Baritone AI pathfinder

Baritone AI pathfinder

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Extend path search

1Euro7Cent opened this issue ยท 2 comments

commented

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.
commented

I think renderCachedChunks could help with pathing, could let baritone "see" more possible paths.

At least i think that's how it works

commented

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

  1. disable allowBreak
  2. crank up blockBreakAdditionalPenalty to some ridiculous value like 10000 ticks (about 8 minutes)
  3. 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.