Mirror Lens¶
| ID | quantimium:mirror_lens |
|---|---|
| Type | Item |
In game: Worn, it lets the mirror show through: the field, and what lives in it
Goggles that let a slice of the mirror into the real world. Wear them in the head slot and the field around you shows, not as numbers but as weather: air that thickens, rare plumes worth stopping for, and anomaly as a dark ink that pools, leaks and is drawn into whatever eats it. Through the lens it is toned down; inside the mirror you see all of it without one, far more intense.
tested Once a second you see the field of the chunks round you, four chunks out, fading gently from two chunks away so nothing pops in at an edge. tested In the mirror the same view is always on, lens or not.
Flux is weather¶
- Haze. A low azure haze hangs over the ground, deeper the hotter the chunk, with slow veils above it and specks drifting through. Most of the sense that a chunk is heavy comes from this.
- Plumes. Now and then the ground seam glows, then a column erupts: about 3 blocks tall at Medium, 7 at High, 14 at Critical and 24 at Singularity, with a bright core, embers thrown off the hotter ones, and a head that blooms and drifts away. Across the chunks round you, about one every ten seconds at Medium, up to one a second at Singularity.
- Sparks. From High, sparks wink into existence on the floors round you and fade, as if the ground itself were charged.
- Contained. Under a hall's containment a plume gets three blocks up and meets the field: it flattens and spreads along a faint glowing membrane.
Anomaly is ink¶
- Ink. Dark violet smoke seeps up and settles low, denser the higher the band, with bright specks snapping about inside it.
- Cracks. From High, bright lines flicker in the air, bleeding ink.
- Vortices. From Critical, ink and specks fall upward into a point.
Feeders and drains¶
tested Anything feeding the field exhales it: faster, higher and thicker the more it
emits, so a furnace simulator shows as a wisp and a
Quantum Exciter as a fountain. Its flux
is azure; a general machine's quarter share of anomaly trails as ink, while pure emitters (generators,
Rift Stabilisers) stay clean. A
Decoherence Projector lashed by a rift bursts with it.
tested Every rift bleeds ink from its tear, held or not, and tested Anomalite crystals brood in a pool of their own, bigger as they grow. These show what a rift and a crystal are; they add nothing to the field.
Anything drawing the field out, a
Flux Suppressor, a siphon, a hall, pulls the ink in from
all round it along spirals, so you can see which one is working and how far it reaches.
The readout¶
While you can see the field, a small panel in the corner of the screen reads the chunk you stand in: a bar for flux in azure and one for anomaly in violet, each filled on the band scale with a tick at every band boundary and the band named at the end. The bars ease to each new reading and pulse from Critical. Under containment a tag shows how full it is: Contained with its load, or Overloaded past 100%. It steps aside for F1 and F3.
Worn¶
The goggles show on your head: a leather strap round it at eye level with a buckle at the back, and two rimmed violet lenses that catch a little light in the dark. Armour stands wear them too.


It notices¶
Through the lens the Veiled shows where it really stands, faint. Stare at it and it becomes curious how you can see it, and follows you; while you wear the lens its sightings also come twice as often.
Settings¶
In the fieldVision config, density scales how much is drawn (1 by default, 0 for none; the game's
particle setting thins it further), hud turns the readout off, and hudCorner moves it to any corner.
The lens needs no power.
Recipe¶
Crafting table