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Thunderhead - Lightning & Thunder Overhaul

Cinematic lightning and thunder overhaul: procedural branching bolts, distant storm fronts, rolling thunder that lasts up to 15 seconds, shockwaves, ash scars and ball lightning.
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[Fabric] Thunderhead 1.1.0

File namethunderhead-fabric-1.1.0.jar
Uploader
GestSeGestSe
Uploaded
Aug 16, 2026
Downloads
20
Size
758.1 KB
Mod Loaders
Fabric
File ID
8664231
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:thunderhead-1655148:8664231"

Learn more about Curse Maven

What's new

Thunderhead 1.1.0

Fixes for everything people reported, and an API other mods can build on.

Fixed

  • Effects no longer draw through terrain. Lightning, particles and glow could appear in front of the world instead of behind it. None of the mod's render passes were asking for a depth test at all — they inherited whatever the previous pass happened to leave switched on.
  • Thunder no longer cuts off. Ten of the thirteen clips ended while the sound was still going, the worst of them at a sixth of full volume, which is a click rather than an ending. Every clip now fades out properly.
  • No more black squares. A strike that landed over a gap, off a cliff or onto a glass roof threw up plain black debris, because those surfaces report no colour at all. Most visible with a lot of strikes at once.
  • Ball lightning is the same sphere for everybody. Its shape, sparks and pulse were rolled separately on each client, so two players standing together watched two different spheres.
  • Ball lightning no longer restarts when you walk up to it. Arriving halfway through its life showed it newly born, at full brightness, with its fade arriving seconds late.
  • Ball lightning glides between position updates instead of stepping.
  • The ball lightning burst is audible again. It used a vanilla sound the mod itself suppresses, so anyone running Thunderhead watched it burst in silence while vanilla clients heard it.
  • No more double damage above a strike. Standing four to nine blocks above one took both vanilla's damage and the mod's; the near-miss ring now excludes vanilla's real damage box.
  • Cosmetic lightning is harmless again. The bolt from a skeleton horse trap — and anything a datapack spawns for show — no longer deals near-miss damage. It still flashes.
  • Two players can no longer disagree about which entity a bolt hit.
  • The gameplay config is re-read when a server starts on NeoForge, matching Fabric.

New: an API for other mods

Thunderhead now has a small client-side API. A mod can:

  • raise its own lightning anywhere, and decide where it starts — which fixes the bolt's angle and its length, so a channel can lean hard, run flat between two towers or rise from the ground
  • style it: thickness, branching, reach, and arbitrary RGB colour for the core and the glow
  • choose its thunder — which clip, how loud, how long after the flash, or silent entirely
  • restrict which debris it throws up
  • start a rolling thunder event on its own, with no lightning in front of it
  • spawn ball lightning from server-side code
  • listen for every strike Thunderhead draws, including vanilla ones

It degrades to a no-op when Thunderhead is absent, so an optional integration cannot crash its host.

Accessibility is deliberately out of reach: nothing in the API can raise brightness, change the flicker or touch the reduced-flashing mode.

📖 API reference, Gradle coordinates and examples

Notes

Nothing in your config changes and no world data is touched. Drop the new jar in and go.

This mod has no additional files