Extend path search
1Euro7Cent opened this issue ยท 2 comments
What do you need help with?
I have a lot of tunnels and baritone is just searching for the nearest tunnel and breaking blocks when there is a tunnel a few blocks in a different direction that path is much shorter and doesn't require block breaking.
I already increased block break penalty, but it is not enough
Is there a way to search longer for paths at the cost of longer calculation times?
Final checklist
- I know how to properly use check boxes
- I have not used any OwO's or UwU's in this issue.
I think renderCachedChunks could help with pathing, could let baritone "see" more possible paths.
At least i think that's how it works
I think renderCachedChunks could help with pathing, could let baritone "see" more possible paths.
renderCachedChunks
is purely visual and allows you to see cached chunks. Baritone can always read any cached cached chunk and unless you enabled pathThroughCachedOnly
(don't do that) it can also read any chunk in your render distance.
You can
- disable
allowBreak
- crank up
blockBreakAdditionalPenalty
to some ridiculous value like 10000 ticks (about 8 minutes) - Not have a tool on you
Calculating worse paths is actually faster in many cases. Just increase costHeuristic
by a bit to try it out. Don't overdo it thoug since iirc increasing costHeuristic
to n times the default value allows for paths roughly n times longer than the shortest path.