Commands
MovementSync registers the following commands with xinbot. Arguments in <angle brackets> are required; arguments in [square brackets] are optional.
Position & Look
| Command | Usage | Description |
|---|---|---|
whereami | whereami | Show current position and rotation. Alias: pos. |
lookat | lookat <x> <y> <z> | Look at a coordinate. |
lookatentity | lookatentity <entityId> | Look at an entity by its ID. |
cansee | cansee <x> <y> <z> | Check whether a point is visible from the bot's head position. |
Movement
| Command | Usage | Description |
|---|---|---|
jump | jump | Perform a single jump. |
walk | walk <direction> [ms] | Walk in a direction for a duration (milliseconds). |
goto | goto <x> <y> <z> | Pathfind to a coordinate. |
follow | follow <entityId> [keepRadius] | Continuously pathfind to follow an entity, keeping an optional radius. |
ride | ride <entityId> / ride dismount | Mount an entity or dismount. Alias: mount. |
movement | movement <pause|resume|cancel> | Control the MovementController queue. |
stop | stop | Stop all movement and clear the active goal. |
World & Blocks
| Command | Usage | Description |
|---|---|---|
getblockat | getblockat <x> <y> <z> | Get block info at a coordinate. Alias: block. |
ispassable | ispassable <x> <y> <z> | Check whether a block is passable. |
interactblock | interactblock <x> <y> <z> <start_dig|finish_dig|cancel_dig> | Interact with / dig a block. |
Entities & Inventory
| Command | Usage | Description |
|---|---|---|
entities | entities [filter] | List entities in the world, optionally filtered. |
interactentity | interactentity <id> <attack|interact> | Attack or interact with an entity. |
inventory | inventory | Show the bot's inventory. Alias: inv. |
container | container [list] | Show the current open container's content. Alias: ct. |
Debugging
| Command | Usage | Description |
|---|---|---|
debug | debug | Print debug state: position, velocity and current movement info. Alias: state. |
Pathfinding vs. raw movement
goto and follow run the full pathfinder (D* Lite) and feed the result into the MovementController. walk and jump are raw, unplanned actions — handy for testing but they don't avoid obstacles.