Explorer's Compass guide for Project Infinity 0.1 0.0.51.4 to 0.0.51.4-hotfix-1
Explorer's Compass guide for Project Infinity 0.1
Last verified for Project Infinity 0.1 v0.0.51.4-hotfix-1 on Oct 17, 2026 · text last changed Oct 5, 2026
A newer release (0.0.51.4-hotfix-2) is out Guide for the current version
- Sections
- 2
- Recipes shown
- 1
- Items named
- 1
None of these sections are written for this pack; 2 are shared from another pack's guide.
Every recipe and number here was checked against Project Infinity 0.1 0.0.51.4-hotfix-1's own files.
How does Explorer's Compass work?
6 parts
Same as in the Project Infinity 0.1 0.0.51.4-hotfix-2 guide
The Explorer's Compass is a single item, so there are no machines or multiblocks here. What matters is its search system. Right-click with it to open a GUI where you pick a structure or a group of structures to search for. Shift-right-click resets the compass state. Information about the search shows on the HUD, and when the compass isn't pointing at a structure it points at the world spawn.[1]
Crafting Shaped
Recipe id: explorerscompass:explorers_compass
How a structure search works
A structure search is limited by a maximum radius and a maximum number of samples. In this pack General.maxRadius is 10,000 and General.maxSamples is 100,000. A bigger radius increases search accuracy but can make the process more resource intensive.[2]
General.asyncStructureSearch is on. The compass works out where a structure would generate the same way world generation decides it, on threads of its own, instead of asking chunk storage about every location. That leaves the server thread free and finishes far sooner. The spot it settles on is still checked against chunk storage before the compass points at it.[2]
How a biome search works
Biome searches sample locations on a grid. General.biomeSampleSpacing is 32 blocks in this pack. Lower values are less likely to step over a small biome, and higher values cover the same area in fewer samples.[2]
Heights are sampled too, which is how cave biomes can be found from the surface. General.biomeVerticalSampleSpacing is 64 blocks here, and 0 would check only the height the search started at. That searches several times faster but only finds biomes reaching that height. Away from the starting height, General.biomeDepthSampleInterval (4 here) controls how coarse the grid is. Raising it is faster but can step over a small cave biome, while 1 samples every height at every location.[2]
General.maxBiomeSamples is 2,000,000 in this pack. That is far more than a structure search uses, because a biome can lie anywhere and each sample is much cheaper. General.asyncBiomeSearch is on, so biome searches run on their own threads and finish several times sooner.[2]
Server load and cooldowns
- General.maxSearchTimePerTick is 10 ms. It caps how much of each server tick searching may use. It is shared by every running search, so one player's search can't crowd out another's.[2]
- General.searchRequestCooldownMillis is 500 ms, the minimum time between searches started by the same player. Faster requests are ignored.[2]
- General.shareCooldownMillis is 3,000 ms between locations shared by the same player, so sharing can't flood chat.[2]
- General.teleportCooldownMillis is 2,000 ms between teleports requested by the same player, since teleporting loads and usually generates the destination chunk.[2]
Repeat searches and bookmarks
You can search for the next instance of a located structure, skipping the locations already found. General.maxNextSearches is 100 in this pack. Once that many have been collected, or every instance within the search radius has been collected, the collected locations are forgotten and the search starts again from the closest instance. At 0 the compass always locates the nearest one.[2]
General.maxBookmarks is 64. That is how many located structures a compass remembers so you can point at them again later. The oldest is dropped once the limit is reached.[2]
Previews, HUD, sharing and teleporting
General.allowStructurePreview is on, so you can see what a structure looks like before searching for it. The server assembles it the way world generation would, off the server thread and without placing it anywhere, and keeps the most recently viewed ones. General.structurePreviewResolution is 1024 cells across, which the config describes as large enough that no structure is shrunk, so a preview is one cell to one block. General.structurePreviewMaxBlocks is 200,000 cells, and a structure whose visible surface doesn't fit is shrunk until it does.[2]
General.displayCoordinates is on, so the HUD can show the exact coordinates and distance of a located structure rather than only the direction. General.allowSharing is on, so players can announce a located structure to everyone on the server. General.allowTeleport is also on, and it lets players in creative mode, opped players, or players in cheat mode teleport to a located structure.[2]
What the compass offers
General.hideStructuresThatCannotGenerate is on. The compass leaves out structures that no dimension of the world could place, so you aren't offered searches that can only come back empty. Both General.structureBlacklist and General.biomeBlacklist are empty in this pack. Both accept wildcards, with * for any run of characters, so an entry like minecraft:*village* in the structure blacklist would hide every village.[2][3]
The pack's file is an empty list.[4]
Which Explorer's Compass config options matter?
4 parts
Same as in the Project Infinity 0.1 0.0.51.4-hotfix-2 guide
Explorer's Compass has two main config files in this pack: a common one that decides how searches work on the server, and a client one that controls the HUD, the direction strip and waypoints. Here are the options you'll most likely want to know about, with the values the pack ships.[2][5]
Unverified The sources do not say which of these values differ from the mod's own defaults, so none of them are presented here as pack changes.
Search limits (common config)
- General.maxRadius is 10,000. This is the maximum radius searched for a structure. Raising it improves search accuracy but can make the process more resource intensive.[2]
- General.maxSamples is 100,000 for structure searches, and General.maxBiomeSamples is 2,000,000 for biome searches.[2]
- General.maxSearchTimePerTick is 10 (milliseconds). It caps how much of each server tick searching may use on the server thread. Lower values keep the game responsive, higher values finish searches sooner.[2]
- General.asyncStructureSearch and General.asyncBiomeSearch are both true, so searches run off the server thread. Turn them off if a mod that adds its own structures or biome source turns out not to be safe to sample from another thread.[2]
- General.biomeSampleSpacing is 32, General.biomeVerticalSampleSpacing is 64 and General.biomeDepthSampleInterval is 4. These control how finely biome searches sample the world, including heights, which is what makes cave biomes findable from the surface.[2]
- General.structureBlacklist and General.biomeBlacklist are both empty, so nothing is hidden from the compass by these lists.[2]
- General.hideStructuresThatCannotGenerate is true, so the compass leaves out structures your world could never generate instead of offering them and reporting that nothing was found.[2]
Player features and cooldowns
- General.allowTeleport is true. Teleporting to a located structure works in creative mode, when opped, or in cheat mode.[2]
- General.allowSharing is true, so players can announce a located structure to everyone on the server.[2]
- General.displayCoordinates is true, so the HUD can show the exact coordinates and distance of a located structure.[2]
- General.allowStructurePreview is true, so you can see what a structure looks like before searching for it.[2]
- General.maxBookmarks is 64 located structures remembered per compass, and General.maxNextSearches is 100 searches for the next instance of a structure.[2]
- Anti-spam cooldowns: General.searchRequestCooldownMillis is 500, General.shareCooldownMillis is 3000 and General.teleportCooldownMillis is 2000, all in milliseconds.[2]
HUD and direction strip (client config)
- Client.showDirectionBar is true. The strip at the top of the screen is 240 pixels wide (Client.directionBarWidth), covers 120 degrees of the horizon (Client.directionBarSpan) and sits 4 pixels from the top (Client.directionBarY).[5]
- Client.overlaySide is LEFT, so the compass information panel sits on the left of the HUD. Client.tooltipDetail is COMPACT, which keeps the tooltip short and puts the rest behind a held shift key.[5]
- Client.directionBarWaypointStyle is BOOKMARK, and Client.directionBarWaypointLimit is 12 waypoints marked at once. Client.maxWaypointsPerWorld is 200 waypoints kept per world or server.[5]
- Client.createXaeroWaypoints is true, so waypoints are copied into Xaero's Minimap if it is installed. Client.xaeroWaypointDisplay is WORLD_MAP_ONLY, which keeps those copies on the full-screen world map and off the minimap.[5]
Extra files
The pack also ships config/explorerscompass/groups.json as an empty list, and config/explorerscompass/config.json with a single entry for minecraft:village_plains with the value 1.[4][6]
Sources
- Explorer's Compass project page (modrinth) · official mod data
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/explorerscompass-common.toml · pack file
- explorerscompass names, screen text and descriptions (English lang file) · official mod data
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/explorerscompass/groups.json · pack file
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/explorerscompass-client.toml · pack file
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/explorerscompass/config.json · pack file
Where this guide comes from
Written from what Project Infinity 0.1 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 17, 2026.
Guides for other versions: 0.0.51.4-hotfix-2