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Updated TunnelHoleStairESP
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README.md

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@@ -987,24 +987,34 @@ Purpose: helps you avoid and debug anticheat flags by cleaning risky movement pa
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![Sonar](https://i.imgur.com/F2EPbvT.png)
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### TunnelHoleStairESP
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- Finds likely player-dug paths and highlights:
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- Vertical shafts
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- Straight tunnels
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- Stair mines
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- `Detection mode` lets you scan all types or only selected ones.
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- `Area` + `Sticky area` control coverage:
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- `Area` = scan radius
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- `Sticky area` = keep results anchored while moving
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- Performance controls:
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- `Chunks per tick` = scan speed
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- `Scan time budget` = hard CPU cap per tick (main FPS stabilizer)
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- Accuracy controls:
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- `Air only` for stricter detection
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- Min/max depth/length/height settings for shape filtering
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- `Natural wall filter` + `ratio` to reduce cave/worldgen false positives
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- Includes per-dimension toggles and separate render colors/styles for holes, tunnels, and stairs.
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- Heuristic system: strong for route/base hunting, not perfect.
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### TunnelHoleStairESP
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- Finds likely player-dug paths and highlights:
992+
- Vertical shafts
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- Straight tunnels
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- Stair mines
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- Additional independent detections:
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- Ladder columns
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- Bubble-column holes
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- Water-filled holes (non-bubble)
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- `Detection mode` controls holes/tunnels/stairs; ladder/bubble/water detection has separate toggles.
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- `Area` + `Sticky area` control coverage:
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- `Area` = scan radius
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- `Sticky area` = keep previously found results anchored while active scanning still follows your current position
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- Performance controls:
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- `Chunks per tick` = scan speed
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- `Scan time budget` = hard CPU cap per tick (main FPS stabilizer)
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- `Refresh interval` = periodic full re-queue of in-range chunks to refresh stale detections
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- Scan order prioritizes top-down passes to surface detections sooner
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- Accuracy controls:
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- `Air only` for stricter shape detection
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- Min/max hole width and depth
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- Min/max tunnel width, height, and minimum tunnel length
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- Stair height/length limits
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- Minimum ladder/bubble/water column heights
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- `Natural wall filter` + `ratio` to reduce cave/worldgen false positives
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- Tunnel detection treats torches as passable so lit tunnels don't split.
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- Includes per-dimension toggles and separate render colors/styles for holes, tunnels, stairs, ladders, bubble columns, and water holes.
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- Heuristic system: strong for route/base hunting, not perfect.
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![DigDig](https://i.imgur.com/CODK0xp.png)
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