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Civilization Sonar

Sonar is Civillis’s shared name for scans that sample civilization data and visualize it — expanding particle rings, optional aura walls at civilization and monster-pocket boundaries, and matching audio. The server computes boundaries; the client renders the effect.

Overview

Two variants:

Variant How you trigger it Role
Handheld sonar Portable tab — Civilization Detector, right-click Portable scouting; configurable pulse toggle and sonar radius
Static sonar Static tab — ring a bell placed on top of a lodestone Stationary “detection station”; longer range, stronger presentation, per-player cooldown

Both use the same underlying idea: a BFS-style scan out to a sonar radius (in voxel-chunk units) that is independent from the much larger spawn detection radius used for civilization scoring. Colors along the wave indicate protected ground, wilderness, and monster-pocket zones (see the Portable tab for the particle legend).

See also

Portable and static detail

Civilization Detector

The Civilization Detector is the handheld form of civilization sonar. It scans and visualizes your civilization level. Recent releases refreshed the item art toward a clearer crystal-ball look — the mechanics below are unchanged.

Crafting

Surround a compass with 8 emeralds in a crafting table:

E E E
E C E
E E E

Where E = Emerald, C = Compass.

Basic use

Right-click to scan. The detector reads the civilization score at your position and gives immediate feedback:

Color Meaning What it tells you
🟢 Green HIGH Fully protected — hostile spawns are blocked here
🟡 Yellow MID Partially protected — some spawns may get through
🔴 Red LOW Unprotected wilderness — spawns proceed normally
🟣 Purple MONSTER Inside a monster head zone — skulls are active here

Each reading plays a distinct sound cue, so you can tell the result without looking at the item.

The detector has a brief enchantment glint while the reading is active (~2 seconds).

Sonar pulse

When the aura effect is enabled (on by default), right-clicking also fires a sonar pulse (see Overview above for how this relates to static sonar):

Charge-up

A vertical column of particles appears at your position for ~0.4 seconds, accompanied by a charge-up tone. The particle color reflects your current zone:

  • White sparks (End Rod) — you're in a protected area
  • Blue flames (Soul Fire) — you're in wilderness
  • Orange flames (Fire) — you're in a monster pocket

Expanding shockwave

After the charge-up, a ring of particles expands outward from your position over ~1.5 seconds, reaching up to 120 blocks. Each particle is colored by the zone it passes through, painting the landscape with civilization data.

A boom sound (breeze shoot) plays as the wave launches.

Boundary walls

~1.2 seconds after the scan, glowing translucent walls rise at the boundaries of your civilization:

  • Gold/amber walls — civilization boundaries (where protection ends and wilderness begins)
  • Amethyst/purple walls — monster-pocket boundaries

Walls appear with a fade-in, hold steady for ~2.5 seconds, then gently fade out over ~2 seconds. Firing the detector again while walls are visible extends their duration — and if you've moved toward a boundary, newly discovered faces appear while existing ones hold steady.

Wall height spans ±48 blocks from the scan center.

Bell on lodestone

Static sonar is the stationary variant: a bell must be placed on top of a lodestone (bell block directly above lodestone). When a player rings the bell with a proper hit (the same geometry that would make a vanilla bell ring), Civillis fires a sonar pulse centered on the bell — no detector item required.

Why use it

  • Base perimeter — Bells contribute to civilization score (Blocks & Scoring); placed on lodestones they double as heavy detection stations.
  • Vanilla-first — Uses only vanilla blocks; good for survival builds and “alarm” aesthetics.

Behavior vs handheld sonar

Aspect Handheld (Portable tab) Static (this tab)
Trigger Right-click detector Ring bell (proper hit) on bell-over-lodestone
Sonar radius (default) Smaller BFS radius (sonar.detectorRadius, voxel chunks) Larger (sonar.staticRadius)
Audio / particles Lighter Louder boom, denser ring, golden accent particles
Cooldown Short detector cooldown Longer per-player bell sonar cooldown (sonar.staticCooldownTicks)
Toggle Detector Sonar can disable only the detector’s pulse while aura stays on Bell requires global aura (aura.enabled); no per-bell GUI toggle

Improper hits (e.g. directions that would not ring the bell in vanilla) do not trigger sonar.

In-game configuration

Sonar has a dedicated collapsible subcategory on the config screen (not mixed into decay or heads).

Open Civillis SettingsCivilization → expand Sonar Visualization (requires Mod Menu + Cloth Config on Fabric; NeoForge/Forge use the loader’s Civillis config entry).

Setting (in-game label) Type Range Default What it controls
Detector Sonar Toggle on / off on Shockwave, boundary walls, and extra sounds for the Civilization Detector. Off still leaves instant color + sound readout. Does not turn off bell sonar.
Detector Sonar Range Slider 3–7 voxel chunks 5 Handheld BFS radius (UI shows blocks = VC × 16).
Bell Sonar Range Slider 8–12 voxel chunks 10 Static bell-on-lodestone BFS radius (UI shows blocks).

Not on this screen: global aura.enabled (master switch for all sonar visuals, including bell), per-player sonar.staticCooldownTicks, and detector timing keys ui.detectorCooldownTicks / ui.detectorAnimationTicks — those live in civil.properties. See the aura/sonar group in Configuration.

Advanced: civil.properties

Raw keys override the GUI for matching parameters. If pulses or bells misbehave, compare aura.enabled, sonar.detectorEnabled, sonar.detectorRadius, sonar.staticRadius, and sonar.staticCooldownTicks against the commented template, or delete civil.properties to regenerate defaults.