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Survival AutoBuilder

Client-side survival builder: your player builds schematics by itself — walks, places blocks, fixes mistakes, scaffolds and restocks from chests.
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Survival AutoBuilder 1.5.0

File nameautobuilder-1.5.0.jar
Uploaded
Nov 7, 2026
Downloads
35
Size
401.2 KB
Mod Loaders
NeoForge
File ID
9498860
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:survival-autobuilder-1787739:9498860"

Learn more about Curse Maven

What's new

  • Ore hunting (/ab ore [type] [radius]): digs straight to ores found in loaded chunks (X-ray style), one vein after another. Types: all, diamond, iron, gold, redstone, lapis, emerald, coal, copper, debris, quartz; default all within 32 blocks. Skips ores next to lava or water. On multiplayer, check the server rules first; servers with anti-xray show fake ores or none. The server opt-out ([NoAutoBuilder]) disables it like everything else.
  • Excavate (/ab excavate [from to], or the Excavate row on the Chop & mine screen): digs out every breakable block in the selection, two layers at a time from the top down, so it works its way down standing in the pit instead of digging deep holes around its feet. Up to 1 million blocks. Chests, barrels, furnaces, ender chests and other containers are left alone, as are blocks next to water or lava (so it never lets water into the pit); falling sand and gravel are dug as they land. When the inventory fills up it drops cobblestone, dirt and other junk, keeping two stacks for scaffolding. When it's done it says how many blocks it removed and how many it had to leave.
  • Custom material replacement (/ab replace <block> <with>): build the loaded blueprint with one block swapped for any other, e.g. a mob farm's iron blocks as cobblestone, or oak stairs as stone brick stairs (facing, half and other shared properties are kept). Replace with air to leave a block out. /ab replace list lists the blocks the blueprint uses in chat (click one to fill in the command), /ab replace <block> undoes one, /ab replace clear undoes all. The material list follows the replacements, and they're saved with the resume point.
  • Dump chests (/ab dump add|remove|list|clear, or Set as dump on the tools screen): while chopping, mining, ore hunting or excavating, when the inventory is nearly full it walks to the nearest dump chest and stores what it gathered, then goes back to work; when the whole job is done it stores the rest. Only what it gathered goes in: whatever you had when the job started stays, and so do tools, food, buckets, torches and a stack of scaffold blocks. With a dump chest it also picks up the cobblestone and dirt it used to leave lying around. If every dump chest is full or out of reach it falls back to dropping junk and tries again 5 minutes later.
  • /ab materials counts supply chests: each material now shows how many are in your inventory and how many in registered supply chests, and the missing amount takes both into account. Chest contents are as last seen, either when it restocked from them or when you opened them yourself; chests it hasn't seen yet are listed as unknown.
  • Replace screen: Replace blocks on the main screen (or /ab replace with no arguments) opens a screen instead of needing typed block ids: the blueprint's blocks with icons and counts on the left, every block you can use instead on the right as an icon grid you can search by name (in your game language) or id. Blocks of the same shape come first (stairs for stairs, slabs for slabs), and among those the ones in your inventory, with how many you have. Buttons to leave a block out, restore one or restore all. /ab replace list prints the old chat list.
  • Materials screen: Materials opens a table instead of printing to chat: each material with how many are still needed, in your inventory, in supply chests and missing, refreshed every second. Click a row to replace that block; Print to chat gives the old output.
  • Chop & mine screen: chopping, branch mining, ore hunting and excavating in one screen with sliders for the radius, tunnel lengths and layers, and a button that cycles through ore types. The values are remembered as the new defaults.
  • Selection wand shortcuts: Shift+right-click opens a menu for what you're looking at: make a chest a supply or dump chest (click again to undo), replace that blueprint block (works on preview blocks that aren't built yet), move the blueprint there, rotate, mirror, start/pause, materials, set either corner, excavate/save/clear the selection. Shift+left-click moves the blueprint (centred) to where you look, and Shift+scroll nudges it one block along your facing, or up/down when looking up or down. Picking up the wand shows a one-line reminder. Moving is refused while building.
  • Main screen: Open folder and Refresh moved to the top left to make room; the tools screen has a Mark in log button.
  • Diagnostic log (/ab log): each build or gathering job writes a log to autobuild/logs/ with the settings, every action (placing, digging, path searches and why a path failed, restocking, storing, pauses, errors) and a status line per second. When position and action haven't changed for 15 seconds, or nothing has progressed for a minute, it writes a snapshot of the surroundings (a block map around the player, the remaining path, blacklisted spots). /ab log mark <note> marks the moment something goes wrong. Settings: on/off, files kept, stuck snapshot delay.
  • Blocks water flowing in: when water from outside (a lake, a stream, a source next to the build) flows into the blueprint where it wants no water, it puts a block just outside the edge to stop it, then drains what's inside. Before, water connected to outside was never drained, so it kept flowing in, sources inside it were left alone, and the water got in the way. These blocks stay after the build (removing them lets the water back in). Setting: Block water flowing in. Filling water and blocking inflow now come before digging, instead of waiting until every block to dig is done.
  • More settings: default radius for /ab chop and /ab ore, default tunnel lengths for /ab mine, whether chopping protects log houses, how many layers excavating digs at a time, whether it keeps containers and the largest selection allowed, which items count as junk and how many scaffold blocks to keep when dropping junk; a new Dump chests section (free slots that trigger a trip, storing at the end of a job, scaffold kept when storing, picking up junk, items never stored); and preview opacity, how many preview blocks to draw, the red break outlines and the status panel.
  • About 25–30% faster builds (same blueprint, same spot, before vs after): digging no longer waits out the action delay after each block, so a dirt block takes ~1.5 ticks instead of ~3.5; it sprints on flat stretches; and it picks the next target by actual walking distance in one search instead of straight-line distance (the nearest block may be behind a wall).
  • Fix: it could close a doorway from the inside and lock itself in, then dig its way out and repeat. The check now knows the player is two blocks tall, so filling the lower half of a doorway counts as sealing.
  • Fix: when it stood in the last missing block's spot it waited instead of stepping aside, leaving that block unbuilt.
  • Fix: endless loop where the path dug through an already built block and the builder put it straight back, blocking the path again. Cells the current path still has to pass through are left alone until it has walked past; built blocks (including ones that only need a click, tilling or a bucket) are expensive to dig through, and one dug twice in a minute is off limits for a minute.
  • Fix: removing scaffolding over water. It now takes a bridge apart from the far end back towards land, and never digs the block it stands on when water would flow in, so it no longer drops into the water, swims ashore and leaves blocks behind.
  • Fix: the container search froze on chests it couldn't walk to, e.g. an underground dungeon chest. Containers now need a complete walking path without digging (at most 4 scaffold blocks); unreachable ones are skipped for 5 minutes.
  • Fix: while taking down scaffolding, the path could dig through a wall and the hole was never closed again (it was standing in it, so filling it would have locked it in). Before finishing it now checks for blocks that went missing during cleanup and goes back to building them.
  • Fix: it got stuck around flowing water. The pathfinder treated any water as a wall, so blocks standing in a stream could only be reached by bridging over the water block by block, and once it stood in flowing water itself, or was boxed in by water and its own scaffolding, it couldn't find a path at all. It now wades through shallow water (water at foot level with ground underneath, head above water), preferring dry routes, and only treats itself as swimming (and heads for land) when the water is deep enough that there's no ground under it. Climbing out of water onto a ledge now holds jump and keeps pushing towards the ledge (in water the jump key only floats you up slowly; it used to tap jump once and sink back), and it no longer plans to pillar up while standing in water.
  • Fix: with Hide preview while building on, the preview couldn't be shown during a build: H, the button and /ab hide only flipped the manual switch, which didn't matter while building. They now toggle what you actually see; showing it during a build keeps it visible until that build stops.
  • Fix: after one restock round found nothing, it never went to the supply chests again in that session, even after you refilled them (the retry timer only advanced while restocking). Unreachable containers are now also retried after 5 minutes as intended.
  • Fix: while pillaring up it started digging a block overhead at the top of each jump and lost it on the way down; after a few tries the block was given up on. It now only starts digging while standing.
  • Fix: in busy terrain (a swamp full of water, scaffolding and leaves) it walked back and forth between two spots without working. The path search ran out of time before reaching the targets on one side, so it treated them as unreachable, walked to the other side for a block or two, and came back 15 seconds later to the same result. When a search runs out of time rather than out of places to go, it now searches once more with a much bigger budget (at most once every 5 seconds), and a target that really can't be reached is skipped for longer each time (15 s, 30 s, 1 min, 2 min, 4 min). The diagnostic log also maps the blocks around such a target.
  • Fix: with Block water flowing in on, water sources inside the blueprint could still be left alone as "connected to outside water" when outside water touched the edge anywhere, even behind a block that hadn't been dug yet. A source high up kept pouring water down, and the flowing water blocked the way to everything below it. Since every place where outside water flows in gets blocked anyway, that water no longer counts as able to flood in, so the sources inside are filled. Water flowing outwards across the edge isn't blocked any more (it dries up once the inside is drained).
  • Fix: when the water source it wanted to refill a bucket from couldn't be reached, it searched for a path to it again every tick, which made the game stutter.
  • Faster pathfinding, about 3× more positions searched per millisecond with the same resulting paths (benchmark: 1.7–2.8 s → 0.5–0.8 s): the world data a search looks at is now stored in per-chunk-section arrays instead of hash tables, the open list is a binary heap that updates a spot in place instead of adding it again, and a path search with many candidate targets computes its estimate with one square root instead of one per target. Path searches also share a time budget per tick (a tick that already spent 60 ms searching leaves the rest to the next tick), dropped items that can't be reached are skipped by item instead of by position (items drifting in water kept getting retried), and the bigger retry search heads more directly for the targets.
  • Pathfinding: gives up on a step after 2 seconds of jumping in place without getting closer (it used to look stuck but keep trying), avoids digging under the build's footprint, and retries unreachable spots after 5 seconds instead of 20.

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