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BLib: Resurrection

Cloned with permission. Continuation of the Blib Library. Dependency of AVP mods.
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blib-neoforge-1.21.1-0.3.5-fork.jar

File nameblib-neoforge-1.21.1-0.3.5-fork.jar
Uploaded
Aug 19, 2026
Downloads
168
Size
2.5 MB
Mod Loaders
NeoForge
File ID
8682256
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:blib-resurrection-1585168:8682256"

Learn more about Curse Maven

What's new

BLib 0.3.5-fork

Fixed

Predator vision now works with Sodium. Previously the whole world rendered as flat green through thermal vision when Sodium was installed. Sodium draws terrain with its own shaders, which left BLib without the information it needed to tell terrain apart from sky. Terrain is now identified correctly, so thermal shows the world as it should.

Creatures are no longer invisible underwater. Anything below the surface — fish, squid, dolphins, xenomorphs — vanished from both vision modes while your head was underwater. Minecraft draws the underwater overlay with the same shader it uses for the sun and moon, which was causing everything behind it to be treated as sky.

Shader packs no longer break the vision, or get broken by it. With Iris installed, switching vision on and off could leave a shader pack corrupted until you restarted. BLib now correctly detects when a pack is actually in use.

Predator vision works again when Iris is installed but no pack is selected. Plenty of people install Iris purely for the Sodium ecosystem. Previously that disabled the vision entirely; now only an active shader pack does.

Fixed a crash caused by other mods' compatibility patches. An outdated FTB Xaero compatibility mod could take BLib down with it during startup, and the crash report blamed BLib. Failures like this are now handled without stopping the game from loading.

Added

Post-effect shaders can now read scene depth. Minecraft clears the depth buffer before drawing your held item, so effects had no usable depth to work with. BLib now captures it beforehand.

Effects can tag entities with a material ID, letting a mod give different creatures different treatment in a post-effect — for example, warm-blooded animals reading hotter than cold-blooded ones in thermal vision.

Support for array uniforms in post-effects, so effects can be fed lists of data such as nearby light or heat sources.

Notes

⚠ Known incompatibility with Chloride. With it installed, xenomorphs and other creatures may not appear in electromagnetic vision. Removing Chloride resolves it. Stock Sodium is unaffected.