Issues
- 1
Cache chunk in BlockStateInterface
#113 opened by leijurv - 8
Schematic building
#112 opened by leijurv - 0
Replace Math.X functions with MathHelper.X functions
#111 opened by ZeroMemes - 1
Descend followed by a Traverse that needs to sneak backplace can overshoot and fall
#110 opened by leijurv - 1
While it ESC, it places the water bucket only some of the time and never picks it back up
#109 opened by leijurv - 0
currentTimeMillis isn't monotonic, so if you start pathing right before a Daylight Savings Time switchover the timeout will end up being 3604 seconds instead of 4
#108 opened by leijurv - 0
Node map improvement benchmarks
#107 opened by leijurv - 0
Chunk cache check performance
#106 opened by leijurv - 3
When in 1-deep water, walk instead of swim
#105 opened by leijurv - 0
Fix ladder vine check in calculate cost
#104 opened by leijurv - 3
Repack chunks on change
#103 opened by leijurv - 2
A really long bucket fall could trigger "too far away from path for too long"
#102 opened by leijurv - 2
Water speed calc should take into account depth strider
#101 opened by leijurv - 0
(probably more trouble than it's worth) include the slower walking speed through vines in cost calculation
#100 opened by leijurv - 1
Allow scanning for uninteresting blocks in loaded chunks
#99 opened by leijurv - 1
Intermittent recalc after bucket fall
#98 opened by leijurv - 0
Allow MovementFall to break one more block
#97 opened by leijurv - 0
BlockPos is obfuscated to et in chat
#95 opened by leijurv - 0
MovementFall doesn't check the block above the two it's going to mine for sand
#94 opened by leijurv - 0
Detect spawn protection radius automatically for allowBreak
#93 opened by leijurv - 3
Treat Slime blocks like water for movement fall
#92 opened by leijurv - 0
Water bucket falling does not function
#91 opened by leijurv - 1
Maybe notify players about death position saving
#90 opened by leijurv - 2
MovementFall onto a track with a minecart chest on it followed by a MovementDownward gets stuck
#89 opened by leijurv - 0
Change the default IBlockState mapping of PathingBlockType SOLID to stone in the overworld, netherrack in the nether, and end stone in the end
#88 opened by leijurv - 2
Path calculation thread exception while pathing through cached snowy biome
#87 opened by leijurv - 0
If you create a singleplayer world called "saves", Baritone stores nether data and end data in unexpected locations
#86 opened by leijurv - 0
Deaths are double counted, it creates one waypoint when you die and another when you respawn
#85 opened by leijurv - 0
Skipping back doesn't actually work
#84 opened by leijurv - 1
Right clicking a bed does not actually save a waypoint for it
#83 opened by leijurv - 0
Placing a block with grass in the way fails repeatedly
#82 opened by leijurv - 0
Save and quit to title while a path is executing causes a crash
#81 opened by leijurv - 0
As well as caching the best slot for each block, also cache how long it would take to mine (in ToolSet)
#80 opened by leijurv - 0
When the player right clicks a bed, save it under the tag BED.
#79 opened by leijurv - 11
On death, set goal to death location
#75 opened by leijurv - 2
When in ESC or chat, movement works, but breaking and placing blocks doesn't
#74 opened by leijurv - 1
CachedWorld.REGION_MAX appears to be twice what it should be?
#73 opened by leijurv - 1
Cache chunk's surface block types
#71 opened by oldgalileo - 1
Better path start detection
#70 opened by leijurv - 2
Remove screen flipping on MovementFall
#69 opened by leijurv - 1
It slides out of control when cornering on ice
#68 opened by leijurv - 1
Lazy chunk loading
#67 opened by leijurv - 2
Fix double forward skip behavior on MovementDescend to MovementTraverse
#65 opened by leijurv - 0
More testing of vines and ladders
#64 opened by leijurv - 0
Parkour
#63 opened by leijurv - 0
Reintroduce old GoalBlock behavior of prioritizing XZ over Y while far away
#62 opened by leijurv - 0
Treat upside down slabs and double slabs and upside down stairs as normal blocks
#61 opened by leijurv - 1
When attempting to place a block, break any breakable blocks in the way
#60 opened by leijurv - 0
Render best path dynamically from A* cost coefficients instead of main selection metric
#59 opened by leijurv - 0
Setting for maximum fall height with no bucket
#58 opened by leijurv