diff --git a/README.md b/README.md index 555c2c077..224281c70 100644 --- a/README.md +++ b/README.md @@ -45,7 +45,7 @@ Quick start example: `thisway 1000` or `goal 70` to set the goal, `path` to actu ``` BaritoneAPI.getSettings().allowSprint.value = true; -BaritoneAPI.getSettings().pathTimeoutMS.value = 2000L; +BaritoneAPI.getSettings().primaryTimeoutMS.value = 2000L; BaritoneAPI.getProvider().getPrimaryBaritone().getCustomGoalProcess().setGoalAndPath(new GoalXZ(10000, 20000)); ``` diff --git a/src/api/java/baritone/api/Settings.java b/src/api/java/baritone/api/Settings.java index a069d76b8..14cf6814f 100644 --- a/src/api/java/baritone/api/Settings.java +++ b/src/api/java/baritone/api/Settings.java @@ -69,7 +69,7 @@ public final class Settings { public final Setting blockBreakAdditionalPenalty = new Setting<>(2D); /** - * Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger + * Additional penalty for hitting the space bar (ascend, pillar, or parkour) because it uses hunger */ public final Setting jumpPenalty = new Setting<>(2D); @@ -107,7 +107,7 @@ public final class Settings { /** * 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 NCP + * Defaults to false because this fails on constantiam */ public final Setting allowJumpAt256 = new Setting<>(false); @@ -132,6 +132,8 @@ public final class Settings { /** * Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real * pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario. + *

+ * Never turn this on lol */ public final Setting allowVines = new Setting<>(false); @@ -145,11 +147,15 @@ public final class Settings { * You know what it is *

* 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 Setting allowParkour = new Setting<>(false); /** - * Like parkour, but even more unreliable! + * Actually pretty reliable. + *

+ * Doesn't make it any more dangerous compared to just normal allowParkour th */ public final Setting allowParkourPlace = new Setting<>(false); @@ -192,9 +198,13 @@ public final class Settings { /** * Toggle the following 4 settings *

- * They have a noticable performance impact, so they default off + * 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 Setting avoidance = new Setting<>(false); + /** * Set to 1.0 to effectively disable this feature *

@@ -234,8 +244,10 @@ public final class Settings { /** * After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is * entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified. + *

+ * This is much safer to leave off now, and makes pathing more efficient. More explanation in the issue. * - * @see Issue #144 + * @see Issue #114 */ public final Setting cutoffAtLoadBoundary = new Setting<>(false); @@ -360,7 +372,9 @@ public final class Settings { /** * On save, delete from RAM any cached regions that are more than 1024 blocks away from the player *

- * Temporarily disabled, see issue #248 + * Temporarily disabled + * + * @see Issue #248 */ public final Setting pruneRegionsFromRAM = new Setting<>(false); @@ -456,7 +470,7 @@ public final class Settings { public final Setting walkWhileBreaking = new Setting<>(true); /** - * If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful + * If we are more than 300 movements into the current path, discard the oldest segments, as they are no longer useful */ public final Setting maxPathHistoryLength = new Setting<>(300); @@ -497,9 +511,9 @@ public final class Settings { public final Setting axisHeight = new Setting<>(120); /** - * Allow MineBehavior to use X-Ray to see where the ores are. Turn this option off to force it to mine "legit" + * Disallow MineBehavior from using X-Ray to see where the ores are. Turn this option on to force it to mine "legit" * 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 - * couldn't. If you don't want it to look like you're X-Raying, turn this off + * couldn't. If you don't want it to look like you're X-Raying, turn this on */ public final Setting legitMine = new Setting<>(false); @@ -607,6 +621,7 @@ public final class Settings { */ public final Setting colorGoalBox = new Setting<>(Color.GREEN); + /** * A map of lowercase setting field names to their respective setting */