Cycomantis, on 23 December 2014 - 06:27 AM, said:
I've noticed that when mining in the dark and the turtle is trying to return to mining after emptying its inventory it will get hung up on mobs(they will fall into the shaft the turtle uses to travel in so you end up with a bunch of mobs in 1 spot) for more then the default number of tries. I pretty much have to constantly run at -maxTries 100 to not have false bedrock detections(wasted a ton of fuel figuring this out...).
How hard would it be to move from the maxTries logic to something more like "if turtle.detect() and not turtle.dig() then" logic which is what I have been using in my scripts and seems to work flawlessly without all the extra waiting.
The thing is, it already does this. To find literal bedrock, it doesn't actually try hitting it fifty times, it says there is a block there that it can't mine, so it is bedrock. The "maxTries" is indeed there for mobs, but it just says it found "bedrock" as a general "I found something I can't get past, go fix it"
Quote
EDIT: It is probably worth noting that at times mobs will be blocking the turtle from moving but not quite in a possion to where he can actually hit them. I have found turtle sitting idle with a single mob in front of him, when I kill the mob he takes off again.
You see, here is the heart of the problem. I figure if the turtle spends about a whole minute trying to move one block, then it probably won't be able to move anytime soon, either. If the turtle can't hit the mob, and the mob won't move, then increasing maxTries will only make it wait longer before it fails. That is why I've set maxTries at only 50.
If you typically set the turtle to maxTries 100 or more anyway, go up to the config at the top of the program, and change 50 to 100