Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Waydot
Lightweight waypoints, without needing a minimap.
Waydot is a client-side waypoint mod I made for Minecraft Java Edition. The main idea was to have a good waypoint system without needing a minimap just for that.
You can create waypoints, organize them with tags, customize how they look, import/export them and make backups. Everything is stored locally and the server doesn't need Waydot installed.
Gallery note: Some screenshots were taken while I was using a third-party GUI resource pack, so the Minecraft buttons may look a bit different. The actual Waydot menus and layouts are part of the mod. That resource pack isn't included or required.
Standalone now, map support later
Waydot works completely standalone right now. You don't need a minimap or world map mod installed.
There is no minimap integration in the current release, but I want to add it later. The idea is that if you have a supported map mod installed, Waydot waypoints could also show up there.
I don't want to list specific map mods yet since I haven't implemented and properly tested that part.
Features
- Create waypoints with your own name, coordinates, dimension, color and icon.
- Use colored tags like Base, Mining, Farm, Portal, Village, Exploration, Danger and Project.
- Search, sort and filter waypoints from the manager.
- Focus, duplicate, hide/show, share or delete them.
- Optional automatic death waypoints.
- Import and export waypoints in a few different formats.
- Backups before important changes so accidentally losing everything is less likely.
- Automatic grouping when too many waypoint markers are close together.
- 20 built-in pixel-art icons.
- Custom icons through normal Minecraft resource packs.
- Separate waypoint data for different worlds and multiplayer servers.
There are quite a few settings too, but most of them can just be left at default.
In-world markers
Waypoints show up as markers in the world and face your camera. They can show the icon, waypoint name, tag and distance.
The marker size changes depending on how far away you are. This keeps far away waypoints visible without making nearby ones take over half the screen.
You can change render distance, opacity, scale, fading, through-wall visibility, distance formatting and a few other things from settings.
A problem I ran into while making this was having lots of waypoints close together. It gets cluttered really quickly. Waydot handles this by hiding some overlapping labels and grouping dense areas under a cluster marker. When you move closer or look toward the group, the individual labels show again.
Tags and icons
Tags are basically colored categories for your waypoints.
They can be renamed, reordered or hidden, and you can remove a tag without deleting all the waypoints that were using it. There are also some default tag presets if you want to restore them.
Waypoint icons are separate from tags, so you can have a waypoint with its own marker color and icon while the tag controls the name color.
Waydot comes with 20 pixel-art icons right now.
You can also add your own icons using a normal resource pack. Custom icons can be 16×16, 24×24 or 32×32 PNG files. Resource packs can add new namespaced icons or replace the built-in ones.
If you want to make one, I wrote a resource-pack icon guide and there is also a resource-pack template to start with.
Import, export and backups
Waydot can export all waypoints or only the ones you want. You can export visible waypoints, a certain tag, your current filtered results or manually select them.
Currently there are 3 formats:
- Waydot JSON for the complete waypoint/tag data.
- Waydot CSV if you want the data in rows or open it in a spreadsheet.
- Plain text for simple readable
key=valuewaypoint data.
Imports get previewed before anything is changed.
Waydot checks the entries and lets you skip duplicates, add them as new waypoints or replace matching ones after confirmation. If one entry is broken, other valid entries can still be imported.
There are also automatic safety backups before things like imports, restores and some destructive changes. Periodic backups can be enabled too if you want them.
More details about where everything is stored and how restoring works are in the data-management guide.
Installation
- Install Fabric Loader.
- Install Fabric API.
- Put the Waydot JAR into your
modsfolder. - Mod Menu is optional, but makes opening the settings easier.
And thats pretty much it.
Waydot is completely client-side. You don't need to install anything on the server.
It should work on normal vanilla-protocol servers including vanilla, Fabric, Paper and Spigot.
Default controls
| Action | Default key |
|---|---|
| Create waypoint | B |
| Open Waypoint Manager | M |
| Toggle waypoint rendering | N |
| Quick waypoint | Unbound |
| Hide/show nearest waypoint | Unbound |
All of these can be changed from Minecraft's normal Controls menu under Waydot.
Local and private
Waydot doesn't have telemetry, analytics, accounts or any online service.
There is also no teleportation, radar, entity tracking, chunk scanning or built-in minimap.
Your settings, waypoints, imports, exports and backups are stored under config/waydot/.
World paths and server addresses are converted into safe context keys instead of putting the original values directly into filenames. Waypoint data stays on your computer unless you choose to copy or export it.
License
Waydot is free to use and source-available.
You can look through the source, modify it and compile it yourself. Sharing the JAR for free with a small private group is also allowed under the license.
Public redistribution is different. Please don't reupload official or modified Waydot JARs to other websites, public modpacks, launchers or mirrors without permission.
You can read the full Waydot Source-Available License 1.0 for the exact terms.


