Features

Minimap

See where your Minecraft bot is and what's around it: a live map from straight above with the players, mobs, waypoints and routes near it, in the POV and on the Movement page.

A first-person view only shows what's in front of the bot. The minimap shows the rest: the world around the bot from straight above, live, with the players and mobs near it, the profile's waypoints and the route of a walk under way. It answers what the view can't: what's behind the bot, who's coming, and where it is in the place around it.

It's in two places: on M in the POV, and as the Map card on the Movement page.

What you need

  • In the POV, every plan. Press M in the fullscreen view.
  • On the Movement page, Tier 2 or Tier 3, since the page is. See What does each plan include?
  • The bot online, with physics on. The map is cut from the world the bot holds, and with physics off it holds none. See What are bot physics?

The map only shows what's there and sends nothing to the bot, so it keeps working while a macro runs on it.

Open the map

In the POV:

  1. Visit minecraftafk.com/dashboard/servers/.
  2. Click the server profile you wish to use.
  3. Click the POV page.
  4. Open the bot fullscreen, with the fullscreen button on its card.
  5. Press M. Press it again to put the map away.

On the Movement page:

  1. Visit minecraftafk.com/dashboard/servers/.
  2. Click the server profile you wish to use.
  3. Open its Movement page.
  4. Find the Map card, under Walk to, and pick the bot from the list at the top. It starts on the first bot that's online.

Read the map

In the POV, M puts the map in the top left corner, 64 blocks across (32 each way), with N, E, S and W round the edge. It's drawn at the HUD's scale, so it grows and shrinks with the HUD (the Game Menu's HUD Scale included), and it's never smaller than 128 pixels across.

North is always at the top. The map stays still as you turn, and the arrow turns instead.

The ground is drawn from the same textures as the 3D view, each block in the colour of its top, so a birch forest is a different green from an oak one and a stone path shows up as a path. Glass and other see-through blocks show what's under them. Water lets the floor show through in the shallows and darkens the deeper it gets, and hills are shaded by their slope, lit from the north-west as the game lights its own maps. On 1.7, which has no textures to read, the colours are the ones a filled map uses, and a Bedrock world is one grey, with only the shading to show its shape.

Chunks the server hasn't sent the bot are hatched in dark grey, never drawn as air or as ground.

On the mapWhat it is
White arrow, in the middleThe bot
Red dotA player
Yellow dotA hostile mob
Green dotAny other mob
Small white dotA dropped item, an XP orb or an arrow
Grey dotA boat or a minecart, or something thrown or fired
White diamondOne of the profile's waypoints
Aqua line and squareA walk under way: the route still ahead, and the spot it ends on

Players are the biggest dots and sit on top of the rest, so a crowd of mobs never hides one. A dot above or below the bot is fainter the further it is from the bot's level, since a mob two floors down isn't the one about to reach it. Scenery is left off: holograms, item frames, paintings, armor stands and the like, which on a busy spawn would otherwise bury the players.

Under the map, a line counts what's on it: players, hostile mobs, passive mobs and items, leaving out any kind there are none of. Until the world arrives, as for a moment after the view opens, the map says No world data rather than showing an empty square.

A walk's route shows however the walk was sent: G, a macro's Walk to step or the Movement page. It's gone as soon as the walk ends. See Pathfinding and waypoints.

Under a roof

In a mob farm, a mine or the nether, the top of the roof says nothing about where the bot is. So whenever something solid is over the bot's head, the map draws the level the bot is on instead: the floor of the space it's standing in, with the walls drawn dark. A mob farm becomes a floor plan. Glass and leaves don't count as a roof, and the map goes back to the surface as soon as the bot steps out from under it.

On the Movement page

The Map card is the same map, without the POV. It draws the ground, the creatures, the waypoints and a walk's route just as M does, with a few differences:

  • + and - in the corner zoom in and out.
  • Under the map are the bot's coordinates, and how many players, hostile mobs, passive mobs and items are in view, each beside its colour.
  • Hover over a dot to see its name or type, and over a diamond for the waypoint's name.
  • The arrow points the way the bot's body faces. In the POV it follows your camera instead, so it agrees with the picture even while you look around without the bot turning.

The card doesn't grey out when the bot is offline or the profile's physics is off: the square says why instead, either that the bot isn't connected or "Physics is disabled. Enable it in Settings to use the world view."

On a phone or tablet

In the fullscreen view the map is the Map button along the top, with the other view buttons, lit while the map is on. Held on its side, a phone puts it in the row along the top. The info button at the top names every button.

The player tracers and zoom sit beside it, for the players the map shows as dots.