#21
Posted 12 February 2014 - 09:42 AM
#22
Posted 12 February 2014 - 12:15 PM
Edit: Forgot to mention that there is a setup program now. The setup program configures the startup file according to the role that is selected (the OP is updated with new instructions).
Edited by joebodo, 12 February 2014 - 12:17 PM.
#23
Posted 12 February 2014 - 12:21 PM
I've seen instances in which the turtle sits there at the bottom of its borehole, broadcasting the idle status message. The turtles that have been picked up continue mining, and eventually leave the idle turtle behind. You can terminate the script and either reboot or run the script to try again.
I've also seen instances where the turtle unpacks the script components, then exits the script, (no error message) leaving you at the command prompt.
In one odd instance, I located the stalled turtle and it was broadcasting the idle message, so I needed to terminate and restart. It took three tries before the turtle started broadcasting the alive status and the mining boss came to pick it up. However, before picking up the turtle, it broke both of the spot loaders, (dropping them to the ground, much like it does when encountering any obstacles while moving...) then picked up the miner and deployed it. I gathered up the spot loaders and put them back in the mining boss' inventory, and I'm currently monitoring this instance to see what happens next.
Edit: Woops, was typing this post when you posted your latest, joebodo. I'll abandon this test and start fresh with the new version.
Edited by HeffeD, 12 February 2014 - 12:23 PM.
#24
Posted 12 February 2014 - 12:57 PM
HibachiTime, on 12 February 2014 - 09:42 AM, said:
I tried using the default ender chests in a 1.5 world without luck. A quick test to see if this will work in your world is this:
Place down a turtle and add some items to slot 1. Place the chest above the turtle. In the turtle console, do these steps:
> lua <enter> lua> turtle.dropUp() <enter>
If the items go into the chest, then using them should be fine.
#25
Posted 12 February 2014 - 02:23 PM
Your latest version also relabels the turtles. This is a good idea, but would it be possible to use a shorter name? As it is now, when you check the status on the mining boss, you just see a list of: "mineWorker_", which isn't very descriptive. I'd like to see the number of the turtle as well. This of course may be due to the fact that I run Minecraft windowed, so perhaps my GUI scale is different than yours. (Does the GUI scale in ComputerCraft?)
#26
Posted 12 February 2014 - 03:45 PM
HeffeD, on 12 February 2014 - 02:23 PM, said:
I wasn't sure if anyone else experienced this but me. From what I see, it appears to be a bug in rednet.broadcast. It doesn't happen very often, but upon doing the broadcast, the program just exits
I think i can work around this issue. I should be able to post a new version tonight that will contain the work-around.
HeffeD, on 12 February 2014 - 02:23 PM, said:
Oops ! I'll post this fix tonight as well. I believe the size of the console is the same regardless of GUI size.
#27
Posted 12 February 2014 - 10:18 PM
HeffeD, on 12 February 2014 - 02:23 PM, said:
Another version is added to the OP (v.07). I really like this one. There are some major changes to the way rescues / deploying / pickups are done. It was way too random before - now there is some precedence as to what needs to be done first.
I'm just hoping I didn't make any silly mistakes ...
#28
Posted 14 February 2014 - 07:23 AM
The Video is amazing. I'll try this program asap.
One question: How do you get the turtle to check all four blocks around them if they mine 1x1 straight down to bedrock? I've looked in the turtle API but it says nothing about comparing blocks on the left,right,back -side of the turtle. And in your video I don't see a turtle turning around. So how does that work to make sure you find all ores?
Cheers,
judos
#29
Posted 14 February 2014 - 12:02 PM
judos, on 14 February 2014 - 07:23 AM, said:
The turtles do turn. Both on the trip down, and the trip up. Between the two, they get almost all of the ore. (There are a few ore blocks left along the chunk edges)
Joebodo, still having turtles abandoned on restart with v.07. No errors, just a turtle sitting there saying "mineWorker started..." I tried rebooting several times, (same result: mineWorker started...) but the mining boss wouldn't come and pick it up. I finally broke it and took it to the surface. This time it was picked up, which makes me think it could have been a range issue. Although I didn't think to check how deep the miner was, I'm guessing it was below layer 10 and the turtle was near the front of the chunk being mined, with the mining boss at the back. So it was easily over 64 blocks. I know the transmission range increases with height, but since the mining boss was only at layer 74, the range increase is probably not very much.
Edit: I just went back and checked the hole. The turtle was at layer 3. (I use thermal expansion and have it configured to flatten the bedrock layer, so there is only a single layer of bedrock at layer 1)
I don't know how to get around this issue without going to extreme lengths like placing a satellite at max world height or having the mining boss go up into the air to listen for miners... Seems like a lot of effort for a rare case. (if the issue was indeed range...)
Edited by HeffeD, 14 February 2014 - 12:10 PM.
#30
Posted 14 February 2014 - 08:53 PM
judos, on 14 February 2014 - 07:23 AM, said:
HeffeD, on 14 February 2014 - 12:02 PM, said:
I reproduced this problem. I put a turtle at layer 3 and experienced what you saw. It appears that when turtles are below layer 6, rednet distance is shortened (or non-existent). To fix this, I move the miner up a few blocks upon restart if I know that he has mined down. Tests so far seem to show this working fine. I'll post a new version once I'm done testing this (hopefully tonight).
Thanks for the good clues.
Edited by joebodo, 14 February 2014 - 08:55 PM.
#32
#33
Posted 16 February 2014 - 03:33 PM
joebodo, on 14 February 2014 - 08:53 PM, said:
Thanks for the good clues.
Modem communication distance is a minimum of 64 blocks at layer 64 and up to 384 at maximum altitude. This range can be reduced by weather conditions (Thunder). So any turtle at sea level will only be able to contact another turtle at level 1 if it is directly below it. Distance is computed x2 + y2 + z2 = dist2. It should be pretty simple to figure out how far up they need to go up to regain contact.
This actually reminded me that I need to take thunder into account in one of my programs (I'd forgotten that bit)
Wiki Page -> http://www.computerc.../Wireless_Modem
#34
Posted 16 February 2014 - 07:10 PM
sjkeegs, on 16 February 2014 - 03:33 PM, said:
This was my understanding as well, but testing showed otherwise (cc 1.5.7). I can provide more details if you are interested.
#36
Posted 17 February 2014 - 10:01 AM
sjkeegs, on 17 February 2014 - 09:28 AM, said:
Turtle 1 is at level 120
Turtle 2 is at level 3 directly below Turtle 1 (F3 shows feet at 3)
Turtle 2 is broadcasting a ping type message (rednet.broadcast)
Turtle 1 is listening for ping type messages
Turtle 1 receives nothing unless turtle 2 is above level 6 (was either 6 or 7)
Really bizarre - totally different from my understanding of how rednet works. If it only happened to me, then I would think it was a world issue, but it's also happening to HeffeD. It appears to be easily reproducible.
#37
Posted 17 February 2014 - 10:14 AM
HeffeD, on 02 February 2014 - 03:07 PM, said:
Should collect everything now!
HeffeD, on 02 February 2014 - 03:07 PM, said:
Finally got this working (took me awhile). You can now specify how the number of chunks to mine It will create concentric circles around the starting point until it reaches that number. Kinda like this:
10 11 12 13 9 2 3 14 8 1 4 15 7 6 5
I should have this posted by tonight - just a bit more testing needed.
Edited by joebodo, 17 February 2014 - 10:14 AM.
#38
Posted 17 February 2014 - 03:27 PM
joebodo, on 17 February 2014 - 10:14 AM, said:
Sounds great! Looking forward to trying it out.
Oh, and on the topic of rednet range, weather is never an issue with me. I think the rain in Minecraft is annoying, so I have weather disabled.
#39
Posted 17 February 2014 - 04:39 PM
HeffeD, on 17 February 2014 - 03:27 PM, said:
joebodo, on 17 February 2014 - 10:14 AM, said:
Sounds great! Looking forward to trying it out.
Oh, and on the topic of rednet range, weather is never an issue with me. I think the rain in Minecraft is annoying, so I have weather disabled.
how ? HOW ?
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users