---
id: minecraft:spyglass
---

# Sighting mode

Sighting mode (`progressionSystemType = "sighting"`) focuses on discovery by observation. Instead of grinding kills or ranks, you primarily use the spyglass to study creatures in the world.

## Core behavior

- Observing an entity with a spyglass marks it as discovered and may unlock early information (depending on configuration).
- Additional interactions (feeding, taming, trading) can further reveal details even without combat.
- This mode is great for pacifist or exploration‑heavy playthroughs.

## Suggested configuration

There are no unique sighting‑only thresholds; the mode reuses the same visibility gates but ties them to “has been seen” and interaction counts rather than ranks or kill totals. A balanced setup:

```toml
# Focus on observation-driven discovery
enableProgressionSystem = true
progressionSystemType = "sighting"

# Hide entities until you’ve actually seen them
hideUndiscovered = true
forceObfuscation = false

# Keep E→S mechanics off (they’re unused in sighting mode)
esMode = "points"  # value is ignored by sighting mode

# Adjust how quickly information appears after a sighting
# (Use the same gates as ranks/kills to match your pack’s pace.)
spawnLocationThreshold = 1     # e.g., reveal after first sighting equivalent
lootIconThreshold = 2
lootChanceThreshold = 5
advancedAttributesThreshold = 3
descriptionThreshold = 2
```

Notes

- Loot information still comes from loot tables/sampling and can be supplemented or overridden via datapacks. See: datapacks/bestiary-entities-loot.
- Spyglass observation awards points in ranks/points mode by default. In sighting mode, observation is the primary driver of discovery pace.
