Compatibility
Minecraft: Java Edition
26.2
26.1.2
1.21.11
1.21.1
Platforms
Supported environments
Server-side
Singleplayer
Links
Tags
Creators
Details
Licensed ARR
Published 3 months ago
Updated 6 days ago
The Möbius Automata
The first fully player-independent pathfinding, building, and combat automation approach.
- This mod takes advantage of the carpet mods' fake player feature, allowing for full usage both on singleplayer and on servers
- It is therefore however dependant on the carpet mod, which in turn requires fabric api and a fabric environment
Capabilities
- Möbius Automata can be spawned using the /bot command, by any player, both on servers that have the mod installed and in singleplayer worlds
- The Automata traverse the world around them through the A* pathfinding engine, very similar to what baritone uses.
- The bot is controlled either in chat via suffixes of the /bot <name> command, or through a full menu opened with /automatamenu or by right-clicking the bot — no client mod needed for either
- A bot answers only to the player that spawned it, and to anyone that player chooses to share it with. Nobody else can command it, take its items or so much as make it walk — server operators included
- You can only spawn bots that are not in the world yet
- Multiple bots can be put into a group and then all be commanded at the same time with /botgroup <group> in place of a bot name
- Bots climb ladders, vines and scaffolding, and build their own way out of deep water
- Bots jump off a ledge or the end of their own bridge into water below rather than getting stuck, and place their own water to land in if there is none
- Spear related commands and actions only available in 1.21.11 and future
- All normal carpet player commands are also supported
- Actively defends itself from mobs during processes
- Looks after itself without being told to: digs itself out when buried by falling gravel or sand, raises its shield when a creeper corners it with nowhere to back away to, and keeps swimming toward where it was going while it comes up for air
- Says what it is missing before it starts. No pickaxe for that block, a bow with no arrows, no fishing rod, no storage set, an inventory that filled up with nowhere to put things — you hear it once, up front, instead of watching a bot achieve nothing
Significant features
The Control Panel
- Every command in the mod is also a button. /automatamenu opens a menu of every bot you own, each one wearing its own skin and showing what it is doing, its health and where it is. Your groups sit on the row underneath.
- Opening a bot gives you its whole panel: health, hunger, position, inventory, and a button for every job — mine, mine area, build, craft, drain, fish, hunt, go to, place, bodyguard, workflows and both storages. Its rules are a page of levers sorted into Combat, Staying alive, Working, Crafting and Control.
- It is built entirely out of chests, on the server. A completely vanilla client gets the whole thing, on any server running the mod.
- Where a command needs a block name or coordinates, the menu asks you in chat — and that message is swallowed before it reaches anybody else.
- With the visualselect rule it stops asking in words at all: blocks become a chest of blocks with whatever is near the bot listed first, mobs become a chest of spawn eggs, players become a chest of their own heads, and your schematics and workflows become a chest of their names. Everything pages with arrows.
Mining
- The mod provides both a generic mine command used to find and mine specific blocks, aswell as mine area command used with coordinates.
- For actual collection and usefulness, the mod provides an option pickmineitems that makes the bot actively collect the blocks mined.
- In addition to this, to prevent resource loss in case of a full inventory, a coordinate driven storage gather command is provided. The bot will return to the declared radius and deliver his resources to storage utensils in a radius given in the initial command.
- With the biomeseek rule the bot stops giving up when a resource simply isn't around. The server knows the whole world, not just what is loaded, so the bot finds the nearest biome that actually grows what you asked for and travels there — thousands of blocks if it has to, flying it if it has an elytra.
- When pillaring or bridging, the bot spends anything except the material you sent it to collect, so the harvest comes home instead of becoming scaffolding.
Crafting
- The craft command crafts the real way: in the bot's own 2x2 grid where the recipe allows, otherwise by walking to a crafting table. Missing intermediates are made automatically (logs into planks into whatever you asked for).
- If no crafting table is in range but the bot carries one, it puts it down, uses it, breaks it and takes it with it again. With adaptivecrafting on it will even craft the table itself first.
- max, repeat and drop suffixes turn it into a machine: craft everything the materials allow, keep waiting for new materials forever, and toss the results so hoppers can take them.
- With the adaptivecrafting rule, asking for something the bot cannot make is no longer a refusal. It works out what is actually missing all the way down to raw material, tells you plainly, then goes and mines it. It also picks whichever material is closest — a recipe asking for "any planks" sends it to the spruce at its feet, not the oak four hundred blocks away.
Draining
- The drain command clears water out of an area with sponges, placing them where they soak up the most, leaving them standing as dams while it works, and collecting every one of them again afterwards — including swapping wet ones for dry at a storage if one is set.
- The draining rule decides how mine area deals with water it runs into: with sponges when the bot carries any, or by filling the sources in with spare blocks and mining them back out.
Normal Hunting
- Bots are able to very precisely hunt any entity (if in render distance) using the hunt command
Player Hunting
- A very prominent feature of the mod is player hunting and combat. Multiple rule commands and suffixes are provided to aid the process of commanding a bot to hunt any player anywhere on a world. Alongside this, although not yet bug free, the bot is able to hunt other players through dimensions, by being told where portals are (see Command Definitions and Usage). The Automata harness many capabilities related to combat. These include but are not limited to;
- Bridging
- Towering
- Water Bucket Clutching
- Elytra Pursuit
- Mace Chain attacking
- Spear Charging
- Bow usage
- Advanced Sword, Axe and Shield usage
- Totem usage
- Smart Eating
Building
- Bots are able to access their creator's schematics folder (used by litematica), letting them build any structure of any size automatically. On a server the schematics folder next to the world works just as well, so players on a vanilla client can build from whatever the server provides. They do however like normal players, require enough materials, which can be left at the build storage using the storage build command.
- Blocks that need something to attach to (levers, signs, redstone dust, rails, carpets, torches, doors, beds, hanging lanterns, chains and so on) are only placed once their support block exists. Blocks hanging from above are placed in a final pass, after the rest of the build stands.
Workflows
- Bots can record and repeat anything the operator does themselves. The recordworkflow command starts a short guided session; double-tap shift to start, do your cycle, double-tap shift to end. Every movement, block broken, item used and chest interaction is saved under a name.
- Any bot you spawned can then replay that exact cycle with doworkflow, walking to the recorded starting position by itself first.
- Chest interactions are saved by item and amount instead of by slot, meaning the bot still takes and deposits the right things even if the chest was rearranged since.
- Together with the workflowloop rule the bot repeats the cycle forever, making any farm or repetitive manual task fully automatic.
- Should a mob interrupt the bot mid cycle (see mobdefense), it defends itself, returns to the exact position it left off at, and continues.
Ownership and Sharing
- Every bot belongs to the player who spawned it, and that is enforced everywhere — commands, right-click, movement, combat, its inventory, the lot. Being an operator on the server grants nothing.
- ownership share hands the controls to a friend, as many people as you like. They can do everything you can with it, except give it away or change who else may drive it.
- ownership transfer hands the bot over for good. It leaves your menu and your groups with it.
- Both are also buttons on the bot's own panel, where you pick the player out of a chest of heads.
Group Control
- Bots are put into a group with /botgroup <group> add, as many at once as you like. The group is made by the first bot you put in it and disappears with the last one you take out, so there is never an empty one lying around.
- Any command at all can then be aimed at the group instead of a bot — /botgroup crew mine diamond_ex_ore runs it once for every member. Chat suggestions work inside a group command exactly as they do for a single bot.
- Groups get their own panel in the menu with a roll call: how many are working, the lowest health among them, and how far apart they have spread.
Creative Mode
- Should the operator put a bot into creative mode, it gains the according capabilities.
- Builds no longer require any materials or a build storage, as the bot takes the blocks straight out of the creative inventory, and wrong blocks are broken instantly.
- Movement switches to actual creative flight, sprint flying included, instead of walking, towering and bridging.
Hands-on Control
- With the easycontrols rule you can skip the chat entirely: right-click a bot to open its whole control panel, sneak-right-click it to stop whatever it is doing. Works from a completely vanilla client, no client mod needed, and is on by default.
- A bot you do not own ignores you completely — right-clicking somebody else's bot at spawn does nothing at all.
Command Definitions
Menu (used on its own)
- /automatamenu opens the control panel for every bot you own and every group you have made
Base Commands (used as /bot <name> xxx)
- SPAWN spawns a bot
- STOP makes the bot instantly cancel any running task
- STATUS shows what the bot is doing right now ("mining 7/15 oak_log", "building myhouse — layer 4/9"), where it is, its health, hunger and air, both of its storages, any loaded schematic, and every rule currently on or off
- KILL kills the bot but lets it keep its items
- DROPALL makes the bot drop all items in its inventory
- OWNERSHIP shows who the bot belongs to and who it is shared with. share, unshare and transfer take a player name (used as /bot <name> ownership share <player>)
Action Commands (used as /bot <name> xxx)
- GOTO makes the bot go to a specific set of coordinates. If portals are known/declared, can be in any dimension.
- MINE makes the bot search for and mine a specific blocks in the world. compatible with storage gather. can also be used to mine out an area declared with coordinates by using /bot <name> mine area xyz xyz
- CRAFT makes the bot craft an item, in its own grid or at a table it finds, carries or makes itself. accepts max, repeat, once and drop
- PLACE makes the bot put a block from its inventory at a set of coordinates, bridging or towering out to reach it if it has to (used as /bot <name> place <block> xyz)
- DRAIN makes the bot clear the water out of an area with sponges and collect them again afterwards (used with two sets of coordinates)
- HUNT makes the bot search for and kill any entity within render distance. In the case of a player being the target, the bot can use various combat techniques and travel vast distances to eliminate his target.
- BUILD makes the bot build whatever structure is selected per command from the creator's schematics folder, or the server's own.
- OPENINV opens the inventory of the selected bot and the operators own inventory to edit the bots items directly
- BODYGUARD makes the bot follow someone and constantly protect them from any attacker. takes start with a name, or stop (used as /bot <name> bodyguard start <player>). the target can be another bot, so one works while the other watches its back
- FISH finds nearest open body of water bigger than 5x5, stands at its edge and uses fishing rods given to it to fish. Compatible with storage gather
- RECORDWORKFLOW starts a guided recording session in which every move and action of the operator is saved under a given name
- DOWORKFLOW makes the bot walk to the start of one of your recorded workflows and replay it exactly
- TAKECONTROL makes the operator and the bot switch places and gives the operator the bots items with full control over it (used with true/false)
Combat Rules (used as /bot <name> combatrule xxx <true/false>, or all instead of a rule name)
- allowelytra allows the bot to use an elytra for long range travel and attacks with mace and spear
- allowmace allows the bot to use a mace in combination with elytra (if allowed) to aggressively mace chain its player target
- allowspear allows the bot to lunge towards the player to catch up since it cant sprint jump (if enchanted spear is given) or fly into the player using elytra (if allowed) to do massive amounts of damage
- allowtrident allows the bot to use a riptide enchanted trident to more easily traverse large bodies of water, with which right now (water in general) it struggles
- allowbow exclusively early game rule auto dissabled when elytra and others get allowed to give the bot a chance to do damage from a distance with minimal gear
Gameplay Rules (used as /bot <name> gameplayrule xxx <true/false>, or all instead of a rule name)
- mobdefense lets the bot defend itself from hostile mobs during any process, on by default
- breathing lets the bot surface for air on its own when it is drowning, on by default
- eating lets the bot care about its hunger and pause whatever it is doing to eat, on by default
- durability keeps a safety margin on tools so they don't shatter, on by default
- draining decides how the bot deals with water while area mining; sponges when it has them, filling it in when it doesn't. on by default
- pickmineitems makes the bot actively try to pick up items dropped from the mine command
- workflowloop makes the bot repeat a workflow forever, returning to the start after every finished cycle
- biomeseek lets the bot travel to a biome that actually has what it was sent to mine, instead of reporting there is none nearby
- adaptivecrafting lets the bot say what a recipe is missing and then go and mine it, turning pickmineitems on while it is active
- easycontrols right-click the bot to open its control panel, sneak-right-click to stop it. on by default
- visualselect makes the menu ask with a chest of blocks, spawn eggs or player heads instead of asking you to type
Group Commands (used as /botgroup <group> xxx)
- add puts bots into the group, making the group itself if it does not exist yet (used as /botgroup <group> add <name> <name> <name>)
- remove takes bots back out. the group disappears along with its last member
- any other command /botgroup <group> <anything> runs that command once for every bot in the group, from mining and building to stopping and killing them all at once
- /botgroups lists all of your groups and the bots in them
Positional Commands (used as /bot <name> storage <build/gather> <coordinates> <radius>)
- storage gather used to tell the bot where to deposit gathered items (from mining or fishing) in case of a full inventory. provide chests or similar
- storage build used to tell the bot where to find materials for builds. provide chests or similar with materials
Declaration Commands (used as /<commandhere>)
- declareNetherPortal tells bot a position for a nether portal
- declareEndPortal tells bot a position for an end portal
- automatadebug controls how much the bots say in chat; joinmsg for the message on world join, all for everything else. with all off you still get errors and warnings
Bugs and Further Development
I am the GOAT
- For suggestions, bug reports or questions, feel free to join the discord server
- Self learning and possible ML are to be discussed
- Further internal Bug-Testing sessions are to be held to further optimize results


