Turtles an the new ores at FTB.
Started by ashvathaman, Jul 14 2013 12:37 PM
25 replies to this topic
#21
Posted 26 December 2013 - 06:35 PM
What's about the silktouch turtle I saw in a peripheral mod i forgot the name of. If remember right, they are able to mine obsidian,so, why wouldn't they be able to mine theese ores
#22
Posted 26 December 2013 - 08:04 PM
As I said. People are assuming these ores are same level as obsidian, they're not. At least with tinkers it seems they are considered as being the next teir of hardness. Diamond works for obsidian tier 4, but only alumite, ardite, cobalt and manyullyn can mine the ardite and cobalt ores as they are tier 5 ores. I'm not sure but I imagine about 20 or 30 lines of java could make it so turtles could dig them, maybe double that to make a method for upgrading turtles to be able to. The reasons, I believe, that turtles require diamond is because they are a little overpowered in that they don't take tool damage and also because if they used iron they would not pick up obsidian but would break it uselessly. Turtles are also a bit over powered cuz they are lava/waterproof without additional effort. I remember reading back in the 1.2.5 days that in 1.4.7 they would get more complicated recipes and they haven't. I like programming in LUA so I stick around here, but if I was running a big public server I would not allow the turtles myself. This part's a bit off-topic I guess. Sorry.
Point was they can't do it without creating an upgrade but they could be designed to be ignored.
Point was they can't do it without creating an upgrade but they could be designed to be ignored.
#23
Posted 27 December 2013 - 10:08 AM
A turtle.isHarvestable() function might be a nice addition, but as-is with vanilla Minecraft + CC, I already build that into my logic: grass blocks are not harvestable but I can detect them with a silk-touched grass block in a certain slot in the turtle's inventory and running turtle.compare(). If a mod has a block that will yield nothing if broken with a diamond pickaxe, just add that block to your turtle's inventory and skip it if detected (and communicate it's existence for later retrieval).
On second thought, turtle.isHarvestable() would be fantastic for detecting mob spawners. As-is, my mining programs destroy them and have no way to communicate to me their existence except by detecting in situ cobblestone or mossy cobble.
On second thought, turtle.isHarvestable() would be fantastic for detecting mob spawners. As-is, my mining programs destroy them and have no way to communicate to me their existence except by detecting in situ cobblestone or mossy cobble.
#24
Posted 30 January 2015 - 06:55 PM
So basically now that Tinkers construct (TiC) is more and more popular, it seems that it would be a nice addition to look at some option to either have the turtle check for hardness of a block before harvesting it, and ignoring/resetting coming back to start or simply stopping when it's over the regular value of 3 (mineable with a diamond pick).
Another way to see that would be to allow the turtle to mine any hardness with a stupid value like 500 and let the modpack developpers check some kind of recipe that makes sense for their pack, being able to change themselves the recipe to whatever other pickaxe would fit their modpack..
In TiC, you may choose any hardness for any block and give a hardness to any pickaxe but the regular vanilla is like:
0: can be mined with hand
1: stone equivalent - can be mined with wood pick or better
2: iron level - can be mined with iron pick or better
3: diamond level - can be mined with diamond pick or better
TiC is using 8 levels by default, but the user could implement more in their configuration.
Another way to see that would be to allow the turtle to mine any hardness with a stupid value like 500 and let the modpack developpers check some kind of recipe that makes sense for their pack, being able to change themselves the recipe to whatever other pickaxe would fit their modpack..
In TiC, you may choose any hardness for any block and give a hardness to any pickaxe but the regular vanilla is like:
0: can be mined with hand
1: stone equivalent - can be mined with wood pick or better
2: iron level - can be mined with iron pick or better
3: diamond level - can be mined with diamond pick or better
TiC is using 8 levels by default, but the user could implement more in their configuration.
#25
Posted 30 January 2015 - 09:17 PM
Actually, with the new inspect functions, turtles can already detect what is in front of them before digging. It's a matter of extra coding for it now, and you can know exactly what is in front of your turtle before wasting time digging it.
#26
Posted 26 February 2015 - 01:25 PM
Cranium, on 30 January 2015 - 09:17 PM, said:
Actually, with the new inspect functions, turtles can already detect what is in front of them before digging. It's a matter of extra coding for it now, and you can know exactly what is in front of your turtle before wasting time digging it.
As such, you'd have to hard-code things (not) to mine, which is... Problematic.
A canHarvest function would be much more useful (or an extension to the information returned by inspect)
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