A handheld radar with the screen on the device itself. NeoForge 1.21.1. Only NeoForge is required; KubeJS, Manhole Travel, Lootr, FTB Teams and JEI are optional.
Hold the radar and read its little CRT: a sweep turns around you, blips light up as it passes, far targets sit on the rim with an arrow. Hold right-click to raise it to your face and read the name, distance and compass direction of the blip you are looking at. It runs on Forge Energy, so keep it charged, or it shows NO SIGNAL.
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until you get close.data/<namespace>/signalradar/target/<name>.json, reloaded with /reload. Four locators:
pos, structure (id or tag), entity (type and/or scoreboard tag) and block (id or tag). Each target has a minimum
tier, colour, reveal distance, optional stage or unlock requirement, found radius and a "hide when found" switch.signalradar_found_<target name>, fires an event and shows "Signal acquired". Wire it to quests.scan, targetFound, upgraded, addonChanged; a SignalRadar binding (tier, energy, addons,
unlock, lock, found, target position); and a startup event to register your own addons bound to a block tag, entity tag,
structure tag or container detector, with tier, radius, refresh, colour, FE cost and category. Bad input never crashes a
script, it is logged and ignored./signalradar settier, charge, addon, unlock, lock, resetfound, targets, clearcache.signalradar:ore_targets (default #c:ores), container_targets, biosign, trackable and the worldgen tag
scannable_structures (the structures the Structure addon looks for; empty by default = all structures of the dimension).RadarScanEvent, RadarTargetFoundEvent, RadarUpgradedEvent,
RadarAddonChangedEvent) and a small API class.assets/signalradar/radar_screen.json, so resource packs can restyle the model.Full documentation (config keys, JSON schema, KubeJS API): see the source repository
Free to use in any modpack.
Code: MIT.