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for the love of god makes this a configurable entry |
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I feel your pain. After spending a lot of time digging into this, it's clear that the "bridge" the developers mentioned in the commit has indeed collapsed for all of us. Since it seems we're left to "cross this bridge" on our own without any one-click fix or config toggle from the server side, I've found a workaround. For those of you using mineflayer, you can simulate the missing epsilon by slightly adjusting the client-side physics. Just add this to your bot's spawn/init logic: if (bot.physics) {
bot.physics.playerHalfWidth = 0.302; // Restores the tiny gap needed to jump
}It's a "client-side band-aid" for a "server-side wound," but it works. Until (or if) the devs decide to prioritize our experience over "pixel-perfect" collisions, this is the way. |
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Is your feature request related to a problem?
Yes. Starting from build #116 (commit 1f1406f), there is a significant regression in how automated entities (bots/AI) interact with terrain. By removing the epsilon value for whole-block collision checks, the server now enforces "pixel-perfect" collisions.
When an AI entity (like a Mineflayer bot) moves flush against a block to jump, the server rejects the upward movement because the hitbox is perfectly aligned with the block's edge. This causes bots to get stuck and "vibrate" in place instead of jumping. This was perfectly working in builds #112-#115.
Describe the solution you'd like.
I would like to see the "epsilon padding" restored for collision checks with solid blocks, or at least a configuration option in paper-world-defaults.yml (e.g., collisions.use-legacy-epsilon) to restore the previous behavior. This would allow AI entities to maintain enough "gap" from blocks to perform vertical movements (jumping/climbing) without being blocked by the new strict collision logic.
Describe alternatives you've considered.
Other
The commit message for 1f1406f explicitly stated: "I'm sure this is going to cause some collision problem but we will cross that bridge when it happens." As a developer of an AI framework for Minecraft, I can confirm that this "bridge" has been reached. Strict vanilla collisions are great for players but break many existing AI pathfinding implementations that rely on the tiny epsilon gap to navigate slopes and stairs.
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