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TunnelHoleStairESP

cev-api edited this page Apr 12, 2026 · 1 revision

TunnelHoleStairESP

  • Finds likely player-dug paths and highlights:

    • Vertical shafts
    • Straight tunnels
    • Stair mines
  • Additional independent detections:

    • Ladder columns
    • Bubble-column holes
    • Water-filled holes (non-bubble)
  • Detection mode controls holes/tunnels/stairs; ladder/bubble/water detection has separate toggles.

  • Area + Sticky area control coverage:

    • Area = scan radius
    • Sticky area = keep previously found results anchored while active scanning still follows your current position
  • Performance controls:

    • Chunks per tick = scan speed
    • Scan time budget = hard CPU cap per tick (main FPS stabilizer)
    • Refresh interval = periodic full re-queue of in-range chunks to refresh stale detections
    • Scan order prioritizes top-down passes to surface detections sooner
  • Accuracy controls:

    • Air only for stricter shape detection
    • Min/max hole width and depth
    • Min/max tunnel width, height, and minimum tunnel length
    • Stair height/length limits
    • Minimum ladder/bubble/water column heights
    • Natural wall filter + ratio to reduce cave/worldgen false positives
  • Tunnel detection treats torches as passable so lit tunnels don't split.

  • Includes per-dimension toggles and separate render colors/styles for holes, tunnels, stairs, ladders, bubble columns, and water holes.

  • Heuristic system: strong for route/base hunting, not perfect.

  • Inspired by Trouser-Streak's implementation, but heavily improved upon.

DigDig


Parent: What's new in this fork?

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