Complete Tree Destruction
RealMarioman73 opened this issue ยท 11 comments
Suggestion
My suggestion would allow a toggable option when that, if baritone is mining a tree, it will mine the entire tree, leaving no blocks behind. This would be most effective on large trees (4 sapling).
Settings
You could choose what trees to mine all the way, and you could toggle it on and off, like Legit Mine
Context
This help players because none of us like floating trees,
Notes
If this seems hard to implement, maybe look at the Tree Feller mod/plug-in. Since they seem to know how to identify a tree.
Final checklist
- I know how to properly use check boxes
- I have not used any OwO's or UwU's in this issue.
I frequently use:
#buildInLayers true
#layerOrder true (I always mix them up, choose top down option)
#layerHeight 3
#sel replace spruce_log air
For bonus points keep a silk hoe or shears around and add leaves to your #acceptableThrowawayItems list.
Great for tree farms, just shearing and pillaring with leaves does wonders.
I frequently use: #buildInLayers true #layerOrder true (I always mix them up, choose top down option) #layerHeight 3 #sel replace spruce_log air
For bonus points keep a silk hoe or shears around and add leaves to your #acceptableThrowawayItems list.
Great for tree farms, just shearing and pillaring with leaves does wonders.
This works great ๐๐ป
Without allowPlace
, baritone does do a spiral. So the problem boils down to making a timber
command that tags all logs connected to a given piece of log for destruction with a very high place cost.
(It does fail to do a spiral in some cases. In particular, it fails to remove everything when allowPlace is off and using a slow stone axe. Could be some hardcoded cost being exceeded.)
As for the 1x1 case, maybe baritone can use a new feature to remember and remove the blocks it placed.
Baritone doesn't mine the entire tree at once because it's faster to go to another one. If you want to mine the entire tree you can use #click
to select an area to clear.
If you really do think this is a worthwhile suggestion, I'll keep this opened.
I do, thank you.
you CAN enable/disable it! sure its faster but some (most) ppl hate floating trees
There are two issues here:
- 1x1 trees that are too high => Then it is required to build up into the tree by placing blocks on the ground - and removing those blocks afterwards.
- 2x2 trees => Those are easier, when detecting such a tree, simply build a spiral up and then fully clear them from top to bottom again. All branches for jungle trees are reachable from that spiral, so they can be cleared on the way down as well.
Baritone is able to build up and get the blocks, it doesn't care about removing them, it only cares about the fastest way.
So the fastest way is just to mine other trees, but you can use #sel to select the tree and then break the entire tree specifically.
I agree with this suggestion. The current ways to get rid of trees is too inconvenient. You either have to clear area or click. But a much faster way would be if you could 'mine' the whole tree vein.
Maybe this fits in as a new mining setting. Instead of prioritizing speed, it could prioritize veins and proximity. For a tree this should solve the issue because it will get the whole 'vein' or the whole trunk. With a proximity priority, this could also help from floating branches being left behind.
Aside from this being helpful for trees, this would also be helpful for mining as well. Sometimes when mining, I'm less concerned about speed and more about the proximity to the original location that. This might be closely related and work well with #2054, but I think this is enough different that vein and proximity priority would be a separate setting than radius.
Oddly enough, sometimes baritone seems to leave logs behind which are absolutely within reach of the character in favor of trees that are further away, or for a recalculation of where to go. This occurs pretty frequently, at least half the time when using baritone to chop down trees.