Compatibility
Minecraft: Java Edition
1.21.x
Platforms
Supported environments
Client-side
Tags
Creators
Details
Licensed CC-BY-NC-4.0
Published 6 months ago
Sculk Vision

See the invisible. Hunt the lag.
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 |
|---|---|---|
| š¢ | Perfect | < 50 entities, < 10 tile entities |
| š” | Warning | 50-150 entities |
| š | Dangerous | 150-300 entities |
| š“ | Critical | > 300 entities or > 50 tile entities |
| š£ | Loading | Chunk is being generated |
| šµ | 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
- Heightmap Sampling - 25 points sampled per chunk (5x5 grid) for smooth terrain following
- Entity Counting - All entities within chunk bounds are tallied
- Async Updates - Analysis runs in background thread every 8 ticks
- Frustum Culling - Only visible chunks within render distance are processed
MSPT Estimation Formula
MSPT ā (entities Ć 0.05) + (tile_entities Ć 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.


