fogged-1.3.0.jar
Curse Maven Snippet
What's new
Release 1.3.0
!Remove config file for fogged before update!
Added
- Foam particles. The waterline throws its own particle now — tinted campfire smoke with the ballistics of waterfall spray, absorbed again the moment it settles back through the surface. Standing foam is remembered per chunk (
FoamSites), so it reaches the whole loaded world instead of a radius that walked with you. Spray comes off anything crossing the boundary, scaled by speed and piled into the arc ahead of it — Sable ships and contraptions included, sampled directly since they are not entities - A real config screen. Client and common settings are split, so a server can no longer dictate your visuals, and every option is shaped for a widget:
"day=height"schedule lines, named scalars, packed ARGB colours a picker binds to. YACL builds the screen when it is installed, NeoForge's own when it is not, with a tooltip per option in English and Ukrainian scouredBlocks— extra blocks the murk breaks under the boundary. Ids with*wildcards, or#tagsblockTransforms—"from=to"swaps the murk makes under the boundary. Defaults to coal:coal_oreback tostone,deepslate_coal_oreback todeepslatefogStartRaise— where the murk begins, measured from the visible plane. The line everything asks which side of the boundary it is onvaporUnderside(off) — mirror the mist sheets under the plane as well as over itvaporUnderwater(on) — draw the mist a second time before the water pass, so a lake veils it instead of it floating on top[debug]— adebugViewthat replaces the plane with a raw view of the buffers behind it (foam, scene depth, plane opacity, dissolve discs, waterline map), and adebugHudreadout of the render state
Changes
- The mist thins where the foam is strong: both say "the surface is disturbed here", and stacking them buried the foam's shape exactly where it is most worth seeing. Both layers now read the waterline map through the same code, so they cannot disagree about where the ring is
- No more dissolve hole around the player. The 5-block near-player disc is gone, and the camera's own entity no longer gets one either — a hole that follows you is the one shape these are not for
- Entity dissolve discs now ride the
planeSoftOcclusionswitch, which is marked experimental: it reads the depth buffer of whatever framebuffer the pipeline is drawing into, and other rendering mods and shader packs are free to move or replace that. Turn it off first if the murk looks wrong - The nozzle filter's hitbox follows its updated model instead of Create's narrower nozzle silhouette
Fixed
- The murk owns the fog on its own side, distance and colour both, instead of composing and only winning when tighter — a biome fog shorter than
fogDistance(IMB11's Fog) used to leave the world under the plane in that biome's colour with no murk in it - The murk fog is re-asserted at the head of the terrain pass. NeoForge fires its fog event inside
FogRenderer.setupFog, so a mod injecting at that method's return simply overwrote it — Distant Horizons does exactly this - The sky pass repaints the background to the murk colour before dropping itself. That clear colour comes from
FogRenderer.setupColor, which a mod injecting at its return owns, and the horizon was left in that mod's colour above the terrain line - The depth snapshot reads the framebuffer actually bound for drawing rather than assuming the main render target — vanilla alone breaks that assumption under Fabulous graphics — and rebinds what it found instead of forcing main back
- The plane's reach is capped at the projection's own far plane, past which its geometry is clipped anyway
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

