forked from RepoMirrors/baritone
editing settings
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@ -45,7 +45,7 @@ Quick start example: `thisway 1000` or `goal 70` to set the goal, `path` to actu
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```
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BaritoneAPI.getSettings().allowSprint.value = true;
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BaritoneAPI.getSettings().pathTimeoutMS.value = 2000L;
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BaritoneAPI.getSettings().primaryTimeoutMS.value = 2000L;
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BaritoneAPI.getProvider().getPrimaryBaritone().getCustomGoalProcess().setGoalAndPath(new GoalXZ(10000, 20000));
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```
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@ -69,7 +69,7 @@ public final class Settings {
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public final Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
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/**
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* Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger
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* Additional penalty for hitting the space bar (ascend, pillar, or parkour) because it uses hunger
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*/
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public final Setting<Double> jumpPenalty = new Setting<>(2D);
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@ -107,7 +107,7 @@ public final class Settings {
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/**
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* If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
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* <p>
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* Defaults to false because this fails on NCP
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* Defaults to false because this fails on constantiam
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*/
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public final Setting<Boolean> allowJumpAt256 = new Setting<>(false);
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@ -132,6 +132,8 @@ public final class Settings {
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/**
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* Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real
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* pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario.
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* <p>
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* Never turn this on lol
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*/
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public final Setting<Boolean> allowVines = new Setting<>(false);
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@ -145,11 +147,15 @@ public final class Settings {
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* You know what it is
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* <p>
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* But it's very unreliable and falls off when cornering like all the time so.
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* <p>
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* It also overshoots the landing pretty much always (making contact with the next block over), so be careful
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*/
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public final Setting<Boolean> allowParkour = new Setting<>(false);
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/**
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* Like parkour, but even more unreliable!
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* Actually pretty reliable.
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* <p>
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* Doesn't make it any more dangerous compared to just normal allowParkour th
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*/
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public final Setting<Boolean> allowParkourPlace = new Setting<>(false);
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@ -192,9 +198,13 @@ public final class Settings {
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/**
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* Toggle the following 4 settings
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* <p>
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* They have a noticable performance impact, so they default off
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* They have a noticeable performance impact, so they default off
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* <p>
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* Specifically, building up the avoidance map on the main thread before pathing starts actually takes a noticeable
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* amount of time, especially when there are a lot of mobs around, and your game jitters for like 200ms while doing so
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*/
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public final Setting<Boolean> avoidance = new Setting<>(false);
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/**
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* Set to 1.0 to effectively disable this feature
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* <p>
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@ -234,8 +244,10 @@ public final class Settings {
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/**
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* After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is
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* entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified.
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* <p>
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* This is much safer to leave off now, and makes pathing more efficient. More explanation in the issue.
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*
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* @see <a href="https://github.com/cabaletta/baritone/issues/144">Issue #144</a>
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* @see <a href="https://github.com/cabaletta/baritone/issues/114">Issue #114</a>
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*/
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public final Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
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@ -360,7 +372,9 @@ public final class Settings {
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/**
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* On save, delete from RAM any cached regions that are more than 1024 blocks away from the player
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* <p>
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* Temporarily disabled, see issue #248
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* Temporarily disabled
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*
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* @see <a href="https://github.com/cabaletta/baritone/issues/248">Issue #248</a>
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*/
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public final Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
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@ -456,7 +470,7 @@ public final class Settings {
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public final Setting<Boolean> walkWhileBreaking = new Setting<>(true);
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/**
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* If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful
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* If we are more than 300 movements into the current path, discard the oldest segments, as they are no longer useful
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*/
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public final Setting<Integer> maxPathHistoryLength = new Setting<>(300);
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@ -497,9 +511,9 @@ public final class Settings {
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public final Setting<Integer> axisHeight = new Setting<>(120);
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/**
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* Allow MineBehavior to use X-Ray to see where the ores are. Turn this option off to force it to mine "legit"
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* Disallow MineBehavior from using X-Ray to see where the ores are. Turn this option on to force it to mine "legit"
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* where it will only mine an ore once it can actually see it, so it won't do or know anything that a normal player
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* couldn't. If you don't want it to look like you're X-Raying, turn this off
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* couldn't. If you don't want it to look like you're X-Raying, turn this on
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*/
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public final Setting<Boolean> legitMine = new Setting<>(false);
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@ -607,6 +621,7 @@ public final class Settings {
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*/
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public final Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
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/**
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* A map of lowercase setting field names to their respective setting
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*/
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