Sculk Vision Icon

Sculk Vision

Visualize chunk performance with beautiful terrain-following overlays. See entity counts, tile entities, and lag sources in real-time. Sculk-themed with particles, waves, and floating holograms. 100% client-side.

1.5K downloads • 16 followers • Adventure & RPG • Modrinth

Sculk Vision

Sculk Vision Banner

See the invisible. Hunt the lag.

Fabric API

ModMenu

[Client Side]()


What is Sculk Vision?

Sculk Vision transforms the invisible world of chunk data into a stunning visual overlay. Inspired by the mysterious Sculk from the Deep Dark, this mod reveals the computational heartbeat of every chunk around you.

Press F6 and watch as colored overlays materialize on the terrain, showing you exactly where entities are clustering, where tile entities are accumulating, and where the Warden lurks.


Features

Intuitive Color Coding

| Color | Status | Meaning |

|:-----:|:------:|:--------|

| 🟢 | Perfect | < 50 entities, < 10 tile entities |

| 🟡 | Warning | 50-150 entities |

| 🟠 | Dangerous | 150-300 entities |

| 🔴 | Critical | > 300 entities or > 50 tile entities |

| 🟣 | Loading | Chunk is being generated |

| 🔵 | Sculk | Warden detected or Sculk Catalyst active |

Floating Holograms

Each chunk displays a hovering hologram with:

  • Entity count - Total entities in the chunk
  • Tile entity count - Hoppers, chests, furnaces, etc.
  • Estimated MSPT - Approximate tick time contribution
  • Status indicator - Visual confirmation of chunk state

Configuration

Full Mod Menu integration with adjustable settings:

  • Toggle screen shake
  • Toggle particles
  • Toggle holograms
  • Adjust overlay height offset
  • Customize warning threshold (0-200 entities)
  • Customize critical threshold (0-500 entities)

Configuration is saved to config/sculkvision.json


Technical Details

How It Works

  1. Heightmap Sampling - 25 points sampled per chunk (5x5 grid) for smooth terrain following
  2. Entity Counting - All entities within chunk bounds are tallied
  3. Async Updates - Analysis runs in background thread every 8 ticks
  4. Frustum Culling - Only visible chunks within render distance are processed

MSPT Estimation Formula

MSPT ≈ (entities × 0.05) + (tile_entities × 0.15) + (sculk_active ? 0.5 : 0)

Note: This is an approximation. Actual server tick times vary based on entity AI complexity and mod interactions.

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