EyeVector
ModrinthA Minecraft Fabric mod that calculates stronghold coordinates using triangulation from Eye of Ender throw trajectories with configurable precision and measurement modes.
EyeVector
Find strongholds with precision using triangulation!
EyeVector is a client-side Fabric mod that calculates exact stronghold coordinates by analyzing the trajectory of thrown Eyes of Ender. No more guessing or endless digging - just throw, measure, and locate!
✨ Features
- 🎯 Precise Triangulation - Uses mathematical triangulation to calculate stronghold coordinates
- ⚙️ Configurable Modes - Choose between 2-point (fast) or 3-point (accurate) measurement
- 🎚️ Adjustable Precision - Balance between performance and accuracy (Low/Medium/High)
- 📏 Flexible Distance - Set minimum distance between measurements (16-500 blocks)
- 🖥️ Client-side Only - No server-side installation required
🚀 How It Works
- Throw an Eye of Ender at your first location
- Travel at least 30 blocks away (or your configured distance)
- Throw another Eye of Ender
- Done! The mod displays stronghold coordinates in chat
For maximum accuracy, enable 3-point mode and throw a third Eye of Ender from a different location.
📋 Commands
All commands start with /eyevector:
| Command | Description |
|---------|-------------|
| /eyevector mode <2\|3> | Set measurement mode (2 or 3 points) |
| /eyevector distance <16-500> | Set minimum distance between throws |
| /eyevector precision <low\|medium\|high> | Set precision level |
| /eyevector reset | Clear recorded measurements |
| /eyevector status | Show current settings |
| /eyevector | Show help |
🎮 Precision Settings
Choose the right balance for your system:
- Low - 3 samples minimum (reduced lag, less accurate)
- Medium - 5 samples minimum (default, balanced)
- High - 10 samples minimum (more accurate, slightly more processing)
💡 Tips
- Spacing Matters - The further apart your throws, the more accurate the result
- Use 3-Point Mode - For maximum accuracy when precision is critical
- Adjust Distance - Lower minimum distance for convenience, higher for accuracy
- Medium Precision - Perfect for most players; only change if needed
🔧 Technical Details
- Algorithm: Line intersection using parametric equations
- Angle Calculation: Multi-tick trajectory sampling with circular mean
- Coordinate System: X/Z plane calculations for precise 2D positioning
- Performance: Optimized entity tracking with configurable sample rates
🌐 Language Support
- English (en_us)
- Korean (ko_kr)
All messages, commands, and tooltips are fully translated!
📜 License
MIT License - Free and open source!
Found a bug? Report it on GitHub
Версии
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