Dungeons Guide

Dungeons Guide

Mod

A mod designed to help hypixel skyblock dungeons players find secrets and solve puzzles. Also comes with lots of QOL Features

Client Utility

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4.0.0-beta12.5-experimental11.1

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

dungeonsguide-4.0.0-beta12.5-experimental11.1-standalone.jar(24.89 MiB) Primary Download

Project members

syeyoung

Member

Details

Licensed AGPL-3.0-only
Published a year ago
Updated 2 months ago