Pick four corners
Mark the four corners of the area you want to farm. The zone is saved locally with its limits.
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.
Watch the FarmBot stay inside the zone while its movement, look and timing are recalculated instead of replaying one rigid loop.
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.
Mark the four corners of the area you want to farm. The zone is saved locally with its limits.
A configurable margin keeps the route away from the boundary, so the player does not scrape the exact same edge every pass.
The navigator considers the current position, heading and remaining room before choosing a forward or strafe direction.
The next pass is not a replay of the previous one. Order, angle and timing can change while the zone stays respected.
The point is not to add noise everywhere. It is to combine bounded movement with controlled variation that remains understandable and adjustable.
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 sThe player’s yaw, head and body direction are kept together while the configured pitch gives the farm action a consistent visual context.
Default · 18° downwardThe movement does not depend on one exact pause between every action. Short pulses and decisions are recalculated per run.
Order + pauses varySprint 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 · adjustableA 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.
The zone, current X/Z position, heading and edge margin matter before a direction is selected.
Randomness is useful only when it stays inside the farm area and does not break the task.
The important movement choices are visible in the GUI instead of hidden behind an unexplained “magic” mode.
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.