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Swarm Miner - Quarry Up Where You Want. Version 2.0

turtle wireless

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#81 Wojbie

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Posted 25 October 2013 - 01:30 PM

One of the features - each turtle acts like a mobile gps tower - providing gps signal to his brothers and sisters. And no there is no coded way to turn it off.

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 Mad_Professor

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Posted 25 October 2013 - 01:36 PM

View Postwojbie, on 25 October 2013 - 01:30 PM, said:

One of the features - each turtle acts like a mobile gps tower - providing gps signal to his brothers and sisters. And no there is no coded way to turn it off.

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.
Ok this is by design. Make sense now.

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 Wojbie

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Posted 25 October 2013 - 01:38 PM

Take a look at List Of Argument Line Commands in Files and What They Do [For Advanced Users Only] : in main post.
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 Goto
in your scanner and then provide info asked by scanner

#84 Mad_Professor

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Posted 25 October 2013 - 01:57 PM

well now it's working the way you said. I did a 8x8x10 repeat 16, now they are working. Thank you, hopefully my documented mistakes will help others.

#85 HeffeD

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Posted 25 October 2013 - 02:13 PM

View PostMad_Professor, on 25 October 2013 - 01:27 PM, said:

Because I can do it?

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.

View PostMad_Professor, on 25 October 2013 - 01:27 PM, said:

well it does work, but uh, some of these turtles are broadcasting gps, screwing things up for me. any ideas why?

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 Wojbie

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Posted 25 October 2013 - 02:22 PM

Also as an update - deploying/collecting program is coming along nicely - Should be able to ship it in next update or one after that.

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 HeffeD

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Posted 25 October 2013 - 02:28 PM

That sounds pretty cool. B)

I'm assuming that you would set up new quarry orders using the deployer turtle?

#88 Wojbie

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Posted 25 October 2013 - 02:33 PM

nope - Still preformatted on disk - Deplorer will be "advanced" option of placing turtle on disk/drive and giving it items. - Not connected to swarminer network in any shape or form. Only interaction will be when user activates recall mode - and that will be single impulse goto message to all turtles. There will be never a server in my swarm!

Think of it as speedloader for a quarry. As stupid as it sounds :D

I Got a 64 turtle quarry with a speedloader!!! :P

#89 Mad_Professor

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Posted 25 October 2013 - 02:41 PM

View PostHeffeD, on 25 October 2013 - 02:13 PM, said:

View PostMad_Professor, on 25 October 2013 - 01:27 PM, said:

Because I can do it?

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.

View PostMad_Professor, on 25 October 2013 - 01:27 PM, said:

well it does work, but uh, some of these turtles are broadcasting gps, screwing things up for me. any ideas why?

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 Wojbie

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Posted 25 October 2013 - 02:44 PM

128x10 times 128x10 thats 16384x100 mine!!! Wow that turtle could be anywhere... Wierd thing is it should never started up - fuel lock should have prevented it friom starting unless you provided 17000 of fuel. - Ok another thing to look into.

#91 ATMunn

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Posted 25 October 2013 - 02:59 PM

View Postwojbie, on 14 October 2013 - 01:59 PM, said:

Well thanks to you i got idea to include vacuum cleaner into code :P It looks funny when turtle breaks minecraft and then begins to vaccum contents :)

EDIT: Just something for fun - how manu turtles do you see on image?
Spoiler


I see 8.

#92 honsbeekiejj

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Posted 25 October 2013 - 03:00 PM

mine are stuck in refuelling mode now.
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 Wojbie

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Posted 25 October 2013 - 03:08 PM

They will refuel until they get 400+"distance to start point" units of fuel - are you sure there is fuel in ender-chest?

#94 Wojbie

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Posted 25 October 2013 - 03:10 PM

View PostATMunn, on 25 October 2013 - 02:59 PM, said:

View Postwojbie, on 14 October 2013 - 01:59 PM, said:

Well thanks to you i got idea to include vacuum cleaner into code :P It looks funny when turtle breaks minecraft and then begins to vaccum contents :)

EDIT: Just something for fun - how manu turtles do you see on image?
Spoiler


I see 8.

You are less than 4 turtles short - look again.

#95 honsbeekiejj

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Posted 25 October 2013 - 03:25 PM

View Postwojbie, on 25 October 2013 - 03:08 PM, said:

They will refuel until they get 400+"distance to start point" units of fuel - are you sure there is fuel in ender-chest?

yea 1 doesn't has to refuel for a while 70k fuel xD


#96 Wojbie

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Posted 25 October 2013 - 03:28 PM

But its working ok now? Small glitches are bound to happen. I am not alpha and omega.

#97 Mad_Professor

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Posted 25 October 2013 - 03:44 PM

View Postwojbie, on 25 October 2013 - 02:44 PM, said:

128x10 times 128x10 thats 16384x100 mine!!! Wow that turtle could be anywhere... Wierd thing is it should never started up - fuel lock should have prevented it friom starting unless you provided 17000 of fuel. - Ok another thing to look into.

what's funny I only gave him 1000 to begin with.
Man I would love to recover both of those turtles.

#98 Wojbie

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Posted 25 October 2013 - 03:48 PM

If they are still on-line they should be sending update signal every 2 sec to scanner.
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 honsbeekiejj

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Posted 25 October 2013 - 04:06 PM

keeps failing on Miningparallel :22: swarminer:85: Too long without yielding
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 Wojbie

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Posted 25 October 2013 - 04:13 PM

I am tracking down this bug but sadly it proves to be illusive for moment. sorry.





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