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R2d: trails, jump rings and shockwaves in the Runtime

Seven new effects in the Apophis Runtime – from the golden block outline to the pulsing low-health edge.

Post-processing
Colour grading, depth of field and ambience particles in the Apophis Runtime.

R2d brings seven visuals to the Apophis Runtime that were previously exclusive to the Java companion mod. All of them can be toggled in the in-game “Apophis Visuals” menu and in the launcher, and they're on by default.

  • Trail: golden dots behind your feet from ~2.5 blocks/s, turquoise while sprinting, visible for 1.3 s
  • Jump ring: golden ring at the take-off point, grows to ~2.7 blocks
  • Shockwave: after a fall of more than 4 blocks, a gold-turquoise ring up to ~9.6 blocks
  • Hits: 28 sparks with gravity and a short coloured flash
  • Block outline: shimmering golden edges around the block in reach
  • Crosshair: golden dot between two brackets with a shadow
  • Low health: below 30 % health the screen edge pulses red – faster the less health you have

On servers too

Apophis reads movement and landings from the camera and health from the HUD. That's why trail, jump rings, shockwave and low health also work on servers. Hit sparks are single-player only, because the hook behind them runs on the server.

Honestly: what's still missing

The crosshair doesn't show the attack cooldown yet – the engine's mod interface doesn't expose it.