Baritone AI pathfinder

Baritone AI pathfinder

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Baritone not knowing were to go and wandering around randomly

Reubinator opened this issue ยท 9 comments

commented

https://ibb.co/H77mB4v

There is an image of the issue, i am loading a schematic and baritone keeps wandering around (to the green blocks u can see it wants to go to) and once it reaches them just turns around as there is nothing wrong with those blocks and then gets stuck in an infinite loop of walking around.

Note i have temporarily excluded the carpets in the map art i am making so i can build the foundations first, but it is clear that baritone isn't working as intended as you can see the translucent blocks to the left in the image (Unfinished parts of the schematic that need to be built) and despite being next to it, decides that it isn't worth its time and goes of to wander around.

commented

No build in layers is off as i am making map art.

commented

what are your #modified settings? do you per chance have buildInLayers on? if this setting is true baritone has to verify each layer befor going to the next one. as baritone only can verify blocks within render distance it will wander around with the goal to load the hole schematic to confirm the layer is done then repeat for the next layer.

commented

still waiting for your #modified settings. also what command are you running.

commented

running litematica
Modifed settings are acceptablethrowawayitems, allow inventory, blockreachdistance, blockstoavoid, blockstoavoidbreaking, blockstodisallowbreaking, buildignoreblocks, buildskipblocks, mapartmode. (Note i have tried with mapartmode off and on)

commented

How big is this schematic? If it goes into unloaded chunks that could be why; cut it up into smaller parts

commented

#explore ?

commented

#explore ?

No, that's an unrelated command and won't help here.

I do wonder though whether those green boxes were out of render distance when #build was executed (and whether they are in the -x -z corner of the build).

commented

#explore ?

No, that's an unrelated command and won't help here.

I do wonder though whether those green boxes were out of render distance when #build was executed (and whether they are in the -x -z corner of the build).

not really. The explore implementation already solved your issue. So double check that code again.

commented

Read their issue again. Their issue is that its walkinng around randomly when it shouldnt be