"AI Path Node Type" option for blocks/plants

Upvotes: 8
Issue description

This option determines how mobs "see" the block when pathfinding, so that they can avoid harmful blocks and obstacles. As such, this setting would be especially useful for blocks such as spike traps or cacti.The required code is:

// Returning null will use the vanilla behaviour instead
@Override
public PathNodeType getAiPathNodeType(IBlockState state, IBlockAccess world, BlockPos pos) {
	return PathNodeType.TYPE;
}

 

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