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Add planks, slabs and carpets as pathblocks Pathblocks no longer increase pathing cost when they have a nonempty collision shape(carpets) Doors and pathblocks are now cheaper to traverse Re-visiting a pathfinding Node no longer counts towards the maximum allowed nodes to visit Pathfinding Nodes now got a visited counter, which limits how many times the cost of a node is allowed to update. Heuristic rebalancing allows an additional revisit Reevaluating the heuristic in pathfinding is now more accurate during search, using the distance to destination provided by the new IDestinationPathJob interface, and are also applied gradually instead of at once Fix a bug where corner nodes could connect to eachother Fix a bug where corner nodes that get their cost updated would not be recognized as such Add fast collision existance check to ShapeUtil PathfindingAIHelper#walkCloseToXNearY now runs the pathjob at least once, even if the entity may still already be in working range Stuckhandler now at minimum walks the entity 20 blocks away when trying to resolve stuck PathJobFindWater now discourages pathfinding from going too far out of its search radius PathJobMoveCloseToXNearY got a slightly adjusted heuristic to prefer staying close to the near position
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"enchantments": [ | ||
{ | ||
"enchantment": "minecraft:silk_touch", | ||
"levels": 1 | ||
"levels": { | ||
"min": 1 | ||
} | ||
} | ||
] | ||
} | ||
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