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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

FieldTypeDefaultDescription
fluidStringlavaThe submersion this applies to: water, lava, powder_snow or none.
startFloat0.0Where the fog starts, in blocks from the camera. 0 means it starts right at your eyes.
endFloat15.0Where the fog becomes fully opaque, in blocks, which is how far you can see.
fog_colorObjectvanillaOverrides the fog tint with { "red": 0.0, "green": 0.0, "blue": 0.0 }, each from 0.0 to 1.0.
render_overlayBooleantruefalse 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"
  }
}
tip

This only changes vision. Add apoli:invulnerability against minecraft:is_fire, or apoli:water_breathing, if the entity should also survive the swim.