Compatibility
Minecraft: Java Edition
1.8.9
Platforms
Supported environments
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Details
Licensed AGPL-3.0-only
Published last year
Updated 3 days ago
Changelog
This is the first public experimental release.
From experimental1.0
- support for big brain stonk/etherwarp cheese has been added.
From experimental2.0
- New Feature! "Smart Route", enable it in Secrets & Pathfinding (I think) => This feature generates OPTIMIZED route going through all the secrets in the room when you enter the room => There is still a room for big improvement, especially in cost calculation.
- New Feature! "Action DAGs", enable it in Debug section => This feature is like ActionViewer but it shows how dg optimized action DAG
- Pathfinding can now skip doors and super booms if there is faster way with stonking or etherwwarp
From experimental3.0
- Stonking is now supported. DG will generate routes that tell you to stonk-click chest/levers behind walls
- Smart Route is a bit more smarter
From experimental4.0
- Precalculation & (Service)
- Smarter and faster ETHERWARP routes!
- A lot of improvements I forgot.
From experimental4.1
- Fix skytils incompatibility with 1.9.3~
- Probably Fix memory issues
- Fix file popup not appearing
- Multithreaded Smart Route Searching
- Much smarter routes
From experimental5.0
- Simulated Annealing in Big rooms ::: Now experimental pathfinder generates decent routes even within big rooms With above Change, I expect that game lagging issue to be fixed. (at least it's fixed for me :D)
- Fix Smart Route breaking sometimes when room is "discovered" when you're in the middle of door
- Fix other pathfinding breaking for the same reason above
From experimental5.1
- Fix layout issue in request calculation gui
- Probably fix memory issue in requesting calculation
- Fix a bug where finished pathfind precalculations are invisible
From experimental6.0
- Update PathfindRequest / Precalculation file format
- "Pathfind Presets" :: new way to easily manage and share thousands of precalculations (without causing any pathfind configuration problems!!!!! <- this bit is important)
- With Pathfind Presets, requesting and applying precalculation can be entirely done within the game. No need to browse and select correct file, or manual extracting
- Migrate pathfind tokens to pathfind credits.
- On pathfind preset gui, you can click on view room to join single player version of that room!! (cool!!)
From experimental6.1
- Fix some npe's in gui
- Fix poorly implemented pf req generation that didn't generate some requests causing problems
- Actually try to delete temp files after they are used so that they don't take up your entire hdd (each generation makes like 25gb)
- Scrolling in Events
- Fix dg unable to extract BIG zip files.
From experimental7.0
- Optimize memory allocation rate for tsp solver => Now ALMOST 0MB/s WOW!
- TSP Cache, no need to keep entire precalculation in ram all the time. Only extract parts pathfinder needs, then load the entire file when showing it to the user => A lot of ram reduced
- Optimize cpu time for pathfinder => Now it runs faster!!! => This release should get rid of the gc spikes you get when running out of direct memory, freezing game every second or so
From experimental8.0
- Optimize pathfinding thread. They no longer take up 50% of your cpu time. (of which it spends doing literally nothing)
- Optimize collision check cache. Even less ghost lag.
- A lot of internal changes
From experimental8.1
- fix offsetvec3 format
From experimental9.0
- New Path display engine! Textured curvy paths with animation! (this is so cool) => You can change them in line settings. Try "Neo Route"
- Broke some keybind settings. (sorry) Please re-assign keybind for your "press A to trigger pathfind" like features.
- TSP Cache! Pathfinding should be a bit more faster now.
- Fix some schematic & roomdata issues.
- fix freeze lines preventing lines from showing at first.
- A looooooooooot of internal changes.
From experimental10.0
- DP TSP solver. Now doors-5, supertall-6, etc. load within 4seconds. spider-7 still takes 7 seconds.
- now smart route returns exact solution. Quality of smart route has been increased substantially
- Implement #579 etherwarp tracers. Available in line settings -> NeoRoute (enabled by default)
From experimental10.1
- fix DP TSP solver not being able to load on windows
- Fix double chests not pathfinding properly ::: This probably generated few missing precalcs!! I've updated my precalc on #pathfind-presets-sharing , but if you did do custom precalculation properly, you will have to spend around 20 pathfind credits.
- Fix double chest highlight failing sometimes
- Change dg.safe to dg.native_blacklist .. since skyclient by default puts them into args and it's really bad for performance
From experimental10.2
- fix tsp cache not being built, which in turn caused MASSIVE lag in dungeons.
From experimental10.3
- Fix crash in neoroute renderer when tileentity custom renderer = null
- Support animated texture for dungeonsguide:textures/arrow.png. Just do normal .mcmeta stuff.
- Some internal changes.. (raycasthelper deterministic clustering, debug buttons etc)
From experimental11.0
- Default preset with actual precalculations
- Slow stonk option => this fixes all those "annoying stonk" issues where you get not-instaminable-block in your stonk path
- Added category descriptions
- Fix actionmovenearestair pathfinding to corner of the block breaking button-5
- Fix pathfind randomly stopping mid run due to pf to invalid secret state
- Fix lava-ravine-6 with incorrect roomdata which caused some paths to fail to generate ** please unlink all precalculations in lava-ravine-6 and request calculation again to use new roomdata. ** or you can use updated #"Eff 10 Diamond pickaxe + etherwarp. No pearling or stair stonking."
- Fix superboom overlay being shown when the target mechanic is already blown up
- Updated itemdrop detection :: if item does not appear within 2 seconds, the mod assumes it is already found
- Updated bat detection :: if bat does not appear within 5 seconds, the mod assumes it is already found
- Updated essence detection :: the mod marks essence as found the moment you get animation. Which means pathfinding will be a bit faster and smoother
- Updated lever triggered door detection :: the mod now does not wait for the door to fully open. Pathfinding should feel faster and smoother
- Fixed superboomables not being properly incorporated into pathfinding.
- Fixed "stonk & click" through superboomables. The mod now shows superboom overlay + "click" instead.
From experimental11.1
- Force neoroute as default
- add slight change to updatechekcer so that it wouldn't be annoying.
Files
Metadata
Release channel
AlphaVersion number
4.0.0-beta12.5-experimental11.1Loaders
Game versions
1.8.9Downloads
1229Publication date
June 8, 2025 at 2:22 PMPublisher

syeyoung
Member