The_sussycheese I agree. We already have a pretty good path finder and commands like .goto, .path, and .follow. They just need some tweaks to become a viable Baritone alternative:
- .gotoneeds to be less strict by default. If a position is unreachable, it should by default move as close as possible to it instead of refusing to move at all. This would also make it possible to- .gotoa far away position where the chunks haven't loaded yet.- .pathshould probably get these changes too.
 
- We are missing some convenience commands like - .thisway,- .surface, etc.
 
- A setting to allow - .goto, etc. to break blocks. This is already used in TreeBot to break leaves, there just isn't a setting for it. Also, mining is currently just a flat 2x cost multiplier, which was good enough for TreeBot but we'll need something more sophisticated to have the pathfinder decide correctly between different blocks (e.g. obsidian vs. stone).
 
- There are quite a few bugs with the current pathfinder / pathprocessor (e.g. getting stuck in vines) that need fixing. It would be great to have automated tests for that since it's a very complex part of the codebase. This will have to wait until I'm done migrating to the Fabric Client GameTest API though. 
- The current pathfinder can't place scaffolding / temporary blocks. This is what's holding back TreeBot from supporting large oak trees. It would also need the ability to clean up any temp blocks it places (which I think Baritone doesn't do?). This gets complicated fast so I'd much prefer to have automated tests working first. 
I think 1. is by far the most important change. The strictness of .goto makes Wurst's pathfinder look far less capable than it actually is. 2. and 3. also make a big difference and are relatively straightforward to implement. 4. and 5. need to wait for better tests.