Skip to content

Conversation

Murat65536
Copy link
Contributor

@Murat65536 Murat65536 commented Jun 10, 2025

Closes #3226
Closes #4548 (duplicate)
Closes #92
Closes #2907
Closes #2975
Closes #4146
Closes #1698
Closes #1146
Closes #1018
Closes #3950 (duplicate)
Closes #109 (Still can't reproduce. I think this issue is gone now)
Closes #28 (Doesn't clutch if there's something like a torch in the way)

Just a few more clutches to Baritone.

  • Ladders
  • Hay Bales (Fall distance should definitely be lower on this one since it only blocks 80% of damage)
  • Powdered snow
  • Twisting vines
  • Vines
  • Slime Blocks (Usually they launch you back up in the air but this can be avoided by holding jump as you hit them)
  • Cobweb (Hard to get out of. Makes me think that falling with different items should have different costs coming with them. Should we think of a way to fall at the edge so we get out faster or is breaking them just easier.)
  • Lava (Check if the player has the right status effect)
  • Scaffolding (Can only be placed on solid blocks and need to crouch while standing on it)
  • Sweet Berries (Can only be placed on grass and dirt varients)
  • Literally any block (It's 1 health point less of fall damage) (Also this could be the difference between taking and not taking fall damage so it's actually pretty useful)
  • Bed (Worse than Hay bale by 30% and has the different colors that all need to be included) (Also since this is 2 blocks wide you can't place in some orientations. You also need to look in the orientation you place in)
  • Some blocks with carpets on them (I don't think this applies to all clutchable blocks but some still negate fall
    damage when there's a carpet on top of them. This includes slime blocks and powdered snow)

- [ ] Boat (An entity... might be difficult. A good thing about this is that you don't need to be directly under it, you just need the ability to right click on it) (Also has a bunch of variants) (Also has the chest boats)
- [ ] Minecart (A little more complicated since you also need to place a rail if there isn't one already)
- [ ] Horse (Same as boat but we need to check if it's tamed or not since untamed horses require you to have nothing in your hand to mount while tamed horses just don't care)
- [ ] Strider (Would need to check if it has a saddle already on it. If it does, just mount. If it doesn't, check if we have a saddle and if we do, place the saddle then mount)
- [ ] Donkey (Same has horse)
- [ ] Mule (Same as horse)
- [ ] Pig (Same as strider)
- [ ] Items (Picking up a water bucket for example and then placing it)

I might've missed a few things so let me know if there's anything else. I would say camels but they aren't in 1.19.4.

  • With water, we should be checking to make sure we aren't placing on something that wouldn't stop our fall and just waterlog the block. These include leaves, mangrove roots, top slabs, etc. -Done
  • Also also with ladders and vines, we should be checking if there is a block north, south, east, or west of the ladder or vine being placed since it won't place otherwise. -Done
  • Should we be adding a setting for every single new clutch? Baritone's settings are already impossible to navigate in-game (we desperately need a UI) so doing this won't exactly help with that issue. -No
  • If the item to clutch with is in the inventory instead of the hotbar, the bot just acts like it isn't there. Even when allowInventory is on. -Fixed
  • If we aren't able to do the clutch on the bottom block, we should still be able to place it off a wall and clutch there.
  • Maybe have a setting that breaks the block you clutched on after the clutch is done. Would need to adjust costs for this. This setting should also control picking up with a bucket. -New setting not needed since allowBreak
  • Even if the block is waterloggable, if we can still be inside that water (ex. half slab), it should be allowed. An even more complicated version of this would be clutching on the parts of stairs that are waterlogged. There would need to be air/other stairs facing the opposite direction/slabs around them so we can lose the 0.5 blocks to hit the water. This is too hard though so I'm not going to bother. -Done
  • Also I guess if we fall in water that's already there and we have a bucket, we shouldn't try to pick it back up again. -Done
  • Not all non-solid blocks are full blocks but the code treats them like they are. This is because it's such a small difference that it doesn't really matter.

@anishalle
Copy link

Hey! Maybe I can get to work on a UI? I was working on a swarm feature for Baritone and I think I have a good understanding of the codebase. Or maybe if there are any other features you'd like help with first?

@Murat65536
Copy link
Contributor Author

@ItsAGamer214 If you want to contribute to the repository, open up an issue. From there you can create a draft PR, commit to it, open it for review, and get it merged. A UI isn't in the scope of this specific issue but if you want to make one, feel free to do so. If you want to work on another thing instead, we have like 800 issues open (some are just trolls and others make no sense but there are still good ones that could be worked on).

@Murat65536
Copy link
Contributor Author

Murat65536 commented Jun 24, 2025

I changed the swapped slot from the 8th hotbar slot to the currently selected one but I don't know if this is okay. I guess if it's not we should at least have a setting for which slot to switch to.

@Murat65536
Copy link
Contributor Author

Clutches that don't nullify fall damage only happen when the height multiplied by the percent of fall damage taken is equal to or below maxFallHeightNoClutch.

@leijurv
Copy link
Member

leijurv commented Sep 11, 2025

can i see a screen recording?

@Murat65536
Copy link
Contributor Author

2025-09-11.20-15-33.mp4
2025-09-11.20-26-23.mp4

Sorry for low quality. Ran these through a compressor at least twice for them to fit in 10mb limit.

@leijurv
Copy link
Member

leijurv commented Sep 12, 2025

That looks... alright. It shouldn't recompute the path upon landing though? And maybe I'm being biased by the view snapping, but, the falling looks less controlled than before? Although, it doesn't look like you touched that part of the code...

If you put lava around the column you're falling in, meaning you walk off a ledge and fall through a 1 block column with lava on all 3 sides, does it fall straight through without catching fire? Like if it bounces on a slime block is that bounce controlled enough to not hit the walls?

@Murat65536
Copy link
Contributor Author

It might just be the resolution. I found no issues with it missing the target in any of my testing or even developing.

2025-09-11.21-24-17.mp4

@Murat65536
Copy link
Contributor Author

Murat65536 commented Sep 12, 2025

It shouldn't recompute the path upon landing though?

No idea why it's doing that but it isn't something I changed. (I think)

Looking at the video, it only does that once. The only thing I would be able to think of is that it wasn't on the ground when it calculated but that can't be true since I added in a check to prevent that. I guess its current path just didn't work out?

@Murat65536
Copy link
Contributor Author

Murat65536 commented Sep 12, 2025

@leijurv Only other thing I can think of is that the code doesn't like that it's in the twisting vines? I don't know how to check this though. It also doesn't recalculate every time it does a twisting vine clutch so idrk.

@Murat65536
Copy link
Contributor Author

@ZacSharp Does this look good to you?

Copy link
Contributor Author

@Murat65536 Murat65536 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I removed hasClutched and replaced it with a check to see if it's touching ground and I think that broke cobwebs since the bot waits until it is on the ground to start moving again. I'll fix it when I got time.

@Murat65536
Copy link
Contributor Author

Murat65536 commented Oct 5, 2025

@leijurv I can't reproduce the path recalculation anymore, so that might be gone. The bot is still trying to break cobwebs instead of just going through them which is kinda annoying. IDK how to fix that though. Any ideas?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment