Issues
- 1
Set a maximum fall height regardless of water bucket
#57 opened by leijurv - 1
Water bucket hotbar vs main inventory check
#56 opened by leijurv - 0
Convert double tick cost to integer centitick / millitick cost
#55 opened by leijurv - 0
Add convenience commands for setting the goal
#54 opened by nacgarg - 0
Render the rest of the calculated path beyond static cutoff or chunk cutoff as more transparent
#53 opened by leijurv - 1
Magic Value Optimization
#52 opened by c0nn3r - 0
Obscure ladder bug
#51 opened by leijurv - 0
Improve path safety
#50 opened by leijurv - 0
Adjust goal heuristic based on whether or not sprinting is possible
#49 opened by leijurv - 0
Setting the goal to a specific Y level causes the player's hand to turn white and gray
#48 opened by leijurv - 0
Fences / walls
#47 opened by leijurv - 0
Fence gates
#46 opened by leijurv - 1
moveTowardsBlock should consider moving backwards as well as forwards
#45 opened by leijurv - 0
Splice current and next path tighter
#44 opened by leijurv - 1
Save and quit to title doesn't clear input overrides
#43 opened by leijurv - 0
MovementAscend into double sand bug
#42 opened by leijurv - 1
Revisit canWalkOn / canWalkThrough checks
#41 opened by leijurv - 1
"cancel" control while pathing should result in the path never being executed
#40 opened by leijurv - 0
Avoid triggering pressure plates?
#39 opened by leijurv - 0
Sprint through ascend and descend, if possible
#38 opened by leijurv - 0
Fix block hardness calculation so it doesn't require currentItem
#37 opened by leijurv - 0
Write javadocs for every entry in Settings
#36 opened by leijurv - 6
Trapdoors
#35 opened by leijurv - 4
Automated testing framework
#34 opened by leijurv - 1
Automatically break block while suffocating
#33 opened by leijurv - 2
Standardize on Blocks.FOO.equals(block) vs block instanceof BlockFoo vs block.equals(Blocks.FOO)
#32 opened by leijurv - 1
Automatically disable auto-jump while pathing is active
#31 opened by leijurv - 0
Bot tries to open iron doors by right clicking
#30 opened by leijurv - 1
Replace usages of player().setSprinting(true) with the sprint keybind
#29 opened by leijurv - 0
Falling water bucket placement
#28 opened by leijurv - 1
Path through stronghold iron doors by pressing the button
#27 opened by leijurv - 1
Generate and cache bitmap image of surface
#26 opened by oldgalileo - 0
Render GoalComposite like how it renders GoalBlock and GoalXZ
#25 opened by leijurv - 3
Long distance path ending in ocean causes drowning
#24 opened by leijurv - 0
CalculationContext should include if the player has enough hunger to sprint
#23 opened by leijurv - 0
Chat control to clear goal
#22 opened by leijurv - 1
Framerate issues
#21 opened by leijurv - 1
Better benchmarking of internal processes
#20 opened by leijurv - 15
Store locations of special blocks
#19 opened by leijurv - 4
More aggressive path splicing
#18 opened by leijurv - 1
Store inventory contents
#17 opened by leijurv - 0
Smarter ETA for full path
#16 opened by leijurv - 1
Fix falling on "replaceable" blocks
#15 opened by oldgalileo - 1
can't water bucket fall if a passable and replacable block like bushes is above the goal
#14 opened by leijurv - 5
Smarter pathing with status effects
#13 opened by leijurv - 1
Difficulty handling vines
#12 opened by leijurv - 3
Save and quit issue
#10 opened by leijurv - 1
Bedrock breaking cost isn't infinite
#9 opened by leijurv - 1
MovementAscend jump cost needs tuning
#8 opened by leijurv - 0
Soul Sand walk cost
#7 opened by leijurv