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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:

actions:
  manual:
    analysis:
      enabled: true
      timing:
        delay-seconds: 1.5
        delay-deviation-seconds: 0.5

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.

cancel-early:
  enabled: true
  time-multiplier: 0.3

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.

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