Movement system · explained

Human-like movement.

Movement, look and timing feel like a player, because the client thinks in decisions rather than replaying one fixed route.

Honest note. No client can promise immunity from server detection or moderation. The goal is to reduce repetitive signals and keep control in your hands.

Interactive explainerbounded zone
Farm zone and recalculated movement route A route stays inside a four-corner farm zone while its order and angles change when recalculated. 4 corners define the boundary edge margin current position Illustration · not live telemetry
FarmBot preview

See movement in action.

Watch the FarmBot stay inside the zone while its movement, look and timing are recalculated instead of replaying one rigid loop.

01 · Zone first

The boundary gives the movement a reason.

You create the farm zone by selecting its four corners. The client turns those points into a bounded area and keeps the movement inside it instead of wandering through the map.

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Pick four corners

Mark the four corners of the area you want to farm. The zone is saved locally with its limits.

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Keep an edge margin

A configurable margin keeps the route away from the boundary, so the player does not scrape the exact same edge every pass.

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Choose the next direction

The navigator considers the current position, heading and remaining room before choosing a forward or strafe direction.

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Recalculate the next pass

The next pass is not a replay of the previous one. Order, angle and timing can change while the zone stays respected.

02 · Movement controls

Variation is built from small decisions.

The point is not to add noise everywhere. It is to combine bounded movement with controlled variation that remains understandable and adjustable.

DIRECTION

Strafe pulses

Lateral movement is enabled by default and runs in pulses rather than one permanent left-right loop. The duration and chance are configurable.

Default · 90% chance · 1–2.3 s
LOOK

A look that follows the task

The player’s yaw, head and body direction are kept together while the configured pitch gives the farm action a consistent visual context.

Default · 18° downward
TIMING

No metronome

The movement does not depend on one exact pause between every action. Short pulses and decisions are recalculated per run.

Order + pauses vary
OPTIONS

You stay in control

Sprint constant and double strafe can be switched ON or OFF in Movement. Both start ON for a new configuration, but they are not locked.

ON by default · adjustable
03 · Why this feels different

Not a recording. A bounded decision loop.

A fixed macro knows the next click because it recorded the last one. HardTycoons starts from the live position and zone context, then chooses the next small movement from the current state.

A

Context before action

The zone, current X/Z position, heading and edge margin matter before a direction is selected.

B

Variation with boundaries

Randomness is useful only when it stays inside the farm area and does not break the task.

C

A transparent configuration

The important movement choices are visible in the GUI instead of hidden behind an unexplained “magic” mode.

04 · Server-specific support

A module not behaving on your server?

Open a Discord ticket with the module name, the server IP and a short description of what happened. Every server can expose different constraints; that is the useful information for an adjustment.

Open support on Discord