MLG Mining: Circular Branch Mining
#321
Posted 13 May 2013 - 11:36 AM
#322
Posted 13 May 2013 - 08:03 PM
#323
Posted 15 May 2013 - 12:49 PM
#324
Posted 16 May 2013 - 10:56 AM
#325
Posted 18 May 2013 - 11:50 AM
#326
Posted 19 May 2013 - 09:03 AM
Also (didn't check yet) but what would happen if miner will get to the dungeon? AFAIK if it will break chest loot will be on the ground and that is probably sad...
#327
Posted 01 June 2013 - 11:03 AM
api_turtleExt:301: attempt to call nil
Would appreciate some help
#328
Posted 14 June 2013 - 07:21 AM
#329
Posted 15 June 2013 - 06:57 PM
#330
Posted 01 July 2013 - 08:39 PM
- placed chest underneath for drop offs
- placed chest to the right for torches, then filled with torches
- placed turtle ontop of dropoff chest
- ran : digAndExcavate -noFuel -torches -numIgnore 0
Last time (a few months ago) I used this, it didn't behave like this.
#331
Posted 13 July 2013 - 06:38 PM
api_turtleExt: 329 : attempt to compare number with string expected, got number
I do not know how to code or to check the problem so could someone please assist me?
#332
Posted 18 July 2013 - 11:48 PM
airtonix, on 01 July 2013 - 08:39 PM, said:
- placed chest underneath for drop offs
- placed chest to the right for torches, then filled with torches
- placed turtle ontop of dropoff chest
- ran : digAndExcavate -noFuel -torches -numIgnore 0
Last time (a few months ago) I used this, it didn't behave like this.
It's behaving exactly as you told it to. Think about it, how exactly is the turtle to know what you want it to excavate. There's no database of every single ore ever put into a mod. So instead of having a list of what TO mine, it has a list of what NOT to mine. This is what the ignore list is for. By telling him not to ignore any blocks, you essentially said, "I want you to gobble up every single block you see", which happens to be cobblestone in this case.
The ignore really isn't "optional". I'd recommend having sand, stone, cobblestone, gravel, and dirt. This way once it gets to the excavate phase, it's not going to go crazy and munch every block it sees.
@CMRay
You shouldn't type "-" before the program name. It should be, "digTunnels -numS 8 -numL 2 -oneChest".
#333
Posted 24 August 2013 - 09:36 PM
#334
Posted 04 September 2013 - 09:42 AM
#335
Posted 13 September 2013 - 06:43 AM
so the moment you run the normal program the turtle is at 0,0,0 it moves forward once it writes that its at 1,0,0(or which ever direction it went) so say its at 87(forward),0(down/up),12(left right) and the server crashes the moment it comes up the turtle reads the location file and can thus for go on as it knows where it was so all you would have to do is make the turtle write down into that file as well what task its doing and tada no need for gps networks or anything to make the turtle keep going and never get stuck
now that line that it writes down when it moves it gets over written every time it moves and maybe to make sure it doesnt go out of wack you could write a 2nd line that shows the 4 turns it can do so it would look like this 87,0,12,3 standing for 87 blocks forward 0 down 12 to the left(and -12 for right) facing backwards
so that when it comes up it will check for ores in every direction if not itl make its way back up to the tunnel it dug after it faces the right way and continue on its merry way
now maybe after something like that is in you could write a extra script that you could run if you wanted to that would make that turtle tell a computer where it is if its in range thus for you can have more then 1 turtle running and you can look at a screen to see where they are and which one is done
reason for that is if a turtle stores that info in a location file and you made it a wireless turtle a computer could talk to that turtle and request that info every few seconds
#336
Posted 22 September 2013 - 07:21 AM
greetings
Etone
#337
Posted 04 May 2014 - 06:43 AM
Here's the excavate function with my changes:
function excavate(configuration)
local numSteps = 0
local steps = {}
local goneTooFar = false
repeat
steps[numSteps] = steps[numSteps] or 0
steps[numSteps] = lookForOres(configuration, steps[numSteps])
if steps[numSteps] ~= 7 then
if ((numSteps==0) or (steps[numSteps]~=api_turtleExt.reverseIntDir(steps[numSteps-1]))) then
if numSteps==10 then
goneTooFar=true
end
if goneTooFar==false and api_turtleExt.digAndMove(api_turtleExt.turnedDir(api_turtleExt.intToDir(steps[numSteps]))) == 1 then
configuration.numOres=configuration.numOres+1
numSteps = numSteps + 1
end
end
else
steps[numSteps] = 0
numSteps = numSteps - 1
if numSteps >= 0 then
api_turtleExt.digAndMove(api_turtleExt.reverseDir(api_turtleExt.turnedDir(api_turtleExt.intToDir(steps[numSteps]))), 1, 0)
end
end
until numSteps < 0
end
#338
Posted 15 July 2014 - 09:39 PM
#339
Posted 26 July 2014 - 02:12 AM
Turtle_droid, on 15 July 2014 - 09:39 PM, said:
It has something to do with the attack command. It gave me an error like api_turtleExt: 208 invalid direction. I checked line 208 of the referenced api and tried to fiddle with it... I eventually just removed the tDir variable... it works now but it won't attack things that get in it's way. I believe it has to do with how the arguments for turtle.attack() work with the most current update. I don't know how to fix it
Edited by UkeFox, 27 July 2014 - 04:07 AM.
#340
Posted 17 September 2014 - 05:02 AM
Another thing I saw was while digging a shaft, if it hits bedrock, it exits with the same error.
Would love a fix!
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users