
Baritone wont avoid mobs when pathing even with avoidance = true
TheCogster409 opened this issue ยท 4 comments
Some information
Operating system: Windows 11
Java version: idk 1.8 i think
Minecraft version: 1.18.2
Baritone version: Latest
Other mods (if used): Fabric mods are: tweakeroo and wurst. No forge mods
Exception, error or logs
Please find your latest.log
or debug.log
in this folder and attach it to the issue
Linux: ~/.minecraft/logs/
Windows: %appdata%/.minecraft/logs/
Mac: /Library/Application\ Support/minecraft/logs/
How to reproduce
Add your steps to reproduce the issue/bug experienced here. idk just pathfind through mobs with avoidance = true
Modified settings
To get the modified settings run #modified
in game
Final checklist
- I know how to properly use check boxes
- I have included the version of Minecraft I'm running, baritone's version and forge mods (if used).
- I have included logs, exceptions and / or steps to reproduce the issue.
- I have not used any OwO's or UwU's in this issue.
Avoidance doesn't mean that all mobs are avoided, it just means that baritone will preferably pick paths with no mobs, instead of paths with mods. To increase the amount it disliked paths which go near mobs increase the mobAvoidanceCoefficient setting
Avoidance doesn't mean that all mobs are avoided, it just means that baritone will preferably pick paths with no mobs, instead of paths with mods. To increase the amount it disliked paths which go near mobs increase the mobAvoidanceCoefficient setting
not to re-open the issue but would be nice if the path dynamically adjusted in realtime itself to avoid hostile mobs if they happen to spawn or just happen to get very close to you
Exacly, that's the problem. When the path is established, it will follow it without questioning it whatsoever. Whatever if monsters have spanwed or moved in the path. It will update the path if a new chunk has appeared, if a goal was reached, things like that. And upon that he will now consider new mobs. But thats not avoidance, avoidance should happen at all time, in real time like you say. There is probably a variable to stress out path updating. But I rather talk about even that trigger events than pure time elapsed since last update. Because it's not about time, mob don't wait 5 seconds or 5 minutes or whatever. It's a real time work, maybe the right trigger would be mob apparition or mob movement, but it happens at each tick. Idk if @leijurv have a smart idea