Getting Started

Alexander Parent edited this page Jul 31, 2026 · 1 revision

Getting Started

One NavigationSystem per server, one controller per mob, and you call tick().

NavigationSystemnavigation = NavigationSystem.create(); // owns the workersEntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
controller.tick(); // every tick, from the entity/instance tick threadcontroller.close(); // when the mob despawnsnavigation.close(); // at shutdown

A mob that never moves is almost always a controller that is never ticked. Nothing ticks it for you.

moveTo is cheap enough to call every tick. The mob keeps walking its current route until the replacement lands, so a chased target never stands still.

publicvoidupdate(longtime) {
controller.moveTo(player.getPosition()); // fine every tickcontroller.tick();
}

Knowing what it is doing

switch (controller.state()) {
caseCOMPUTING, FOLLOWING -> {} // working on itcaseCOMPLETED -> onArrived(mob);
casePARTIAL -> { // ran out short of the goalif (controller.targetUnreachable()) chooseAnotherGoal(mob);
}
caseSTUCK -> unwedge(mob); // cannot walk the route it hascaseIDLE, FAILED, CANCELLED -> {}
}

PARTIAL and STUCK are different problems:

  • PARTIAL + targetUnreachable() — no further search reaches that goal. Pick a new one.
  • STUCK — the follower could not walk a route it was given. Unwedge the mob.

A follower that reported targetUnreachable() is never later relabelled STUCK.

Polling like this works, but you have to remember what you saw last tick, because COMPLETED persists. Reacting to Navigation does it for you.

Choosing a speed

navigation.controller(mob, 0.18); // blocks per tick

Or set the default for every controller the system makes:

NavigationSystemnavigation = NavigationSystem.builder()
.movementPerTick(0.2)
.parallelism(8)
.queueCapacity(256)
.build();
NavigationOptionsoptions = navigation.options(); // reads it all back

Defaults are sized for a normal server: one controller search per worker, with newest-per-mob intents held in a bounded scheduler so a crowd never becomes an executor queue. See Running at Scale before changing them.

Next

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Getting Started

Alexander Parent edited this page Jul 31, 2026 · 1 revision

Getting Started

One NavigationSystem per server, one controller per mob, and you call tick().

NavigationSystemnavigation = NavigationSystem.create(); // owns the workersEntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
controller.tick(); // every tick, from the entity/instance tick threadcontroller.close(); // when the mob despawnsnavigation.close(); // at shutdown

A mob that never moves is almost always a controller that is never ticked. Nothing ticks it for you.

moveTo is cheap enough to call every tick. The mob keeps walking its current route until the replacement lands, so a chased target never stands still.

publicvoidupdate(longtime) {
controller.moveTo(player.getPosition()); // fine every tickcontroller.tick();
}

Knowing what it is doing

switch (controller.state()) {
caseCOMPUTING, FOLLOWING -> {} // working on itcaseCOMPLETED -> onArrived(mob);
casePARTIAL -> { // ran out short of the goalif (controller.targetUnreachable()) chooseAnotherGoal(mob);
}
caseSTUCK -> unwedge(mob); // cannot walk the route it hascaseIDLE, FAILED, CANCELLED -> {}
}

PARTIAL and STUCK are different problems:

  • PARTIAL + targetUnreachable() — no further search reaches that goal. Pick a new one.
  • STUCK — the follower could not walk a route it was given. Unwedge the mob.

A follower that reported targetUnreachable() is never later relabelled STUCK.

Polling like this works, but you have to remember what you saw last tick, because COMPLETED persists. Reacting to Navigation does it for you.

Choosing a speed

navigation.controller(mob, 0.18); // blocks per tick

Or set the default for every controller the system makes:

NavigationSystemnavigation = NavigationSystem.builder()
.movementPerTick(0.2)
.parallelism(8)
.queueCapacity(256)
.build();
NavigationOptionsoptions = navigation.options(); // reads it all back

Defaults are sized for a normal server: one controller search per worker, with newest-per-mob intents held in a bounded scheduler so a crowd never becomes an executor queue. See Running at Scale before changing them.

Next

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Getting Started

Alexander Parent edited this page Jul 31, 2026 · 1 revision

Getting Started

One NavigationSystem per server, one controller per mob, and you call tick().

NavigationSystemnavigation = NavigationSystem.create(); // owns the workersEntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
controller.tick(); // every tick, from the entity/instance tick threadcontroller.close(); // when the mob despawnsnavigation.close(); // at shutdown

A mob that never moves is almost always a controller that is never ticked. Nothing ticks it for you.

moveTo is cheap enough to call every tick. The mob keeps walking its current route until the replacement lands, so a chased target never stands still.

publicvoidupdate(longtime) {
controller.moveTo(player.getPosition()); // fine every tickcontroller.tick();
}

Knowing what it is doing

switch (controller.state()) {
caseCOMPUTING, FOLLOWING -> {} // working on itcaseCOMPLETED -> onArrived(mob);
casePARTIAL -> { // ran out short of the goalif (controller.targetUnreachable()) chooseAnotherGoal(mob);
}
caseSTUCK -> unwedge(mob); // cannot walk the route it hascaseIDLE, FAILED, CANCELLED -> {}
}

PARTIAL and STUCK are different problems:

  • PARTIAL + targetUnreachable() — no further search reaches that goal. Pick a new one.
  • STUCK — the follower could not walk a route it was given. Unwedge the mob.

A follower that reported targetUnreachable() is never later relabelled STUCK.

Polling like this works, but you have to remember what you saw last tick, because COMPLETED persists. Reacting to Navigation does it for you.

Choosing a speed

navigation.controller(mob, 0.18); // blocks per tick

Or set the default for every controller the system makes:

NavigationSystemnavigation = NavigationSystem.builder()
.movementPerTick(0.2)
.parallelism(8)
.queueCapacity(256)
.build();
NavigationOptionsoptions = navigation.options(); // reads it all back

Defaults are sized for a normal server: one controller search per worker, with newest-per-mob intents held in a bounded scheduler so a crowd never becomes an executor queue. See Running at Scale before changing them.

Next

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Getting Started

Alexander Parent edited this page Jul 31, 2026 · 1 revision

Getting Started

One NavigationSystem per server, one controller per mob, and you call tick().

NavigationSystemnavigation = NavigationSystem.create(); // owns the workersEntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
controller.tick(); // every tick, from the entity/instance tick threadcontroller.close(); // when the mob despawnsnavigation.close(); // at shutdown

A mob that never moves is almost always a controller that is never ticked. Nothing ticks it for you.

moveTo is cheap enough to call every tick. The mob keeps walking its current route until the replacement lands, so a chased target never stands still.

publicvoidupdate(longtime) {
controller.moveTo(player.getPosition()); // fine every tickcontroller.tick();
}

Knowing what it is doing

switch (controller.state()) {
caseCOMPUTING, FOLLOWING -> {} // working on itcaseCOMPLETED -> onArrived(mob);
casePARTIAL -> { // ran out short of the goalif (controller.targetUnreachable()) chooseAnotherGoal(mob);
}
caseSTUCK -> unwedge(mob); // cannot walk the route it hascaseIDLE, FAILED, CANCELLED -> {}
}

PARTIAL and STUCK are different problems:

  • PARTIAL + targetUnreachable() — no further search reaches that goal. Pick a new one.
  • STUCK — the follower could not walk a route it was given. Unwedge the mob.

A follower that reported targetUnreachable() is never later relabelled STUCK.

Polling like this works, but you have to remember what you saw last tick, because COMPLETED persists. Reacting to Navigation does it for you.

Choosing a speed

navigation.controller(mob, 0.18); // blocks per tick

Or set the default for every controller the system makes:

NavigationSystemnavigation = NavigationSystem.builder()
.movementPerTick(0.2)
.parallelism(8)
.queueCapacity(256)
.build();
NavigationOptionsoptions = navigation.options(); // reads it all back

Defaults are sized for a normal server: one controller search per worker, with newest-per-mob intents held in a bounded scheduler so a crowd never becomes an executor queue. See Running at Scale before changing them.

Next

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Getting Started

Alexander Parent edited this page Jul 31, 2026 · 1 revision

Getting Started

One NavigationSystem per server, one controller per mob, and you call tick().

NavigationSystemnavigation = NavigationSystem.create(); // owns the workersEntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
controller.tick(); // every tick, from the entity/instance tick threadcontroller.close(); // when the mob despawnsnavigation.close(); // at shutdown

A mob that never moves is almost always a controller that is never ticked. Nothing ticks it for you.

moveTo is cheap enough to call every tick. The mob keeps walking its current route until the replacement lands, so a chased target never stands still.

publicvoidupdate(longtime) {
controller.moveTo(player.getPosition()); // fine every tickcontroller.tick();
}

Knowing what it is doing

switch (controller.state()) {
caseCOMPUTING, FOLLOWING -> {} // working on itcaseCOMPLETED -> onArrived(mob);
casePARTIAL -> { // ran out short of the goalif (controller.targetUnreachable()) chooseAnotherGoal(mob);
}
caseSTUCK -> unwedge(mob); // cannot walk the route it hascaseIDLE, FAILED, CANCELLED -> {}
}

PARTIAL and STUCK are different problems:

  • PARTIAL + targetUnreachable() — no further search reaches that goal. Pick a new one.
  • STUCK — the follower could not walk a route it was given. Unwedge the mob.

A follower that reported targetUnreachable() is never later relabelled STUCK.

Polling like this works, but you have to remember what you saw last tick, because COMPLETED persists. Reacting to Navigation does it for you.

Choosing a speed

navigation.controller(mob, 0.18); // blocks per tick

Or set the default for every controller the system makes:

NavigationSystemnavigation = NavigationSystem.builder()
.movementPerTick(0.2)
.parallelism(8)
.queueCapacity(256)
.build();
NavigationOptionsoptions = navigation.options(); // reads it all back

Defaults are sized for a normal server: one controller search per worker, with newest-per-mob intents held in a bounded scheduler so a crowd never becomes an executor queue. See Running at Scale before changing them.

Next

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Getting Started

Alexander Parent edited this page Jul 31, 2026 · 1 revision

Getting Started

One NavigationSystem per server, one controller per mob, and you call tick().

NavigationSystemnavigation = NavigationSystem.create(); // owns the workersEntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
controller.tick(); // every tick, from the entity/instance tick threadcontroller.close(); // when the mob despawnsnavigation.close(); // at shutdown

A mob that never moves is almost always a controller that is never ticked. Nothing ticks it for you.

moveTo is cheap enough to call every tick. The mob keeps walking its current route until the replacement lands, so a chased target never stands still.

publicvoidupdate(longtime) {
controller.moveTo(player.getPosition()); // fine every tickcontroller.tick();
}

Knowing what it is doing

switch (controller.state()) {
caseCOMPUTING, FOLLOWING -> {} // working on itcaseCOMPLETED -> onArrived(mob);
casePARTIAL -> { // ran out short of the goalif (controller.targetUnreachable()) chooseAnotherGoal(mob);
}
caseSTUCK -> unwedge(mob); // cannot walk the route it hascaseIDLE, FAILED, CANCELLED -> {}
}

PARTIAL and STUCK are different problems:

  • PARTIAL + targetUnreachable() — no further search reaches that goal. Pick a new one.
  • STUCK — the follower could not walk a route it was given. Unwedge the mob.

A follower that reported targetUnreachable() is never later relabelled STUCK.

Polling like this works, but you have to remember what you saw last tick, because COMPLETED persists. Reacting to Navigation does it for you.

Choosing a speed

navigation.controller(mob, 0.18); // blocks per tick

Or set the default for every controller the system makes:

NavigationSystemnavigation = NavigationSystem.builder()
.movementPerTick(0.2)
.parallelism(8)
.queueCapacity(256)
.build();
NavigationOptionsoptions = navigation.options(); // reads it all back

Defaults are sized for a normal server: one controller search per worker, with newest-per-mob intents held in a bounded scheduler so a crowd never becomes an executor queue. See Running at Scale before changing them.

Next

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Getting Started

Alexander Parent edited this page Jul 31, 2026 · 1 revision

Getting Started

One NavigationSystem per server, one controller per mob, and you call tick().

NavigationSystemnavigation = NavigationSystem.create(); // owns the workersEntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
controller.tick(); // every tick, from the entity/instance tick threadcontroller.close(); // when the mob despawnsnavigation.close(); // at shutdown

A mob that never moves is almost always a controller that is never ticked. Nothing ticks it for you.

moveTo is cheap enough to call every tick. The mob keeps walking its current route until the replacement lands, so a chased target never stands still.

publicvoidupdate(longtime) {
controller.moveTo(player.getPosition()); // fine every tickcontroller.tick();
}

Knowing what it is doing

switch (controller.state()) {
caseCOMPUTING, FOLLOWING -> {} // working on itcaseCOMPLETED -> onArrived(mob);
casePARTIAL -> { // ran out short of the goalif (controller.targetUnreachable()) chooseAnotherGoal(mob);
}
caseSTUCK -> unwedge(mob); // cannot walk the route it hascaseIDLE, FAILED, CANCELLED -> {}
}

PARTIAL and STUCK are different problems:

  • PARTIAL + targetUnreachable() — no further search reaches that goal. Pick a new one.
  • STUCK — the follower could not walk a route it was given. Unwedge the mob.

A follower that reported targetUnreachable() is never later relabelled STUCK.

Polling like this works, but you have to remember what you saw last tick, because COMPLETED persists. Reacting to Navigation does it for you.

Choosing a speed

navigation.controller(mob, 0.18); // blocks per tick

Or set the default for every controller the system makes:

NavigationSystemnavigation = NavigationSystem.builder()
.movementPerTick(0.2)
.parallelism(8)
.queueCapacity(256)
.build();
NavigationOptionsoptions = navigation.options(); // reads it all back

Defaults are sized for a normal server: one controller search per worker, with newest-per-mob intents held in a bounded scheduler so a crowd never becomes an executor queue. See Running at Scale before changing them.

Next

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Getting Started

Alexander Parent edited this page Jul 31, 2026 · 1 revision

Getting Started

One NavigationSystem per server, one controller per mob, and you call tick().

NavigationSystemnavigation = NavigationSystem.create(); // owns the workersEntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
controller.tick(); // every tick, from the entity/instance tick threadcontroller.close(); // when the mob despawnsnavigation.close(); // at shutdown

A mob that never moves is almost always a controller that is never ticked. Nothing ticks it for you.

moveTo is cheap enough to call every tick. The mob keeps walking its current route until the replacement lands, so a chased target never stands still.

publicvoidupdate(longtime) {
controller.moveTo(player.getPosition()); // fine every tickcontroller.tick();
}

Knowing what it is doing

switch (controller.state()) {
caseCOMPUTING, FOLLOWING -> {} // working on itcaseCOMPLETED -> onArrived(mob);
casePARTIAL -> { // ran out short of the goalif (controller.targetUnreachable()) chooseAnotherGoal(mob);
}
caseSTUCK -> unwedge(mob); // cannot walk the route it hascaseIDLE, FAILED, CANCELLED -> {}
}

PARTIAL and STUCK are different problems:

  • PARTIAL + targetUnreachable() — no further search reaches that goal. Pick a new one.
  • STUCK — the follower could not walk a route it was given. Unwedge the mob.

A follower that reported targetUnreachable() is never later relabelled STUCK.

Polling like this works, but you have to remember what you saw last tick, because COMPLETED persists. Reacting to Navigation does it for you.

Choosing a speed

navigation.controller(mob, 0.18); // blocks per tick

Or set the default for every controller the system makes:

NavigationSystemnavigation = NavigationSystem.builder()
.movementPerTick(0.2)
.parallelism(8)
.queueCapacity(256)
.build();
NavigationOptionsoptions = navigation.options(); // reads it all back

Defaults are sized for a normal server: one controller search per worker, with newest-per-mob intents held in a bounded scheduler so a crowd never becomes an executor queue. See Running at Scale before changing them.

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