Features

Waypoints

Save the spots your bots keep going back to, like a farm or a spawner, and send them there by name from the POV, a macro or the Movement page.

A waypoint is a named block on a server profile: your farm, your base, the spot in front of a spawner. Save it once, and you can send a bot back to it by name instead of aiming at it with G or typing its coordinates again. The bot finds its own way there, as Pathfinding describes.

Waypoints are saved on the profile rather than in your browser, so they're the same on every device, and every account on the profile can walk to them. When the farm moves, you move its waypoint once, and every macro that walks there follows.

There are three ways to send a bot to one:

  • Walk There on the POV's Waypoints screen, for the bot you're watching.
  • A macro's Walk to step, which keeps following the waypoint when it moves.
  • The Walk to card on the Movement page, for any number of accounts at once.

Waypoints are on every plan, and so are the POV's walk and the macro step. Only the Movement page's card needs Tier 2 or Tier 3.

The Waypoints screen

The POV's Game Menu has a screen for the profile's waypoints, where you add, rename, move and delete them, and walk to one.

  1. Visit minecraftafk.com/dashboard/servers/.
  2. Click the server profile you wish to use.
  3. Click the POV page.
  4. Open a bot fullscreen, with the fullscreen button on its card.
  5. Press Esc for the Game Menu (on a phone or tablet, the pause button at the top of the view), then Waypoints....

The list is sorted by name. Each entry shows the waypoint's name and how far it is from where you are, then its coordinates and how many macros walk to it, if any. Click an entry to select it.

Where you are is the block the bot's feet are in, or the camera's own block while the freecam (F6) is out, so you can save a spot without walking the bot there: fly the camera to it. It's the same block Set Pos 1 and Set Pos 2 mark for a selection.

ButtonWhat it does
Walk ThereSends the bot you're watching to the selected waypoint. Double-clicking an entry does the same.
Add WaypointSaves a new waypoint. The form starts with a name like "Waypoint 1" and the coordinates of where you are: keep them or type over them, then click Done.
EditOpens the same form for the selected waypoint, to rename it or give it new coordinates.
Move HereMoves the selected waypoint to where you are.
DeleteDeletes the selected waypoint, after asking. It can't be undone.
BackBack to the Game Menu.

Under the form's fields, a line says where you are, like "You are at 120, 64, -30", so you can type a spot near it. If something stops Done, such as a name that's taken, the line says that instead. Cancel goes back to the list, and Esc goes all the way back to the Game Menu without saving. Once a change is saved, a line under the list says so, such as "Added Farm".

When any macro walks to the waypoint, Move Here and new coordinates from Edit ask first, since those macros move with it. See When a waypoint moves.

Walk There starts the same walk G does, and takes you back to the game, where the route is drawn on the ground and a note in the bottom right corner counts the blocks left (see While it walks). It's the way to send a bot somewhere it can't see, since G only aims 160 blocks along your line of sight. The bot has to be a Java account with physics on, as for any walk (see Which bots can walk). While a macro is running on the bot, Walk There sends nothing: press Take over first, as While a macro is running describes.

Names and coordinates

  • Names run up to 32 characters, and no two waypoints on a profile can share one, whatever the capitals: "Farm" and "farm" are the same name. Type one that's taken and the form says "There is already a waypoint called Farm".
  • Coordinates are the block the bot's feet stand in, as the game's F3 screen shows it on its Block line. Typing coordinates explains which Y that is. They're whole numbers, up to 30,000,000 either way on X and Z, which is the world border, and up to 4096 either way on Y. Past those, or with anything that isn't a whole number, the POV's form and the builder's Edit waypoint say what's wrong under the fields, such as "Y is past the height limit", and won't save.
  • A profile holds up to 50 waypoints. At 50, Add Waypoint says "A server can have 50 waypoints. Delete one to add another."

In a macro

A macro walks to a waypoint with a Walk to step, which Walk to in a macro covers in full. Under Walk to in the step's panel, the profile's waypoints are listed after Coordinates, Nearest block and Nearest entity, each with its coordinates. Type in Search waypoints... to find one by name. Once you pick one, the step's card shows the waypoint's name, and the panel says where it is: "At 120, 64, -30. This step follows the waypoint wherever it moves."

The builder can save and change waypoints too. To turn typed coordinates into a waypoint:

  1. Visit minecraftafk.com/dashboard/servers/, open the server profile, and open its Macros page.
  2. Open a macro and click its Walk to step, or add one with the plus button (it's with the Movement steps).
  3. Under Walk to, pick Coordinates and type the X, Y and Z.
  4. Click Save as waypoint, which shows up once all three are in.
  5. Change the name if you like, then click Save. It starts as "Waypoint 1", or the next number not taken.

The waypoint is saved on the profile straight away, and the step names it from then on: save the macro to keep that.

With a waypoint picked, Edit waypoint opens its Name, X, Y and Z in the panel. Save waypoint saves the change on the profile at once rather than with the macro, because every macro that walks to the waypoint moves with it (see When a waypoint moves). Picking Coordinates again keeps the spot but stops following the waypoint.

From the Movement page

The Walk to card on the Movement page sends any number of accounts to a waypoint at once.

  1. Visit minecraftafk.com/dashboard/servers/.
  2. Click the server profile you wish to use.
  3. Click the movement page.
  4. In the Walk to card, tick the accounts to send.
  5. Under Destination, pick the waypoint. Its X, Y and Z fill in.
  6. Press Walk.

The message that confirms the walk names the waypoint. The walk is sent once, to the coordinates in the fields, so it doesn't follow the waypoint if it moves later, and typing a different number turns the destination back into plain coordinates. The card needs Tier 2 or Tier 3 and physics on. From the Movement page has the rest of what it does.

When a waypoint moves

A Walk to step that names a waypoint holds its own copy of the waypoint's coordinates, and that copy is what the bot walks to. It's kept up to date for you: picking the waypoint copies them into the step, saving the macro copies them again, and moving the waypoint rewrites every step on the profile that names it.

So moving a waypoint moves every macro that walks to it, whether you use Move Here, new coordinates from Edit, or Edit waypoint in the builder. The POV asks first when any macro walks to it: "Move Farm to 120, 64, -30? 2 macros walk to it, and will walk there instead." Click Move to go ahead, or Cancel. The builder's Edit waypoint doesn't ask, but says how many macros walk to it under its fields. A rename moves nothing and interrupts nothing: the steps' cards just show the new name.

Macros pick up the new spot by themselves. A macro that's partway through a run stops that run, as it does when you save a change to its steps, and its next run walks to the new spot.

When a waypoint is deleted

Deleting a waypoint leaves the steps that named it walking to its last coordinates, so those macros keep working, and one that's running isn't interrupted. They just stop following it. The POV says so before it deletes: "2 macros walk to it. They keep walking to 120, 64, -30."

In the builder, such a step reads "The waypoint this named was deleted. The step still walks to its last spot, below." with its coordinates under it, and its card shows the coordinates instead of a name. The next time you save the macro, the step becomes plain coordinates. A new waypoint with the same name is a different waypoint, so nothing follows it until you pick it in a step.

On the map

The POV's map (M in fullscreen, or the Map button on a phone or tablet) and the Map card on the Movement page draw the profile's waypoints as white diamonds, wherever one falls inside the map. On the Movement page, hover over a diamond to see the waypoint's name.

Sharing and copies

Waypoints stay with their profile, and deleting the profile deletes them too. Share server and Duplicate server (see Manage your server profiles) copy a profile's settings, macros and spam messages but not its waypoints, and a macro you share by link or publish leaves out the waypoint each Walk to step names. The steps keep their coordinates, so the copy walks to the same spots, as plain coordinates. To have a step follow a waypoint on the new profile, add the waypoint there and pick it in the step.