Content generated with AI — it may contain mistakes.

Journeys

Guidance

How a step shows the way: companion and anchored text, the beacon, trails along recorded routes, the locator-bar waypoint, glow, hints and each player's own switches.

Guidance is everything that shows a player where to go while a step runs. Every piece is drawn for that player alone — a hundred new players crossing the same square each see only their own beacon — and each one can be switched off per step and per player.

guidance:
  text:
    enabled: true
    mode: COMPANION          # or ANCHORED
    lines: ['{muted}It sits in the middle of the square.']
    anchor: world,0,66,0     # where an ANCHORED panel stands
  beacon:
    enabled: true
    color: '{accent}'
    label: Fountain
  trail:
    route: spawn-path
    ahead: 14
  waypoint: true
  glow: true
  cinematic: intro           # played when the step starts
  target: world,0,64,0       # where the beacon, waypoint and distance point

A step with no guidance section gets the defaults: companion text, beacon, waypoint and glow on, no trail, no cinematic. text: false and beacon: false switch one piece off; trail: spawn-path is the short form of a trail.

The target

The beacon, the waypoint, the glow and the distance on the panel all point at the step's target:

  1. guidance.target, when set;
  2. otherwise the objective's location (a REACH, or any objective limited to a place);
  3. otherwise, for INTERACT_NPC, where that NPC stands — and it follows the NPC if it moves.

A step with none of these has no beacon, waypoint or distance; its text and trail still show.

Text

The panel shows the journey's name and the step number, the step title, its description, the extra lines, the progress (3/10) and the distance to the target — or, when the target is in another world, Head to <world>. It updates in place as progress changes; nothing is sent to chat.

ModeWhat it is
COMPANION (default)A panel floating a little ahead of the eyes and below the line of sight, gliding after the view rather than stuck to it. It steps aside while the player sprint-jumps, rides, flies, glides or is in combat, and comes back after a second of calm.
ANCHOREDA panel standing at a place, always facing the player, growing with distance so it stays readable from across a square. It stands at anchor, or over the target when there is no anchor.

Size, distance, background, line width and the step-aside speed are in Configuration; the panel's lines are in messages.yml (guide.panel-*).

Beacon

A beam of light over the target, outlined in the step's color (a palette token such as {accent} or #rrggbb), with a label showing label — or the step title when blank — and the distance in metres. It is drawn at full brightness so it reads at night and through terrain.

Beyond the player's view distance the beam is replaced by a short stand-in a few blocks ahead in the target's direction (beacon-marker-distance, 30), so it reads as a mark on the horizon. Nothing is drawn while the target is in another world. When a hint is sent, the beam pulses.

Trail and routes

A trail is a line of small glowing markers on the ground along a recorded route, drawn only from the point nearest the player to ahead blocks along it (14 by default, at least 4). Walking costs one marker appearing ahead and one disappearing behind. A player who strays more than trail-off-route blocks (6) from the route sees a short line of way-back markers pointing back to it.

trail:
  route: spawn-path
  ahead: 14

Recording a route

Start

/journeyadmin route record <id>, or RECORD ROUTE in the editor's route list.

Walk it

A point is recorded every 1.5 blocks and the path is drawn behind you as you go.

Stop

Sneak twice quickly, or /journeyadmin route stop. The path is thinned and saved to routes/<id>.yml.

/journeyadmin route preview <id> draws a saved route for ten seconds. A route file is a world and a list of points; it can be written by hand too:

world: world
points:
  - 0.5,64.0,0.5
  - 6.2,64.0,3.1
  - 12.0,65.0,4.8

A route needs at least two points. route-simplify in config.yml (0.4 blocks) thins it further before it is drawn.

Waypoint

waypoint: true puts a mark at the target:

  • on the vanilla locator bar, when the server and the player's client are both 1.21.6 or newer and the installed PacketEvents knows the packet;
  • as a minimap waypoint for players on Lunar or Feather.

It is shown only while the player has the beacon switched on, and is removed while they are in another world than the target.

Glow

glow: true outlines the thing to act on, for that player alone, in glow-color:

  • the NPC of an INTERACT_NPC step — this plugin's, ExyliaDisplays' or any other plugin's;
  • the target block of an INTERACT_BLOCK or BREAK_BLOCK step that has a place, through terrain.

Cinematic

cinematic: <id> plays that cinematic when the step starts. Unlike a WATCH_CINEMATIC objective, the step does not wait for it. See Cinematics.

Hints

A player idle on a step for its hint-after (45 s by default) gets the step's hint in chat, once per step, with the beacon pulsing and the hint sound. Idle means no progress on that step. A step with no hint of its own sends a line pointing at /journey.

Each player's switches

Players choose what they see from /journey, or ExyliaLib's /settings under Journey guidance:

SwitchTurns off
Companion textThe text panel.
BeaconThe beam and the waypoint.
TrailThe trail.
Journey soundsThe step sound and the hint sound.

/journey hide hides all guidance at once and shows it again. Progress counts either way.

Without PacketEvents, and on Bedrock

Without PacketEvents — and always for Bedrock players, one by one — guidance is drawn with what every client understands: the step in chat when it starts, one action bar segment with the title, progress and distance, a particle column over the target (or a particle mark towards it when far) and particle footprints along the trail. There is no waypoint and no glow. See Installation.

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