactions.*