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Compass Refresh

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How the compass re-resolves its target: automatic and manual refreshes, target cycling, teammate tracking, the idle spin, and the WorldEdit navwand toggle.

Refresh Time

  • How often the compass refreshes its target on its own. Set enabled to false to disable automatic refreshing.
  • Each holder runs their own interval, and deviation adds a random plus-or-minus jitter per refresh, capped at the interval itself.
actions:
  auto:
    enabled: true
    interval: 35.0        # in seconds
    deviation: 0.0        # in seconds
  • Right-clicking the compass refreshes it. Right-clicks run on their own cooldown, apart from the automatic interval, and each click restarts the automatic interval.
  • Left-clicks never touch this cooldown: they only browse the snapshot cache.
  • Deaths refresh immediately too: when a target dies, every unlocked compass in the match re-resolves at once.
actions:
  manual:
    enabled: true
    analysis:
      timing:
        cooldown: 3.0  # in seconds
  • Left-clicking the compass cycles a manual target lock through the nearest candidates: cached opponents nearest-first, then last-seen locations, then uncached players, up to max-targets total (1 to 20).
  • While locked, the actionbar shows LOCKED and refreshes keep pointing at the locked target within the min/max limits. Cycling past the last candidate returns to automatic tracking.
  • Only left-clicks on air or blocks cycle the lock; attacking an entity does not.
actions:
  target-cycling:
    enabled: true
    max-targets: 5
    scroll-cooldown: 0.5
  • Every refresh snapshots the closest hunters plus the closest speedrunners (capped at max-targets each), and cycling reads only those snapshots, so browsing cannot reveal anyone early.
  • When the last refresh hit a bad signal, cached browsing keeps showing Bad Signal instead of the snapshots until the next refresh.
  • scroll-cooldown is the seconds between accepted scrolls; clicks inside the window are ignored. Set it to 0 for no throttling.
  • With one or fewer candidates the click quits silently but still starts the cooldown. Each successful scroll plays a short click, changeable under sounds.compass.left-click.

Teammate Tracking

Shift-clicking the compass toggles between tracking enemies and tracking teammates instead of cycling a lock:

  • Teammate mode tracks same-role players with the same distance limits, and the actionbar reads Tracking teammate .... The toggle drops any manual lock.
actions:
  teammates:
    enabled: true
    switch-cooldown: 0.5
  • switch-cooldown is the seconds between accepted switches; switches inside the window are ignored. Set it to 0 for no throttling.
  • The mode is per holder and clears when their match ends. Entering teammate mode needs at least one teammate; when the last teammate leaves, holders flip back to opponents automatically.
  • Set enabled to false to make shift-click lock exactly like a normal left-click.

Spinning

When the compass has nothing to point at, its needle spins by aiming at a dimension you are not in. There is nothing to configure.

WorldEdit Navwand

  • WorldEdit teleports players who click with its navwand item, which fights the tracking compass. advanced.misc.interop.disable-worldedit-navwand (default on) unbinds the navwand tool from every player's session on every click, whatever item it sits on, inside matches and outside them, so clicks never teleport.
  • It needs WorldEdit or FastAsyncWorldEdit installed; without one it does nothing. Breaking blocks with the navwand item in hand keeps working, and the wand rebinds once the setting turns off.
  • Turn it off if you rely on the navwand. The selection wand block stays match-only: see WorldEdit Wand.

Next Steps