Sculk Vision 图标

Sculk Vision

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 2.6.0
本资源为搬运资源,原资源地址: https://modrinth.com/mod/sculk-vision
资源信息

Minecraft 版本: 1.21.4 1.21.5 1.21.6 1.21.7 1.21.8 1.21.9 1.21.10 1.21.11

平台: fabric

标签: game-mechanics optimization utility

资源介绍

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.

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