allowInventory = new Setting<>(false);
/**
* Disable baritone's auto-tool at runtime, but still assume that another mod will provide auto tool functionality
*
* 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 Setting assumeExternalAutoTool = new Setting<>(false);
/**
* Automatically select the best available tool
*/
public final Setting autoTool = new Setting<>(true);
/**
* 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.
*
* Decrease to make Baritone more often consider paths that would require placing blocks
*/
public final Setting blockPlacementPenalty = new Setting<>(20D);
/**
* This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
* For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
* it will take an otherwise equivalent route that doesn't require it to put out fire.
*/
public final Setting blockBreakAdditionalPenalty = new Setting<>(2D);
/**
* Additional penalty for hitting the space bar (ascend, pillar, or parkour) because it uses hunger
*/
public final Setting jumpPenalty = new Setting<>(2D);
/**
* Walking on water uses up hunger really quick, so penalize it
*/
public final Setting walkOnWaterOnePenalty = new Setting<>(3D);
/**
* Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
* Reliability: questionable.
*/
public final Setting allowWaterBucketFall = new Setting<>(true);
/**
* Allow Baritone to assume it can walk on still water just like any other block.
* This functionality is assumed to be provided by a separate library that might have imported Baritone.
*/
public final Setting assumeWalkOnWater = new Setting<>(false);
/**
* If you have Fire Resistance and Jesus then I guess you could turn this on lol
*/
public final Setting assumeWalkOnLava = new Setting<>(false);
/**
* Assume step functionality; don't jump on an Ascend.
*/
public final Setting assumeStep = new Setting<>(false);
/**
* Assume safe walk functionality; don't sneak on a backplace traverse.
*
* 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 Setting assumeSafeWalk = new Setting<>(false);
/**
* If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
*
* Defaults to false because this fails on constantiam. Please let me know if this is ever disabled. Please.
*/
public final Setting allowJumpAt256 = new Setting<>(false);
/**
* This should be monetized it's so good
*
* Defaults to true, but only actually takes effect if allowParkour is also true
*/
public final Setting allowParkourAscend = new Setting<>(true);
/**
* Allow descending diagonally
*
* 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 Setting allowDiagonalDescend = new Setting<>(false);
/**
* Allow diagonal ascending
*
* Actually pretty safe, much safer than diagonal descend tbh
*/
public final Setting allowDiagonalAscend = new Setting<>(false);
/**
* Allow mining the block directly beneath its feet
*
* Turn this off to force it to make more staircases and less shafts
*/
public final Setting allowDownward = new Setting<>(true);
/**
* Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
*/
public final Setting> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
Item.getItemFromBlock(Blocks.DIRT),
Item.getItemFromBlock(Blocks.COBBLESTONE),
Item.getItemFromBlock(Blocks.NETHERRACK),
Item.getItemFromBlock(Blocks.STONE)
)));
/**
* Blocks that Baritone will attempt to avoid (Used in avoidance)
*/
public final Setting> blocksToAvoid = new Setting<>(new ArrayList<>(
// Leave Empty by Default
));
/**
* Blocks that Baritone is not allowed to break
*/
public final Setting> blocksToDisallowBreaking = new Setting<>(new ArrayList<>(
// Leave Empty by Default
));
/**
* blocks that baritone shouldn't break, but can if it needs to.
*/
public final Setting> blocksToAvoidBreaking = new Setting<>(new ArrayList<>(Arrays.asList( // TODO can this be a HashSet or ImmutableSet?
Blocks.CRAFTING_TABLE,
Blocks.FURNACE,
Blocks.LIT_FURNACE,
Blocks.CHEST,
Blocks.TRAPPED_CHEST,
Blocks.STANDING_SIGN,
Blocks.WALL_SIGN
)));
/**
* this multiplies the break speed, if set above 1 it's "encourage breaking" instead
*/
public final Setting avoidBreakingMultiplier = new Setting<>(.1);
/**
* A list of blocks to be treated as if they're air.
*
* 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 Setting> buildIgnoreBlocks = new Setting<>(new ArrayList<>(Arrays.asList(
)));
/**
* A list of blocks to be treated as correct.
*
* 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 Setting> buildSkipBlocks = new Setting<>(new ArrayList<>(Arrays.asList(
)));
/**
* A mapping of blocks to blocks treated as correct in their position
*
* 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 Setting