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The waypoint command allows you to create and manage waypoints at specific coordinates in the Minecraft world. Waypoints help you mark important locations and navigate back to them later.

Syntax

.waypoint <action> <name> [x] [y] [z]
action
string
required
The action to perform: create to add a new waypoint, or remove to delete an existing waypoint.
name
string
required
The name of the waypoint. This is used to identify the waypoint.
x
integer
The X coordinate (optional for create at current position, required for specific coordinates).
y
integer
The Y coordinate (optional for create at current position, required for specific coordinates).
z
integer
The Z coordinate (optional for create at current position, required for specific coordinates).

Actions

Create Waypoint at Current Position

Create a waypoint at your current location:
.waypoint create <name>
This automatically captures your current X, Y, and Z coordinates, along with the server/world and dimension you’re in. Example:
.waypoint create base
.waypoint create portal
.waypoint create farm

Create Waypoint at Specific Coordinates

Create a waypoint at specific coordinates:
.waypoint create <name> <x> <y> <z>
Example:
.waypoint create stronghold 1000 64 -2000
.waypoint create endportal 5000 20 3000
.waypoint create dungeon -500 40 800

Remove Waypoint

Delete an existing waypoint by name:
.waypoint remove <name>
Example:
.waypoint remove oldbase
.waypoint remove temp

Examples

Basic Usage

Create a waypoint at your current position:
.waypoint create MyBase
Response: “Created waypoint MyBase at X: 100 Y: 64 Z: -200”

Marking Important Locations

Mark your main base:
.waypoint create MainBase
Mark a nether portal location:
.waypoint create NetherHub 0 64 0
Mark a friend’s base with specific coordinates:
.waypoint create FriendBase 5000 70 -3000

Managing Waypoints

Create multiple waypoints:
.waypoint create Base
.waypoint create Farm
.waypoint create Mine
.waypoint create Portal
Remove an old waypoint:
.waypoint remove OldMine

Coordinate Sharing

If a friend shares coordinates with you, create a waypoint:
.waypoint create TradingPost 10000 65 8000

Waypoint Storage

Waypoints are stored with the following information:
  • Name: The identifier you provide
  • Coordinates: X, Y, Z position in the world
  • Server: The server address (or “SinglePlayer” for single-player worlds)
  • Dimension: The dimension (overworld, nether, end)
This means waypoints are organized by server and dimension, allowing you to have the same waypoint name across different servers or dimensions without conflicts.

Auto-complete Support

The waypoint command includes auto-complete functionality:
  • When typing create, it suggests the parameter format: name x y z
  • When typing remove, it suggests existing waypoint names from the {WAYPOINTS} list

Usage Notes

  • Waypoint names are case-sensitive
  • When creating at specific coordinates, all three coordinates (X, Y, Z) must be provided
  • Coordinates are stored as integers (whole numbers)
  • If coordinates are invalid or cannot be parsed, you’ll receive a red error message: “Invalid waypoint!”
  • Waypoints are dimension-specific and server-specific
  • Removing a waypoint that doesn’t exist will not produce an error
  • Invalid command format displays “Invalid format”

Waypoint Features

Persistence

Waypoints are saved to the client’s configuration and persist across:
  • Client restarts
  • World changes
  • Server disconnects

Multi-Server Support

Waypoints are tracked per server, so you can have:
  • Different waypoints for different servers
  • Same waypoint names on different servers without conflicts

Dimension Awareness

Waypoints remember which dimension they were created in:
  • Overworld waypoints
  • Nether waypoints
  • End waypoints
This helps you organize locations across dimensions.

Integration with Other Features

Waypoints can typically be:
  • Displayed on the in-game HUD
  • Shown in a waypoint list
  • Used for navigation and pathfinding
  • Integrated with ESP or rendering modules
Waypoints integrate with the broader Sn0w client system and may be visible or usable in:
  • ESP modules
  • HUD waypoint displays
  • Navigation features

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