fogged-0.14a.jar
Curse Maven Snippet
What's new
Core mechanic
- Breathing boundary at a configurable Y — below it you breathe as if underwater and lose air/drown
- Boundary height moves over time: day→height schedule (interpolated), time-of-day offset, optional back-and-forth cycle
- As underwater fire can't be in thick fog (lava→obsidian, torch breaks)
- Murk fog below the boundary: short dense scene fog + screen fog tinted to the plane colour (looks like low render distance / underwater)
Separation plane (the visible "surface")
- Large camera-centred coloured plane at the boundary, writes depth so deep far-side water/geometry is hidden
- World-anchored foam rings around blocks/entities/flowing water crossing the line, plus animated foam particles
- Cold-vapour mist: stacked terraced sheets over the plane
- Soft depth-fade edges against shores/blocks
- Near-player + per-entity dissolve holes so crossing mobs/players poke through instead of being sliced
- Sky/sun/moon hidden under the plane; hides clouds while submerged
Blocks / items
- Fog detector — emits redstone scaled by how much of its column is under
the fog. Stacks into a tower (base + extensions, up to 15) by right-clicking with a detector item
Mobs
- Fog lurker — burrowing rat that stalks under-fog players, try to not annoy it
- Murk suffocation — non-allowed mobs can't spawn and take damage under the fog (configurable allow-list)
Flora (in development, off by default)
- Fog moss — rots/spreads under the plane, cold/temperate/warm biome variants
- Foggy grass — grows on moss (cross-shaped placeholder models)
This mod has no additional files

