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Map & controls

The center column is a top-down X/Z map of the Minecraft world. Agents appear as labeled markers. Terrain fills in as chunks load around bots.

Annotated map with agents on a campus world

# Element Notes
1 Map hint bar Pan / zoom reminders; Esc cancels pin or square-draw
2 Loaded terrain Blocks the bot has seen (surface colors)
3 Agent markers Name + facing; Follow keeps them centered
4 Open / empty areas May still be parchment until visited or preloaded
5 Roads / landmarks Useful for pinning spawn points

Top bar

Annotated top bar

# Control Effect
1 Brand Observer identity
2 Status + tick + tps + coords Connection state, t=current / max, tick rate, camera center
3 Config / Chat / Follow Toggle sidebars; Follow centers the camera on agents
4 − / + / speed menu Change ticks per second (or Max)
5 Pause · Step · ×10 · +1k Freeze, advance while paused, raise max tick budget

Keyboard

Key Action
Space Pause / resume
. Step 1 tick
Shift + . Step 10 ticks
+ / − Faster / slower
F Toggle Follow
Esc Cancel spawn pin or boundary draw

Moving the camera

  • Drag the map to pan.
  • Scroll to zoom (you can zoom far out when drawing a large preload square).
  • Follow (on by default) tracks the agent centroid; turn it off to free-look.
  • Pan range starts at --map-radius from home (default 512). Preload can expand it.
uv run simulatecraft --map-radius 1024

Why some tiles are blank

Blank parchment tiles after a partial load

# Meaning
1 Tan / parchment tile — chunks not loaded for the scanning bot yet
2 Mixed coverage — retry / mop-up usually fills these
3 Agent standing on loaded terrain nearby

Fix: draw a square over the area → Configure → Boundaries → Preload map. Scout bots load chunks; your agents stay put. Re-run Preload to mop up leftovers.

See World → Preload map.


Simulation speed tips

  • Use Pause + Step when debugging a single decision.
  • High tps + many agents burns LLM quota quickly — start at 1×.
  • +1k only raises the max tick budget; it does not speed up time.

Next: Agents