Baritone AI pathfinder

Baritone AI pathfinder

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blockBreakAdditionalPenalty to grass = 0

Mankita-chan opened this issue ยท 5 comments

commented

What do you need help with?

How do i change the block break penalty of a single kind of block?

Final checklist

  • I so f*cking done of dodging grass when pathing
  • [nope] I know how to properly use check boxes
  • I have not used any OwO's or UwU's in this issue.
commented

I'm pretty sure you can't do that, best make a suggestion

commented

I'm pretty sure you can't do that, best make a suggestion

But, fire has the 0 penalty; i gues there is a file that contains the "ignore firewall" rule and i can modify that to include the grass?

commented

I have no idea where that is in baritone's code, you'd probably need to modify that yourself.

commented

No, fire has a breaking cost of 0, but the blockBreakAdditionalPenalty is the same for all blocks.
This means that it will slightly prefer paths that do not require any block to be broken.

This is from api/java/baritone/api/Settings.java

    /**
     * This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
     * For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
     * it will take an otherwise equivalent route that doesn't require it to put out fire.
     */
    public final Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);

commented

Also, what situation would it need to break grass? Grass doesn't have a hitbox, so it shouldn't affect pathing at all, right?