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VECTOR HOLOGRAM ITEMS

Transparent monitors, floor and wall holograms, a drafting mat and a servo arm — every screen drawn as vector geometry at runtime.
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VECTOR HOLOGRAM ITEMS 1.5.0 — 1.20.1 Forge

File namevector-items-1.5.0+1.20.1-forge.jar
Uploaded
Sep 5, 2026
Downloads
41
Size
815.1 KB
Mod Loaders
Forge
File ID
8818200
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:vector-items-1648137:8818200")

Learn more about Curse Maven

What's new

Hologram map — geometry

  • Overhanging structures no longer read as solid wall down to the ground. Each column now carries a 64-level occupancy bitmask, and walls are raised only across spans that are actually solid. A cantilevered deck leaves open air beneath it; a solid tower stays solid. Both fall out of the same rule.
  • Height is now true to scale. The vertical scale follows the horizontal one, so 40 m of tower is as tall as 40 m of ground is wide — at every radius. Previously the ratio changed with the range: roughly 2x stretched at the widest setting and 8x flattened at the closest.
  • Resolution raised sharply at close and mid range. Sample counts: r=96 up 12x, r=48 up 3.2x, r=192 up 5.4x. Every scale is proven to fit the frame budget, so terrain never drops out — only fine detail thins.
  • Terrain you have already seen is remembered, so panning the centre to a spot your client has not currently loaded shows the last known ground instead of a hole. Remembered ground is drawn dimmer than live ground.

Hologram map — new controls

  • Round / Square island.
  • Quality presets (ECO / STD / FINE) — scales the frame budget and the scan depth.
  • Ceiling cut (off / +8 / +24 / +64 m above the projector) — look inside buildings, under forest canopy, or down into caves with one control.
  • Layer filters — hide water, nature, built, or entities. Hidden material is seen through, not deleted: hide the leaves and the ground appears beneath them.
  • Colour modes — NATURAL (material colour), CATEGORY (water / natural / built in three colours), HEIGHT (elevation ramp).
  • Scale bar and altitude ladder on the deck, with the step size in the readout.
  • Linking — set two or more projectors side by side and switch LINK on. Each shrinks its island to exactly one block and shows its own patch, so a 3x3 array covers nine times the area with no seam.
  • Two more instrument tiles: TERRAIN (relief, band, cell size, ceiling) and TINT (what is hidden, quality, shape) — so when something is missing from the map, the map says why.

Surface

  • Material colour is carried much further into the render, so surfaces read as real material while the image still reads as a hologram.