1.0.1
Compatibility
Required content
Changes
Random pointers
The mod can now circle a random thing near you every so often, on your lists or not, and fade it out when it's done. Interval, spread, duration, radius, how many at once, soyjak chance and siren all live in the config. Off by default, because a siren over a random dirt block should be your own decision.
Tags and masks in the lists
A row no longer has to be one exact id. #minecraft:diamond_ores takes the whole tag, *_ore takes every ore in the game, mekanism:* takes a whole mod. An exact id still beats a tag or a mask, so your one special row keeps its style.
Less work per frame
The scanner tries the face you're most likely to see first, so a visible block usually costs one raycast instead of six. The HUD also stopped projecting markers it was never going to draw.
Old configs load as they are, the new keys just get defaults.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:iqujC1c7:aBCBzXRL"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:iqujC1c7:aBCBzXRL"
}

