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.throughAnalyzing..., 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:
delay-secondsis how long each analysis takes, anddelay-deviation-secondsadds a random plus-or-minus jitter per analysis (capped at the delay,0for 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
playerlist runs for every analyzing holder plus their own role list:
- 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
commandslists 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-onpicks when to charge:INITIATEat the press,SUCCESSat the resolution, orBOTHat each. Eachpaymentcontainer 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-killlets 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 whencancel-when-pooris on;show-reasonnames 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,0disables) 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:0resolves at once,1leaves 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.