VECTOR HUD 1.4.0 — 1.20.1 Fabric
Curse Maven Snippet
What's new
# VECTOR HUD 1.4.0 The HUD learns to judge. A new situation engine (**TACTICIAN**) reads where you are and what is around you, and the instruments follow it — the contact list ranks by danger instead of distance, warnings stop competing for your attention, and the suit's instrument cluster folds into combat mode by itself when a fight actually starts. ## Added - **TACTICIAN — situational judgment.** The HUD maintains a live picture of your situation (PATROL / CAVE OPS / COMBAT / FLIGHT, shown as **OPS MODE** on the instrument cluster) and a danger score for every hostile within 32 m — distance, closing speed, type (creepers and ranged mobs weigh more) and line of sight, smoothed so nothing jitters. Combat is detected from real evidence (a hostile with line of sight inside 14 m, an incoming projectile, or recent blows) and the instrument cluster switches to combat mode on its own; the manual battle toggle still overrides. - **Contacts ranked by danger.** The mob-scan list and its new leader lines — lines drawn from the list to each contact's actual position on screen, styled per theme — put the skeleton aiming at you above the zombie behind a wall. The locked target always stays first. - **Warnings stop competing.** While a serious threat is active, minor self-cautions (ON FIRE etc.) stand down — one attention lane at a time; WARNING and CRITICAL are never suppressed. Two new advisories: **DISENGAGE ADVISED** when health is under half with three or more contacts closing, and **DARK ZONE** in caves when a live 48-point light survey finds the surroundings spawnable. - **Target callout, rebuilt** in the film's acquisition-plate style: a filled name band in the target's colour (red hostile / warm player / green passive), a **THREAT LEVEL** tier (ALPHA…DELTA) from the live danger score, the range as the plate's one big figure, and the HP bar beneath. - **Endless flight path** (config → FLIGHT, off by default). The glide corridor normally appears only when terrain threatens you; switch this on and it extends gate after gate until you land, open sea included. Per-tick cost is unchanged. - **Modded flight is recognized.** Flight mods that never set the vanilla gliding flag (e.g. Dragon Survival) are detected from sustained airborne physics, so the horizon, avionics and flight readouts now appear for them too. - **Hotbar durability arcs.** Damaged tools wear a thin remaining-life arc around their station — ice above half, warm above a quarter, red below. ## Changed - **Corridor extensions no longer reshuffle.** Extending the flight path used to re-solve from a point just ahead of you, rebuilding the tube you were already flying through. Extensions now anchor at the corridor's verified tail — the shown path stays, only the far end grows. - **Glide ring messages are colour-coded** (requested on Reddit — "no way I could read them mid flight"): pull-up and blocked-corridor calls in red, steering and firework calls in the warm accent, speed advice in the instrument ink. - **The holo-map and the held-equipment panel no longer overlap.** They share the lower-left seat: the map lives there, and the equipment panel comes forward for five seconds when it has business — you switched items, durability dropped, or a tool fell under 25% — then yields. - **Structure scan decluttered** — structures only (rings, triangles, streaks and corner marks removed) and repositioned clear of the instrument cluster. - **All terrain maps are single-tone** across every theme (lava keeps its hazard amber); distant light dots no longer flicker. - **Colour roles across the instrument cluster:** titles, labels, values, units, rims, warnings and criticals each draw from their theme's designated slot — no more single-colour panels. RAPTOR retires the round instrument cluster for its military layout; NANO's cluster is smaller with finer text. ## Fixed - **The reticle drew behind mobs** since the redesign — lock rings now flush before entity rendering overpaints them. The reticle's design is untouched. - **Neutral entities now take a reticle** when aimed at (previously hostiles only); the plate reads PASSIVE with the capture-green band. - **Performance:** shared quad batching, one-pass projection, per-frame GL state snapshot, colour caches and scan early-outs — fewer draw calls and per-frame allocations with zero visual change. ## Version notes - On **1.20.1** and **1.21.4** the monochrome item/entity hologram capture inside panels falls back to the regular full-colour item/entity view (labelled ITEM VIEW), as in 1.3.0 — those renderers are tied to the 1.21.1 rendering internals. Everything else above ships on all versions.
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