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Compass Analysis

Quick Start: Pick your goal.

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 animates Analyzing, Analyzing. through Analyzing..., cycling until the analysis resolves; dot steps land at least 0.3s apart, so fast tick intervals advance the dots every few ticks.
  • 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

[effect, amplifier] pairs applied every time an analysis starts:

  • They run through the shared effect ledger: infinite until the analysis resolves or cancels, so they never fight other effects.
  • The player list runs for every analyzing holder plus their own role list:
debuffs:
  enabled: false
  effects:
    player:
      - [slowness, 1]
    speedrunner: []
    hunter:
      - [weakness, 0]
  • Effect names are case-blind with an optional minecraft: prefix; malformed rows warn once and skip. Debuff icons stay hidden on the holder's screen.
  • The old commands lists are retired: startup warns and drops them, so re-apply tweaks as pairs. Pair lists are YAML-only (no settings-GUI editor).

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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