Experimental support for modded blocks.
bloxanne123 opened this issue ยท 1 comments
Describe your suggestion
If baritone encounters a modded block(s) that is not normal (normal would entail something like any blocks that are similar to vanilla, such as rocky stone from BYG is similar to stone, or how palm wood is similar to vanilla wood), it should ask the user something to the lines of "is this block a modded block? Is it a harmful block? Should I try to path around X modded block(s)?" before crashing, that way the game will not crash. Or, just cancel all pathing (even paused ones) and say "Error. Modded blocks encountered!" This should ONLY apply to non vanilla blocks that are already not very similar to in-game blocks if possible.
Settings
An option called "allowPathingModdedBlocks" which when enabled would make Baritone try to walk over modded blocks.
"disableCacheModdedBlocks" would disable caching any blocks that are not vanilla minecraft (not sure why baritone caches blocks, but maybe its to do with pathing even if baritone is inactive?)
If I think of any others, I'll edit the issue.
Context
Baritone keeps crashing for me with the AOF3 modpack, and it is because it gets very confused with modded blocks that are not vanilla like at all, like pipes.
Final checklist
- I know how to properly use check boxes
- I have not used any OwO's or UwU's in this issue.