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Turtle Swarm Quarry v0.3 and master/module APIs

turtle wireless

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#181 Keridos

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Posted 04 May 2013 - 08:47 AM

Hi there, just a small info for you: When you use lava buckets as fuel, the turtles put the empty buckets back in the enderchest so they can be refilled again. But: When a turtle pulls an empty bucket from the enderchest (when there is still one left by another turtle, before the refilling system can pull it out) the turtle gets stuck. Maybe add in a check that checks if refueling from the slot you put the item in works, and if it does not, put the item back in the enderchest and wait a second, then try refueling again.

/edit: made a pull request with a small fix for that: https://github.com/P...CC_Swarm/pull/1

#182 PonyKuu

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Posted 05 May 2013 - 02:53 AM

View PostKeridos, on 04 May 2013 - 08:47 AM, said:

Hi there, just a small info for you: When you use lava buckets as fuel, the turtles put the empty buckets back in the enderchest so they can be refilled again. But: When a turtle pulls an empty bucket from the enderchest (when there is still one left by another turtle, before the refilling system can pull it out) the turtle gets stuck. Maybe add in a check that checks if refueling from the slot you put the item in works, and if it does not, put the item back in the enderchest and wait a second, then try refueling again.

/edit: made a pull request with a small fix for that: https://github.com/P...CC_Swarm/pull/1
Thank you! I think I merged it to the main branch. I'm sorry, I'm still pretty new to GitHub, so I might did something wrong.

#183 Keridos

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Posted 05 May 2013 - 07:30 AM

It is fine, just means you have incorporated my fix into your own branch. So the small fix is now in your repository aswell. And you can see my commit in your commit history in the project now too.

#184 PonyKuu

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Posted 05 May 2013 - 09:47 AM

Ah, OK. I think that's what I wanted. Thank you again.

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 SyberSmoke

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Posted 05 May 2013 - 04:57 PM

Where did you get the info about the developers choosing to have degrading tools?

#186 Keridos

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Posted 05 May 2013 - 06:33 PM

View PostPonyKuu, on 05 May 2013 - 09:47 AM, said:

Ah, OK. I think that's what I wanted. Thank you again.

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 PonyKuu

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Posted 05 May 2013 - 10:36 PM

View PostSyberSmoke, on 05 May 2013 - 04:57 PM, said:

Where did you get the info about the developers choosing to have degrading tools?
I actually don't know. But I saw this many times at FTB forums.

View PostKeridos, on 05 May 2013 - 06:33 PM, said:

View PostPonyKuu, on 05 May 2013 - 09:47 AM, said:

Ah, OK. I think that's what I wanted. Thank you again.

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.
Yeah, I know. But it is still a pain in the butt. And even with, say, extra chest with turtles, it would be a pain to bring it with you and set to a new position.

#188 SyberSmoke

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Posted 05 May 2013 - 11:37 PM

View PostPonyKuu, on 05 May 2013 - 10:36 PM, said:

View PostSyberSmoke, on 05 May 2013 - 04:57 PM, said:

Where did you get the info about the developers choosing to have degrading tools?
I actually don't know. But I saw this many times at FTB forums.

View PostKeridos, on 05 May 2013 - 06:33 PM, said:

View PostPonyKuu, on 05 May 2013 - 09:47 AM, said:

Ah, OK. I think that's what I wanted. Thank you again.

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.
Yeah, I know. But it is still a pain in the butt. And even with, say, extra chest with turtles, it would be a pain to bring it with you and set to a new position.

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 croswat

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Posted 05 May 2013 - 11:43 PM

the degrading tools news came from slowpokes stream, here's what dan said about it on reddit:
http://www.reddit.co...turtles/c9n6eqv

#190 PonyKuu

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Posted 06 May 2013 - 02:02 AM

View PostSyberSmoke, on 05 May 2013 - 11:37 PM, said:

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.
If they won't add any self-repair commands, the only solution would be a crafting mining turtle for each module. Because you'll need to pick up a module, craft it with a pick (which you have to get somewhere, and that means another ender chest with tools), and put it down.
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 Keridos

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Posted 06 May 2013 - 06:12 PM

View PostPonyKuu, on 06 May 2013 - 02:02 AM, said:

View PostSyberSmoke, on 05 May 2013 - 11:37 PM, said:

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.
If they won't add any self-repair commands, the only solution would be a crafting mining turtle for each module. Because you'll need to pick up a module, craft it with a pick (which you have to get somewhere, and that means another ender chest with tools), and put it down.
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...
Well let's hope that they make the turtles able to repair their own tools, with diamonds f.ex. Would require the player to setup a enderchest with diamonds in it. but making the turtles able to repair their own tools from time to time. When the turtle is finished, it simply repairs up and then goes back to the main turtle. That way we would have all turtles stackable when they return.

#192 croswat

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Posted 07 May 2013 - 12:07 AM

View PostPonyKuu, on 06 May 2013 - 02:02 AM, said:

View PostSyberSmoke, on 05 May 2013 - 11:37 PM, said:

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.
If they won't add any self-repair commands, the only solution would be a crafting mining turtle for each module. Because you'll need to pick up a module, craft it with a pick (which you have to get somewhere, and that means another ender chest with tools), and put it down.
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 PonyKuu

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Posted 07 May 2013 - 02:18 AM

Master should be a wireless mining turtle. No space for crafting peripheral. Also, It's not a good idea to return modules to Master to repair them.

#194 SyberSmoke

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Posted 07 May 2013 - 03:57 AM

View Postcroswat, on 07 May 2013 - 12:07 AM, said:

View PostPonyKuu, on 06 May 2013 - 02:02 AM, said:

View PostSyberSmoke, on 05 May 2013 - 11:37 PM, said:

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.
If they won't add any self-repair commands, the only solution would be a crafting mining turtle for each module. Because you'll need to pick up a module, craft it with a pick (which you have to get somewhere, and that means another ender chest with tools), and put it down.
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 neonblue

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Posted 07 May 2013 - 08:44 AM

Ide like to try it but i cant actually figure out how to download it from github onto the turtle?

#196 PonyKuu

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Posted 08 May 2013 - 01:50 AM

Added pastebin links. For pastebin get only - it seems it ate the intendation, so that code is not very readable

#197 Vorg

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Posted 10 May 2013 - 01:05 PM

Still reading through the 10 pages of post and want to look into it more, but, I am interested on the ore seeker method over making a giant hole in the ground.

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 PonyKuu

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Posted 11 May 2013 - 04:14 AM

Actually, I'd like to make some sort of orefinding version of the script (it will dig only down, no movement near bedrock)
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 Infiduke

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Posted 11 May 2013 - 10:47 AM

I followed the instructions and the master starts deploying modules, fuels them up and sends them on their way, however the stuff and fuel chests in the modules' inventory get swapped. This results in the module placing the fuel chest and trying to offload its cargo in that chest instead of the Stuff chest.

Both fuel and stuff chests are Ender Chests, but with a different color combination.

#200 PonyKuu

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Posted 11 May 2013 - 11:30 AM

um, did you put the chests right? First chest is the fuel chest and second chest is the stuff chest...





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