Changelog
- Wurst’s AI can now fully understand diagonal walking, fall damage and climbing, making it officially better than Minecraft’s zombie AI.
 
Wurst AI vs Zombie AI (the zombie fell down) pic.twitter.com/EzWh1vw0he
— Alexander01998 🌐 (@Wurst_Imperium) 15. November 2016
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Wurst’s AI can now walk diagonally.
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Wurst’s AI can now climb up and down on ladders and vines (previously it could only climb up and only use ladders).
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Wurst’s AI will no longer walk on soul sand if walking around it is faster.
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Wurst’s AI can now understand that water, lava, ladders, vines and webs reset the player’s fall damage.
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Added new arguments to
.path:- 
        
-debug: Toggles debug mode. When enabled, shows additional information about how the path was found.
Note: If you find a bug in the PathFinder, take a screenshot with debug mode enabled and attach it to the bug report. - 
        
-depth: Toggles depth testing. When disabled, the path will render through walls. - 
        
-refresh: Calculates the last path again. Useful for debugging or if the world has changed since the last calculation. 
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.pathwill now spread its calculations over multiple ticks if necessary. This means it will no longer cause a ton of lag while searching for a path, but the searching will take longer. - 
    
When a path leads multiple blocks in the same direction,This is currently disabled. It was causing issues with diagonal movement..pathwill now render one long arrow instead of multiple short ones. - 
    
Fixed Wurst’s AI not finding the shortest path through water.
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Fixed Wurst-Bot not starting.
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Fixed RemoteView disabling itself when enabled.
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Fixed a rendering glitch in Navigator.
 
