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Routes are saved navigation paths that guide your character through a series of waypoints. Once created, a route can be reused by any macro that supports it — the client will automatically walk, etherwarp, wait, or interact with items at each waypoint in order. Routes live in the Misc → Routes module. The module also holds all rendering settings described below.

Route Types

  • Simple — A basic sequence of waypoints with no warp. Use this when you’re already on the correct island and just need a walking/etherwarp path.
  • Warp — Starts by running a /warp command before following waypoints. You can optionally lock it to a specific island so it verifies you landed in the right place.
  • Island — Tied to a specific Skyblock island. The client will navigate to that island before starting the route. No custom warp command — it uses the island’s default warp.
  • Mining — A specialized route for mining macros. Supports anchor blocks (ore positions tied to specific waypoints) and an optional warp command.
  • Foraging — A specialized route for the foraging macro. Supports tree centers (one position per waypoint marking the tree to chop there) and an optional warp command.

Waypoint Types

Each waypoint in a route is one of these:

Waypoint Overrides

Walk and Etherwarp waypoints carry per-waypoint overrides. Each one is tri-state — Default (leave it to whatever the macro asked for), On, or Off:
  • Sneak — Force sneaking on or off. The route executor reads it while travelling away from that waypoint; the mining macro reads it while mining at that waypoint.
  • Allow Movement — Overrides the mining macro’s own movement setting while it mines at that waypoint. Only the mining macro and the Glacite commissions macro read this flag; the route executor ignores it.
  • Jump At End — Jump when the waypoint is reached. Mostly used right before an etherwarp waypoint.
Walk waypoints have one extra numeric override, Reach Distance, which controls how close the pathfinder must get before the waypoint counts as reached. It defaults to the pathfinder’s own value.

Waypoint Behaviour Notes

  • Jump At End is read from the previous waypoint when an etherwarp waypoint runs, so set it on the waypoint you jump from.
  • ItemPlace is skipped silently if the item ID is not in your hotbar, or if its cooldown has not elapsed since the last placement.
  • WaitForPosition can carry a timeout fallback — an action to run and a retry point.
  • If a route ends while Loop is enabled, execution restarts from the first waypoint.

Rendering

When a route is previewed or executed, waypoints are rendered in-world as colored boxes connected by lines, each labelled with its type and index (Walk #3). The colors are settings under the Routes module’s Rendering category. Anchor blocks are labelled W#1 A#2 (waypoint number, anchor number) and tree centers W#1 Tree. Line color, line width, box edge width, and depth-testing for anchor and tree-center boxes are all configurable in the same category.

Where Routes Are Stored

Routes are saved as JSON files under:
A route name containing slashes is stored in matching subfolders — mining/crystal-hollows/jade becomes routes/mining/crystal-hollows/jade.json. Such a route is also registered under its last segment (jade) as an alias, so you can refer to it by the short name as long as it is unique. Route file names must match their internal names inside .json, otherwise they will be overridden and saved under internal name instead.
Use /nebula routes reload after editing files by hand.

Sharing

Routes can be exported and imported via the clipboard. Use /nebula routes export (or the export button in the Routes screen) to pick which routes to copy, and /nebula routes import to read routes from your clipboard and choose which to keep. The payload is prefixed with nbroute: or nbroutes:. Importing a route whose name already exists overwrites it — the import dialog marks those rows already exists.