Swarm Miner - Quarry Up Where You Want. Version 2.0
#81
Posted 25 October 2013 - 01:30 PM
Also sorry to inform you but with this size of sector its unlikely that you will be able to get it t work - all auto-correction code will crap out on you. and conga lines will form.
I will need to add limiter to size of sector in next update.
#82
Posted 25 October 2013 - 01:36 PM
wojbie, on 25 October 2013 - 01:30 PM, said:
Also sorry to inform you but with this size of sector its unlikely that you will be able to get it t work - all auto-correction code will crap out on you. and conga lines will form.
is there a way to recall a turtle? I lost two, they got stuck and had to go dig them out, I ended up falling into a lava pool and dying. so now I got one out in the field, 4 in reserve.
#83
Posted 25 October 2013 - 01:38 PM
In Scanner section you can see a Goto command - it will recall all turtles to preset position. Note - turtle must be online and get gps signal to be able to plot way back.
At this moment there is no way to recall one turtle at time.
You need to run
scanner Gotoin your scanner and then provide info asked by scanner
#84
Posted 25 October 2013 - 01:57 PM
#85
Posted 25 October 2013 - 02:13 PM
Mad_Professor, on 25 October 2013 - 01:27 PM, said:
Yes, you can do it, but it makes absolutely no sense. Were you perhaps thinking that "sector" meant, "entire area of quarry"?
Having a sector size this large will not save you any time using a swarm of turtles. The idea behind a swarm is that you break up a large area into lots of little pieces, then have a lot of turtles working on these little pieces! This is what makes the system efficient in terms of time.
So if you have, say, 10 turtles mining your quarry that is 128x6x10, your quarry will be completed in a tenth of the time as as single turtle mining the same area!
I find it easiest if you limit your quarries to chunk boundaries because that makes it easiest to set up chunkloaders, and 8x8 sectors work pretty well with this script. So if you want to mine a single chunk, use 8x8 sectors and repeat that twice in both directions. Put 4 turtles on that and you can mine the entire chunk in 1/4 the time it would take a single turtle to mine the same area.
Just upscale from there. Want a 64x64 quarry? Repeat 8x8 sectors 8 times in both directions. Then deploy as many turtles as you want.
Mad_Professor, on 25 October 2013 - 01:27 PM, said:
Well, it doesn't really work...
You're sending a swarm of turtles out to mine a single giant sector. Since there is just one sector, they'll all be trying to do the same thing, causing the "conga line" effect you're seeing.
Wojbie has code that if multiple turtles are trying to mine the same sector, it will be able to correct this by having a bit of a competition between the turtles. The first turtle to go down to the next mining layer will "win" and the other turtle will go on to mine a new sector. In your case, it would probably take well over an hour for the lead turtle to clear the first mining pass and move down to mine the next three layers. Therefore, all of the other turtles would be tagging along for quite a long time before they could be routed elsewhere!
Edit: Sorry Mad_Professor, I was in the middle of typing this up when you posted your latest reply. Glad to see you've got it sorted out!
#86
Posted 25 October 2013 - 02:22 PM
Automatically deploy all turtles in buffer chest and gives them ender-chests/cobble(if needed).
Can deploy up to 64 turtles from chest above(planned to move chest below it) it - allows it to easily deploy labeled turtles(that don't stack).
Recall code inside calls all turtles in area to come to him - then it sucks turtle contents(if any) and then breaks it - placing it in chest itself.
Should allow faster deployment of large size quarries.
Kudos to lewanator1 for idea.
#87
Posted 25 October 2013 - 02:28 PM
I'm assuming that you would set up new quarry orders using the deployer turtle?
#88
Posted 25 October 2013 - 02:33 PM
Think of it as speedloader for a quarry. As stupid as it sounds
I Got a 64 turtle quarry with a speedloader!!!
#89
Posted 25 October 2013 - 02:41 PM
HeffeD, on 25 October 2013 - 02:13 PM, said:
Mad_Professor, on 25 October 2013 - 01:27 PM, said:
Yes, you can do it, but it makes absolutely no sense. Were you perhaps thinking that "sector" meant, "entire area of quarry"?
Having a sector size this large will not save you any time using a swarm of turtles. The idea behind a swarm is that you break up a large area into lots of little pieces, then have a lot of turtles working on these little pieces! This is what makes the system efficient in terms of time.
So if you have, say, 10 turtles mining your quarry that is 128x6x10, your quarry will be completed in a tenth of the time as as single turtle mining the same area!
I find it easiest if you limit your quarries to chunk boundaries because that makes it easiest to set up chunkloaders, and 8x8 sectors work pretty well with this script. So if you want to mine a single chunk, use 8x8 sectors and repeat that twice in both directions. Put 4 turtles on that and you can mine the entire chunk in 1/4 the time it would take a single turtle to mine the same area.
Just upscale from there. Want a 64x64 quarry? Repeat 8x8 sectors 8 times in both directions. Then deploy as many turtles as you want.
Mad_Professor, on 25 October 2013 - 01:27 PM, said:
Well, it doesn't really work...
You're sending a swarm of turtles out to mine a single giant sector. Since there is just one sector, they'll all be trying to do the same thing, causing the "conga line" effect you're seeing.
Wojbie has code that if multiple turtles are trying to mine the same sector, it will be able to correct this by having a bit of a competition between the turtles. The first turtle to go down to the next mining layer will "win" and the other turtle will go on to mine a new sector. In your case, it would probably take well over an hour for the lead turtle to clear the first mining pass and move down to mine the next three layers. Therefore, all of the other turtles would be tagging along for quite a long time before they could be routed elsewhere!
Edit: Sorry Mad_Professor, I was in the middle of typing this up when you posted your latest reply. Glad to see you've got it sorted out!
It's all good.
The information was a bit vague in the original post and the imgur didn't explain the sector, so I was bit confused. Also having it ask for sector length and width twice, I was confused even more, which might explain why I lost those two turtles in the beginning doing a 128x10x3 repeat 128x10 times.
Could be just be me being a dumbass.
#90
Posted 25 October 2013 - 02:44 PM
#91
Posted 25 October 2013 - 02:59 PM
wojbie, on 14 October 2013 - 01:59 PM, said:
EDIT: Just something for fun - how manu turtles do you see on image?
I see 8.
#92
Posted 25 October 2013 - 03:00 PM
they instant place down the enderchest and start refueling..
normal turtles.
computercraft 1.56
rewrote the order and works now
no idea what went wrong
#93
Posted 25 October 2013 - 03:08 PM
#94
#96
Posted 25 October 2013 - 03:28 PM
#97
Posted 25 October 2013 - 03:44 PM
wojbie, on 25 October 2013 - 02:44 PM, said:
what's funny I only gave him 1000 to begin with.
Man I would love to recover both of those turtles.
#98
Posted 25 October 2013 - 03:48 PM
If not and they are locked they are sending ping signal on gps system standard frequency every second until they get their bearings - then they will switch to standard signal.
So in other words - if they have gps signal scanner will pick them up - if not you need scanner scanning for ping signal to find them.
In the end they are noisy bunch - you can easily find them if you look for them. Kinda wish PDA was added - that would make finding turtles by distance easier.
#99
Posted 25 October 2013 - 04:06 PM
had an :22: :22: too really strange
using normal turtle's
using computercraft 1.56 (mc 1.6.2)
EDIT:
Miningparallel :22: turtle:22: Too long without yielding
#100
Posted 25 October 2013 - 04:13 PM
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