Posted 30 June 2013 - 06:30 PM
I understand eof typically means I have one too many 'end', I dont think it does, so one of my functions doesn't seem to be reading then. I've done my best to format it to help make it easier.
Some background. I'm building a HS railroad, which every 6th block, has a powered track, and adjacent redstone torch + regular torch.
I plan on arranging brick slots 1-8, regular track 9-13, powered track 14, redstone torch 15, and regular torch 16.
I also bastardized some code from a platform script a friend wrote. Because of that I understand it's not really optimized.
The turtle should lay bricks, and then go up and put tracks & torchs.
Can someone help me find it?
local partiallength = fulllength -1
local crosslength = 3
local blockslot = 1
local trackslot = 9
local poweredslot = 14
local rstorchslot = 15
local torchslot =16
local slot = 1
local continue = true
turtle.select(blockslot)
turtle.dig()
turtle.forward()
while
continue == true do
for j = 1, fulllength, 1 do
slot = blockslot
if turtle.getItemCount(slot) == 0 then
slot = slot + 1
blockslot = blockslot +1
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
end
turtle.digDown()
turtle.placeDown()
else
turtle.digDown()
turtle.placeDown()
end
if j < fulllength then
turtle.dig()
turtle.forward()
end
end
turtle.back()
turtle.turnRight()
turtle.forward()
if turtle.getItemCount(slot) == 0 then
slot = slot + 1
blockslot = blockslot +1
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
end
turtle.digDown()
turtle.placeDown()
else
turtle.digDown()
turtle.placeDown()
end
turtle.back()
turtle.back()
if turtle.getItemCount(slot) == 0 then
slot = slot + 1
blockslot = slot
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
end
turtle.digDown()
turtle.placeDown()
else
turtle.digDown()
turtle.placeDown()
end
turtle.forward()
turtle.turnLeft()
turtle.up()
for j = 1, fulllength, 1 do
turtle.back()
end
for j = 1, partiallength, 1 do
slot = trackslot
if turtle.getItemCount(slot) == 0 then
slot = slot + 1
trackslot = slot
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
end
turtle.digDown()
turtle.placeDown()
else
turtle.digDown()
turtle.placeDown()
end
if j < partiallength then
turtle.dig()
turtle.forward()
end
end
turtle.turnRight()
turtle.forward()
slot = rstorchslot
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
else
turtle.digDown()
turtle.placeDown()
end
turtle.back()
turtle.back()
slot = torchslot
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
else
turtle.digDown()
turtle.placeDown()
end
turtle.forward()
turtle.turnLeft()
turtle.down()
turtle.forward()
end
end
Some background. I'm building a HS railroad, which every 6th block, has a powered track, and adjacent redstone torch + regular torch.
I plan on arranging brick slots 1-8, regular track 9-13, powered track 14, redstone torch 15, and regular torch 16.
I also bastardized some code from a platform script a friend wrote. Because of that I understand it's not really optimized.
The turtle should lay bricks, and then go up and put tracks & torchs.
Can someone help me find it?
local fulllength = 6local partiallength = fulllength -1
local crosslength = 3
local blockslot = 1
local trackslot = 9
local poweredslot = 14
local rstorchslot = 15
local torchslot =16
local slot = 1
local continue = true
turtle.select(blockslot)
turtle.dig()
turtle.forward()
while
continue == true do
for j = 1, fulllength, 1 do
slot = blockslot
if turtle.getItemCount(slot) == 0 then
slot = slot + 1
blockslot = blockslot +1
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
end
turtle.digDown()
turtle.placeDown()
else
turtle.digDown()
turtle.placeDown()
end
if j < fulllength then
turtle.dig()
turtle.forward()
end
end
turtle.back()
turtle.turnRight()
turtle.forward()
if turtle.getItemCount(slot) == 0 then
slot = slot + 1
blockslot = blockslot +1
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
end
turtle.digDown()
turtle.placeDown()
else
turtle.digDown()
turtle.placeDown()
end
turtle.back()
turtle.back()
if turtle.getItemCount(slot) == 0 then
slot = slot + 1
blockslot = slot
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
end
turtle.digDown()
turtle.placeDown()
else
turtle.digDown()
turtle.placeDown()
end
turtle.forward()
turtle.turnLeft()
turtle.up()
for j = 1, fulllength, 1 do
turtle.back()
end
for j = 1, partiallength, 1 do
slot = trackslot
if turtle.getItemCount(slot) == 0 then
slot = slot + 1
trackslot = slot
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
end
turtle.digDown()
turtle.placeDown()
else
turtle.digDown()
turtle.placeDown()
end
if j < partiallength then
turtle.dig()
turtle.forward()
end
end
turtle.turnRight()
turtle.forward()
slot = rstorchslot
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
else
turtle.digDown()
turtle.placeDown()
end
turtle.back()
turtle.back()
slot = torchslot
turtle.select(slot)
if turtle.getItemCount(slot) == 0 then
continue = false
else
turtle.digDown()
turtle.placeDown()
end
turtle.forward()
turtle.turnLeft()
turtle.down()
turtle.forward()
end
end