Fluid Vision (Power Type)
Replaces the fog the game draws while the camera of the entity with the power is submerged in a fluid. Set it to lava for lava sight, water for clear underwater vision, or powder_snow to see through a snow drift.
Type ID: apoli:fluid_vision
Fields
| Field | Type | Default | Description |
|---|---|---|---|
fluid | String | lava | The submersion this applies to: water, lava, powder_snow or none. |
start | Float | 0.0 | Where the fog starts, in blocks from the camera. 0 means it starts right at your eyes. |
end | Float | 15.0 | Where the fog becomes fully opaque, in blocks, which is how far you can see. |
fog_color | Object | vanilla | Overrides the fog tint with { "red": 0.0, "green": 0.0, "blue": 0.0 }, each from 0.0 to 1.0. |
render_overlay | Boolean | true | false removes the full-screen fluid texture drawn over the camera. In vanilla only water has one. |
Vanilla's own values are a start of 0.25 and an end of 1.0 in lava, 0.0 and 2.0 in powder snow, and -8.0 and 96.0 in water, scaled by the Water Vision attribute. If several fluid_vision powers match the same fluid, the one with the largest end wins.
fluid matches the camera's submersion, and apoli:modify_camera_submersion is applied first. If you remap water to none there, this power stops applying to water.
Examples
Lava sight for a fire-immune origin, with clear vision for 25 blocks:
{
"type": "apoli:fluid_vision",
"fluid": "lava",
"start": 0,
"end": 25
}Full water vision, with no blue haze, no distance fog and no underwater texture over the screen:
{
"type": "apoli:fluid_vision",
"fluid": "water",
"start": 0,
"end": 128,
"render_overlay": false
}Murky green sight for a swamp dweller, active while it has Water Breathing:
{
"type": "apoli:fluid_vision",
"fluid": "water",
"start": 4,
"end": 32,
"fog_color": {
"red": 0.13,
"green": 0.25,
"blue": 0.11
},
"condition": {
"type": "apoli:status_effect",
"effect": "minecraft:water_breathing"
}
}This only changes vision. Add apoli:invulnerability against minecraft:is_fire, or apoli:water_breathing, if the entity should also survive the swim.