avp_predator-res-fabric-1.21.1-0.1.4-fork.jar
Curse Maven Snippet
What's new
AVP: Predator 0.1.4
Requires BLib 0.3.5-fork or newer. Most of this release lives in the vision pipeline, and the two halves have to match.
What's New
- The world gives off heat now. Lava, fire, soul fire, campfires, magma blocks, lit furnaces, torches, lanterns and candles all register on thermal, and the glow fades from the real edge of the source — a lava lake reads as a lake, not a blob.
- Heat is authored, not guessed from brightness. A torch will burn you and a sea lantern won't, even though the game rates them the same. Glowstone, sea lanterns, shroomlights and froglights are deliberately stone cold.
- Turn a furnace off and it goes cold. Same for smokers, blast furnaces and campfires.
- Creatures read at their own body temperature. Six tiers, from a large mammal down to a fish that barely registers. The undead, arthropods, golems and xenomorphs have no thermal signature at all — that's not an oversight, it's the point.
- Some things only get hot when they act. A creeper is vegetation until it swells. A ghast is a gasbag until it charges one. Anything on fire runs white-hot while it burns.
- The entire heat system is datapack-driven. Entity and block tags under
avp_predator:heat/decide every tier, so a pack or another mod can place its own creatures and blocks without touching code. - The vision swap has a sound. Helmet feedback — only you hear it, not whoever you're stalking.
Changes
- Body shape no longer overrides biology. A solid, round animal used to climb to the top of the scale just for being solid, and a thin one collapsed to cold no matter how warm it was — squids ran red while chickens read blue-green. A creature's tier now sets the band it can occupy, and small bodies get a gentler falloff from core to limb. Large animals are unchanged.
- Underwater reads cold. The surface and any loading chunks used to blaze green through an otherwise freezing scene.
- Rain and storms mute the sky toward the night reading instead of leaving it bright.
- Light is no longer treated as heat for terrain and particles. Breaking cold stone under a torch used to throw warm-reading debris.
- Heat sources are picked up from 32 blocks out, so a pool doesn't go cold as you back away from it.
Bug Fixes
- Sodium made the whole world read as sky, and terrain read as a heat source. Sodium's chunk shaders leave the auxiliary buffers untouched, so terrain could be classified perfectly and still render as if it were on fire. Fixed in BLib.
- Creatures were invisible underwater in both vision modes. Vanilla's underwater overlay was stamping "sky" across the entire view, so a xenomorph two metres away read as open air.
- A red flash when you entered the water. The camera and the player's eye cross the surface on different clocks, so for a few frames the sky rendered as if you were still standing on the shore.
- Lava rendered like water. Translucent terrain is drawn after classification, so lava's heat was being calculated correctly and then thrown away.
- Thermal only worked on the item in your hand. Vanilla clears the depth buffer before drawing your held item, so every effect that needs to know where a surface is saw nothing but the block you were holding. Fixed in BLib.
Known Issues
- Iris and Oculus shader packs disable the visions. Shader packs replace the entire rendering pipeline, so the effect stands down rather than corrupting your screen. The keybind and sound still fire, which makes it look broken — it isn't. Proper shader-pack support is being worked on.
- Chloride is incompatible. With Chloride installed, creatures stop showing in electromagnetic vision shortly after the world loads. Sodium on its own is fine. Remove Chloride for now.
Removed
Nothing. No blocks, items, entities or recipes were deleted or renamed.
This mod has no additional files

