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Old 5th March 2013, 10:20 AM   #21 (permalink)
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Quote:
Originally Posted by OranjeJus View Post
The Steve's cart tree farm we have at home only works with vanilla brand trees. Definately doesn't do rubber, and I doubt it does the spruce etc.
- OJ
- Looks like forestry it is - Duck, do you know if forestry will harvest FIR/Redwood etc?

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Originally Posted by Irimar View Post
That was intended as a code fragment, not a whole program.
You could plant trees all around and use turtle.detectLeft(), turtle.detectRight(), etc.
Uh oh, how tough are the programs to write? I know visual basic and python so it cant be that hard right?? right??

On a side note - i like your suggestion above, what is the command to detect in the space in front? Can use that to detect if there is an object in front of the turtule, if a negative is returned it runs the code to plant the sapling.

In regards to the forestry mod, is there a set height (i think 21 spaces?) and does it chop the trees from the top down?? Also curious to know if it chops the leaves i.e. to aquire new saplings??
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Old 5th March 2013, 10:29 AM   #22 (permalink)
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sadly it only handles the standard tree's
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Old 5th March 2013, 10:41 AM   #23 (permalink)
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Theoretically, you can program a set of turtles to move around tree sites. One checks for missing trees and plants new ones. One chops down grown trees. Both would need to check their fuel level ocassionally and fill up when needed. Both would need to be able to be turned off when you aren't in the game.

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Old 5th March 2013, 10:43 AM   #24 (permalink)
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Looks like im going to have to build an array of turtles then.....found this useful code for climbing a tree to fell it, i could integrate the planting of the saplings. I would probably modify it so it checks if there is a block above, keeps going up until there isnt then chops down, can get it to trim leaves on the way down too theoretically.. ..which should collect saplings..

Turtle Lumberjack (tutorial) - ComputerCraft Wiki

How do you actually write the code? Is that all it requires?

Also, how are they turned on/off?
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Old 5th March 2013, 11:05 AM   #25 (permalink)
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Forestry is where I started and so:

Arboretum also only handles vanilla trees. It chops them down from bottom up. Leaves decay normally and the logger picks up the fallen saplings automagically.

Personally, I would suggest: Steve's carts for all valid vanilla trees, turtles for the others.


- OJ
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Old 5th March 2013, 12:05 PM   #26 (permalink)
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Turtle Lumberjack (tutorial) - ComputerCraft Wiki

How do you actually write the code? Is that all it requires?

Also, how are they turned on/off?
To write the code, right click on a turtle and type 'edit <program name>'. When you're done, press the ctrl key and a little menu comes up on the bottom. Save the program and then exit.

The turtle lumberjack program is basic and reliable. Remember to name your turtle first by typing 'label set <name>' so it retains its programs and fuel level if you pick it up. You can fuel them with coal, charcoal, lava, and I believe redstone. Drop your fuel in the turtle's inventory and type 'refuel all'. It will return the turtle's fuel level. One unit of fuel is one block of movement. Only moving uses fuel, so the turtle.dig() directive doesn't take fuel.

To terminate a running program, hold down ctrl and 't' until the program stops. As long as the turtle isn't running a program, it's 'off'.
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Old 5th March 2013, 12:32 PM   #27 (permalink)
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Quote:
Originally Posted by Irimar View Post
To write the code, right click on a turtle and type 'edit <program name>'. When you're done, press the ctrl key and a little menu comes up on the bottom. Save the program and then exit.

The turtle lumberjack program is basic and reliable. Remember to name your turtle first by typing 'label set <name>' so it retains its programs and fuel level if you pick it up. You can fuel them with coal, charcoal, lava, and I believe redstone. Drop your fuel in the turtle's inventory and type 'refuel all'. It will return the turtle's fuel level. One unit of fuel is one block of movement. Only moving uses fuel, so the turtle.dig() directive doesn't take fuel.

To terminate a running program, hold down ctrl and 't' until the program stops. As long as the turtle isn't running a program, it's 'off'.
Thanks Irimar! Will have to try some of this out tonight! Is the turtle powered using redstone dust or can this be a signal? I wonder if you could utilise redstone wiring to link all turtles to a computer and then use the computer to turn them all off.. ..of course you could do the same thing with a basic redstone switch i guess..

Another consideration i was thinking is that my plantation is just outside spawn city, is there any issue using turtles in proximity to the city?
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Old 5th March 2013, 12:39 PM   #28 (permalink)
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Looks like redstone dust isn't a fuel. I could swear it used to be. If you look at the wiki page I linked earlier, it has a list of what you can use for fuel and how many blocks of movement you get from each item.

If you're really keen on learning to program turtles, sethbling has a series of video tutorials:
https://www.youtube.com/playlist?lis...DSWg3sojt3jeRO
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Old 5th March 2013, 02:19 PM   #29 (permalink)
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A reminder that each player is only allowed a maximum of three turtles activated. Mining turtles also follow the quarry rules.
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Old 5th March 2013, 08:59 PM   #30 (permalink)
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To have turtles communicate use wireless modems.

You do know how to program right? So you can avoid at least obvious mistakes such as having loops that rapidly poll without sleeping and so on. Otherwise I would recommend testing this out in singleplayer first, and then maybe have someone else review the code before implemented on the server.

@ Sor:
How do you decide if a turtle follow the quarry rule? It mines where it mines, essentially taking the quarry with it, it has no point of reference (other than possibly a charging station or drop off point). It doesn't keep chunks loaded.

I mean if you use the default mining program it will work in a pattern similar to a quarry, so it might be warranted to limit it to 9x9. But point out that you write a custom code where the turtle mines layer by layer vertically. Does it have to have some sort of forced stop once it's done with a 9x9 area seen from above? How long does this stop have to be? Is a millisecond enough? I mean if it just continues it will be as if you moved the quarry to the neighboring 9x9 area automatically.

Similarly if you have it dig 200 blocks in a long line, that could also be seen as you have a quarry that mines 9 blocks in a line, is moved 9 blocks forward, then mines another 9 and so on. Inefficient but allowed as I interpret the rules.

Essentially what I want to say is that I think it's hard to apply the quarry rules on an entity that isn't bound to a location.
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