This page documents all 23 actions available to ElizaOS agents in Hyperscape. Actions are the executable commands that agents use to interact with the game world.
Actions are defined in packages/plugin-hyperscape/src/actions/. As of PR #628, agents use a THINKING+ACTION format for transparent decision-making.
// From actions/movement.tsexport const moveToAction: Action = { name: "MOVE_TO", description: "Move to a specific position in the game world", parameters: { x: { type: "number", description: "X coordinate" }, z: { type: "number", description: "Z coordinate" }, },};
Usage: Navigate to resources, NPCs, or destinations.
export const followEntityAction: Action = { name: "FOLLOW_ENTITY", description: "Follow a specific entity in the game", parameters: { entityId: { type: "string", description: "ID of entity to follow" }, },};
Usage: Follow players for social interaction or group activities.
// From actions/goals.tsexport const navigateToAction: Action = { name: "NAVIGATE_TO", description: "Navigate to a named location or area", parameters: { location: { type: "string", description: "Name of destination (e.g., 'bank', 'forest')" }, },};
Features:
Named Locations: Use location names instead of coordinates
Distance Stepping: Automatically handles server’s 200-tile movement limit
Moves in 150-tile steps for safety margin
Shows progress: “Moving towards bank (50 units remaining)”
Multi-Step Navigation: Continues moving until destination reached
Usage: Navigate using location names instead of coordinates.Long-Distance Movement: The server has a 200-tile movement limit. For destinations beyond this range, the action automatically moves in steps:
// From actions/skills.tsexport const chopTreeAction: Action = { name: "CHOP_TREE", description: "Chop down a nearby tree", parameters: { treeId: { type: "string", optional: true, description: "Specific tree entity ID" }, },};
Requirements: Hatchet in inventory, Woodcutting level.Validation: Checks for trees within 20m approach range, filters by level requirement, walks to tree if needed.
export const mineRockAction: Action = { name: "MINE_ROCK", description: "Mine a rock to gather ore", parameters: { rockId: { type: "string", optional: true, description: "Specific rock entity ID" }, },};
Requirements: Pickaxe in inventory, Mining level.Validation: Checks for rocks within 20m approach range, filters by level requirement, walks to cardinal adjacent tile before mining.
Added in PR #628 to support mining skill training for AI agents.
// From actions/goals.tsexport const setGoalAction: Action = { name: "SET_GOAL", description: "Choose a new goal using LLM with structured goal templates", parameters: {},};
Goal is set with target, progress tracking, and location
Example LLM Selection:
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THINKING: I have no axe or pickaxe. I should get starter tools first before attempting any gathering skills.ACTION: SET_GOALSelected Goal: acquire_starter_tools
Goal Types:
combat_training - Train combat skills
woodcutting - Train woodcutting
mining - Train mining
smithing - Smelt and smith
fishing - Catch fish
firemaking - Burn logs
cooking - Cook food
exploration - Discover areas
starter_items - Get basic tools
When goals are paused (via dashboard Stop button), SET_GOAL is automatically blocked and replaced with IDLE. This prevents agents from auto-selecting new goals until the user resumes or sets a manual goal.
Interact with the starter chest to get starter equipment.
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// From actions/autonomous.tsexport const lootStarterChestAction: Action = { name: "LOOT_STARTER_CHEST", description: "Search the starter chest to get starter equipment (bronze tools, tinderbox, net, food). Only works once per character.", parameters: {},};
Usage: New players/agents should use this to acquire basic tools and food.Starter Items:
Bronze hatchet (woodcutting)
Bronze pickaxe (mining)
Tinderbox (firemaking)
Small fishing net (fishing)
Bread x5 (food)
Location: Near spawn at coordinates (5, 0, -20)Restrictions: Only works once per character
Loot the starter chest for basic tools (one-time per character).
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// From actions/autonomous.tsexport const lootStarterChestAction: Action = { name: "LOOT_STARTER_CHEST", description: "Search the starter chest to get starter equipment (bronze tools, tinderbox, net, food). Only works once per character.", parameters: {},};
Starter Items:
Bronze hatchet (woodcutting)
Bronze pickaxe (mining)
Tinderbox (firemaking)
Small fishing net (fishing)
Shrimp x5 (food)
Location: Near spawn at coordinates (5, 0, -20)Behavior: If chest not nearby, agent walks to known location first.
Added in PR #628 to help new agents bootstrap their equipment.