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- AI Can Now Pathfind through Open Iron Doors and Open Wooden Doors. Copper Doors are completely excempt from this interactivity by default.
- Added new API Endpoints!
"ai:api/actions/break_block" Usage: execute as <ai> run function ai:api/actions/break_block Once Ran, this entity will shoot a Raycast and breaks the block that got hit by the raycast. This Raycast is shot in the direction the entity faces. "ai:api/toggle/can_open_doors/true | false" Usage: execute as <ai> run function ai:api/toggle/can_open_doors/true or false DEFAULT: TRUE Once Ran, this entity will be able to Open (wooden) Doors and Pathfind through Open Iron Doors. Copper Doors have been excluded from this list by default. "ai:api/toggle/can_close_doors" Usage: execute as <ai> run function ai:api/toggle/can-close-doors/true or false DEFAULT: TRUE Once Ran, this entity will be able to Close (wooden) Doors after walking through them, similar to a villager in the base vanilla game. Copper Doors have been excluded from this list by default.Note, the AI may still get stuck at doors, for now.
- Added Reach Parameter!
ai.baseReach: It stores the Reach of the AI Entity (used for actions/break_block API)- AI Can Now Pathfind through Open Iron Doors and Open Wooden Doors. Copper Doors are completely excempt from this interactivity by default.
- Added new API Endpoints!
"ai:api/actions/break_block" Usage: execute as <ai> run function ai:api/actions/break_block Once Ran, this entity will shoot a Raycast and breaks the block that got hit by the raycast. This Raycast is shot in the direction the entity faces. "ai:api/toggle/can_open_doors/true | false" Usage: execute as <ai> run function ai:api/toggle/can_open_doors/true or false DEFAULT: TRUE Once Ran, this entity will be able to Open (wooden) Doors and Pathfind through Open Iron Doors. Copper Doors have been excluded from this list by default. "ai:api/toggle/can_close_doors" Usage: execute as <ai> run function ai:api/toggle/can-close-doors/true or false DEFAULT: TRUE Once Ran, this entity will be able to Close (wooden) Doors after walking through them, similar to a villager in the base vanilla game. Copper Doors have been excluded from this list by default.Note, the AI may still get stuck at doors, for now.
- Added Reach Parameter!
ai.baseReach: It stores the Reach of the AI Entity (used for actions/break_block API)- Replaced the tag
aiwithai.pathfinding - Added some scoreboards that start with prefix
ai.base (ai.baseMovementSpeed, ai.baseJumpStrength, ai.baseSprintSpeed etc..)
To add store custom value that the AI can use, set the AI's score for these scoreboards. Setting these scores is optional, and if unset, they'll fallback to base values stored in ai.Values (which are also modifyable and don't reset every /reload)
- Replaced the tag
- Replaced the tag
aiwithai.pathfinding - Added some scoreboards that start with prefix
ai.base (ai.baseMovementSpeed, ai.baseJumpStrength, ai.baseSprintSpeed etc..)
To add store custom value that the AI can use, set the AI's score for these scoreboards. Setting these scores is optional, and if unset, they'll fallback to base values stored in ai.Values (which are also modifyable and don't reset every /reload)
- Replaced the tag
Refer to the description of this modrinth page for usage guide.
Refer to the description of this modrinth page for usage guide.
Сведения
Лицензия:
Опубликован:4 месяца назад
Обновлён:4 месяца назад
ID проекта:


