Compass Analysis¶
For: advanced users tuning analysis delays, costs, and cancels.
Right-click refreshes that take a purposeful moment: delays, debuffs, costs, and early cancels.
Analysis Delay¶
A right-click refresh can take a purposeful moment to resolve instead
of answering instantly. Analysis is strictly right-click only:
automatic refreshes always resolve at once. While analyzing, the
actionbar reads Analyzing..., no second refresh can start, and
clicks are ignored until it resolves. Interference checks and distance
math use your press-time position, not where you moved to:
delay-seconds is how long each analysis takes, and
delay-deviation-seconds adds a random plus-or-minus jitter per
analysis (capped at the delay, 0 for none). An analysis ends with
the refresh click sound on success, or the failure sound when the
needle lands on nothing trackable.
The compass must stay in the main hand for the whole run: switching
away cancels at once with a Bad signal (cancelled) readout.
Analysis Debuffs¶
Console commands that run every time an analysis starts, in modifier
style: <p> is the compass holder, ~ resolves against their
location, and <duration> is the analysis delay in whole seconds
(floored). The player list runs for every analyzing holder plus
their own role list:
debuffs:
enabled: false
commands:
player:
- "effect give <p> minecraft:slowness <duration> 1 true"
speedrunner: []
hunter:
- "summon lightning_bolt ~ ~ ~"
Analysis Cost¶
Each analysis can charge the holder in hunger, health, and
experience. cost-on picks when to charge: INITIATE at the press,
SUCCESS at the resolution, or BOTH at each. Each payment
container toggles separately:
cost:
enabled: false
payment:
saturation:
enabled: false
value: 3
health:
enabled: false
value: 4
can-kill: true
exp-level:
enabled: true
value: 1
terms:
cost-on: INITIATE
failure-cooldown: 1.0
poverty-behavior:
cancel-when-poor: true
show-reason: true
Saturation drains from a 0-40 hunger pool: hidden saturation first,
then the visible bar. Health drains in health points; can-kill lets
the charge kill, otherwise health never drops below half a heart.
Experience drains whole levels. A holder who cannot pay aborts with a
Cost too high! actionbar message when cancel-when-poor is on;
show-reason names each lacking charge. With cancelling off, the
holder pays whatever they have. At SUCCESS, a poor holder's result
is thrown away and the compass never updates. failure-cooldown
(seconds, 0 disables) holds further refreshes after a block.
Cancel Early¶
An analysis that is already doomed finishes early instead of
running the full delay. Doomed covers failing interference plus
every available target inside the min distance or past the max
distance: resolutions judge press-time positions, so a gated
press can never recover mid-analysis. time-multiplier (0 to 1)
keeps that fraction of the remaining time: 0 resolves at once,
1 leaves the duration untouched.
The same keys cover analyses with no location at all: with no trackable targets the analysis exits early instead of running the full delay to a No Target. If a location becomes available again mid-analysis, the cut time is restored and the analysis runs as if the location had been there all along.