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:
# Focus on observation-driven discoveryenableProgressionSystem = trueprogressionSystemType = "sighting"# Hide entities until you’ve actually seen themhideUndiscovered = trueforceObfuscation = 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 equivalentlootIconThreshold = 2lootChanceThreshold = 5advancedAttributesThreshold = 3descriptionThreshold = 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.