public final class Settings extends java.lang.Object
Modifier and Type | Class and Description |
---|---|
class |
Settings.Setting<T> |
Modifier and Type | Field and Description |
---|---|
Settings.Setting<java.util.List<net.minecraft.item.Item>> |
acceptableThrowawayItems
Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
|
Settings.Setting<java.lang.Boolean> |
allowBreak
Allow Baritone to break blocks
|
Settings.Setting<java.util.List<net.minecraft.block.Block>> |
allowBreakAnyway
Blocks that baritone will be allowed to break even with allowBreak set to false
|
Settings.Setting<java.lang.Boolean> |
allowDiagonalAscend
Allow diagonal ascending
|
Settings.Setting<java.lang.Boolean> |
allowDiagonalDescend
Allow descending diagonally
|
Settings.Setting<java.lang.Boolean> |
allowDownward
Allow mining the block directly beneath its feet
|
Settings.Setting<java.lang.Boolean> |
allowInventory
Allow Baritone to move items in your inventory to your hotbar
|
Settings.Setting<java.lang.Boolean> |
allowJumpAt256
If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
|
Settings.Setting<java.lang.Boolean> |
allowOnlyExposedOres
This will only allow baritone to mine exposed ores, can be used to stop ore obfuscators on servers that use them.
|
Settings.Setting<java.lang.Integer> |
allowOnlyExposedOresDistance
When allowOnlyExposedOres is enabled this is the distance around to search.
|
Settings.Setting<java.lang.Boolean> |
allowOvershootDiagonalDescend
Is it okay to sprint through a descend followed by a diagonal?
The player overshoots the landing, but not enough to fall off.
|
Settings.Setting<java.lang.Boolean> |
allowParkour
You know what it is
|
Settings.Setting<java.lang.Boolean> |
allowParkourAscend
This should be monetized it's so good
|
Settings.Setting<java.lang.Boolean> |
allowParkourPlace
Actually pretty reliable.
|
Settings.Setting<java.lang.Boolean> |
allowPlace
Allow Baritone to place blocks
|
Settings.Setting<java.lang.Boolean> |
allowSprint
Allow Baritone to sprint
|
Settings.Setting<java.lang.Boolean> |
allowVines
Enables some more advanced vine features.
|
Settings.Setting<java.lang.Boolean> |
allowWalkOnBottomSlab
Slab behavior is complicated, disable this for higher path reliability.
|
Settings.Setting<java.lang.Boolean> |
allowWaterBucketFall
Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
|
java.util.List<Settings.Setting<?>> |
allSettings
A list of all settings
|
Settings.Setting<java.lang.Boolean> |
antiCheatCompatibility
Will cause some minor behavioral differences to ensure that Baritone works on anticheats.
|
Settings.Setting<java.lang.Boolean> |
assumeExternalAutoTool
Disable baritone's auto-tool at runtime, but still assume that another mod will provide auto tool functionality
|
Settings.Setting<java.lang.Boolean> |
assumeSafeWalk
Assume safe walk functionality; don't sneak on a backplace traverse.
|
Settings.Setting<java.lang.Boolean> |
assumeStep
Assume step functionality; don't jump on an Ascend.
|
Settings.Setting<java.lang.Boolean> |
assumeWalkOnLava
If you have Fire Resistance and Jesus then I guess you could turn this on lol
|
Settings.Setting<java.lang.Boolean> |
assumeWalkOnWater
Allow Baritone to assume it can walk on still water just like any other block.
|
Settings.Setting<java.lang.Boolean> |
autoTool
Automatically select the best available tool
|
Settings.Setting<java.lang.Boolean> |
avoidance
Toggle the following 4 settings
|
Settings.Setting<java.lang.Double> |
avoidBreakingMultiplier
this multiplies the break speed, if set above 1 it's "encourage breaking" instead
|
Settings.Setting<java.lang.Boolean> |
avoidUpdatingFallingBlocks
If this setting is true, Baritone will never break a block that is adjacent to an unsupported falling block.
|
Settings.Setting<java.lang.Integer> |
axisHeight
The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level.
|
Settings.Setting<java.lang.Boolean> |
backfill
Fill in blocks behind you
|
Settings.Setting<java.lang.Double> |
backtrackCostFavoringCoefficient
Set to 1.0 to effectively disable this feature
|
Settings.Setting<java.lang.Boolean> |
blacklistClosestOnFailure
When GetToBlockProcess or MineProcess fails to calculate a path, instead of just giving up, mark the closest instance
of that block as "unreachable" and go towards the next closest.
|
Settings.Setting<java.lang.Double> |
blockBreakAdditionalPenalty
This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
|
Settings.Setting<java.lang.Double> |
blockPlacementPenalty
It doesn't actually take twenty ticks to place a block, this cost is so high
because we want to generally conserve blocks which might be limited.
|
Settings.Setting<java.lang.Float> |
blockReachDistance
Block reach distance
|
Settings.Setting<java.util.List<net.minecraft.block.Block>> |
blocksToAvoid
Blocks that Baritone will attempt to avoid (Used in avoidance)
|
Settings.Setting<java.util.List<net.minecraft.block.Block>> |
blocksToAvoidBreaking
blocks that baritone shouldn't break, but can if it needs to.
|
Settings.Setting<java.util.List<net.minecraft.block.Block>> |
blocksToDisallowBreaking
Blocks that Baritone is not allowed to break
|
Settings.Setting<java.lang.Double> |
breakCorrectBlockPenaltyMultiplier
Multiply the cost of breaking a block that's correct in the builder's schematic by this coefficient
|
Settings.Setting<java.lang.Boolean> |
breakFromAbove
Allow standing above a block while mining it, in BuilderProcess
|
Settings.Setting<java.lang.Integer> |
builderTickScanRadius
Distance to scan every tick for updates.
|
Settings.Setting<java.util.List<net.minecraft.block.Block>> |
buildIgnoreBlocks
A list of blocks to be treated as if they're air.
|
Settings.Setting<java.lang.Boolean> |
buildIgnoreDirection
If this is true, the builder will ignore directionality of certain blocks like glazed terracotta.
|
Settings.Setting<java.lang.Boolean> |
buildIgnoreExisting
If this is true, the builder will treat all non-air blocks as correct.
|
Settings.Setting<java.util.List<java.lang.String>> |
buildIgnoreProperties
A list of names of block properties the builder will ignore.
|
Settings.Setting<java.lang.Boolean> |
buildInLayers
Don't consider the next layer in builder until the current one is done
|
Settings.Setting<java.lang.Boolean> |
buildOnlySelection
Only build the selected part of schematics
|
Settings.Setting<net.minecraft.util.math.Vec3i> |
buildRepeat
How far to move before repeating the build.
|
Settings.Setting<java.lang.Integer> |
buildRepeatCount
How many times to buildrepeat.
|
Settings.Setting<java.lang.Boolean> |
buildRepeatSneaky
Don't notify schematics that they are moved.
|
Settings.Setting<java.util.List<net.minecraft.block.Block>> |
buildSkipBlocks
A list of blocks to be treated as correct.
|
Settings.Setting<java.util.Map<net.minecraft.block.Block,java.util.List<net.minecraft.block.Block>>> |
buildSubstitutes
A mapping of blocks to blocks to be built instead
|
Settings.Setting<java.util.Map<net.minecraft.block.Block,java.util.List<net.minecraft.block.Block>>> |
buildValidSubstitutes
A mapping of blocks to blocks treated as correct in their position
|
java.util.Map<java.lang.String,Settings.Setting<?>> |
byLowerName
A map of lowercase setting field names to their respective setting
|
Settings.Setting<java.lang.Long> |
cachedChunksExpirySeconds
Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds
-1 to disable
|
Settings.Setting<java.lang.Float> |
cachedChunksOpacity
0.0f = not visible, fully transparent (instead of setting this to 0, turn off renderCachedChunks)
1.0f = fully opaque
|
Settings.Setting<java.lang.Boolean> |
cancelOnGoalInvalidation
Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore.
|
Settings.Setting<java.lang.Boolean> |
censorCoordinates
Censor coordinates in goals and block positions
|
Settings.Setting<java.lang.Boolean> |
censorRanCommands
Censor arguments to ran commands, to hide, for example, coordinates to #goal
|
Settings.Setting<java.lang.Boolean> |
chatControl
Allow chat based control of Baritone.
|
Settings.Setting<java.lang.Boolean> |
chatControlAnyway
Some clients like Impact try to force chatControl to off, so here's a second setting to do it anyway
|
Settings.Setting<java.lang.Boolean> |
chatDebug
Print all the debug messages to chat
|
Settings.Setting<java.lang.Boolean> |
chunkCaching
The big one.
|
Settings.Setting<java.awt.Color> |
colorBestPathSoFar
The color of the best path so far
|
Settings.Setting<java.awt.Color> |
colorBlocksToBreak
The color of the blocks to break
|
Settings.Setting<java.awt.Color> |
colorBlocksToPlace
The color of the blocks to place
|
Settings.Setting<java.awt.Color> |
colorBlocksToWalkInto
The color of the blocks to walk into
|
Settings.Setting<java.awt.Color> |
colorCurrentPath
The color of the current path
|
Settings.Setting<java.awt.Color> |
colorGoalBox
The color of the goal box
|
Settings.Setting<java.awt.Color> |
colorInvertedGoalBox
The color of the goal box when it's inverted
|
Settings.Setting<java.awt.Color> |
colorMostRecentConsidered
The color of the path to the most recent considered node
|
Settings.Setting<java.awt.Color> |
colorNextPath
The color of the next path
|
Settings.Setting<java.awt.Color> |
colorSelection
The color of all selections
|
Settings.Setting<java.awt.Color> |
colorSelectionPos1
The color of the selection pos 1
|
Settings.Setting<java.awt.Color> |
colorSelectionPos2
The color of the selection pos 2
|
Settings.Setting<java.lang.Boolean> |
considerPotionEffects
For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly.
|
Settings.Setting<java.lang.Double> |
costHeuristic
This is the big A* setting.
|
Settings.Setting<java.lang.Integer> |
costVerificationLookahead
Stop 5 movements before anything that made the path COST_INF.
|
Settings.Setting<java.lang.Boolean> |
cutoffAtLoadBoundary
After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is
entirely within currently loaded chunks.
|
Settings.Setting<java.lang.Boolean> |
desktopNotifications
Desktop notifications
|
Settings.Setting<java.lang.Boolean> |
disableCompletionCheck
Turn this on if your exploration filter is enormous, you don't want it to check if it's done,
and you are just fine with it just hanging on completion
|
Settings.Setting<java.lang.Boolean> |
disconnectOnArrival
Disconnect from the server upon arriving at your goal
|
Settings.Setting<java.lang.Boolean> |
distanceTrim
Trim incorrect positions too far away, helps performance but hurts reliability in very large schematics
|
Settings.Setting<java.lang.Boolean> |
doBedWaypoints
allows baritone to save bed waypoints when interacting with beds
|
Settings.Setting<java.lang.Boolean> |
doDeathWaypoints
allows baritone to save death waypoints
|
Settings.Setting<java.lang.Boolean> |
echoCommands
Echo commands to chat when they are run
|
Settings.Setting<java.lang.Boolean> |
enterPortal
When running a goto towards a nether portal block, walk all the way into the portal
instead of stopping one block before.
|
Settings.Setting<java.lang.Integer> |
exploreChunkSetMinimumSize
Take the 10 closest chunks, even if they aren't strictly tied for distance metric from origin.
|
Settings.Setting<java.lang.Boolean> |
exploreForBlocks
When GetToBlock or non-legit Mine doesn't know any locations for the desired block, explore randomly instead of giving up.
|
Settings.Setting<java.lang.Integer> |
exploreMaintainY
Attempt to maintain Y coordinate while exploring
|
Settings.Setting<java.lang.Boolean> |
extendCacheOnThreshold
When the cache scan gives less blocks than the maximum threshold (but still above zero), scan the main world too.
|
Settings.Setting<java.lang.Boolean> |
fadePath
Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead.
|
Settings.Setting<java.lang.Long> |
failureTimeoutMS
Pathing can never take longer than this, even if that means failing to find any path at all
|
Settings.Setting<java.lang.Float> |
followOffsetDirection
The actual GoalNear is set in this direction from the entity you're following.
|
Settings.Setting<java.lang.Double> |
followOffsetDistance
The actual GoalNear is set this distance away from the entity you're following
|
Settings.Setting<java.lang.Integer> |
followRadius
The radius (for the GoalNear) of how close to your target position you actually have to be
|
Settings.Setting<java.lang.Boolean> |
forceInternalMining
When mining block of a certain type, try to mine two at once instead of one.
|
Settings.Setting<java.lang.Boolean> |
freeLook
Move without having to force the client-sided rotations
|
Settings.Setting<java.lang.Boolean> |
goalBreakFromAbove
As well as breaking from above, set a goal to up and to the side of all blocks to break.
|
Settings.Setting<java.lang.Float> |
goalRenderLineWidthPixels
Line width of the goal when rendered, in pixels
|
Settings.Setting<java.lang.Integer> |
incorrectSize
The set of incorrect blocks can never grow beyond this size
|
Settings.Setting<java.lang.Boolean> |
internalMiningAirException
Modification to the previous setting, only has effect if forceInternalMining is true
If true, only apply the previous setting if the block adjacent to the goal isn't air.
|
Settings.Setting<java.lang.Boolean> |
itemSaver
Stop using tools just before they are going to break.
|
Settings.Setting<java.lang.Integer> |
itemSaverThreshold
Durability to leave on the tool when using itemSaver
|
Settings.Setting<java.lang.Double> |
jumpPenalty
Additional penalty for hitting the space bar (ascend, pillar, or parkour) because it uses hunger
|
Settings.Setting<java.lang.Integer> |
layerHeight
How high should the individual layers be?
|
Settings.Setting<java.lang.Boolean> |
layerOrder
false = build from bottom to top
|
Settings.Setting<java.lang.Boolean> |
legitMine
Disallow MineBehavior from using X-Ray to see where the ores are.
|
Settings.Setting<java.lang.Boolean> |
legitMineIncludeDiagonals
Magically see ores that are separated diagonally from existing ores.
|
Settings.Setting<java.lang.Integer> |
legitMineYLevel
What Y level to go to for legit strip mining
|
Settings.Setting<java.lang.Boolean> |
logAsToast
Shows popup message in the upper right corner, similarly to when you make an advancement
|
Settings.Setting<java.util.function.Consumer<net.minecraft.util.text.ITextComponent>> |
logger
The function that is called when Baritone will log to chat.
|
Settings.Setting<java.lang.Boolean> |
mapArtMode
Build in map art mode, which makes baritone only care about the top block in each column
|
Settings.Setting<java.lang.Integer> |
maxCachedWorldScanCount
After finding this many instances of the target block in the cache, it will stop expanding outward the chunk search.
|
Settings.Setting<java.lang.Double> |
maxCostIncrease
If a movement's cost increases by more than this amount between calculation and execution (due to changes
in the environment / world), cancel and recalculate
|
Settings.Setting<java.lang.Integer> |
maxFallHeightBucket
How far are you allowed to fall onto solid ground (with a water bucket)?
It's not that reliable, so I've set it below what would kill an unarmored player (23)
|
Settings.Setting<java.lang.Integer> |
maxFallHeightNoWater
How far are you allowed to fall onto solid ground (without a water bucket)?
3 won't deal any damage.
|
Settings.Setting<java.lang.Integer> |
maxPathHistoryLength
If we are more than 300 movements into the current path, discard the oldest segments, as they are no longer useful
|
Settings.Setting<java.lang.Long> |
mineDropLoiterDurationMSThanksLouca
While mining, wait this number of milliseconds after mining an ore to see if it will drop an item
instead of immediately going onto the next one
|
Settings.Setting<java.lang.Integer> |
mineGoalUpdateInterval
Rescan for the goal once every 5 ticks.
|
Settings.Setting<java.lang.Boolean> |
mineScanDroppedItems
While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)?
|
Settings.Setting<java.lang.Boolean> |
minimumImprovementRepropagation
Don't repropagate cost improvements below 0.01 ticks.
|
Settings.Setting<java.lang.Integer> |
minYLevelWhileMining
Sets the minimum y level whilst mining - set to 0 to turn off.
|
Settings.Setting<java.lang.Double> |
mobAvoidanceCoefficient
Set to 1.0 to effectively disable this feature
|
Settings.Setting<java.lang.Integer> |
mobAvoidanceRadius
Distance to avoid mobs.
|
Settings.Setting<java.lang.Double> |
mobSpawnerAvoidanceCoefficient
Set to 1.0 to effectively disable this feature
|
Settings.Setting<java.lang.Integer> |
mobSpawnerAvoidanceRadius
Distance to avoid mob spawners.
|
Settings.Setting<java.lang.Integer> |
movementTimeoutTicks
If a movement takes this many ticks more than its initial cost estimate, cancel it
|
Settings.Setting<java.lang.Boolean> |
notificationOnBuildFinished
Desktop notification on build finished
|
Settings.Setting<java.lang.Boolean> |
notificationOnExploreFinished
Desktop notification on explore finished
|
Settings.Setting<java.lang.Boolean> |
notificationOnFarmFail
Desktop notification on farm fail
|
Settings.Setting<java.lang.Boolean> |
notificationOnMineFail
Desktop notification on mine fail
|
Settings.Setting<java.lang.Boolean> |
notificationOnPathComplete
Desktop notification on path complete
|
Settings.Setting<java.util.function.BiConsumer<java.lang.String,java.lang.Boolean>> |
notifier
The function that is called when Baritone will send a desktop notification.
|
Settings.Setting<java.util.List<net.minecraft.block.Block>> |
okIfAir
A list of blocks to become air
|
Settings.Setting<java.lang.Boolean> |
okIfWater
Override builder's behavior to not attempt to correct blocks that are currently water
|
Settings.Setting<java.lang.Boolean> |
overshootTraverse
If we overshoot a traverse and end up one block beyond the destination, mark it as successful anyway.
|
Settings.Setting<java.lang.Double> |
pathCutoffFactor
Static cutoff factor.
|
Settings.Setting<java.lang.Integer> |
pathCutoffMinimumLength
Only apply static cutoff for paths of at least this length (in terms of number of movements)
|
Settings.Setting<java.lang.Integer> |
pathHistoryCutoffAmount
If the current path is too long, cut off this many movements from the beginning.
|
Settings.Setting<java.lang.Integer> |
pathingMapDefaultSize
Default size of the Long2ObjectOpenHashMap used in pathing
|
Settings.Setting<java.lang.Float> |
pathingMapLoadFactor
Load factor coefficient for the Long2ObjectOpenHashMap used in pathing
|
Settings.Setting<java.lang.Integer> |
pathingMaxChunkBorderFetch
The maximum number of times it will fetch outside loaded or cached chunks before assuming that
pathing has reached the end of the known area, and should therefore stop.
|
Settings.Setting<java.lang.Float> |
pathRenderLineWidthPixels
Line width of the path when rendered, in pixels
|
Settings.Setting<java.lang.Boolean> |
pathThroughCachedOnly
Exclusively use cached chunks for pathing
|
Settings.Setting<java.lang.Boolean> |
pauseMiningForFallingBlocks
When breaking blocks for a movement, wait until all falling blocks have settled before continuing
|
Settings.Setting<java.lang.Long> |
planAheadFailureTimeoutMS
Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all
|
Settings.Setting<java.lang.Long> |
planAheadPrimaryTimeoutMS
Planning ahead while executing a segment ends after this amount of time, but only if a path has been found
|
Settings.Setting<java.lang.Integer> |
planningTickLookahead
Start planning the next path once the remaining movements tick estimates sum up to less than this value
|
Settings.Setting<java.lang.Boolean> |
preferSilkTouch
Always prefer silk touch tools over regular tools.
|
Settings.Setting<java.lang.String> |
prefix
The command prefix for chat control
|
Settings.Setting<java.lang.Boolean> |
prefixControl
Whether or not to allow you to run Baritone commands with the prefix
|
Settings.Setting<java.lang.Long> |
primaryTimeoutMS
Pathing ends after this amount of time, but only if a path has been found
|
Settings.Setting<java.lang.Boolean> |
pruneRegionsFromRAM
On save, delete from RAM any cached regions that are more than 1024 blocks away from the player
|
Settings.Setting<java.lang.Double> |
randomLooking
How many degrees to randomize the pitch and yaw every tick.
|
Settings.Setting<java.lang.Boolean> |
renderCachedChunks
😎 Render cached chunks as semitransparent.
|
Settings.Setting<java.lang.Boolean> |
renderGoal
Render the goal
|
Settings.Setting<java.lang.Boolean> |
renderGoalAnimated
Render the goal as a sick animated thingy instead of just a box
(also controls animation of GoalXZ if
renderGoalXZBeacon is enabled) |
Settings.Setting<java.lang.Boolean> |
renderGoalIgnoreDepth
Ignore depth when rendering the goal
|
Settings.Setting<java.lang.Boolean> |
renderGoalXZBeacon
Renders X/Z type Goals with the vanilla beacon beam effect.
|
Settings.Setting<java.lang.Boolean> |
renderPath
Render the path
|
Settings.Setting<java.lang.Boolean> |
renderPathAsLine
Render the path as a line instead of a frickin thingy
|
Settings.Setting<java.lang.Boolean> |
renderPathIgnoreDepth
Ignore depth when rendering the path
|
Settings.Setting<java.lang.Boolean> |
renderSelection
Render selections
|
Settings.Setting<java.lang.Boolean> |
renderSelectionBoxes
Render selection boxes
|
Settings.Setting<java.lang.Boolean> |
renderSelectionBoxesIgnoreDepth
Ignore depth when rendering the selection boxes (to break, to place, to walk into)
|
Settings.Setting<java.lang.Boolean> |
renderSelectionCorners
Render selection corners
|
Settings.Setting<java.lang.Boolean> |
renderSelectionIgnoreDepth
Ignore depth when rendering selections
|
Settings.Setting<java.lang.Boolean> |
repackOnAnyBlockChange
Whenever a block changes, repack the whole chunk that it's in
|
Settings.Setting<java.lang.Boolean> |
replantCrops
Replant normal Crops while farming and leave cactus and sugarcane to regrow
|
Settings.Setting<java.lang.Boolean> |
replantNetherWart
Replant nether wart while farming.
|
Settings.Setting<java.lang.Boolean> |
rightClickContainerOnArrival
When running a goto towards a container block (chest, ender chest, furnace, etc),
right click and open it once you arrive.
|
Settings.Setting<java.lang.Integer> |
rightClickSpeed
How many ticks between right clicks are allowed.
|
Settings.Setting<java.lang.String> |
schematicFallbackExtension
The fallback used by the build command when no extension is specified.
|
Settings.Setting<java.lang.Boolean> |
schematicOrientationX
When this setting is true, build a schematic with the highest X coordinate being the origin, instead of the lowest
|
Settings.Setting<java.lang.Boolean> |
schematicOrientationY
When this setting is true, build a schematic with the highest Y coordinate being the origin, instead of the lowest
|
Settings.Setting<java.lang.Boolean> |
schematicOrientationZ
When this setting is true, build a schematic with the highest Z coordinate being the origin, instead of the lowest
|
Settings.Setting<java.lang.Float> |
selectionLineWidth
Line width of the goal when rendered, in pixels
|
Settings.Setting<java.lang.Float> |
selectionOpacity
The opacity of the selection.
|
java.util.Map<Settings.Setting<?>,java.lang.reflect.Type> |
settingTypes |
Settings.Setting<java.lang.Boolean> |
shortBaritonePrefix
Use a short Baritone prefix [B] instead of [Baritone] when logging to chat
|
Settings.Setting<java.lang.Boolean> |
simplifyUnloadedYCoord
If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord
doesn't matter yet, and replace it with a GoalXZ to the same place before calculating a path.
|
Settings.Setting<java.lang.Boolean> |
skipFailedLayers
If a layer is unable to be constructed, just skip it.
|
Settings.Setting<java.lang.Boolean> |
slowPath
For debugging, consider nodes much much slower
|
Settings.Setting<java.lang.Long> |
slowPathTimeDelayMS
Milliseconds between each node
|
Settings.Setting<java.lang.Long> |
slowPathTimeoutMS
The alternative timeout number when slowPath is on
|
Settings.Setting<java.lang.Boolean> |
splicePath
When a new segment is calculated that doesn't overlap with the current one, but simply begins where the current segment ends,
splice it on and make a longer combined path.
|
Settings.Setting<java.lang.Boolean> |
sprintAscends
Sprint and jump a block early on ascends wherever possible
|
Settings.Setting<java.lang.Boolean> |
sprintInWater
Continue sprinting while in water
|
Settings.Setting<java.lang.Integer> |
startAtLayer
Start building the schematic at a specific layer.
|
Settings.Setting<java.util.function.BiConsumer<net.minecraft.util.text.ITextComponent,net.minecraft.util.text.ITextComponent>> |
toaster
The function that is called when Baritone will show a toast.
|
Settings.Setting<java.lang.Long> |
toastTimer
The time of how long the message in the pop-up will display
|
Settings.Setting<java.lang.Boolean> |
useSwordToMine
Use sword to mine.
|
Settings.Setting<java.lang.Double> |
walkOnWaterOnePenalty
Walking on water uses up hunger really quick, so penalize it
|
Settings.Setting<java.lang.Boolean> |
walkWhileBreaking
Don't stop walking forward when you need to break blocks in your way
|
Settings.Setting<java.lang.Integer> |
worldExploringChunkOffset
While exploring the world, offset the closest unloaded chunk by this much in both axes.
|
Settings.Setting<java.lang.Double> |
yLevelBoxSize
The size of the box that is rendered when the current goal is a GoalYLevel
|
Modifier and Type | Method and Description |
---|---|
<T> java.util.List<Settings.Setting<T>> |
getAllValuesByType(java.lang.Class<T> cla$$) |
public final Settings.Setting<java.lang.Boolean> allowBreak
public final Settings.Setting<java.util.List<net.minecraft.block.Block>> allowBreakAnyway
public final Settings.Setting<java.lang.Boolean> allowSprint
public final Settings.Setting<java.lang.Boolean> allowPlace
public final Settings.Setting<java.lang.Boolean> allowInventory
public final Settings.Setting<java.lang.Boolean> assumeExternalAutoTool
Specifically, path calculation will still assume that an auto tool will run at execution time, even though Baritone itself will not do that.
public final Settings.Setting<java.lang.Boolean> autoTool
public final Settings.Setting<java.lang.Double> blockPlacementPenalty
Decrease to make Baritone more often consider paths that would require placing blocks
public final Settings.Setting<java.lang.Double> blockBreakAdditionalPenalty
public final Settings.Setting<java.lang.Double> jumpPenalty
public final Settings.Setting<java.lang.Double> walkOnWaterOnePenalty
public final Settings.Setting<java.lang.Boolean> allowWaterBucketFall
public final Settings.Setting<java.lang.Boolean> assumeWalkOnWater
public final Settings.Setting<java.lang.Boolean> assumeWalkOnLava
public final Settings.Setting<java.lang.Boolean> assumeStep
public final Settings.Setting<java.lang.Boolean> assumeSafeWalk
Warning: if you do something janky like sneak-backplace from an ender chest, if this is true it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing against it. That's why this defaults to off.
public final Settings.Setting<java.lang.Boolean> allowJumpAt256
Defaults to false because this fails on constantiam. Please let me know if this is ever disabled. Please.
public final Settings.Setting<java.lang.Boolean> allowParkourAscend
Defaults to true, but only actually takes effect if allowParkour is also true
public final Settings.Setting<java.lang.Boolean> allowDiagonalDescend
Safer than allowParkour yet still slightly unsafe, can make contact with unchecked adjacent blocks, so it's unsafe in the nether.
For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place.
public final Settings.Setting<java.lang.Boolean> allowDiagonalAscend
Actually pretty safe, much safer than diagonal descend tbh
public final Settings.Setting<java.lang.Boolean> allowDownward
Turn this off to force it to make more staircases and less shafts
public final Settings.Setting<java.util.List<net.minecraft.item.Item>> acceptableThrowawayItems
public final Settings.Setting<java.util.List<net.minecraft.block.Block>> blocksToAvoid
public final Settings.Setting<java.util.List<net.minecraft.block.Block>> blocksToDisallowBreaking
public final Settings.Setting<java.util.List<net.minecraft.block.Block>> blocksToAvoidBreaking
public final Settings.Setting<java.lang.Double> avoidBreakingMultiplier
public final Settings.Setting<java.util.List<net.minecraft.block.Block>> buildIgnoreBlocks
If a schematic asks for air at a certain position, and that position currently contains a block on this list, it will be treated as correct.
public final Settings.Setting<java.util.List<net.minecraft.block.Block>> buildSkipBlocks
If a schematic asks for any block on this list at a certain position, it will be treated as correct, regardless of what it currently is.
public final Settings.Setting<java.util.Map<net.minecraft.block.Block,java.util.List<net.minecraft.block.Block>>> buildValidSubstitutes
If a schematic asks for a block on this mapping, all blocks on the mapped list will be accepted at that location as well
Syntax same as buildSubstitutes
public final Settings.Setting<java.util.Map<net.minecraft.block.Block,java.util.List<net.minecraft.block.Block>>> buildSubstitutes
If a schematic asks for a block on this mapping, Baritone will place the first placeable block in the mapped list
Usage Syntax:
sourceblockA->blockToSubstituteA1,blockToSubstituteA2,...blockToSubstituteAN,sourceBlockB->blockToSubstituteB1,blockToSubstituteB2,...blockToSubstituteBN,...sourceBlockX->blockToSubstituteX1,blockToSubstituteX2...blockToSubstituteXNExample:
stone->cobblestone,andesite,oak_planks->birch_planks,acacia_planks,glass
public final Settings.Setting<java.util.List<net.minecraft.block.Block>> okIfAir
If a schematic asks for a block on this list, only air will be accepted at that location (and nothing on buildIgnoreBlocks)
public final Settings.Setting<java.lang.Boolean> buildIgnoreExisting
public final Settings.Setting<java.lang.Boolean> buildIgnoreDirection
public final Settings.Setting<java.util.List<java.lang.String>> buildIgnoreProperties
public final Settings.Setting<java.lang.Boolean> avoidUpdatingFallingBlocks
I.E. it will never trigger cascading sand / gravel falls
public final Settings.Setting<java.lang.Boolean> allowVines
Almost never turn this on lol
public final Settings.Setting<java.lang.Boolean> allowWalkOnBottomSlab
public final Settings.Setting<java.lang.Boolean> allowParkour
But it's very unreliable and falls off when cornering like all the time so.
It also overshoots the landing pretty much always (making contact with the next block over), so be careful
public final Settings.Setting<java.lang.Boolean> allowParkourPlace
Doesn't make it any more dangerous compared to just normal allowParkour th
public final Settings.Setting<java.lang.Boolean> considerPotionEffects
public final Settings.Setting<java.lang.Boolean> sprintAscends
public final Settings.Setting<java.lang.Boolean> overshootTraverse
This helps with speed exceeding 20m/s
public final Settings.Setting<java.lang.Boolean> pauseMiningForFallingBlocks
public final Settings.Setting<java.lang.Integer> rightClickSpeed
public final Settings.Setting<java.lang.Float> blockReachDistance
public final Settings.Setting<java.lang.Double> randomLooking
public final Settings.Setting<java.lang.Double> costHeuristic
Setting it at 3.57 or above with sprinting, or to 4.64 or above without sprinting, will result in faster computation, at the cost of a suboptimal path. Any value above the walk / sprint cost will result in it going straight at its goal, and not investigating alternatives, because the combined cost / heuristic metric gets better and better with each block, instead of slightly worse.
Finding the optimal path is worth it, so it's the default.
public final Settings.Setting<java.lang.Integer> pathingMaxChunkBorderFetch
public final Settings.Setting<java.lang.Double> backtrackCostFavoringCoefficient
public final Settings.Setting<java.lang.Boolean> avoidance
They have a noticeable performance impact, so they default off
Specifically, building up the avoidance map on the main thread before pathing starts actually takes a noticeable amount of time, especially when there are a lot of mobs around, and your game jitters for like 200ms while doing so
public final Settings.Setting<java.lang.Double> mobSpawnerAvoidanceCoefficient
Set below 1.0 to go out of your way to walk near mob spawners
public final Settings.Setting<java.lang.Integer> mobSpawnerAvoidanceRadius
public final Settings.Setting<java.lang.Double> mobAvoidanceCoefficient
Set below 1.0 to go out of your way to walk near mobs
public final Settings.Setting<java.lang.Integer> mobAvoidanceRadius
public final Settings.Setting<java.lang.Boolean> rightClickContainerOnArrival
public final Settings.Setting<java.lang.Boolean> enterPortal
public final Settings.Setting<java.lang.Boolean> minimumImprovementRepropagation
public final Settings.Setting<java.lang.Boolean> cutoffAtLoadBoundary
This is much safer to leave off now, and makes pathing more efficient. More explanation in the issue.
public final Settings.Setting<java.lang.Double> maxCostIncrease
public final Settings.Setting<java.lang.Integer> costVerificationLookahead
public final Settings.Setting<java.lang.Double> pathCutoffFactor
public final Settings.Setting<java.lang.Integer> pathCutoffMinimumLength
public final Settings.Setting<java.lang.Integer> planningTickLookahead
public final Settings.Setting<java.lang.Integer> pathingMapDefaultSize
public final Settings.Setting<java.lang.Float> pathingMapLoadFactor
Decrease for faster map operations, but higher memory usage
public final Settings.Setting<java.lang.Integer> maxFallHeightNoWater
public final Settings.Setting<java.lang.Integer> maxFallHeightBucket
public final Settings.Setting<java.lang.Boolean> allowOvershootDiagonalDescend
Note: this is *not* related to the allowDiagonalDescend setting, that is a completely different thing.
public final Settings.Setting<java.lang.Boolean> simplifyUnloadedYCoord
public final Settings.Setting<java.lang.Boolean> repackOnAnyBlockChange
public final Settings.Setting<java.lang.Integer> movementTimeoutTicks
public final Settings.Setting<java.lang.Long> primaryTimeoutMS
If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
public final Settings.Setting<java.lang.Long> failureTimeoutMS
public final Settings.Setting<java.lang.Long> planAheadPrimaryTimeoutMS
If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
public final Settings.Setting<java.lang.Long> planAheadFailureTimeoutMS
public final Settings.Setting<java.lang.Boolean> slowPath
public final Settings.Setting<java.lang.Long> slowPathTimeDelayMS
public final Settings.Setting<java.lang.Long> slowPathTimeoutMS
public final Settings.Setting<java.lang.Boolean> doBedWaypoints
public final Settings.Setting<java.lang.Boolean> doDeathWaypoints
public final Settings.Setting<java.lang.Boolean> chunkCaching
public final Settings.Setting<java.lang.Boolean> pruneRegionsFromRAM
Temporarily disabled
Temporarily reenabled
public final Settings.Setting<java.lang.Boolean> backfill
public final Settings.Setting<java.lang.Boolean> logAsToast
public final Settings.Setting<java.lang.Long> toastTimer
If below 1000L (1sec), it's better to disable this
public final Settings.Setting<java.lang.Boolean> chatDebug
public final Settings.Setting<java.lang.Boolean> chatControl
public final Settings.Setting<java.lang.Boolean> chatControlAnyway
public final Settings.Setting<java.lang.Boolean> renderPath
public final Settings.Setting<java.lang.Boolean> renderPathAsLine
public final Settings.Setting<java.lang.Boolean> renderGoal
public final Settings.Setting<java.lang.Boolean> renderGoalAnimated
renderGoalXZBeacon
is enabled)public final Settings.Setting<java.lang.Boolean> renderSelectionBoxes
public final Settings.Setting<java.lang.Boolean> renderGoalIgnoreDepth
public final Settings.Setting<java.lang.Boolean> renderGoalXZBeacon
renderGoalIgnoreDepth
will cause strange render clipping.public final Settings.Setting<java.lang.Boolean> renderSelectionBoxesIgnoreDepth
public final Settings.Setting<java.lang.Boolean> renderPathIgnoreDepth
public final Settings.Setting<java.lang.Float> pathRenderLineWidthPixels
public final Settings.Setting<java.lang.Float> goalRenderLineWidthPixels
public final Settings.Setting<java.lang.Boolean> fadePath
public final Settings.Setting<java.lang.Boolean> freeLook
public final Settings.Setting<java.lang.Boolean> antiCheatCompatibility
At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP.
public final Settings.Setting<java.lang.Boolean> pathThroughCachedOnly
Never turn this on
public final Settings.Setting<java.lang.Boolean> sprintInWater
public final Settings.Setting<java.lang.Boolean> blacklistClosestOnFailure
public final Settings.Setting<java.lang.Boolean> renderCachedChunks
Can be very useful on servers with low render distance. After enabling, you may need to reload the world in order for it to have an effect (e.g. disconnect and reconnect, enter then exit the nether, die and respawn, etc). This may literally kill your FPS and CPU because every chunk gets recompiled twice as much as normal, since the cached version comes into range, then the normal one comes from the server for real.
Note that flowing water is cached as AVOID, which is rendered as lava. As you get closer, you may therefore see lava falls being replaced with water falls.
SOLID is rendered as stone in the overworld, netherrack in the nether, and end stone in the end
public final Settings.Setting<java.lang.Float> cachedChunksOpacity
public final Settings.Setting<java.lang.Boolean> prefixControl
public final Settings.Setting<java.lang.String> prefix
public final Settings.Setting<java.lang.Boolean> shortBaritonePrefix
public final Settings.Setting<java.lang.Boolean> echoCommands
public final Settings.Setting<java.lang.Boolean> censorCoordinates
public final Settings.Setting<java.lang.Boolean> censorRanCommands
public final Settings.Setting<java.lang.Boolean> itemSaver
public final Settings.Setting<java.lang.Integer> itemSaverThreshold
public final Settings.Setting<java.lang.Boolean> preferSilkTouch
public final Settings.Setting<java.lang.Boolean> walkWhileBreaking
public final Settings.Setting<java.lang.Boolean> splicePath
planningTickLookahead
public final Settings.Setting<java.lang.Integer> maxPathHistoryLength
public final Settings.Setting<java.lang.Integer> pathHistoryCutoffAmount
public final Settings.Setting<java.lang.Integer> mineGoalUpdateInterval
public final Settings.Setting<java.lang.Integer> maxCachedWorldScanCount
public final Settings.Setting<java.lang.Integer> minYLevelWhileMining
public final Settings.Setting<java.lang.Boolean> allowOnlyExposedOres
public final Settings.Setting<java.lang.Integer> allowOnlyExposedOresDistance
It is recommended to keep this value low, as it dramatically increases calculation times.
public final Settings.Setting<java.lang.Boolean> exploreForBlocks
public final Settings.Setting<java.lang.Integer> worldExploringChunkOffset
This can result in more efficient loading, if you set this to the render distance.
public final Settings.Setting<java.lang.Integer> exploreChunkSetMinimumSize
public final Settings.Setting<java.lang.Integer> exploreMaintainY
-1 to disable
public final Settings.Setting<java.lang.Boolean> replantCrops
public final Settings.Setting<java.lang.Boolean> replantNetherWart
public final Settings.Setting<java.lang.Boolean> extendCacheOnThreshold
Only if you have a beefy CPU and automatically mine blocks that are in cache
public final Settings.Setting<java.lang.Boolean> buildInLayers
public final Settings.Setting<java.lang.Boolean> layerOrder
true = build from top to bottom
public final Settings.Setting<java.lang.Integer> layerHeight
public final Settings.Setting<java.lang.Integer> startAtLayer
public final Settings.Setting<java.lang.Boolean> skipFailedLayers
public final Settings.Setting<java.lang.Boolean> buildOnlySelection
public final Settings.Setting<net.minecraft.util.math.Vec3i> buildRepeat
public final Settings.Setting<java.lang.Integer> buildRepeatCount
public final Settings.Setting<java.lang.Boolean> buildRepeatSneaky
public final Settings.Setting<java.lang.Boolean> breakFromAbove
Experimental
public final Settings.Setting<java.lang.Boolean> goalBreakFromAbove
Never turn this on without also turning on breakFromAbove.
public final Settings.Setting<java.lang.Boolean> mapArtMode
public final Settings.Setting<java.lang.Boolean> okIfWater
public final Settings.Setting<java.lang.Integer> incorrectSize
public final Settings.Setting<java.lang.Double> breakCorrectBlockPenaltyMultiplier
public final Settings.Setting<java.lang.Boolean> schematicOrientationX
public final Settings.Setting<java.lang.Boolean> schematicOrientationY
public final Settings.Setting<java.lang.Boolean> schematicOrientationZ
public final Settings.Setting<java.lang.String> schematicFallbackExtension
public final Settings.Setting<java.lang.Integer> builderTickScanRadius
public final Settings.Setting<java.lang.Boolean> mineScanDroppedItems
public final Settings.Setting<java.lang.Long> mineDropLoiterDurationMSThanksLouca
Thanks Louca
public final Settings.Setting<java.lang.Boolean> distanceTrim
public final Settings.Setting<java.lang.Boolean> cancelOnGoalInvalidation
Currently only runs when either MineBehavior or FollowBehavior is active.
For example, if Baritone is doing "mine iron_ore", the instant it breaks the ore (and it becomes air), that location is no longer a goal. This means that if this setting is true, it will stop there. If this setting were off, it would continue with its path, and walk into that location. The tradeoff is if this setting is true, it mines ores much faster since it doesn't waste any time getting into locations that no longer contain ores, but on the other hand, it misses some drops, and continues on without ever picking them up.
Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone.
public final Settings.Setting<java.lang.Integer> axisHeight
public final Settings.Setting<java.lang.Boolean> disconnectOnArrival
public final Settings.Setting<java.lang.Boolean> legitMine
public final Settings.Setting<java.lang.Integer> legitMineYLevel
public final Settings.Setting<java.lang.Boolean> legitMineIncludeDiagonals
This is disabled because it results in some weird behavior. For example, it can """see""" the top block of a vein of iron_ore through a lava lake. This isn't an issue normally since it won't consider anything touching lava, so it just ignores it. However, this setting expands that and allows it to see the entire vein so it'll mine under the lava lake to get the iron that it can reach without mining blocks adjacent to lava. This really defeats the purpose of legitMine since a player could never do that lol, so thats one reason why its disabled
public final Settings.Setting<java.lang.Boolean> forceInternalMining
public final Settings.Setting<java.lang.Boolean> internalMiningAirException
public final Settings.Setting<java.lang.Double> followOffsetDistance
For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target.
public final Settings.Setting<java.lang.Float> followOffsetDirection
public final Settings.Setting<java.lang.Integer> followRadius
public final Settings.Setting<java.lang.Boolean> disableCompletionCheck
public final Settings.Setting<java.lang.Long> cachedChunksExpirySeconds
I would highly suggest leaving this setting disabled (-1).
The only valid reason I can think of enable this setting is if you are extremely low on disk space and you play on multiplayer, and can't take (average) 300kb saved for every 512x512 area. (note that more complicated terrain is less compressible and will take more space)
However, simply discarding old chunks because they are old is inadvisable. Baritone is extremely good at correcting itself and its paths as it learns new information, as new chunks load. There is no scenario in which having an incorrect cache can cause Baritone to get stuck, take damage, or perform any action it wouldn't otherwise, everything is rechecked once the real chunk is in range.
Having a robust cache greatly improves long distance pathfinding, as it's able to go around large scale obstacles before they're in render distance. In fact, when the chunkCaching setting is disabled and Baritone starts anew every time, or when you enter a completely new and very complicated area, it backtracks far more often because it has to build up that cache from scratch. But after it's gone through an area just once, the next time will have zero backtracking, since the entire area is now known and cached.
public final Settings.Setting<java.util.function.Consumer<net.minecraft.util.text.ITextComponent>> logger
Consumer.andThen(Consumer)
or it can completely be overriden via setting
Settings.Setting.value
;public final Settings.Setting<java.util.function.BiConsumer<java.lang.String,java.lang.Boolean>> notifier
Consumer.andThen(Consumer)
or it can completely be overriden via setting
Settings.Setting.value
;public final Settings.Setting<java.util.function.BiConsumer<net.minecraft.util.text.ITextComponent,net.minecraft.util.text.ITextComponent>> toaster
Consumer.andThen(Consumer)
or it can completely be overriden via setting
Settings.Setting.value
;public final Settings.Setting<java.lang.Double> yLevelBoxSize
public final Settings.Setting<java.awt.Color> colorCurrentPath
public final Settings.Setting<java.awt.Color> colorNextPath
public final Settings.Setting<java.awt.Color> colorBlocksToBreak
public final Settings.Setting<java.awt.Color> colorBlocksToPlace
public final Settings.Setting<java.awt.Color> colorBlocksToWalkInto
public final Settings.Setting<java.awt.Color> colorBestPathSoFar
public final Settings.Setting<java.awt.Color> colorMostRecentConsidered
public final Settings.Setting<java.awt.Color> colorGoalBox
public final Settings.Setting<java.awt.Color> colorInvertedGoalBox
public final Settings.Setting<java.awt.Color> colorSelection
public final Settings.Setting<java.awt.Color> colorSelectionPos1
public final Settings.Setting<java.awt.Color> colorSelectionPos2
public final Settings.Setting<java.lang.Float> selectionOpacity
public final Settings.Setting<java.lang.Float> selectionLineWidth
public final Settings.Setting<java.lang.Boolean> renderSelection
public final Settings.Setting<java.lang.Boolean> renderSelectionIgnoreDepth
public final Settings.Setting<java.lang.Boolean> renderSelectionCorners
public final Settings.Setting<java.lang.Boolean> useSwordToMine
public final Settings.Setting<java.lang.Boolean> desktopNotifications
public final Settings.Setting<java.lang.Boolean> notificationOnPathComplete
public final Settings.Setting<java.lang.Boolean> notificationOnFarmFail
public final Settings.Setting<java.lang.Boolean> notificationOnBuildFinished
public final Settings.Setting<java.lang.Boolean> notificationOnExploreFinished
public final Settings.Setting<java.lang.Boolean> notificationOnMineFail
public final java.util.Map<java.lang.String,Settings.Setting<?>> byLowerName
public final java.util.List<Settings.Setting<?>> allSettings
public final java.util.Map<Settings.Setting<?>,java.lang.reflect.Type> settingTypes
public <T> java.util.List<Settings.Setting<T>> getAllValuesByType(java.lang.Class<T> cla$$)