Issues
- 3
Technically it shouldn't need to sneak while backplacing / bridging
#183 opened by leijurv - 0
goto should also search user defined waypoint names
#182 opened by leijurv - 0
Add a way for cached chunks to expire after a certain amount of time
#181 opened by leijurv - 0
Memory pressure and BlockPos garbage collection
#179 opened by leijurv - 0
forceCancel should set PathingBehavior anything in progress to false
#178 opened by leijurv - 2
Add a way to select block variants in mine and goto
#177 opened by leijurv - 12
Add a way to queue goals
#176 opened by leijurv - 0
Add a way to input waypoints by coordinate, instead of just saving current player location
#175 opened by leijurv - 2
Fix MovementFall into flowing water
#174 opened by leijurv - 1
Allow pillar through water
#173 opened by leijurv - 0
It gets stuck on a fence gate on top of a stack of ladders
#172 opened by leijurv - 0
Get stuck on ascend if it's the first movement in a path
#171 opened by leijurv - 2
mine should also path to dropped items of that type
#170 opened by leijurv - 2
Disable or modify parkour when hunger < 3
#169 opened by nacgarg - 0
Figure out why pathing got 30% faster in the last few days?
#168 opened by leijurv - 2
Possibly cutoff path instead of canceling when a future movement becomes impossible
#167 opened by leijurv - 0
MovementParkour currently doesn't render the green box where it's going to place a block
#166 opened by leijurv - 0
Only fail on movement cost increase if the original calculation was through a cached chunk
#165 opened by leijurv - 1
Nether roof breakability caching
#164 opened by leijurv - 3
Improvements to bridging across large gaps of terrain
#163 opened by bensegal2034 - 5
Would be nice if Baritone went out of its way to kill any mobs so it could continue pathing
#162 opened by bensegal2034 - 5
Low TPS will cause Baritone to become stuck inside of a glitched block occasionally
#161 opened by bensegal2034 - 1
General water bucket bugginess
#160 opened by bensegal2034 - 0
Allow descending unsupported vines
#159 opened by leijurv - 1
While ascending or traversing into a stack of falling blocks, wait for all nearby falling entities to settle before moving
#157 opened by leijurv - 0
Support for sneak backplace against top slab
#156 opened by leijurv - 1
It thinks it can sneak-backplace against water, and that it can edge around water =/
#155 opened by leijurv - 0
Only cutoff at load boundary when a movement's cost has changed
#154 opened by leijurv - 0
Logging
#153 opened by leijurv - 46
Backdoor
#152 opened by c0nn3r - 0
Encode empty ExtendedBlockStorage in .bcr files more efficiently than 1024 zero bytes
#151 opened by leijurv - 4
Strange break/place bug
#150 opened by leijurv - 4
Post-process sprintable Ascends in PathExecutor
#149 opened by leijurv - 4
Add actions linked with sign interaction
#148 opened by ZeroMemes - 0
Continue walking forward while mining?
#147 opened by leijurv - 0
The direction of the momentum of your jump is determined by your freeLook direction not the Movement look direction
#146 opened by leijurv - 0
CachedWorld.getOrCreateRegion could cause a ConcurrentModificationException with BlockStateInterface.get
#145 opened by leijurv - 2
3-block parkour at 90° only works consistently when freeLook is off?
#144 opened by leijurv - 0
While scanning the world, use the tile entity shortcut
#143 opened by leijurv - 3
generateMovementFallOrDescend then MovementFall.calculateCost checks all the blocks to fall through twice
#138 opened by leijurv - 0
Allow breaking blocks directly above water?
#137 opened by leijurv - 0
If you calculate a path while standing in water or on a ladder, all break costs will be 5x higher
#136 opened by leijurv - 2
Possible ordering issue in WorldScanner
#135 opened by leijurv - 1
Random hangs on save and quit to title
#134 opened by leijurv - 1
Mining blocks while on a ladder or vine fails
#133 opened by leijurv - 1
While executing a path that ascends stairs, it jumps when it doesn't need to
#131 opened by leijurv - 0
Pathing should be disallowed in creative mode
#130 opened by leijurv - 2
Falling into water that's 3 or more blocks deep and not immediately adjacent to land with a bucket on your hotbar causes drowning
#129 opened by leijurv - 1
Race condition with setting currentItem to calculate break cost
#128 opened by leijurv - 2
Glitches with simulated breaking
#127 opened by leijurv