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Releases: Ladysnake/Automatone

v0.2.0

04 Apr 16:51
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Version 0.2.0:

Additions

  • Added syncWithOps setting to control whether chat and render info is sent to operators

Changes

  • Block and item lists in settings now use tags

Fixes

  • Fixed crash at launch outside of development environments
  • Fixed tab complete for command aliases

see full changelog here

v0.1.1

01 Apr 21:36
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Version 0.1.1:

Additions

  • Added an icon

Changes

  • Fake players now use the name from their display profile if any is set
  • Added dependencies to fabric.mod.json

Bugfixes

  • Fixed bridging over long distances

see full changelog here

v0.1.0

01 Apr 18:26
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Version 0.1.0:

First alpha release of Automatone, forked from Baritone 1.6.3.

EVERYTHING IS EXPERIMENTAL AND SUBJECT TO CHANGE

Additions

  • Fake Player API: easily create fake players that can be commanded with Baritone
    • Fake players do not load chunks, and do not prevent other players from sleeping
  • Local settings: change pathfinding settings for one entity at a time
    • If a local setting doesn't have its value explicitly set, it will use the value of the equivalent global setting

Changes

  • All operations now runs serverside
  • Clientside commands have been replaced with serverside brigadier
    • All commands must be prefixed with /automatone
    • Only operators can use commands
  • Operators can visualize paths for any entity that is using Automatone's pathfinding
  • Automatone will consider ascending through a column of water
    • this does not include bubble columns yet
  • Pathfinding can now use hanging vines and scaffolding, as well as any modded climbable block
    • modded scaffolding is unlikely to work though
  • Automatone should detect which modded doors cannot be opened
  • Parkour movements should overshoot a bit less
  • Chunk scanning for mining operations should be slightly faster
  • Simple movements can now occur while the entity is looking in some other direction
  • Differently sized entities are kind of, somewhat, vaguely handled by Automatone's pathfinding
    • entities that are smaller than a player should work as expected
    • entities that are taller than a player should more or less work
    • entities that are wider than a player fit in some rather broad definition of "working"
      • they do not fit in any definition of "good" though

Fixes

  • Fixed a crash when an entity fell into the void while pathfinding
  • Fixed a crash when a player attempted to auto-build with ladders in their inventory
  • Automatone will no longer attempt to place water buckets in ultrawarm dimensions
  • Pathfinding will now consider the speed modifiers on any block, not just soulsand
  • WIP: some moves should now work with varying player sizes
  • Players will no longer attempt to mine or place blocks in protected areas

Removals

  • Removed cheating

see full changelog here