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Sculk Vision

Visualize chunk performance with beautiful terrain-following overlays. See entity counts, tile entities, and lag sources in real-time. Sculk-themed with particles, waves, and floating holograms. 100% client-side.

Modrinth game-mechanics optimization utility

Описание

# Sculk Vision ![Sculk Vision Banner](https://i.imgur.com/sz6aQB8.png) **See the invisible. Hunt the lag.** [![Fabric API](https://img.shields.io/badge/Fabric%20API-Required-blue)](https://modrinth.com/mod/fabric-api) [![ModMenu](https://img.shields.io/badge/Mod%20Menu-Supported-green)](https://modrinth.com/mod/modmenu) [![Client Side](https://img.shields.io/badge/Environment-Client-purple)]() --- ## 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. --- ## 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` --- ## 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.*