Turtle Swarm Quarry v0.3 and master/module APIs
#181
Posted 04 May 2013 - 08:47 AM
/edit: made a pull request with a small fix for that: https://github.com/P...CC_Swarm/pull/1
#182
Posted 05 May 2013 - 02:53 AM
Keridos, on 04 May 2013 - 08:47 AM, said:
/edit: made a pull request with a small fix for that: https://github.com/P...CC_Swarm/pull/1
#183
Posted 05 May 2013 - 07:30 AM
#184
Posted 05 May 2013 - 09:47 AM
Also, I heard that devs decided to make turtles have breakable tools.
that means two things:
1) We will not be able to repair the module during operation.
2) They will not stack.
I'm not sure that I'll be able to fix these scripts to work with new "features". That's ridiculous.
#185
Posted 05 May 2013 - 04:57 PM
#186
Posted 05 May 2013 - 06:33 PM
PonyKuu, on 05 May 2013 - 09:47 AM, said:
Also, I heard that devs decided to make turtles have breakable tools.
that means two things:
1) We will not be able to repair the module during operation.
2) They will not stack.
I'm not sure that I'll be able to fix these scripts to work with new "features". That's ridiculous.
Well you could add in another chest where the player has to refill the tools, i really hope they make them repair/exchangable from the program, without intervention of players.
Ok when the turtles do not stack it makes it impossible to use more than 10 or so then. Lets hope they have an idea of how to fix that then.
#187
Posted 05 May 2013 - 10:36 PM
SyberSmoke, on 05 May 2013 - 04:57 PM, said:
Keridos, on 05 May 2013 - 06:33 PM, said:
PonyKuu, on 05 May 2013 - 09:47 AM, said:
Also, I heard that devs decided to make turtles have breakable tools.
that means two things:
1) We will not be able to repair the module during operation.
2) They will not stack.
I'm not sure that I'll be able to fix these scripts to work with new "features". That's ridiculous.
Well you could add in another chest where the player has to refill the tools, i really hope they make them repair/exchangable from the program, without intervention of players.
Ok when the turtles do not stack it makes it impossible to use more than 10 or so then. Lets hope they have an idea of how to fix that then.
#188
Posted 05 May 2013 - 11:37 PM
PonyKuu, on 05 May 2013 - 10:36 PM, said:
SyberSmoke, on 05 May 2013 - 04:57 PM, said:
Keridos, on 05 May 2013 - 06:33 PM, said:
PonyKuu, on 05 May 2013 - 09:47 AM, said:
Also, I heard that devs decided to make turtles have breakable tools.
that means two things:
1) We will not be able to repair the module during operation.
2) They will not stack.
I'm not sure that I'll be able to fix these scripts to work with new "features". That's ridiculous.
Well you could add in another chest where the player has to refill the tools, i really hope they make them repair/exchangable from the program, without intervention of players.
Ok when the turtles do not stack it makes it impossible to use more than 10 or so then. Lets hope they have an idea of how to fix that then.
Well....depending on implementation and available mods I suppose you could also pack a crafty turtle, placing it in a slot. The turtle is then deployed in a position between two chests. As turtles come in they go to the first chest and deposit materials like diamonds or gems (based on mods) and craft them into replacement tools.
Second thought would be an auto-crafting table or a Fabricator. Then the turtle builds the pattern.
Third of coarse is a second set of Ender Chests where the player has to build the auto-craft based on sorted materials. This of coarse removes the need to craft things because the chest should have a supply of crafted goods already.
and the list goes on and on I guess...just depends on the approach and how the devs choose to make the items have durability and if a turtle will be able to choose and swap their tools them selves or need outside intervention.
#189
Posted 05 May 2013 - 11:43 PM
http://www.reddit.co...turtles/c9n6eqv
#190
Posted 06 May 2013 - 02:02 AM
SyberSmoke, on 05 May 2013 - 11:37 PM, said:
Second thought would be an auto-crafting table or a Fabricator. Then the turtle builds the pattern.
Third of coarse is a second set of Ender Chests where the player has to build the auto-craft based on sorted materials. This of coarse removes the need to craft things because the chest should have a supply of crafted goods already.
and the list goes on and on I guess...just depends on the approach and how the devs choose to make the items have durability and if a turtle will be able to choose and swap their tools them selves or need outside intervention.
It requires state saving and FOUR chests per module - Fuel, Stuff, Crafty Turtle and Tools. It's complicated as hell and makes this script nearly useless... Not taking into account the issue with non-stackable turtles... I hate it so much...
#191
Posted 06 May 2013 - 06:12 PM
PonyKuu, on 06 May 2013 - 02:02 AM, said:
SyberSmoke, on 05 May 2013 - 11:37 PM, said:
Second thought would be an auto-crafting table or a Fabricator. Then the turtle builds the pattern.
Third of coarse is a second set of Ender Chests where the player has to build the auto-craft based on sorted materials. This of coarse removes the need to craft things because the chest should have a supply of crafted goods already.
and the list goes on and on I guess...just depends on the approach and how the devs choose to make the items have durability and if a turtle will be able to choose and swap their tools them selves or need outside intervention.
It requires state saving and FOUR chests per module - Fuel, Stuff, Crafty Turtle and Tools. It's complicated as hell and makes this script nearly useless... Not taking into account the issue with non-stackable turtles... I hate it so much...
#192
Posted 07 May 2013 - 12:07 AM
PonyKuu, on 06 May 2013 - 02:02 AM, said:
SyberSmoke, on 05 May 2013 - 11:37 PM, said:
Second thought would be an auto-crafting table or a Fabricator. Then the turtle builds the pattern.
Third of coarse is a second set of Ender Chests where the player has to build the auto-craft based on sorted materials. This of coarse removes the need to craft things because the chest should have a supply of crafted goods already.
and the list goes on and on I guess...just depends on the approach and how the devs choose to make the items have durability and if a turtle will be able to choose and swap their tools them selves or need outside intervention.
It requires state saving and FOUR chests per module - Fuel, Stuff, Crafty Turtle and Tools. It's complicated as hell and makes this script nearly useless... Not taking into account the issue with non-stackable turtles... I hate it so much...
what about using a crafty turtle as the master, and let him have an ender chest of picks? the only problem is that the pickaxe of the turtles will eventually break.. maybe have them come back to the master for a new one?
#193
Posted 07 May 2013 - 02:18 AM
#194
Posted 07 May 2013 - 03:57 AM
croswat, on 07 May 2013 - 12:07 AM, said:
PonyKuu, on 06 May 2013 - 02:02 AM, said:
SyberSmoke, on 05 May 2013 - 11:37 PM, said:
Second thought would be an auto-crafting table or a Fabricator. Then the turtle builds the pattern.
Third of coarse is a second set of Ender Chests where the player has to build the auto-craft based on sorted materials. This of coarse removes the need to craft things because the chest should have a supply of crafted goods already.
and the list goes on and on I guess...just depends on the approach and how the devs choose to make the items have durability and if a turtle will be able to choose and swap their tools them selves or need outside intervention.
It requires state saving and FOUR chests per module - Fuel, Stuff, Crafty Turtle and Tools. It's complicated as hell and makes this script nearly useless... Not taking into account the issue with non-stackable turtles... I hate it so much...
what about using a crafty turtle as the master, and let him have an ender chest of picks? the only problem is that the pickaxe of the turtles will eventually break.. maybe have them come back to the master for a new one?
Reading the reddit post placed in above, it looks like turtles will be able to swap out their peripherals as necessary through an API command. This means master or any other turtle could swap out their tool for a new one or change to a different peripheral like going from miner to crafty. Allot of possibility there as master could be a miner when needed or crafty as needed as with any other turtle.
#195
Posted 07 May 2013 - 08:44 AM
#196
Posted 08 May 2013 - 01:50 AM
#197
Posted 10 May 2013 - 01:05 PM
I tried http://www.computerc...-branch-mining/ first and it seem to start ok, but then the chunk loading mining turtle was lost under a desert when it hit a cave under sand formed without support. May need to quarry the are to find it, but it seems to have gone a long way from the start. Tried a second time and it went a short ways, then errored with can't find update. Then found one that didn't make all those long tunnels.
http://www.computerc...efinder-tunnel/ is more to my liking and first try in the nether with a chunk loader mining turtle and it got almost done, then shut down at the top of a shaft. Don't know if it was a server reboot or what. no messages left.
So I would like to use that for the mining op instead of open pit quarry.
Also side note I have noticed with several programs i've tried. When the DL/update/what ever, they expect everything to be dumped in the root. They store data files, program files, etc and expect them to be there instead of staying within the folder provided. Is this a flaw with CC? or just programs using absolute paths. Makes things messy, and harder to clean up as wildcards don't seem to be supported like "delete cbm*" or even just "delete *"
For fuel chest, I use an ender chest linked to a charcoal gen with a full quantum barrel providing the main charcoal storage.
Just finished going through the thread. While I REALLY like the plan to let turtles change tools, I agree about tools breaking being bad. If that is put in, then it must also support enchanted and other types as you can make tools with self repair on them. Also, you can use mining lasers though they cost a lot more in resources to make and can set stuff on fire and distory the target if not used on low power.
Using the ore finding version of digging I linked to I think would solve the problem of hitting bedrock because horizontal movement is more limited.
#198
Posted 11 May 2013 - 04:14 AM
That would require some API changes (making equipment table really useful) and some calculations. I just have to be less lazy at first :3
#199
Posted 11 May 2013 - 10:47 AM
Both fuel and stuff chests are Ender Chests, but with a different color combination.
#200
Posted 11 May 2013 - 11:30 AM
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