BlockBot 1.0.0

Additional Details

This package is not tested yet.

dotnet add package BlockBot --version 1.0.0
                    
NuGet\Install-Package BlockBot -Version 1.0.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="BlockBot" Version="1.0.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="BlockBot" Version="1.0.0" />
                    
Directory.Packages.props
<PackageReference Include="BlockBot" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add BlockBot --version 1.0.0
                    
#r "nuget: BlockBot, 1.0.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package BlockBot@1.0.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=BlockBot&version=1.0.0
                    
Install as a Cake Addin
#tool nuget:?package=BlockBot&version=1.0.0
                    
Install as a Cake Tool

BlockBot

A powerful and comprehensive C# Minecraft bot library inspired by Mineflayer, designed for creating intelligent Minecraft bots with advanced automation capabilities.

Table of Contents

Features

πŸ€– Intelligent Bot System

  • Advanced A* pathfinding with obstacle avoidance
  • Multi-objective task scheduling
  • Environmental adaptation and learning

βš”οΈ Combat System

  • Defensive mode for automatic mob protection
  • Smart target selection and priority
  • Weapon and armor optimization

πŸ—οΈ Building & Construction

  • Schematic-based structure building
  • Material requirement calculation
  • Multi-threaded construction for large projects

🌾 Automated Farming

  • Multi-crop farm management
  • Growth optimization and timing
  • Automatic planting and harvesting

⛏️ Mining Operations

  • Intelligent ore detection
  • Optimal mining patterns
  • Tool selection and durability management

πŸŽ’ Inventory Management

  • Smart item organization
  • Stack optimization
  • Automatic sorting and categorization

πŸ’¬ Chat System

  • Custom command registration
  • Auto-responses and filters
  • Advanced message parsing

πŸ—ΊοΈ World Interaction

  • Real-time world state tracking
  • Chunk and block management
  • Path finding and navigation

Installation

Prerequisites

  • .NET 8.0 or later
  • Visual Studio 2022 or VS Code with C# extension

Using NuGet Package (Coming Soon)

dotnet add package BlockBot

Building from Source

  1. Clone the repository:
git clone https://github.com/Shlomo1412/BlockBot.git
cd BlockBot
  1. Restore dependencies:
dotnet restore
  1. Build the project:
dotnet build

Quick Start

Here's a simple example to get your bot up and running:

using BlockBot;
using System.Numerics;

// Create a new bot instance
var bot = new BlockBot();

// Connect to a Minecraft server
var connected = await bot.ConnectAsync("localhost", 25565, "MyBot");

if (connected)
{
    Console.WriteLine($"Connected as {bot.Username}");
    Console.WriteLine($"Position: {bot.Position}");
    
    // Send a chat message
    await bot.SendChatAsync("Hello, Minecraft world!");
    
    // Navigate to a location
    await bot.GoToAsync(new Vector3(100, 64, 100));
    
    // Start automated farming
    await bot.StartAutomatedFarmingAsync();
}

// Cleanup
bot.Dispose();

Core Architecture

BlockBot is built with a modular architecture consisting of specialized managers:

BlockBot (Main Class)
β”œβ”€β”€ MinecraftClient (Protocol Communication)
β”œβ”€β”€ WorldManager (World State & Blocks)
β”œβ”€β”€ EntityManager (Players, Mobs, Items)
β”œβ”€β”€ InventoryManager (Item Management)
β”œβ”€β”€ NavigationManager (Pathfinding & Movement)
β”œβ”€β”€ ChatManager (Chat & Commands)
β”œβ”€β”€ CombatManager (Fighting & Defense)
β”œβ”€β”€ CraftingManager (Recipe System)
β”œβ”€β”€ BuildingManager (Construction)
β”œβ”€β”€ FarmingManager (Agriculture)
β”œβ”€β”€ MiningManager (Excavation)
β”œβ”€β”€ RedstoneManager (Redstone Circuits)
└── AdvancedAI (Behavior Planning)

API Documentation

BlockBot Main Class

The main BlockBot class serves as the central orchestrator for all bot operations.

Properties
// Connection and State
bool IsConnected { get; }           // Connection status
string Username { get; }            // Bot's username
Vector3 Position { get; }           // Current position
Player? Player { get; }             // Player entity

// Manager Access
MinecraftClient Client { get; }     // Protocol client
WorldManager World { get; }         // World state
EntityManager Entities { get; }     // Entity tracking
InventoryManager Inventory { get; } // Inventory management
NavigationManager Navigation { get; } // Pathfinding
ChatManager Chat { get; }           // Chat system
CombatManager Combat { get; }       // Combat operations
CraftingManager Crafting { get; }   // Crafting recipes
BuildingManager Building { get; }   // Construction
FarmingManager Farming { get; }     // Agriculture
MiningManager Mining { get; }       // Mining operations
RedstoneManager Redstone { get; }   // Redstone circuits
AdvancedAI AI { get; }             // AI behaviors
Core Methods
// Connection Management
Task<bool> ConnectAsync(string host, int port, string username, string? password = null);
Task DisconnectAsync();

// Basic Actions
Task<bool> GoToAsync(Vector3 destination, float tolerance = 0.5f);
Task<bool> FollowEntityAsync(int entityId, float distance = 3.0f);
Task<bool> AttackEntityAsync(int entityId);
Task<bool> MineBlockAsync(Vector3 position);
Task<bool> PlaceBlockAsync(Vector3 position, string blockType);
Task<bool> CraftItemAsync(string itemName, int quantity = 1);
Task SendChatAsync(string message);

// Advanced Operations
Task StartAutomatedFarmingAsync();
Task StartAutomatedMiningAsync(Vector3 area);
Task BuildStructureAsync(string schematicPath);
Task EnableDefensiveModeAsync();

Chat Management

The ChatManager handles all chat-related functionality including message processing, commands, and auto-responses.

Features
  • Custom command registration
  • Auto-response system
  • Message filtering
  • Chat logging
  • Private messaging
Usage Examples
// Basic chat operations
await bot.Chat.SendMessageAsync("Hello everyone!");
await bot.Chat.SendPrivateMessageAsync("player123", "Hi there!");
await bot.Chat.SendCommandAsync("time", "set", "day");

// Register custom commands
bot.Chat.RegisterCommand("info", async (args) =>
{
    await bot.Chat.SendMessageAsync($"I'm at {bot.Position}");
    return true;
});

bot.Chat.RegisterCommand("goto", async (args) =>
{
    if (args.Length >= 3 && 
        float.TryParse(args[0], out var x) &&
        float.TryParse(args[1], out var y) &&
        float.TryParse(args[2], out var z))
    {
        var success = await bot.GoToAsync(new Vector3(x, y, z));
        await bot.Chat.SendMessageAsync(success ? "On my way!" : "Can't reach that location");
        return success;
    }
    
    await bot.Chat.SendMessageAsync("Usage: !goto <x> <y> <z>");
    return false;
});

// Set up auto-responses
bot.Chat.AutoRespond = true;
bot.Chat.AddAutoResponse("hello", "Hello there!");
bot.Chat.AddAutoResponse("how are you", "I'm doing great, thanks!");

// Event handling
bot.Chat.PlayerMessage += (username, message) =>
{
    Console.WriteLine($"<{username}> {message}");
};

bot.Chat.CommandExecuted += (command, result) =>
{
    Console.WriteLine($"Command '{command}' executed: {result}");
};
Chat Filtering
// Add custom filters
bot.Chat.AddChatFilter(new ChatFilter("spam", message => 
    message.Content.Length > 100 && 
    message.Content.Count(c => c == '!') > 5));

// Filter configuration
bot.Chat.LogChat = true;  // Enable chat logging

World Management

The WorldManager tracks world state, blocks, and chunks.

Key Methods
// Block operations
Block? GetBlock(Vector3 position);
void SetBlock(Vector3 position, Block block);
bool IsBlockSolid(Vector3 position);
bool IsPathClear(Vector3 from, Vector3 to);

// World queries
List<Vector3> GetSurroundingBlocks(Vector3 center, int radius);
List<Vector3> FindBlocks(Vector3 center, int radius, int blockType);
float GetGroundHeight(Vector3 position);
Usage Examples
// Check block types
var currentPos = bot.Position;
var blockBelow = bot.World.GetBlock(currentPos - Vector3.UnitY);
if (blockBelow?.IsSolid == true)
{
    Console.WriteLine($"Standing on {blockBelow.Name}");
}

// Find specific blocks
var diamondOres = bot.World.FindBlocks(currentPos, 50, 14); // Diamond ore
Console.WriteLine($"Found {diamondOres.Count} diamond ore blocks nearby");

// Check line of sight
var target = new Vector3(100, 64, 100);
if (bot.World.IsPathClear(currentPos, target))
{
    Console.WriteLine("Clear path to target");
}

// Analyze surroundings
var nearbyBlocks = bot.World.GetSurroundingBlocks(currentPos, 5);
var blockCounts = nearbyBlocks
    .Select(pos => bot.World.GetBlock(pos))
    .Where(block => block != null)
    .GroupBy(block => block.Name)
    .ToDictionary(g => g.Key, g => g.Count());

foreach (var (blockType, count) in blockCounts)
{
    Console.WriteLine($"{blockType}: {count}");
}

Entity Management

The EntityManager tracks all entities including players, mobs, and items.

Key Methods
// Entity queries
Entity? GetEntity(int entityId);
Player? GetPlayer(string username);
List<Entity> GetNearbyEntities(Vector3 position, float radius);
List<Entity> GetEntitiesOfType(EntityType type);
List<Entity> GetHostileEntities(Vector3 position, float radius);
Entity? GetNearestEntity(Vector3 position, EntityType? type = null);

// Entity management
void AddEntity(Entity entity);
void RemoveEntity(int entityId);
void UpdateEntityPosition(int entityId, Vector3 position);
Usage Examples
// Find nearby entities
var playerPos = bot.Position;
var nearbyMobs = bot.Entities.GetNearbyEntities(playerPos, 10.0f);
var hostileMobs = bot.Entities.GetHostileEntities(playerPos, 15.0f);

Console.WriteLine($"Found {nearbyMobs.Count} entities nearby");
Console.WriteLine($"Found {hostileMobs.Count} hostile mobs");

// Track specific players
var targetPlayer = bot.Entities.GetPlayer("friend123");
if (targetPlayer != null)
{
    var distance = Vector3.Distance(playerPos, targetPlayer.Position);
    Console.WriteLine($"Friend is {distance:F1} blocks away");
}

// Find the nearest mob
var nearestMob = bot.Entities.GetNearestEntity(playerPos, EntityType.Mob);
if (nearestMob != null && nearestMob.IsHostile)
{
    Console.WriteLine($"Hostile {nearestMob.GetType().Name} at {nearestMob.Position}");
}

// Event handling
bot.Entities.EntitySpawned += (entity) =>
{
    if (entity.IsHostile)
    {
        Console.WriteLine($"Hostile entity spawned: {entity.GetType().Name}");
    }
};

bot.Entities.PlayerJoined += (player) =>
{
    Console.WriteLine($"Player joined: {player.Username}");
};

Inventory Management

The InventoryManager handles all inventory operations and item management.

Key Methods
// Item access
ItemStack? GetItem(int slot);
void SetItem(int slot, ItemStack item);
void RemoveItem(int slot);
ItemStack? GetSelectedItem();
void SelectSlot(int slot);

// Item queries
int GetItemCount(string itemType);
List<int> FindItemSlots(string itemType);
int? FindEmptySlot();
bool HasItem(string itemType, int count = 1);
bool HasSpace(int slots = 1);

// Inventory operations
List<ItemStack> GetAllItems();
Dictionary<string, int> GetItemSummary();
void OptimizeInventory();
Usage Examples
// Check inventory contents
var summary = bot.Inventory.GetItemSummary();
foreach (var (itemType, count) in summary)
{
    Console.WriteLine($"{itemType}: {count}");
}

// Find specific items
var pickaxeSlots = bot.Inventory.FindItemSlots("diamond_pickaxe");
if (pickaxeSlots.Any())
{
    bot.Inventory.SelectSlot(pickaxeSlots.First());
    Console.WriteLine("Selected diamond pickaxe");
}

// Check for required items
if (bot.Inventory.HasItem("iron_ingot", 3) && 
    bot.Inventory.HasItem("stick", 2))
{
    Console.WriteLine("Can craft iron pickaxe");
}

// Optimize inventory
if (!bot.Inventory.HasSpace(5))
{
    bot.Inventory.OptimizeInventory();
    Console.WriteLine("Inventory optimized");
}

// Event handling
bot.Inventory.ItemAdded += (slot, item) =>
{
    Console.WriteLine($"Gained: {item}");
};

bot.Inventory.ItemRemoved += (slot) =>
{
    Console.WriteLine($"Lost item from slot {slot}");
};

The NavigationManager provides advanced pathfinding and movement capabilities using A* algorithm.

Key Methods
// Navigation
Task<bool> GoToAsync(Vector3 destination, float tolerance = 0.5f);
Task<bool> FollowEntityAsync(int entityId, float distance = 3.0f);
Task StopNavigationAsync();

// State properties
bool IsNavigating { get; }
Vector3? CurrentTarget { get; }
int RemainingWaypoints { get; }
Vector3 CurrentPosition { get; }
Usage Examples
// Basic navigation
var destination = new Vector3(100, 64, 100);
var success = await bot.Navigation.GoToAsync(destination, 1.0f);
if (success)
{
    Console.WriteLine("Successfully reached destination");
}

// Follow another player
var friend = bot.Entities.GetPlayer("friend123");
if (friend != null)
{
    await bot.Navigation.FollowEntityAsync(friend.Id, 3.0f);
}

// Navigation events
bot.Navigation.PathStarted += (destination) =>
{
    Console.WriteLine($"Started navigating to {destination}");
};

bot.Navigation.WaypointReached += (waypoint) =>
{
    Console.WriteLine($"Reached waypoint: {waypoint}");
};

bot.Navigation.PathCompleted += (destination) =>
{
    Console.WriteLine($"Arrived at {destination}");
};

bot.Navigation.PathFailed += () =>
{
    Console.WriteLine("Navigation failed - no path found");
};

// Check navigation status
if (bot.Navigation.IsNavigating)
{
    Console.WriteLine($"Navigating to {bot.Navigation.CurrentTarget}");
    Console.WriteLine($"{bot.Navigation.RemainingWaypoints} waypoints remaining");
}

Combat System

The CombatManager handles all combat operations including PvP and mob fighting.

Key Methods
// Combat actions
Task<bool> AttackEntityAsync(int entityId);
Task EnableDefensiveModeAsync();
Task DisableDefensiveModeAsync();

// Combat state
bool IsInCombat { get; }
Entity? CurrentTarget { get; }
Usage Examples
// Attack a specific entity
var hostileMobs = bot.Entities.GetHostileEntities(bot.Position, 10.0f);
if (hostileMobs.Any())
{
    var target = hostileMobs.First();
    var success = await bot.Combat.AttackEntityAsync(target.Id);
    if (success)
    {
        Console.WriteLine($"Attacked {target.GetType().Name}");
    }
}

// Enable defensive mode for automatic protection
await bot.Combat.EnableDefensiveModeAsync();
Console.WriteLine("Defensive mode enabled - will auto-attack hostile mobs");

// Combat events
bot.Combat.EntityAttacked += (entity) =>
{
    Console.WriteLine($"Attacked: {entity.GetType().Name}");
};

bot.Combat.EntityKilled += (entity) =>
{
    Console.WriteLine($"Killed: {entity.GetType().Name}");
};

bot.Combat.DefensiveModeToggled += () =>
{
    Console.WriteLine($"Defensive mode: {(bot.Combat.IsInCombat ? "ON" : "OFF")}");
};

// Check combat status
if (bot.Combat.IsInCombat && bot.Combat.CurrentTarget != null)
{
    Console.WriteLine($"Fighting {bot.Combat.CurrentTarget.GetType().Name}");
}

Crafting System

The CraftingManager handles item crafting with a comprehensive recipe system.

Key Methods
// Crafting operations
Task<bool> CraftItemAsync(string itemName, int quantity = 1);
void QueueCraftingTask(string itemName, int quantity);
Task ProcessCraftingQueueAsync();
Usage Examples
// Craft items directly
var success = await bot.Crafting.CraftItemAsync("stone_pickaxe", 1);
if (success)
{
    Console.WriteLine("Crafted stone pickaxe");
}

// Queue multiple crafting tasks
bot.Crafting.QueueCraftingTask("stick", 5);
bot.Crafting.QueueCraftingTask("wooden_pickaxe", 1);
bot.Crafting.QueueCraftingTask("crafting_table", 1);

// Process the crafting queue
await bot.Crafting.ProcessCraftingQueueAsync();

// Crafting events
bot.Crafting.ItemCrafted += (itemName, quantity) =>
{
    Console.WriteLine($"Crafted {quantity}x {itemName}");
};

bot.Crafting.CraftingFailed += (itemName) =>
{
    Console.WriteLine($"Failed to craft {itemName}");
};

// Auto-crafting based on available materials
// The system can automatically craft tools when materials are available

Building System

The BuildingManager enables automated construction from schematics.

Key Methods
// Building operations
Task<bool> PlaceBlockAsync(Vector3 position, string blockType);
Task<bool> BuildFromSchematicAsync(string schematicName);
Usage Examples
// Place individual blocks
var success = await bot.Building.PlaceBlockAsync(
    new Vector3(100, 64, 100), 
    "cobblestone"
);

// Build predefined structures
await bot.Building.BuildFromSchematicAsync("simple_house");

// Building events
bot.Building.BlockPlaced += (position, blockType) =>
{
    Console.WriteLine($"Placed {blockType} at {position}");
};

bot.Building.StructureCompleted += (structureName) =>
{
    Console.WriteLine($"Completed building: {structureName}");
};

// The system includes built-in schematics for common structures
// and automatically calculates material requirements

Farming System

The FarmingManager provides automated agricultural operations.

Key Methods
// Farming operations
Task StartAutomatedFarmingAsync();
Task StopAutomatedFarmingAsync();
Usage Examples
// Start automated farming
await bot.Farming.StartAutomatedFarmingAsync();
Console.WriteLine("Automated farming started");

// The system will:
// - Find or create suitable farmland
// - Plant crops in optimal patterns
// - Monitor growth stages
// - Harvest when ready
// - Replant automatically
// - Manage water sources and lighting

// Farming events
bot.Farming.CropPlanted += (position, cropType) =>
{
    Console.WriteLine($"Planted {cropType} at {position}");
};

bot.Farming.CropHarvested += (position, cropType, yield) =>
{
    Console.WriteLine($"Harvested {yield}x {cropType} at {position}");
};

// Stop farming when needed
await bot.Farming.StopAutomatedFarmingAsync();

Mining System

The MiningManager handles automated mining operations with intelligent ore detection.

Key Methods
// Mining operations
Task<bool> MineBlockAsync(Vector3 position);
Task StartAutomatedMiningAsync(Vector3 area);
Task StopAutomatedMiningAsync();
Usage Examples
// Mine specific blocks
var blockPos = new Vector3(100, 12, 100);
var success = await bot.Mining.MineBlockAsync(blockPos);

// Start automated mining in an area
var miningArea = new Vector3(0, 12, 0); // Y=12 for diamond level
await bot.Mining.StartAutomatedMiningAsync(miningArea);

// The automated mining system will:
// - Navigate to the mining area
// - Create efficient mining tunnels
// - Automatically switch tools based on block type
// - Return to storage when inventory is full
// - Continue until manually stopped

// Mining events
bot.Mining.BlockMined += (position, blockType) =>
{
    Console.WriteLine($"Mined {blockType} at {position}");
};

bot.Mining.OreFound += (oreType, quantity) =>
{
    Console.WriteLine($"Found {quantity}x {oreType}!");
};

// Stop mining
await bot.Mining.StopAutomatedMiningAsync();

Usage Examples

Complete Bot Setup

using BlockBot;
using System.Numerics;

public class MyMinecraftBot
{
    private BlockBot _bot;

    public async Task RunAsync()
    {
        _bot = new BlockBot();
        
        // Setup event handlers
        SetupEventHandlers();
        
        // Connect to server
        var connected = await _bot.ConnectAsync("localhost", 25565, "MyBot");
        if (!connected)
        {
            Console.WriteLine("Failed to connect to server");
            return;
        }

        Console.WriteLine($"Connected as {_bot.Username}");
        
        // Setup chat commands
        SetupChatCommands();
        
        // Enable defensive mode
        await _bot.EnableDefensiveModeAsync();
        
        // Start automated operations
        await _bot.StartAutomatedFarmingAsync();
        
        // Keep the bot running
        Console.WriteLine("Bot is running. Press any key to stop...");
        Console.ReadKey();
        
        // Cleanup
        await _bot.DisconnectAsync();
        _bot.Dispose();
    }

    private void SetupEventHandlers()
    {
        // Chat events
        _bot.Chat.PlayerMessage += (username, message) =>
        {
            Console.WriteLine($"<{username}> {message}");
        };

        // World events
        _bot.World.BlockChanged += (position, block) =>
        {
            Console.WriteLine($"Block changed at {position}: {block.Name}");
        };

        // Entity events
        _bot.Entities.EntitySpawned += (entity) =>
        {
            if (entity.IsHostile)
            {
                Console.WriteLine($"Hostile entity detected: {entity.GetType().Name}");
            }
        };

        // Combat events
        _bot.Combat.EntityAttacked += (entity) =>
        {
            Console.WriteLine($"Attacked: {entity.GetType().Name}");
        };

        // Inventory events
        _bot.Inventory.ItemAdded += (slot, item) =>
        {
            Console.WriteLine($"Gained: {item}");
        };

        // Navigation events
        _bot.Navigation.PathCompleted += (destination) =>
        {
            Console.WriteLine($"Reached destination: {destination}");
        };
    }

    private void SetupChatCommands()
    {
        // Status command
        _bot.Chat.RegisterCommand("status", async (args) =>
        {
            await _bot.Chat.SendMessageAsync(
                $"Position: {_bot.Position}, " +
                $"Health: {_bot.Player?.Health ?? 0}, " +
                $"Inventory: {_bot.Inventory.GetItemSummary().Count} item types"
            );
            return true;
        });

        // Come command - bot follows player
        _bot.Chat.RegisterCommand("come", async (args) =>
        {
            if (args.Length > 0)
            {
                var player = _bot.Entities.GetPlayer(args[0]);
                if (player != null)
                {
                    await _bot.FollowEntityAsync(player.Id, 2.0f);
                    await _bot.Chat.SendMessageAsync($"Following {args[0]}");
                    return true;
                }
            }
            
            await _bot.Chat.SendMessageAsync("Usage: !come <username>");
            return false;
        });

        // Mine command
        _bot.Chat.RegisterCommand("mine", async (args) =>
        {
            if (args.Length >= 3 &&
                float.TryParse(args[0], out var x) &&
                float.TryParse(args[1], out var y) &&
                float.TryParse(args[2], out var z))
            {
                await _bot.StartAutomatedMiningAsync(new Vector3(x, y, z));
                await _bot.Chat.SendMessageAsync($"Started mining at {x}, {y}, {z}");
                return true;
            }

            await _bot.Chat.SendMessageAsync("Usage: !mine <x> <y> <z>");
            return false;
        });

        // Build command
        _bot.Chat.RegisterCommand("build", async (args) =>
        {
            if (args.Length > 0)
            {
                var success = await _bot.BuildStructureAsync(args[0]);
                await _bot.Chat.SendMessageAsync(
                    success ? $"Building {args[0]}..." : $"Failed to build {args[0]}"
                );
                return success;
            }

            await _bot.Chat.SendMessageAsync("Usage: !build <structure_name>");
            return false;
        });
    }
}

Advanced Automation Example

public class AdvancedBotOperations
{
    private BlockBot _bot;

    public async Task RunComplexOperationAsync()
    {
        _bot = new BlockBot();
        await _bot.ConnectAsync("localhost", 25565, "AdvancedBot");

        // Complex multi-step operation
        await PerformResourceGatheringMissionAsync();
    }

    private async Task PerformResourceGatheringMissionAsync()
    {
        Console.WriteLine("Starting resource gathering mission...");

        // Step 1: Find and navigate to a good mining location
        var miningLocation = await FindOptimalMiningLocationAsync();
        if (miningLocation.HasValue)
        {
            await _bot.GoToAsync(miningLocation.Value);
            Console.WriteLine($"Navigated to mining location: {miningLocation.Value}");
        }

        // Step 2: Enable defensive mode for protection
        await _bot.EnableDefensiveModeAsync();

        // Step 3: Start mining operations
        await _bot.StartAutomatedMiningAsync(miningLocation ?? Vector3.Zero);

        // Step 4: Monitor inventory and craft tools as needed
        var craftingTask = MonitorAndCraftToolsAsync();

        // Step 5: Set up nearby farming for food sustainability
        var farmingTask = SetupSustainableFarmingAsync();

        // Wait for operations to complete or be interrupted
        await Task.WhenAny(craftingTask, farmingTask);

        Console.WriteLine("Resource gathering mission completed");
    }

    private async Task<Vector3?> FindOptimalMiningLocationAsync()
    {
        var currentPos = _bot.Position;
        
        // Look for areas with high ore density
        for (int x = -50; x <= 50; x += 10)
        {
            for (int z = -50; z <= 50; z += 10)
            {
                var checkPos = currentPos + new Vector3(x, -20, z); // Check at Y=44 (good for iron)
                var oreBlocks = _bot.World.FindBlocks(checkPos, 5, 13); // Iron ore
                
                if (oreBlocks.Count > 5) // Found a good spot
                {
                    return checkPos;
                }
            }
        }

        return null; // No good spots found
    }

    private async Task MonitorAndCraftToolsAsync()
    {
        while (_bot.IsConnected)
        {
            // Check tool durability and craft replacements
            var currentTool = _bot.Inventory.GetSelectedItem();
            if (currentTool?.IsTool == true && currentTool.Durability < 10)
            {
                await CraftReplacementToolAsync(currentTool.Type);
            }

            // Check if we have materials for better tools
            await UpgradeToolsIfPossibleAsync();

            await Task.Delay(10000); // Check every 10 seconds
        }
    }

    private async Task CraftReplacementToolAsync(string toolType)
    {
        // Determine what materials we have and craft the best available tool
        var materials = _bot.Inventory.GetItemSummary();

        if (toolType.Contains("pickaxe"))
        {
            if (materials.GetValueOrDefault("diamond", 0) >= 3)
            {
                await _bot.CraftItemAsync("diamond_pickaxe");
            }
            else if (materials.GetValueOrDefault("iron_ingot", 0) >= 3)
            {
                await _bot.CraftItemAsync("iron_pickaxe");
            }
            else if (materials.GetValueOrDefault("cobblestone", 0) >= 3)
            {
                await _bot.CraftItemAsync("stone_pickaxe");
            }
        }
    }

    private async Task UpgradeToolsIfPossibleAsync()
    {
        var materials = _bot.Inventory.GetItemSummary();
        
        // Upgrade to iron tools if possible
        if (materials.GetValueOrDefault("iron_ingot", 0) >= 3 && 
            materials.GetValueOrDefault("stick", 0) >= 2)
        {
            if (!_bot.Inventory.HasItem("iron_pickaxe"))
            {
                await _bot.CraftItemAsync("iron_pickaxe");
                Console.WriteLine("Upgraded to iron pickaxe");
            }
        }
    }

    private async Task SetupSustainableFarmingAsync()
    {
        // Find a good location for farming near our mining operation
        var farmLocation = await FindSuitableFarmLocationAsync();
        if (farmLocation.HasValue)
        {
            await _bot.GoToAsync(farmLocation.Value);
            await _bot.StartAutomatedFarmingAsync();
            Console.WriteLine("Set up sustainable farming operation");
        }
    }

    private async Task<Vector3?> FindSuitableFarmLocationAsync()
    {
        var currentPos = _bot.Position;
        
        // Look for flat areas with water nearby
        for (int x = -20; x <= 20; x += 5)
        {
            for (int z = -20; z <= 20; z += 5)
            {
                var checkPos = currentPos + new Vector3(x, 0, z);
                var groundLevel = _bot.World.GetGroundHeight(checkPos);
                var farmPos = new Vector3(checkPos.X, groundLevel, checkPos.Z);
                
                // Check if area is suitable for farming
                if (IsSuitableForFarming(farmPos))
                {
                    return farmPos;
                }
            }
        }

        return null;
    }

    private bool IsSuitableForFarming(Vector3 position)
    {
        // Check for flat area and water source within 4 blocks
        var area = _bot.World.GetSurroundingBlocks(position, 4);
        var hasWater = area.Any(pos => 
        {
            var block = _bot.World.GetBlock(pos);
            return block?.IsLiquid == true;
        });

        return hasWater;
    }
}

Advanced Features

Custom AI Behaviors

// Implement custom AI decision making
public class CustomAIBehavior
{
    private BlockBot _bot;
    
    public async Task RunIntelligentBehaviorAsync()
    {
        while (_bot.IsConnected)
        {
            var currentNeeds = AssessCurrentNeeds();
            var action = DecideOptimalAction(currentNeeds);
            await ExecuteActionAsync(action);
            await Task.Delay(5000); // Think every 5 seconds
        }
    }
    
    private BotNeeds AssessCurrentNeeds()
    {
        var needs = new BotNeeds();
        
        // Assess health
        needs.Health = _bot.Player?.Health ?? 0;
        
        // Assess hunger
        needs.Food = _bot.Player?.Food ?? 0;
        
        // Assess inventory space
        needs.InventorySpace = _bot.Inventory.HasSpace(5) ? 1.0f : 0.0f;
        
        // Assess tool condition
        var tool = _bot.Inventory.GetSelectedItem();
        needs.ToolCondition = tool?.IsTool == true ? 
            (float)tool.Durability / ItemData.GetMaxDurability(tool.Type) : 0.0f;
        
        return needs;
    }
    
    private BotAction DecideOptimalAction(BotNeeds needs)
    {
        // Priority-based decision making
        if (needs.Health < 10) return BotAction.Retreat;
        if (needs.Food < 10) return BotAction.FindFood;
        if (needs.InventorySpace < 0.2f) return BotAction.OrganizeInventory;
        if (needs.ToolCondition < 0.1f) return BotAction.CraftTools;
        
        // Default productive actions
        var timeOfDay = DateTime.Now.Hour;
        if (timeOfDay >= 6 && timeOfDay < 18) // Daytime
        {
            return BotAction.Mine;
        }
        else // Nighttime
        {
            return BotAction.Craft;
        }
    }
}

public class BotNeeds
{
    public float Health { get; set; }
    public float Food { get; set; }
    public float InventorySpace { get; set; }
    public float ToolCondition { get; set; }
}

public enum BotAction
{
    Mine, Farm, Build, Craft, Retreat, FindFood, OrganizeInventory, CraftTools
}

Multi-Bot Coordination

public class BotSwarm
{
    private List<BlockBot> _bots = new();
    
    public async Task CoordinateBotsAsync()
    {
        // Assign different roles to different bots
        var minerBot = _bots[0];
        var farmerBot = _bots[1];
        var builderBot = _bots[2];
        
        // Coordinate their activities
        var miningTask = CoordinatedMiningAsync(minerBot);
        var farmingTask = CoordinatedFarmingAsync(farmerBot);
        var buildingTask = CoordinatedBuildingAsync(builderBot);
        
        await Task.WhenAll(miningTask, farmingTask, buildingTask);
    }
    
    private async Task CoordinatedMiningAsync(BlockBot bot)
    {
        // Mining bot focuses on resource gathering
        await bot.StartAutomatedMiningAsync(new Vector3(0, 12, 0));
        
        // Share resources with other bots
        await ShareResourcesAsync(bot);
    }
    
    private async Task ShareResourcesAsync(BlockBot sourceBot)
    {
        // Implementation for transferring items between bots
        // This would involve coordinated movement and item dropping/pickup
    }
}

Contributing

We welcome contributions to BlockBot! Here's how you can help:

Development Setup

  1. Fork the repository
  2. Create a feature branch: git checkout -b feature/amazing-feature
  3. Make your changes and add tests
  4. Ensure all tests pass: dotnet test
  5. Commit your changes: git commit -m 'Add amazing feature'
  6. Push to the branch: git push origin feature/amazing-feature
  7. Open a Pull Request

Contribution Guidelines

  • Follow the existing code style and conventions
  • Add unit tests for new functionality
  • Update documentation for API changes
  • Use meaningful commit messages
  • Keep pull requests focused and atomic

Areas for Contribution

  • πŸ”Œ Additional packet types and protocol support
  • πŸ€– Enhanced AI behaviors and decision making
  • πŸ—οΈ More building schematics and patterns
  • 🌾 Advanced farming strategies
  • βš”οΈ Improved combat algorithms
  • πŸ—ΊοΈ Pathfinding optimizations
  • πŸ“Š Performance improvements
  • πŸ§ͺ Additional test coverage

License

This project is licensed under the MIT License - see the LICENSE.txt file for details.

Acknowledgments

  • Inspired by the Mineflayer library for Node.js
  • Built with ❀️ for the Minecraft modding community
  • Special thanks to all contributors and the open-source community

Made with ❀️ by the BlockBot team

For more examples, tutorials, and advanced usage patterns, visit our documentation website or join our Discord community.

Product Compatible and additional computed target framework versions.
.NET net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
1.0.0 362 7/21/2025 1.0.0 is deprecated.

Version 1.0.0:
     - Initial release of BlockBot library
     - Complete Minecraft protocol implementation with packet handling
     - Advanced A* pathfinding system with obstacle avoidance
     - Comprehensive combat system with defensive mode
     - Automated farming system with multi-crop support
     - Intelligent mining operations with ore detection
     - Building system with schematic support
     - Advanced inventory management with optimization
     - Chat system with command registration and auto-responses
     - Entity management for players, mobs, and items
     - World state tracking with chunk and block management
     - Full async/await support throughout
     - Production-ready with comprehensive error handling