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Fogged

Thick fog overcomes from depth your world. Where you fit in this new world?
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fogged-1.3.3.jar

File namefogged-1.3.3.jar
Uploader
TTurnoverTTurnover
Uploaded
Sep 6, 2026
Downloads
8
Size
255.2 KB
Mod Loaders
NeoForge
File ID
8819821
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:fogged-1609301:8819821"

Learn more about Curse Maven

What's new

Release 1.3.3

!Remove config file for fogged before update!

Added

  • One transforms list replaces the block/item transform lists. An entry's left side is looked up in both registries, so one line covers a thing wherever the murk finds it -- placed in the world and lying on the floor:
  [count] from = [count] to [@depth] [!silent]
  • from: a block id, an item id, an id with * wildcards, or a # tag -- or several separated by commas, which is one line for a whole family
  • to: one id. A block replaces a placed block, keeping every property the two share; an item breaks it and drops instead
  • counts: 4 diamond=2 dirt takes four out of a dropped stack and leaves two, while at least four remain. Stacks only -- an entry with a count does not touch placed blocks, unless the count is how many items a broken block drops
  • depth: only convert this far below the surface, measured from the surface so it moves with the boundary
  • silent: keep it out of JEI
    • Dropped items turn as well as placed blocks, by the same rules and depths. A conversion whose result stacks smaller than its source splits into whole stacks instead of one oversized one
    • Copper weathers through: every unwaxed weathering-copper block, in each of its three un-oxidised stages, straight to fully oxidised. Waxed copper is untouched -- wax is what stops the weather getting at it
    • Murk conversions show up in JEI, in a "Murk Conversion" category
    • A switch over each list: enableExtinguish (fires, lava, torches, snuffed devices), enableScour (scoured blocks, farmland) and enableTransforms, all under enableWorldChanges
    • The vegetation the murk wilts and the grass going to coarse dirt are config defaults now, not code: a pack can spare a plant, wilt one of its own, or send the sward somewhere else

Changes

  • submergeWorld is enableWorldChanges and submergeSkip is worldChangeSkip: the first is a master switch over three others now, and neither was named for what it does
  • planeSoftOcclusion is off by default. It is marked experimental because it reads the depth buffer of whatever framebuffer the pipeline is drawing into, which other rendering mods and shader packs are free to move or replace -- being on by default was the wrong way round
  • depthScaling's step is five blocks, not ten, so the depth tells on you sooner
  • The mod has no creative tab of its own; the fog detector is in Redstone Blocks, where its kind lives
  • The dissolve discs around crossing entities ride planeSoftOcclusion with the rest of the soft edges, and no disc is opened around the player any more
  • Spray from everything that moves is halved
  • renderVapor is gone -- vaporSheets = 0 is how the mist is turned off
  • The config screen explains itself: every list carries its syntax and worked examples, every page says what it is for, long lists start folded

Fixed

  • The mist flips with flipFog. It lies on the surface from the clear side, and with the flip on that side is below -- the sheets were being drawn inside the ceiling, where nothing can see them
  • Removed Herobrine