Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
??? - TID Sensor
The sensor isn't sure what's in the dark. Neither should you be.
A client-side threat identification HUD. It watches, it identifies, and sometimes it's wrong. Trust it accordingly.
What it does:
- Target boxes: Players, monsters, passive mobs, projectiles, TNT. Corner brackets, focus marks, or full rectangles, your pick.
- Identification that takes time: Contacts resolve from ??? to a family guess to a name as you observe them. Darkness, distance, and water all degrade the signal. A torchlit zombie at 10 blocks IDs in seconds. Something moving at the edge of your optical range might stay a question mark forever.
- Misidentification: The sensor can commit to the wrong identity on a poor observation. Dark, distant contacts err often. Bright close ones almost never. It will occasionally call a creeper a villager, and the box will wear the wrong color until it's looked long enough to admit the mistake. Correction speed is configurable.
- Two sensor modes:
- OPTICAL: Sees light, blind in the dark, identifies targets.
- RADAR: Penetrates darkness (but is strictly blocked by opaque walls and terrain), never identifies — position and movement only.
- Last-Known Location: When a target breaks line of sight, the HUD displays a fading box of where it was last seen, swelling as uncertainty grows. It does not track through walls.
- RWR bar: Top-of-screen threat direction strip, contacts spread by bearing, colored by status.
- Rear watch: A thunk when something hostile closes from behind while you're mining.
- AFK guardian: Tabbed out? The sensor keeps watching. Pings faster as hostiles approach.
- Lock audio: Pling on identification, range-limited, with re-lock cooldowns so flickering contacts don't spam.
Cosmetic/tuning: box style and thickness, label toggle, jitter strength (boxes wobble in poor signal), lock speed, dark-blindness floor, distance knee, water fail depth, max targets, ghost lifetime and growth, correction rate, mis-ID chance, per-type display toggles, audio range.
Compat: Works in singleplayer and on any server. Purely a client-side visual HUD. Does not alter player aim, hitboxes, or render entities through solid blocks. Intended for immersion, horror, and PvE. Please respect individual server rules regarding client-side HUD mods.
Moderator Section
- X-Ray Check: This mod does not have X-Ray capabilities. Line of sight is strictly blocked by opaque blocks and glass. It never renders entities through walls.
- AI Disclosure: AI (large language models) was used as a coding assistant for specific logic implementations and code structure. The mod's core design, architecture, and functionality are entirely human-authored. No AI-generated images were used for the icon or gallery.
- No Aimbot/Advantage: The mod does not alter aim, projectile velocity, or player hitboxes. It is a purely visual overlay.


