0.1.1+26.2
Compatibility
Required content
Changes
Tinkers Compass v0.1.1
Added
Your favorite locations are now... protected
Calibrated Compass slots can now be locked by right-clicking while holding the compass.
A locked slot cannot be overwritten by binding a new Lodestone, and its data cannot be erased in a Grindstone.
Slots containing broken Lodestones -or no data at all- cannot be locked, and if the tracked Lodestone is ever destroyed, the slot unlocks automatically.
Saving a new Lodestone still takes priority when right-clicking directly on one. No accidental locking while trying to bind a location.
Every lock and unlock action now comes with both visual and audio feedback. Your compass likes making itself heard.
The Grindstone learned a few new tricks
Lodestone Compasses can now have their Lodestone data erased in a Grindstone.
Broken compasses can be cleaned too, and the process works on entire stacks.
Once the data is gone, it's gone. You'll have to bind the compass to a Lodestone again.
You can now extract locations from a Calibrated Compass
Place a Calibrated Compass together with a Vanilla Compass inside a Grindstone to transfer the currently selected slot into a standalone Lodestone Compass.
The selected slot is emptied from the Calibrated Compass**, while the newly created Lodestone Compass keeps all of its data.
Only one Vanilla Compass is consumed, even if you accidentally insert an entire stack.
This process doesn't generate experience. Grindstones have suddenly become very generous.
Restrictions apply:
- Locked slots cannot be extracted.
- Broken Lodestone data cannot be transferred.
- Explorer Compass data cannot be extracted.
Each case provides its own error message explaining why.
Changed
Explorer Compasses wanted some attention
Explorer Compasses are now displayed as:
Explorer Compass: {Structure}
The structure name is highlighted in light blue, making it much easier to identify at a glance.
Rename a Structure Map in an Anvil before creating the compass, and that custom name becomes the Explorer Compass name as well.
You can also rename the Explorer Compass itself later in an Anvil, or while injecting it into a Calibrated Compass. All three methods now share a consistent 2-level renaming cost, because apparently names aren't free.
Behind the scenes, the naming system has also been rewritten, making translations much easier to support across every language.
Broken Lodestones are now... even more broken
When the active slot points to a destroyed Lodestone, the compass needle now behaves much more erratically instead of always spinning in the same direction.
It feels considerably closer to vanilla's "something is very wrong here" behavior.
A more informative naming system for your beloved Calibrated Compass
Slot names now change color depending on their status.
- Red — Broken Lodestone.
- Gold — Locked slot.
- Light Blue — Explorer Compass data.
- White — Normal saved location.
- Gray — Default "Lodestone" name when no custom name exists.
These states follow a priority system, so only the highest-priority one is shown. Broken beats locked, locked beats Explorer, Explorer beats normal, and normal beats default.
Anvil adjustments
Trying to inject a broken Lodestone Compass into a Calibrated Compass now displays a proper error message instead of silently failing.
Structure Maps now require 2 experience levels to rename, matching the cost of every other way of naming an Explorer Compass. Consistency is a beautiful thing.
Fixed
Explorer Compass support accidentally opened a few doors that were never supposed to exist.
Those doors have now been closed.
- Broken Lodestone Compasses can no longer be used to craft a Calibrated Compass.
- Broken Lodestone Compasses can no longer be used to upgrade a Calibrated Compass in the Smithing Table.
- Attempting either action now provides a proper explanation.
- Explorer Compasses can no longer sneak into crafting or Smithing recipes where they don't belong.
Technical
Behind-the-scenes cleanup.
- Updated deprecated methods across the project.
- Added new translation keys to further reduce hardcoded text remanents.
- Refactored multiple localization systems.
- The project now compiles with zero warnings. My IDE is suspiciously quiet now.
You might want to read this too
Every language file has been updated once again, with improvements across English, Spanish (EC, ES and MX), and French translations.
Thanks for testing Tinkers Compass!
If you discover bugs, balancing issues, or weird edge cases, let me know on 𝕏: @Harit0x.
This mod is being developed with the help of Gemini AI.
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:UwvRj4ZN:AkFZy6R6"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:UwvRj4ZN:AkFZy6R6"
}

