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Ultimate Wood Chopper [0.9.5 Prerelease B][Session Persistent]

Started by unobtanium, 28 December 2012 - 09:40 AM
unobtanium #1
Posted 28 December 2012 - 10:40 AM


Hello Minecraftcommunity,

i presenting you my fully automated Ultimate Wood Chopper (UWC), a logger program for ComputerCraft and its Turtles.
Multiples programs are put together in this program pack to help you gain wood and saplings very fast. I hope you enjoy.
Feel free to leave some feedback. If you need help, check down below how to post a report.



Shoutoutbox:
If i make changes to the code, without changing the version of the program i will write these in the shoutoutbox. Sometimes i will write in some news and informations as well. Before posting a bug, please check if it is listed in the shoutoutbox allready and download the code again.
This program is one year old. Happy birthday :D/>


Potentially fixed the "digging-down-to-bedrock" bug! Download the prerelease version and test it. I just fixing the stand-alone version, later on the rednet version.
Going to finish this program in the next months i hope :S

No fir tree in FTB Unleashed or higher! :(/>

Feel free to check out my newest programs here



What does Ultimate Wood Chopper?
This program can chop down single trees, both 1x1 and 2x2. You also can set up an automatic farm which replants trees either with or without bonemeal and chops it down. The farm is selfbuilding and i just recommend using Fir Wood (Saplings) for it, because the Fir Saplings dont check if there are leaves above and instantly grow if bonmeal is used on them. Fir Trees also grow in 2x2 trunks without branches. You also can set specific variables of the program for your personal usage.

Overview video about "how to build the standard farm and expanding it" made by Seleck:
Check out his channel! He is making awesome let's plays and tutorials.





ULTIMATE WOOD CHOPPER BETA VERSION 0.9.5 prerelease B (newest):

Pastebin:

Single Program for the Turtle:
Kngv6tWj

Rednet Computer:
PaxTx2xT
Rednet Turtle:
THa8YtH4


SingleProgram for the Turtle UWC Beta Version 0.9.0 (stable, no session persistence):
iVKtHaWk

Downloads:

ULTIMATE WOOD CHOPPER TEST WORLD


Features:
- very easy and user friendly
- menu
- just needs one mining turtle
- rednet (startup versions)

- Farm
– saves and starts where it was left before the chunk unloaded (session persistence)
– selfbuilding
– selfsustaining
– with and without bonemeal
– fairly cheap
– controlled shutdown by a user's redstone signal or pressing a key
– debug
– expandable
– change many variables for the personal usage

- Single tree
– 1x1
– 2x2
– any height



Installation:
Label your turtle and computer to let it save the programs and save files.

label set <name>

Put the code in a text document without ending in …yourMinecraftDirection\mods\ComputerCraft.zip\lua\rom\programs\turtle
Or if you are running a server you have to put it in …yourMinecraftServerDirection\mods\ComputerCraft.zip\lua\rom\programs\turtle
Restart your Minecraft Client or Server (or both)
The computer rednet program you have to put in
…yourMinecraftDirection\mods\ComputerCraft.zip\lua\rom\programs\computer

Or you can use the pastebin import. Simply type the following words into your turtle.
pastebin get Kngv6tWj startup


Programs:

I recommend using a mining turtle for all programs!
To enter the menu, simply tipe
startup
in the Turtle screen.
D or Enter — Open up submenu or start program
W or Up-key — Select menu point above
S or Down-key — Select menu point below
A or Backspace — Go back to the menu before






Set up a farm

Expanded Farm
This will build the expanded farm right away. It is much bigger then the standard farm to catch more/most saplings.
If you having a standard farm allready, you can expand it with the "Expand the standard farm" program under "Build and Expand ".


Place a turtle facing the direction where the tree will be and a chest behind it. The turtle ask if you want to have blocks removed in its way. However it needs a flat 18x22 free place.


Now place the following items shown in the picture in the correct order in the chest.

Spoiler10 coal
5 chests
1 furnace
4 dirt
15 pipe
1 iron pipe
1 gold pipe
1 obsidian pipe
1 wooden pipe
1 redstone engine
2 lever
1 bonemeal
64 blocks
64 blocks
64 blocks
1 sapling
64 blocks
64 blocks
21 blocks

Start the program and be sure the turtle doesnt get interupted or the chunks unloaded.
Tip: You get asked, if you want the turtle to remove blocks in it's way. So you dont need to dig the 22x18x3 pit with your hands!

After building the farm, the Turtle will stay in the Base, facing the coal chest. Fill every chest with enough materials before let it start chopping the tree.
- You only need 15 charcoal (or maybe even less if the turtle has fuel left) in the charcoal chest
- The turtle needs 17+ saplings or more and 8+ bonemeal
Warning: You have to manually flip the lever for the redstone engine. You also have to put water in the right spots to transport the saplings to the obsidianpipes. You also should take out all left materials from the turtle's inventory.

You also have to be sure that no mobs can get into the water stream and block the turtle while its working. So add some fences or raise the edge of the farm a bit higher.

Standard Farm
This program will set up your standard farm, usefull if you are just interested in wood and less the saplings. It automatically will build the layout, place chests and the piping system.
You need:
- Enough space below, around and above for the farm layout and the tree.
- 10x16x8 free area
- Turtle has to be at the coordinate 5|3|5 called Base and facing in the direction, where the tree well be.
If you have problems with position your turtle right, check out the "Position your turtle" and "Dig needed space" section down below.


- The Base is above the furnace, and at the sides are the wood chests, charcoal chest and the lever
- You need the following materials:
Use charcoal instead of normal coal. You also can use an iron furnace if you have one.
For a cheaper set up you can use cobblestonepipe/stonepipe instead of a goldpipe. If you dont have obsidian for the obsidianpipe, let your turtle dig some or do it on your own. The sapling and bonemeal are optional, but recommended as indication in which chest the supplies go.


Spoiler5 charcoal
6 chests
1 furnace
4 dirt blocks
5 stone- or cobblestonepipes
1 ironpipe
1 goldpipe
1 obsidianpipe
1 woodenpipe
1 engine
2 lever
1 bonemeal (optional)
64 blocks
64 blocks
10 blocks
1 fir sapling (optional)


After building the farm, the Turtle will stay in the Base, facing the coal chest. Fill every chest with enough materials before let it start chopping the tree.
- You only need 15 charcoal (or maybe even less if the turtle has fuel left) in the charcoal chest
- The turtle needs 17+ saplings or more and 8+ bonemeal
Warning: You have to manually flip the lever for the redstone engine. You also have to put water in the right spots to transport the saplings to the obsidianpipes. You also should take out all left materials from the turtle's inventory.

There is a way to make your existing farm bigger. Check out the "How to expand your farm" section down below.
You also have to be sure that no mobs can get into the water stream and block the turtle while its working. So add some fences or raise the edge of the farm a bit higher.



Chop Programs:

For Farms:
Chop -> Farm
Check the following magical three things:
- Your farm is build and all chests are filled (one or two stacks are enough.).
- The Turtle stays in the Base, facing the coal chest.
- Don't forget that the turtle needs a redstone signal, so flip the lever in the back of the turtle, otherwise it wont work.
- The turtle should have an empty inventory on it's first run to prevent bad stuff from happening.
The Turtle takes what it needs out of the chests.
If you want to shut down the turtle while it is working, simply switch the lever and the next time the turtle comes back to Base it stops.
Be sure you use the right program for the right farm (Standard or Expanded).
It's no problem if you have no bonemeal for the moment. Change the variable in the variable change menu (Chop -> Farm -> Variables).
You can change specific variables in the variables menu (Chop -> Farm -> Variables). The turtle will safe them and will load them on every start. Every turtle has their own variables and you have to/can change them for every single one individually.
Tip: The farm maybe just works with Fir Saplings, because this kind of tree doesnt wait for leaves to disappear.
If the turtle shutdown in an unloaded chunk, the turtle will restart where it was left and tries to go back to base as soon as possible. Then it will keep going until the lever got flipped. This requieres the turtle program as startup file…
If you are having problems with the turtle, you should delete the files like below in the main turtle os menu. Holding STRG + T stops a running program.

delete uwcvariables0.9.2
delete uwcsavepoint
You have to remake your variables after this.

For single trees:
Chop -> Single Tree
There also are single tree chop programs for 1x1 and 2x2 trees. Place the Tutle in front of the tree you want to chop down. For 2x2 trees place it on the left side. Put some fuel in the first slot (top left) and start the program. This can be used to chop down forests or trees which grew in the wrong spot.

Change Variables
It is possible to change variables for the farm under Chop -> Farm -> Variables.
Starting the program opens up a interface, showing you every changeable variable one by one and explains for what it is used for. You can press Enter to skip the variable and let it where it is. Tipe in a number and press Enter to change the variable. The change is shown afterwards at the top of the screen.
These variables are saved and loaded for every turtle individually.



Help Programs:

Position your turtle
Help -> Help Programs -> Position
This program helps you to find the Base before the Turtle starts set up the layout. If you place your Turtle on the ground and start this program, it just goes 4 blocks up, 2 forward and 4 to the right. it will look in the direction the tree will be. Usefull if you want to build the farm up in the air.


Dig needed space
Help -> Help Programs -> Dig needed space
Instead of building your farm up in the air, you can let the turtle dig a hole in the ground.
The Turtle just digs enough space for building the Standard Farm. You have to manually dig more space if you want to expand your farm. This will be around 4-5 blocks to all sides.
This program needs:
- a mining turtle
- five coal in the first slot; everything else empty
- a flat ground. Stay some blocks away from the turtle and dont interrupt it.

Debug farm
Help -> Help Programs -> Debug
Use these programs for your farm if the turtle shutdown while chopping the tree. It removes all left wood blocks.
The Turtle has to stay in the base, facing the coal chest. It just need some coal in the first slot.
Here too: Be sure you use the right program for the right farm. You have to manually take out the coal and the wood.

Go Down
Help -> Help Programs -> Go Down
The turtle will move down until it hits a block. Useful if using rednet and the turtle was stuck in the tree.



How to expand your farm:
Build &amp; Expand

Add more chests
If you want more wood storage, simply place the amount of chests you want to add in the second slot. Some coal in the first slot. The turtle has to stay in base.
If you want to store even more wood, you can use double chests or an other kind of chest (e.g. diamondchest).
The turtle will the block above the chests, which needs a mining turtle. Have all other inventory slots empty.




Expand your farm
This program increases the size of the sapling collecting area of your standard farm. Nearly every sapling will get pulled into the sapling chest to use these for biomass production or something else.
You have to use a mining turtle for this program, because the turtle will go and remove parts of the standard farm and use these blocks for the expanded farm.




The Mining Turtle has to stay in the Base facing the charcoal chest.
Be sure you dont have water in the farm left. Otherwise it will flow all over the place!
Put the following materials in the Turtle. You dont need that much coal. Around 10 should be okay.



Spoiler10 coal
free slot
11 stone- or cobblestonepipe
1 obsidianpipe
64 blocks
64 blocks
64 blocks
20 blocks
all 8 left slots should be free!


The turtle will remove the layout of the standard farm and uses these blocks for the expanded farm, so please be sure, which type of block you are using. For example Stone drops Cobblestone and then you get a stone-cobblestone-expanded farm instead of pure stone expanded farm. So please use this patter if you are using such a type of block:



Spoiler10 coal
free slot
11 stone- or cobblestonepipe
1 obsidianpipe
64 blocks
64 blocks
64 blocks
64 blocks

64 blocks
7 blocks
all 6 left slots should be free!



You have to put water in the four corners to transport all saplings to the obsidianpipe.
You have to use the chop program for expanded farms.
You also have to be sure that no mobs can get into the water stream and block the turtle while its working. So add some fences or raise the edge of the farm a bit higher.

Rednet:
The rednet version comes in a program for the turtle and the computer. The programs are made as a startup program, so you can go ahead and navigate the turtle out of the tree if it got stuck in it. The computer has the same menu as the normal program, but just shows if it reached a turtle or not. In the rednet version you are not able to change the variables of the turtle yet. Please use the normal program for this, because it will use these in the rednet program too.
Especially for the rednet version there is a program under Help -> Help Programs -> Go down which simply let's the turtle go down until it hits a block underneath. That makes it easy to call the turtle back out of the tree if it got shutdown while chopping.
You also can set up multiple turtle and start them all from one computer at the same time. That might be a good use if you chop down a whole forest too.

Turtle Interactions
This program is made to easily navigate your turtle. For more informations check out Turtle Interactions


To-Do:
Before i release Version 1.0 i want to have this list finished or even more points.
- maybe let someone with english skills rewrite the whole post (if someone want to or knows someone, let me know)
- improve the rednet version so that the turle wont need a redstone signal anymore


Updates:
SpoilerBeta Version 0.9.5 prerelease B
- fix from prerelease A didn't worked… new fix is out.

Beta Version 0.9.5 preprelease A
- found the potentional mistake in the code for the "digging down to bedrock" bug
- turtle now detects if a tree is grown while it was shutdown while waiting for it to grow

Beta Version 0.9.5 prerelease (making changes to the code)
- fixed program: build standard farm, build expanded farm, expand standard farm
- the player now can terminate the presistence within 5 seconds by pressing a key
- added an overview menu for changing the variables.
- Fixed a lot in build programs -> a lot of new bugs
- changed once again, how the turtle detects if the tree grew or not. Turtle doesnt get destroyed by leaves anymore.

Beta Version 0.9.4
-added "build the expanded farm right away" program: builds the expanded farm without building and destroying the standard farm; also digs out the needed space for the farm!
- removed build, expand and various help programs from the rednet version
- updated the test world
- improved chopping and position saving: lowered the rate of saving the turtle's position while chopping the tree; now destroys a block on the right of the tree to detect when its done
- improved refueling and handling of blocks in the way of the "building standard farm" and "expanding standard farm" program
- improved waiting for the tree to grow: turtle makes a step back while waiting for the tree to grow/if the bonemeal failed to grow the tree. Allows jungle trees to grow. However the turtle program does not get rid of wood trunks!!!
- improved material gathering the third time
- fixed turtle refueling for the "build expanded farm" program
- fixed bonemeal gathering
- fixed Session Persistence; turtle didnt worked correctly after restart when using the expanded farm in the single program
- rewrote parts of the original post

Beta Version 0.9.3
- added new build program: expanded farm
- removed various build, expand and help programs from the rednet version
- fixed build programs; turtle didnt placed a block near the base

Beta Version 0.9.2
- fixed bug in the farm programs: now the turtle does not remove the dirt platform anymore… sorry for that!!
- fixed bug in the farm programs: Turtle doesnt get destroyed by the tree itself anymore.
- fixed bug in the farm programs: Turtle does take out bonemeal and saplings correctly now if no items where in slot 1 and 2.
- fixed bug in the farm programs: Turtle now cuts down the tree if it grew after using bonemeal on it
- fixed 2x2 single tree program
- added two more variables: use persistence and how many bonemeal should be use at the same time
- improved code: made the code shorter by compressing the menus in two dimensional arrays -> 400 lines of code are gone
All your individual variables have to be remake again! Hopefully the last time even if i add more variables in the future.

Beta Version 0.9.1
- added session reload; turtle will restart its work after shutdown
- improved and changed tree detection; needs fuel to do this
- removed no-bonemeal menu programs; added variable for it
- changed supply gathering once again; Now checks if it has bonemeal and saplings taken out of the chests as well as it could be.
All your individual variables have to be remake! To let the turtle use or dont use bonemeal, you have to change this variable in the change variable menu (Chop -> Farm -> Variables). You also should name your programs as 'startup' to become the session reload effective.

Beta Version 0.9.0
- fixed a bug when switching between the programs with and without bonemeal didnt worked correctly
- lowered the amount of wood thrown into the furnace for less overflow in the coalchest; 16 if with bonemeal and 8 without bonemeal; overflow around 16 per normal chest full of wood
- improved and redid the menu; added more sub menus for better navigation and usage
- improved farm programs; now refuels at the charcoal chest instead of transporting it around; has one more slot left for wood; saplings in slot 1 and bonemeal in slot 2
- improved chop programs, added timer after using bonemeal on a sapling which failed growing the tree; added timer before the first bonemeal is getting used
- added credits
- added turtle interactions; easy way to control the turtle without knowing lua or turtle commands
- added the posibility of changing specific variables for the farm
- added rednet

Beta Version 0.8.6
- improved chop program; fixed bonemeal bug and increased the amount of minimum materials needed

Beta Version 0.8.5
- some minor changes; special thanks goes to: Mtdj2
- improved single tree chop programs; removed function getCoal()

Beta Version 0.8.4
- improved and changed digging program; now digs enough space to place blocks
- fixed chop program; if-statement crashed the whole program
- improved "Dig needed space" section in the post; mentioned that you have to have a flat ground

Beta Version 0.8.3
- added "Dig needed space" program and section in the post
- improved chop programs which dont use bonemeal; Turtle comes back to Base every second tree instead of every fifth

Beta Version 0.8.2
- improved chop programs; takes out materials better now
- improved build program; now detects a block underneath the turtle and give a error

Beta Version 0.8.1
- fixed building program; stopped building while building the floor.
- fixed expand program; didnt stopped at the end
- improved help interface; there was the old name shown instead of uwc

Beta Version 0.8
- changed the name from FIR WOOD CHOPPER to ULTIMATE WOOD CHOPPER
- added single tree chop programs
- added expand chests program

Beta Version 0.7.2
- improved build program; you dont have to use a wrech on the wooden- and ironpipe
- improved expand program, now removes some blocks under the sapling collecting area to place the pipe. The way out is made less bugfree

Beta Version 0.7.1
- improved menu navigation; now does not stop at the top option and bottom option
- fixed expand program, now does not select slot 17 if all blocks are used.
- added notation that you need a mining turtle in the Program section in the post.
- special thanks goes to: Kravyn

Beta Version 0.7
- fixed expand program; now consumes enough charcoal to finish expanding the farm.
- added 2 new programs in the chop programs menu; these dont need bonemeal, the Turtle just waits for the tree to grow.

Beta Version 0.6.2
- changed chop program; the program does say now that it has too less materials in the chest instead of saying that there is nothing in it

Beta Version 0.6.1
- change variables which might caused problems while building and expanding
- improved user controll; user can terminated refuelling at the chests, turtle moves automatically back to Base
- special thanks goes to: TheOriginalBIT
- added a creative test world for everybody who want to check out how it works

Beta Version 0.6
- put all programs in one and added menu for better usage
- special thanks goes to: NitrogenFingers on Youtube for the menu tutorial
- rewrote stuff in the first post

Beta Version 0.5
- fixed build program; some bugfixes
- added new program FWCchop2 ; it is used for the xpanded farms, because the dirt blocks are two blocks further away then.
- improved the pastebin links;

Beta Version 0.4
- improved build program, added some functions for better understanding
- improved chop program, now says what the Turtle is doing and where it is struggeling.
- added new program FWCexpand, expands the farm for more saplings

Beta Version 0.3
- fixed chop program; now does cut the tree instead of replanting 24/7 sorry for that file:///C:/Users/Marius/AppData/Local/Temp/msohtmlclip1/01/clip_image001.png
- special thanks goes to: Hoppingmad9

Beta Version 0.2
- fixed debug program; didnt chop down the whole tree sometimes
- fixed chop program; now stores wood and detects if the tree is grown
- improved help program; everything can be read now
- changed and improved layout; less materials
- added "How to expand your farm" in the post
- changed the host provider; photos are shown now without clicking on the link

Found a bug, got an error or something didnt worked?

Questions &amp; Answer:
SpoilerThe turtle digs down (to bedrock)!!!
Allready known bug, i am working on a fix for i. Be patient and use the newest version.

I want to deinstall the program!
Copy this code into the turtle's screen:
delete startup


The turtle says it refuels, but nothing happens or i get an error.
You are in infinite fuel mode… this program is ment for survival and therefore turtles need fuel to move. I do not support infinite mode at this moment, because most people dont play with it.


The turtle doesnt not place various blocks correctly.
Might be a ComputerCraft bug. Reinstall the Computercraft mod and try it again. If the turtle still does not work, post a bug report here.


The turtle has wrong items in its inventory or in the chests.
Check if your chests are not full, especial the charcoal, bonemeal and sapling chest.

The turtle says that its shutdown while working and tries to go to work again.
You should be able to press a key within 5 seconds before the session persistence triggers.
You also can terminate any program at any point like this:
Quickly press and hold STRG + T until the program gets terminated. Then type in the following code into the turtle screen:

delete uwcsavepoint


I want to reset all my variables for the farm.
Exit the program and type in the following code into the turtle screen:

delete uwcvariables0.9.2


Something is strange or you even get a error message, please fill in this following layout and post it in this post:
Does the problem still occures if uwc gets redownloaded:
FTB Version:
Singleplayer or Multiplayer:
Error Code:
What happened:

This is helping me a lot to simply find where your problem is and hopefully how to fix it. If you get an error please write it down too. Mention which programs you where using and what/how many items in the turtle and chests were.

More programs made by myself:
Link

Facebook:
https://www.facebook...362726857167297


That's it! I hope i didn't forget anything. Btw, my english isnt the best :/
Because the program is still in beta i cant say that it is bugfree!
If there are any questions, suggestions, errors or bugs, feel free to leave a comment to improve this program pack.
Thank you for your attention.
UNOBTANIUM
Edited on 11 December 2014 - 03:51 AM
unobtanium #2
Posted 29 December 2012 - 09:02 AM
— NEW VERSION OUT
SpoilerBeta Version 0.2

- fixed the debug program; didnt chop down the whole tree sometimes
- fixed the chop program; now stores wood and detects if the tree is grown
- improved the help program; everything can be read now
- changed and improved the layout; less materials needed
- added "How to expand your farm" in the post
- changed the host provider; photos are shown now without clicking on the link
HotGirlEAN #3
Posted 29 December 2012 - 09:06 AM
Neat program! However, can you put it in a pastebin or dropbox so it's easier to download and "install"?
unobtanium #4
Posted 29 December 2012 - 09:21 AM
Thank you!
I added some pastebin links in the spoiler under the Download section.
snoxx #5
Posted 30 December 2012 - 09:37 PM
Doesn't work the turtle just breaks the 1st layer of the wood and replants the saplings and stands in front of the bottom left sapling
Hoppingmad9 #6
Posted 31 December 2012 - 07:10 AM
Hey,
This looks like a great program the build, position and help programs are great but chop just doesn't work.
It takes the materials fine, plants the saplings and grows the tree. But then it cuts down the first layer and tries to replant.
I guess this is just a very small mistake in the repeat somewhere so it's a shame it ruins the main feature of the program.
Finally never apologise for not knowing English! Very few of us know your language!

Thanks
Sam
Hoppingmad9 #7
Posted 31 December 2012 - 08:13 AM
Hey,
I think I've found the problem:

local function cutWood()
local height = 0
turtle.select(2)
turtle.dig()
turtle.forward()
turtle.dig()
while turtle.detect() do
turtle.digUp()
turtle.up()
turtle.dig()
height = height + 1
end

Firstly: The red text is detecting a block in front of the turtle.
Secondly: The blue text has broken the block in front of the turtle.

So there won't be a block in front of the turtle so it doesn't go up.
So I assume the red text should be:
"while turtle.detectUp() do"
Trying to work out a fix for it but I'm not very good!

Sam

EDIT:: Corrected mistake
Hoppingmad9 #8
Posted 31 December 2012 - 09:05 AM
Hey, yep that's your fix!
In the cut wood local program you just need to change the detect to detectUp.

Hope I've helped!
Sam
unobtanium #9
Posted 01 January 2013 - 03:25 PM
Hello and thank you everybody :D/>
Sorry that i couldn't answered earlier. My internet does not work correctly at the moment.
If i have it running again, i will fix the files and the pastebin code like Hoppingmad9 allready did.
So please stay tunned. I hope my internet will be fixed in two days ;D


edit: I fixed it allready! Sorry for this fail, guys :(/>

NEW VERSION OUT
SpoilerBeta Version 0.3
- fixed chop program; now does cut the tree instead of replanting 24/7 sorry for that :(/>
- special thanks goes to: Hoppingmad9
steel_toed_boot #10
Posted 01 January 2013 - 07:46 PM
Wow you really got carried away with the options and coding haha :P/>
unobtanium #11
Posted 03 January 2013 - 07:23 AM
Yeah, i know :D/>
I was bored a bit and because i am playing on a server and need a lot of wood, i wanted to make a big tree farm with turtles without setting up every farm with my own hands. Other players can use it too. it is very funny to see your own farm in someone else house ^^
On the other hand i wanted to have something special. There exist so many programs and every day they are getting more and more; e.g. this forum :D/>
Zagi #12
Posted 05 January 2013 - 07:55 AM
Hey UNOBTANIUM, loving your program! Got me loads of wood. I've encountered just 1 little problem.

When the turtle runs out of bonemeal it doesn't go get some more. It stays there infront of the saplings switching between slot 2 and 3 rapidly. This also happens when it runs out of saplings. Is this fixable, because that's the only thing that it stops from being 100% automatic.

EDIT: Nevermind, the chest with bonemeal was empty :D/>.
unobtanium #13
Posted 06 January 2013 - 02:21 AM
Haha, yeah! I might change this a little bit and let the turtle say, what is wrong or what it needs to continue.
So there is a Version 0.4 comming i think ;D
Kylun #14
Posted 06 January 2013 - 09:02 PM
Very awesome. thanks for your hard work.

A suggestion when/if you do make an updated one.. i want all the saplings, but the platform is too small.. it needs to be about 5-6 blocks bigger on all sides. :-/
unobtanium #15
Posted 07 January 2013 - 01:58 AM
I can make a building program which builds it bigger if you want. At the moment the size is enough to get enough saplings into the chest to refill the Turtle.
I just wanted a cheap way to set up the farm.
I will add it to the list for Version 0.4 :D/>
unobtanium #16
Posted 07 January 2013 - 01:49 PM
#this post can be deleted
unobtanium #17
Posted 08 January 2013 - 02:37 AM
#this post can be deleted
unobtanium #18
Posted 10 January 2013 - 11:15 PM
NEW VERSION OUT!
SpoilerBeta Version 0.6.1
- change variables which might caused problems while building and expanding
- improved user controll; user can terminated refuelling at the chests, turtle moves automatically back to Base
- special thanks goes to: TheOriginalBIT
- added a creative test world for everybody who want to check out how it works

Beta Version 0.6
- put all programs in one and added menu for better usage
- special thanks goes to: NitrogenFingers on Youtube for the menu tutorial
- rewrote stuff in the first post

Beta Version 0.5
- fixed build program; some bugfixes
- added new program FWCchop2 ; it is used for the xpanded farms, because the dirt blocks are two blocks further away then.
- improved the pastebin links;

Beta Version 0.4
- improved build program, added some functions for better understanding
- improved chop program, now says what the Turtle is doing and where it is struggeling.
- added new program FWCexpand, expands the farm for more saplings
xInDiGo #19
Posted 12 January 2013 - 02:36 PM
not sure whats going on, i start it up, and it says its checking for coal in chest, if nothing happens then chest is empty. well he just grabs charcoal out over and over and does nothing. did i do something wrong?

::edit::

my problem was i had too small of a stack of charcoal and a to small of a stack of fir in the chests.
unobtanium #20
Posted 13 January 2013 - 02:15 AM
Yeah, it accually checks if there is enough of the material in the chest. So it doesnt have to go back after every tree was chopped down. Maybe i have to edit this line and say that there has to be more stuff in the chest :/

edit:
Chop Programs
Your farm is build and all chests are filled (one or two stacks are enough.).
:D/>
NEW VERSION OUT
SpoilerBeta Version 0.6.2
- changed chop program; the program does say now that it has too less materials in the chest instead of saying that there is nothing in it
theoriginalbit #21
Posted 13 January 2013 - 02:39 AM
Wow… this is VERY good stuff for a, how'd you put it, 'newbie'….. Keep up the good work :)/> Can't wait to see where else this goes, and what else you make :)/>


- special thanks goes to: TheOriginalBIT

Your welcome :)/>
unobtanium #22
Posted 13 January 2013 - 03:42 AM
Hey, nice to see you again :D/>
I know that i am not such a noob in programming, its just the lua programming + the turtle.
Thank you for the future perspective. I will work on it :P/>
Kravyn #23
Posted 13 January 2013 - 03:51 PM
I tried doing the expand your farm and you need to increase how much fuel it needs when it expands it seems to run out on me with the amount that it takes. It does not even finish the second triangle shape before it runs out and fails having to start over.

forced it to refuel 20 charcoal

Also the amount of materials your thing says to have in the inventory seems way off because it had the amount you said and it could not even get close to finishing it needs 327 pieces of stone bricks your picture says 212 it is off by over 100+.

When it builds the farm the first time it uses 336 fuel which is a bit over 4 charcoal when it ended. The problem is when the turtle is told to build the expanded farm it uses 5 more charcoal which is far from enough it needs 628 but it only got 400 more with the 64 still in the turtle at 464 its not enough it needs to eat another 3 more charcoal just to finish so 8 in total on expanding.

Add 8 refuel on expanded base and add another 115 more pieces of stone brick which is a total of 5 stacks and 7 pieces not 3 stacks and 20 pieces to the screenshot and information.


Does the turtle always have to have bonemeal or can it just let the tree grow and check after a set amount of time?
unobtanium #24
Posted 14 January 2013 - 04:36 AM
Hey,
Okay lets do some math here ^^
I checked the fuel level a charcoal gives here. On my feed the beast client it is still 96 fuel per charcoal. In the new version it got nerfed and it just give 80 now. I did some research with my program (which i should have made earlier but i was accually too lazy :/)
Build Program:
I will use the new fuel level a charcoal gives because i think it will be implemented in another update of ftb.
The Turtle just uses 3 charcoal for fuel: 80*3=240
For building the farm the Turtle need 176 fuel. So it has 64 fuel left after the farm built.
One of the other two charcoal are used as indicator for the user which chest the charcoal chest is and the last one is put into the furnace to turn the wood into charcoal.

Expand Program:
The program checks if it has more then 300 fuel. This was way too less, i have to agree! I increased it to 600. It now consumes around 7 and 8 coal.

I am 100% sure that the amount of blocks (3 stacks and 20 blocks) are perfect. You accually are not allowed to remove any blocks of the standard farm. The Turtle will dig down the old farm and use the blocks to rebuild the new farm. The funny thing is, that you are right with your 5 stacks and 7 blocks. The Turtle will destroy 115 blocks from the old farm to build the new farm. And at the end you have still one left, because it has to remove one block for the pipe system.

Two days ago i had the same idea, to let it grow the tree without bonemeal. I implemented it for both expanded and standard version in the chop programs menu.

NEW VERSION OUT!
SpoilerBeta Version 0.7
- fixed expand program; now consumes enough charcoal to finish expanding the farm.
- added 2 new programs in the chop programs menu; these dont need bonemeal, the Turtle just waits for the tree to grow.
Kravyn #25
Posted 14 January 2013 - 04:12 PM
Ok I double checked and realized you used a mining turtle not felling that is what kept loosing me I changed to a mining turtle and the total amount of stone brick it had picked up after collecting them all did equal the amount that it should have the 327 when I was using the felling turtle it was only able to use what I gave it and didn't pick any up.

Found another problem now tho and I tested it 3 times turtle gets a turtle:18:Slot number 17 out of range error.

it had the right amount of materials left it just added the obsidian pipe then the stone pipe then just failed after it got down under the platform to place the rest. it still has 33 fuel screenshots added.

http://imgur.com/a/PH7FM

either way good script the turtle now uses the the right amount of fuel I think.
unobtanium #26
Posted 14 January 2013 - 11:13 PM
Thank you for your help! I appreciate it that people "beta test" it and help me out with it, because i have not that much time for testing.
However, i think i fixed it now. Just a simple if statement.
NEW VERSION OUT!
unobtanium #27
Posted 15 January 2013 - 10:51 PM
NEW VERSION OUT!

I will add pictures later :D/>
xInDiGo #28
Posted 16 January 2013 - 06:39 AM
i'd like to see an implication where the turtle can idle on top of the furnace, and act as a hopper, putting more wood in the furnace when it can! currently with an iron furnace it generates a great amount of charcoal, but i've always gotta load the furnace with wood! so a hopper setting would be fan-f**king-tastic!
unobtanium #29
Posted 16 January 2013 - 07:33 AM
The basic idea behind the furnace is that the turtle never runs out of coal -> selfsustaining.
It allways makes a bit too much coal, so maybe every 12 hours the charcoal chest is full and has to be unload by a player.
I accually dont think that i will implement this, sorry :s (maybe if there are real hoppers ingame)
If you need more charcoal, pipe the wood out of the wood storage chests into furnaces or a hopper turtle.
xInDiGo #30
Posted 16 January 2013 - 08:17 AM
yeah i get what the idea behind the furnace is, but the amount of wood generated > the amount of charcoal. my chests will fill of wood before it fills with charcoal. w/ the current setup though it seems impossible to pipe the wood into the furnace even if i wanted to.

i'm actually working on my own hopper script for a turtle, and if i can get it to work right i'll share it with you! although you seem pretty resistant to the idea :(/>
unobtanium #31
Posted 16 January 2013 - 09:00 AM
I am not sure if i get your idea right :/ If you pipe the wood out and let it make a circle in the pipe system, it can refill all furnaces the wood items come over.

I am not resistant :D/> I accually want to see your script if its ready to release. Its just.. it just isnt on my to-do list ^^
PhaxeNor #32
Posted 26 January 2013 - 09:46 AM
Love the wood chopper, but when I try to debug expanded farm I get "fwc:381: attempt to call nil"

Just a typo I guess, but you have the wrong function set for debuging the expanded farm
unobtanium #33
Posted 26 January 2013 - 10:17 AM
Yeah, you are right ^^
Thank you for helping me out. I fixed the mistake :D/>
DavEdward #34
Posted 27 January 2013 - 06:08 AM
Gak, you made a new version already and it's way way better than my fix.

I kept getting too busy to make corrections to your code and by the time I finished it it seems you already made your new better version.

I and my friend Talonius did a small re-write to your older FWCChop program due to issues it had.

Bugs:
1.Turtle did turtle.detect() instead of turtle.detectUp() when looking to chop a tree
2.Turtle didn't know how to handle using a bonemeal that 'fails' making it get stuck
3.If the turtle had 16 or more saplings already in it's invintory when the program was started, the turtle didn't bother to check if it needed bonemeal
4.When out of bonemeal and the turtle returns to base, it tries to get more bonemeal from the bonemeal chest. If the chest is empty or doesn't have enough bonemeal. The turlte sits there forever instead of parking.

My Fixes:
1.Simply changed to turtle.detectUp()
2.Made sure turtle checks to make sure it always keeps at least 1 bonemeal in it's invintory so that saplings/logs don't fool it into thinking it has bonemeal when it chops things after using up all the bonemeal
3.When turtle checks for saplings, it also checks for bonemeal in the same check
4.Turtle now when out of bonemeal or full, returns to base, puts away wood, then checks if the lever is still 'on' if it is, it will then check for bonemeal and saplings.

Although it's a lot less valueable to you now, I'll share you my edits to your program. Hopefully you'll like some of the changes I made. I thought to share it in hopes to be helpful but it seems I'm almost an entire month late.

http://pastebin.com/jbUaVPBE

Keep up the great work! Cherrs.
unobtanium #35
Posted 27 January 2013 - 10:45 AM
Hello there,
I am impressed that someone really looked such deep in my code :D/>
Some of these improvements you made are still not in my new code. Like 2, 3.
I improved 4 in the way, that you can terminate it now :D/>
I may add the 2 and 3 if i get some time. They seem to be logic and better :D/>
Thank you for enjoying this program, fixing and improving it!
PS: The code you have. Which version was it? :D/>
ughzug #36
Posted 31 January 2013 - 10:42 PM
needs to have automatic resume functionality from restart or player leaving the area other then that it isnt too shabby. i would recomend adding a second program to complment this one though, a charcoal factory with auto resume functionality.
theoriginalbit #37
Posted 31 January 2013 - 10:46 PM
needs to have resume functionality from restart or player leaving the area other then that it isnt too shabby. i would recomend adding a second program to complment this one though, a charcoal factory with resume functionality.
Adding resume is harder than you think ;)/> it does take a while to get working 100% without using an API. Maybe just use chunk loaders (obviously only work for player leaving) until the CC devs add persistence (in your words "resume") into CC itself. :)/>
ughzug #38
Posted 01 February 2013 - 12:04 AM
needs to have resume functionality from restart or player leaving the area other then that it isnt too shabby. i would recomend adding a second program to complment this one though, a charcoal factory with resume functionality.
Adding resume is harder than you think ;)/> it does take a while to get working 100% without using an API. Maybe just use chunk loaders (obviously only work for player leaving) until the CC devs add persistence (in your words "resume") into CC itself. :)/>

while redundant it is not difficult to have it write to a table every action and delete the action before it and to have it check the table at startup to jump into the program and line that was last recorded.
sjkeegs #39
Posted 01 February 2013 - 04:07 AM
while redundant it is not difficult to have it write to a table every action and delete the action before it and to have it check the table at startup to jump into the program and line that was last recorded.
Recording the data isn't hard. Depending on the application, structuring the code so that it knows where to jump back in can be the tricky part. I'm looking at doing that for a branch miner and it isn't all that easy. The code performs a number of different functions, and the resume needs to know what function was being executed, and how far into that process the turtle got, so that it can intelligently resume.
unobtanium #40
Posted 01 February 2013 - 05:50 AM
needs to have automatic resume functionality from restart or player leaving the area other then that it isnt too shabby. i would recomend adding a second program to complment this one though, a charcoal factory with auto resume functionality.

Hello there,
i allready tought about save and load the progress of the turtle, but the code is over 1300 lines long and kinda messy. If i would make such a program again i would change a lot of it.
However, i dont plan on adding a resume feature to this, because i hope that they will add the persistence to CC in the near future.
If your turtle stoped working while chopping the tree i recommand the debug programs, so you dont have to chop down the half tree by yourself.
At the moment i just can say, that you should use World Anchors and shutdown the turtle with the lever if you log out and playing in SSP.
Nevertheless, thank you for your suggestion :D/>
xInDiGo #41
Posted 01 February 2013 - 06:56 AM
a charcoal factory with auto resume functionality.

i added a script to the turtle that has it pull wood from the first chest, and deposit it into the furnace below. as long as you have 1 piece of fuel in there it should keep going over and over until the charcoal chest is filled or the first wood chest is empty. the script i used was my hopper turtle but i changed the grab function so that it sucks from the left instead of above. i'm sure it wouldn't be too hard to add it to the fwc menu your self, although i lack the capabilitys of doing so.
ughzug #42
Posted 01 February 2013 - 02:12 PM
i had something more large scale in mind to make charcoal for a swarm of turtles that fuel off an ender chest for example.
unobtanium #43
Posted 01 February 2013 - 07:54 PM
My program was made to make wood. Not to make charcoal ;D
However it would be a nice feature if it would set up one more layout which buils you furnaces and pipes.
I will see into it, but i think an individual setup by your own, is allways better :P/>
unobtanium #44
Posted 02 February 2013 - 05:06 AM
There were some bugs in the building and expand program.
I wonder why nobody found them ^^*
It seems to be fixed now.
NEW VERSION OUT! 0.8.1
Permutation #45
Posted 08 February 2013 - 06:10 PM
Thanks for all your work on this script. I've turned your creation into a very large charcoal-making structure that can supply thousands of pieces per day. However, I don't know exactly why, but since your last update the turtle will only extract bone meal from the first slot in the box. Despite filling the box with as many as 20 stacks of 64, once the first stack is depleted the turtle will sit and wait until more bonemeal is placed in that first slot.

Thanks again for all your work.
atlas #46
Posted 08 February 2013 - 11:32 PM
Hey UNOBTANIUM. First of all, thanks for a great script. I have a turtle running UWC powering a solid fuel firebox boiler in FTB as we speak. It's actually TOO efficient, producing many times more stacks of wood necessary to run a single boiler or even a few. Because of this, I have it outputting wood to a single chest, and modified the script slightly to sleep for five minutes when it can't deposit all of its wood into the chest.

It's a great setup, but I'm having some issues I've been unsuccessful in fixing with external methods. When the turtles goes to collect bonemeal and there's a stack of less than 8, it continuously loops taking the bonemeal out of the first slot and putting it back in. This also infrequently happens with the charcoal collection. If you have any advice as to how I might fix this so I can run the script 24/7, it would be much appreciated.

Aside from this issue, which really only happens after running the script for a very long time, it's flawless. Thanks for your work.
Permutation #47
Posted 09 February 2013 - 06:07 AM
Hey UNOBTANIUM. First of all, thanks for a great script. I have a turtle running UWC powering a solid fuel firebox boiler in FTB as we speak. It's actually TOO efficient, producing many times more stacks of wood necessary to run a single boiler or even a few. Because of this, I have it outputting wood to a single chest, and modified the script slightly to sleep for five minutes when it can't deposit all of its wood into the chest.

It's a great setup, but I'm having some issues I've been unsuccessful in fixing with external methods. When the turtles goes to collect bonemeal and there's a stack of less than 8, it continuously loops taking the bonemeal out of the first slot and putting it back in. This also infrequently happens with the charcoal collection. If you have any advice as to how I might fix this so I can run the script 24/7, it would be much appreciated.

Aside from this issue, which really only happens after running the script for a very long time, it's flawless. Thanks for your work.

This is my issue as well, but better stated than the description in my earlier post. When that first slot gets too low or empty, the turtle won't pull from the second slot.
unobtanium #48
Posted 09 February 2013 - 09:10 AM
This wasnt accually planned as bug. I have to say that it is a feature :/
However, i will see if i make a better version about this in the next few days. Check in again then :D/>
Permutation #49
Posted 09 February 2013 - 09:18 AM
This wasnt accually planned as bug. I have to say that it is a feature :/
However, i will see if i make a better version about this in the next few days. Check in again then :D/>

ah, ok. Well, for now I have two golems working together to keep that first slot filled. I'd rather not use the golems, though as I prefer to stay with automation. I'm supplying charcoal for several recyclers on the server and they eat through hundreds of charcoal/hour. Not the typical application for your rig, but works great.
unobtanium #50
Posted 09 February 2013 - 09:55 AM
I just use my wood to turn it into charcoal too. This is the best you can make out of it ;D

Maybe you want to know the reason for this "feature":
Imagine the Turtle has a 32 bonemeal left. Instead of dropping it (what it does at the moment), it suck in a new stack. If this is bigger then 32 it would create a new stack of bonemeal and messes up the wood storage chests later. I will add that it checks if there are items in the fourth slot and if it drops this one. So i have to change the order of "store wood" and "take fuel/bonemeal/saplings", which was allready complained by someone above.
PhilHibbs #51
Posted 09 February 2013 - 12:07 PM
This is awesome. Took a couple of attempts to get it working tough, I didn't position the turtle correctly the first time and it just made a mess on the ground and got stuck. A detectDown() check at the start would fix this problem. Also I don't have any big fir trees yet so it just plants 4 saplings and cuts down a 1x1 tree wasting a lot of time, but it's producing wood which is the main thing.
unobtanium #52
Posted 09 February 2013 - 02:56 PM
I accually plan on implementing a program which digs you the space the farm needs to build. I will add your suggesstion to check if a block is underneath and if it is it digs you free space and builds it then ;D
Minithra #53
Posted 09 February 2013 - 09:12 PM
Will this be automatic without bonemeal? Can I start the program and do other work in the base with it chopping when the tree grows? Or do I have to tell it to chop whenever there's a tree up?
unobtanium #54
Posted 09 February 2013 - 09:38 PM
You can use the farm with and without bonemeal. You just use a lever to turn it off, everything else is automatic.
If you want to go away from your base and the farm you have to use a Chunk Loader, otherwise the turtle will stand forever in front of the saplings or the full grown tree. The turtle just returns back to base if the inventory is full and without bonmeal, this takes a while. I maybe change this so that the turtle goes back to base after every tree chopped down.
If you want you can test it easy in the test world :D/>
Minithra #55
Posted 10 February 2013 - 09:54 AM
Until I have some sort of automatic bonemeal production going, it'll have to be without :D/>

Thank you.
PhilHibbs #56
Posted 11 February 2013 - 03:55 AM
I will add your suggesstion to check if a block is underneath and if it is it digs you free space and builds it then ;D
I'd prefer to just see a warning to run the "position" utility first, or to add an "excavate" utility as an alternative.
PhilHibbs #57
Posted 11 February 2013 - 04:05 AM
Until I have some sort of automatic bonemeal production going, it'll have to be without :D/>/>/>
There are two ways that I have used to cope with a lack of bonemeal using a couple of different add-ons. One is to use Sulfur Goo, which comes from Xycraft I think if you have that add-on, instead of bonemeal. I posted a picture of my goo farm in with my grain farming turtle. The other is to macerate your bones with Industrialcraft Macerator to get 5 Bonemeal, and then use a Minium Stone to craft three bonemeal back into a bone and macerate it again. You can automate it with an Auto Crafting Table and some pipes and pumps, or probably you could use a Crafty Turtle instead.
unobtanium #58
Posted 11 February 2013 - 05:14 AM
New Version out! 0.8.2
I dont have much time right now to make an efficient way of removing blocks underneath. I will add such a program in the future in the help programs section.
I hope you enjoy :D/>
unobtanium #59
Posted 12 February 2013 - 08:55 PM
New Version out! 0.8.3
I added a dig program right now. It's very simply, but it will do the work. Hope you enjoy :D/>
Mtdj2 #60
Posted 13 February 2013 - 11:54 AM
When I get by my computer tomorrow, I will try and shorten you program a bit. I think nobody wants +1000 lines of code on thier turtles, when it, without lowering readability, could be at 900 lines. All I want to do is to shorten and find wierd things, if I may, of course. Besides, very good job! I really want to use this on a server, I run with my friends!
unobtanium #61
Posted 13 February 2013 - 11:36 PM
Thank you! Sure, try to short it :P/>
TheFan #62
Posted 14 February 2013 - 12:38 AM
Does it working at all? i didnt check whole code but u forget 0 on 753 string, after i fix, it starts but didnt build anything exept pipes. Diging mod seams to be wrong at all cuz turtl moves i dont even understand where and why…
unobtanium #63
Posted 14 February 2013 - 04:14 AM
Hey and thank you.
I fixed the if-statement and added the 0.
However, the digging programs was very simple and basic, but not very useful at all. I changed it and now it digs a real hole in the ground. I forgot to mention that you have to have a flat ground to run the digging program. I added it into the post.
I hope everything is fine now :s
grumpysmurf #64
Posted 18 February 2013 - 10:48 AM
I love this. Your coding is nice.
I've only used the single tree chop for 2x2 and 1x1 trees. it saves loads of time especially on firs and redwoods.
However, I need to put a chest with coal in front of the turtle then fill in the block above the chest for the turtle to work right. (even if the turtle doesn't need to refuel)
Not a bad workaround, but I think I'll adjust the code a little in the FWConebyone and FWCtwobytwo functions to have it turn left to look for the fuel chest before the getFuel function.
I'll put the checkFuel function before the getFuel and maybe skip the getFuel if checkFuel returns a true. If I change the checkFuel to return true when it's done, will that mess up any other functions?
PhilHibbs #65
Posted 19 February 2013 - 04:06 AM
The problem I'm having now is when it runs out of bonemeal, it just sits there flickering between Slot 2 and Slot 3 and outputting messages.
unobtanium #66
Posted 19 February 2013 - 09:52 AM
@grumpysmurf:
Hello and thank you! I am surprised i put a getCoal() function there. I dont want to have one there because the turtle just needs coal in the first slot and this should be made manually by the player. I removed it :D/>
Feel free to change the code for your own usage, anyways.
edit: Yes, i think it would mess up many parts of the code :D/>

@PhilHibbs:
Yes, thats normal and right. You have to place more bonemeal in the chest or hold/press Enter to turn the turtle off (it will move back to the Base automatically.) Use the program without bonemeal if you still want to have wood! :D/>
Permutation #67
Posted 21 February 2013 - 11:32 AM
Heya…it's me again.

After building a high pressure boiler with two steam turbines yesterday, I ran UWC for a few minutes to test the pipes, etc. I noticed that 0.8.4 was bugged as whenever the turtle came back to base it would deposit any remaining bonemeal into random chests. Not having the time to work on it, I waited until today. So today I noticed you had uploaded 0.8.5 since my last d/l, so I updated to the newest version. Unfortunately, the 'bonemeal standard farm script' is currently unusable. The turtle picks up the charcoal, then the saplings, then instead of picking up a stack of bonemeal, it picks up another stack of saplings and thinks it's got bonemeal, which screws everything up. Please look into this.

And this is not a complaint, as it's your program, but reading your replies about the 'bonemeal in the first slot only issue' makes it clear you are reluctant to change that feature. So, it appears I am going to have to learn a little LUA as I really need to have this program be able to access that bonemeal chest repeatedly. The "without bonemeal" program will simply not create enough charcoal to keep this beast fed.

As always, thanks for all the work you have done on this script.
PhilHibbs #68
Posted 21 February 2013 - 08:18 PM
@PhilHibbs:
Yes, thats normal and right. You have to place more bonemeal in the chest or hold/press Enter to turn the turtle off (it will move back to the Base automatically.) Use the program without bonemeal if you still want to have wood! :D/>/>/>
The chest has many stacks of bonemeal but the turtle runs out. It has saplings in slot 2 and logs in slot 3 so I think it's used the last bonemeal and doesn't realise it.
unobtanium #69
Posted 21 February 2013 - 08:54 PM
Hello Permutation,
i know where the problem was. I added some functions to short the code a little bit and messed up by using the same function for different chests. The function said that it should take and drop stuff in front of it, and used it for the bonemeal chest too. The bonemeal chest is at the top and not in the front ;D


The chest has many stacks of bonemeal but the turtle runs out. It has saplings in slot 2 and logs in slot 3 so I think it's used the last bonemeal and doesn't realise it.

This might be a problem i didnt thought about. I increased the amount the turtle has to carry by one each. This should fix such a problem.
PS: I updated the code, but didnt tested it. I hope everything works fine.
PhilHibbs #70
Posted 22 February 2013 - 03:22 AM
And this is not a complaint, as it's your program, but reading your replies about the 'bonemeal in the first slot only issue' makes it clear you are reluctant to change that feature. So, it appears I am going to have to learn a little LUA as I really need to have this program be able to access that bonemeal chest repeatedly. The "without bonemeal" program will simply not create enough charcoal to keep this beast fed.
You're running a High Pressure Steam Boiler… on Charcoal? Isn't that a bit like trying to run a Lamborghini on paraffin? (called kerosene in the US, I believe). I would think you should be using Coal Coke, Peat, Lava, or Blaze Rods.

That reminds me. A friend of mine started playing Direwolf20 last week. The first machines she built were a Generator, a Batbox, a Macerator, a Recycler, and then a Mass Fabricator. Running on a single Generator.
unobtanium #71
Posted 22 February 2013 - 05:11 AM
I power my boiler on charcoal too. If you gain enough bonemeal you never run out of wood -> charcoal. But i accually swapped to biomass. It is much better in my eyes.
Permutation #72
Posted 22 February 2013 - 05:19 AM
Thanks for the update, Unobtanium…..but. :)/> The extended farm program is still bugged a little. The turtle loads the charcoal correctly then turns and positions under the bonemeal chest. It then pulls from the sapling box (looks right), but instead of looking up, it looks right again and pulls another sapling stack.
unobtanium #73
Posted 22 February 2013 - 06:26 AM
I failed so bad i just can laugh about it. I dont tell you what i did but it was really dumb :D/> It finally will work now. I let it be version 0.8.6 so feel free to use it now ;D
PS: it is accually not the expanded farm only. It is the same code for both farms. The only difference is the distance the turtle has to travel. 7 or 9 blocks.
Permutation #74
Posted 22 February 2013 - 07:56 AM
uh…heh….sorry to be the bearer of bad news. The turtle is now picking up the bonemeal as it should, but any extra saplings it picks up it is dumping in the bonemeal chest. I'm sorry that I'm being such a pain.

As always, thanks for all the work!
unobtanium #75
Posted 22 February 2013 - 09:31 AM
Wait? There are extra saplings? This isnt possible. Tell me what it does step by step.
You dont make bad news ^^ I mean you are all beta bunnies if you want or not. After i release the program i will be sure that everything works very fine (or even before ;D).
Permutation #76
Posted 22 February 2013 - 10:23 AM
Wait? There are extra saplings? This isnt possible. Tell me what it does step by step.
You dont make bad news ^^ I mean you are all beta bunnies if you want or not. After i release the program i will be sure that everything works very fine (or even before ;D).

I'll try to take a vid capture for you to watch.
PhilHibbs #77
Posted 23 February 2013 - 01:59 AM
Wait? There are extra saplings? This isnt possible. Tell me what it does step by step.
Could it be occasionally picking up saplings that happen to drop in front of it along with the log that it just cut?
unobtanium #78
Posted 23 February 2013 - 06:21 AM
At no point of the code i use turtle.suck()
The only thing the turtle does is digging up until there is a airblock. That means it cuts down some leafs too. These can drop saplings and get sucked up automatically, but should stack with the saplings in the inventory because i set the slot on 2 (the saplings slot). I changed this and now the turtle compares the first block the turtle cuts down (the first wood block, or if you want the whole first 64 wood blocks later on).

I would like to know where Permutation found the saplings in the inventory and if the sapling stack in slot 2 was full.
However i hope that fixed it.
unobtanium #79
Posted 23 February 2013 - 06:30 AM
Okay never mind.
Permutation send me a video and i see now what happend. I accually didnt thought about this situation.
What happens: The chest with the saplings is full. :D/> Nothing more nothing less. Just take out some stacks :D/>

edit: I changed the material gathering once again. If there are one or more items left in the fourth slot the turtle will drop them down on the ground. However the turtle will give you a big message which simply says that there are too many items in the chest and you have to put some out otherwise they will despawn and you lose them. This might be a little bit silly but i cant get it better to work right now, because it is how the turtle interacts with the chest. If someone knows a solution about this let me know about it!
Permutation #80
Posted 23 February 2013 - 07:33 AM
Ok, I've built a shunt pipe into the sapling return which feeds into the boiler. This will help keep the chest from filling so fast. Those pesky fir trees drop tons of saplings…..

On a totally unrelated note…. do you know of a decent gps turtle tracking program? I've looked around and, frankly, haven't seen any. It seems the turtle folks share their programs readily, but the computer/modem/gps coders not so much. At 54 years old and a medical professional, I neither have the time nor the desire to learn LUA. So, if you run across a program that can track all my turtles running around I'd like to use it. It's probably not very practical, but I think it would be cool to look at a screen and see what all my turtles are doing.

Lastly, thanks for taking the time to help me with this program. Nice work!
unobtanium #81
Posted 23 February 2013 - 12:29 PM
No problem! I do my best ;D
However i dont even know how the gps stuff works. I am not sure if it works how u said and wanted to work. Most gps programs are to deposit and transport items from one chest to another. Gps programs running while another program is running seems to be very complicated. They have to interact with each other. I sadly have to say that this is impossible. I wont get into gps coding myself. I accually having a unfinished project to be finished (storage turtle if you want to know that ;D) and i have to do stuff myself at the moment ;D
I hope everything (uwc) runs smooth now, and if not or something doesnt look well in your eyes, let me know about it. I will see what i can do ;D
Quickslash78 #82
Posted 23 February 2013 - 03:29 PM
Had to make three edits after getting this off pastebin. First, there were two missing close brackets, lines 395, and 490.
Second, the cutwood function, on line 639, I had to change to while.turtle.detectUp() do, as suggested by hoppingmad9.
Permutation #83
Posted 23 February 2013 - 04:50 PM
Tried to run the program tonight and got the same error as mentioned above: bios:338: [sttring "uwc"]:396: ')' expected to close '(' at line 395)

Can't run now…broken.

I made the same edits as Quick…now working again.
unobtanium #84
Posted 24 February 2013 - 01:03 AM
I am sorry once again. I really have to take time to test it :S
I fixed the brackets, but i dont know why turtle.compareUp() should not work. I mean there is a wood block above and a wood item in the slot it compares.
I replace it with turtle.detectUp() once again but i am sure that it would work much better with turtle.compareUp()
Quickslash78 #85
Posted 24 February 2013 - 11:23 AM
On startup, if the turtle does not have a block to compare it to (fir wood) in a specified slot, it will not work. I advise this fix instead of having to make the turtle gather another block from a chest on start, to compare. There aren't that many leaves past the top, so it isn't that inefficient.
unobtanium #86
Posted 24 February 2013 - 11:27 AM
I advise this fix instead of having to make the turtle gather another block from a chest on start, to compare.
The turtle chopped the first bottom two wood blocks. You dont need to take an item from the chest with you. But with compare it is more proffessional ;D
Quickslash78 #87
Posted 25 February 2013 - 01:42 PM
True. Perhaps you need to specify a compare slot?
I'm actually an idiot with coding, haha. I know very rudimentary lua.
unobtanium #88
Posted 26 February 2013 - 03:30 AM
I allready had it in the code and should worked fine. Then you said you changed it how Hoppingmad9 said (which was another much older bug) because it didnt worked. I change it back now, because i think it would work better and makes it more professional ;D
lewanator1 #89
Posted 26 February 2013 - 09:15 AM
Hello i am having some issues with this my turtle just seems to mine the bottom of the tree and stop i have a video here if you can help me,
Thanks
http://www.youtube.com/watch?v=FtyFQ28QoeE&feature=youtu.be
unobtanium #90
Posted 26 February 2013 - 09:44 AM
Fixed it!
edit: If not, report it!
btw, if someone want to send me a video, please show me the chests (coal, saplings, bonemeal and maybe even the wood chest) and also show what is happening inside the turtle. E.g. while recharing with materials or the tree is planted. That helps a lot more! Thank you :D/>
The_Ianator #91
Posted 28 February 2013 - 01:32 PM
This program is great, have a suggestion and a question.

Could you make it so that the dig needed space works on sand? I tried it and it got messed up whenever sand fell in front of it, perhaps a second program that starts from the top down instead.

And how well does this work with Gregtech's Quantum Chests? Or the EnderChests in the FTB packs?
unobtanium #92
Posted 01 March 2013 - 03:49 AM
Hello and thank you.

I will try to improve the program to handle sand and gravel in the next version. Didnt tought about that ;D

I know that Turtles can take stuff out and put stuff in Enderchests, and i think that they work with any other kind of chest. If you want you can test it in a creative world, but i dont think something bad will happen ;D
behedwin #93
Posted 08 March 2013 - 01:45 AM
this is great
but id love it even more if i could expand my area and add tree´s to it
not create one area for one tree

rather expand it with 4 trees but one set of chests/furnace
unobtanium #94
Posted 08 March 2013 - 04:35 AM
You are using the "farm without bonemeal", dont you? Maybe i will improve this program again, but for right now i dont have the time for it.
But that you for your suggestion :D/>
TESTimonSHOOTER #95
Posted 09 March 2013 - 10:29 AM
hey is there a way that you can do this all on the server cause im just a member there and I want it to be remake there… can I have any suggestion
unobtanium #96
Posted 09 March 2013 - 12:05 PM
I hope i understood you right ^^
If you want to use this program on a server, you should use the pastebin import.
This just work if the HTTP API is enabled, otherwise you may have to ask the admin of the server to do this for you. He also can put the code in the correct folder of the servers data. I hope that was what you asked for ;D
Kevironi #97
Posted 09 March 2013 - 02:08 PM
I am having some troubles with my Turtle building the structure. I see where the blocks should go, but I don't know why they are getting shifted over. Ideas?

Pic:
TESTimonSHOOTER #98
Posted 09 March 2013 - 02:43 PM
I hope i understood you right ^^
If you want to use this program on a server, you should use the pastebin import.
This just work if the HTTP API is enabled, otherwise you may have to ask the admin of the server to do this for you. He also can put the code in the correct folder of the servers data. I hope that was what you asked for ;D

yeah thats it but the Problem is that I haven't seen or meet the owner cause when I play on the server I usually alone… and the minecraft modpack we are using is MindCrack modpack
Fuzzlewhumper #99
Posted 09 March 2013 - 03:57 PM
First, wonderful program - thank you.

And now for stuff.

The reason turtle.compareUp() isn't working is because the turtle wasn't placed down while the player was facing West when they built the farm.
Seems that the Fir tree and likely any of the 2x2 trees with 4 individual blocks for the trunks don't drop the four wood blocks representing which side of the tree it came off of any more. I suppose to save space, they made it default to just one of the four pieces no matter which you harvest. When facing the tree and the turtle at the left side of the tree while facing west … the piece of wood in the turtle's inventory is a match for the piece of wood it is facing or under as it goes up the tree. If the turtle is placed down in east, north, or south and they build the farm, then turtle.detectUp() is the only way to go.

Oh, and I'm using your turtle tree farm as my fuel source for my base. I find it to be more elegant than pumping all the lava out of the nether. :)/>

Oh, I also take gunpowder into a furnace to get sulfur, then craft sulfur torches. These spawn sulfur goo which is a substitute for bonemeal and does work in your turtle just fine. I build a 5x5x10 tall room, put water in the four corners at the bottom, line every wall and a center column with sulfur torches. At the bottom center block I put an obsidian pipe and cobble pipe leading to your bonemeal box. This fully automates the turtle and no need to supply it with bonemeal any more. :)/>
unobtanium #100
Posted 09 March 2013 - 11:15 PM
yeah thats it but the Problem is that I haven't seen or meet the owner cause when I play on the server I usually alone… and the minecraft modpack we are using is MindCrack modpack

It should work with every modpack. Did you tried the Pastebin import? If this doesnt work, you have to contact the admin about your problem.


I am having some troubles with my Turtle building the structure. I see where the blocks should go, but I don't know why they are getting shifted over. Ideas?

Wow this is crazy. I cant imagine how that happend. Where did you started the turtle to build the layout? Was there something or someone which/who blocked the turtle while building (e.g. animals, birds, player)?



The reason turtle.compareUp() isn't working is because the turtle wasn't placed down while the player was facing West when they built the farm.
Seems that the Fir tree and likely any of the 2x2 trees with 4 individual blocks for the trunks don't drop the four wood blocks representing which side of the tree it came off of any more. I suppose to save space, they made it default to just one of the four pieces no matter which you harvest. When facing the tree and the turtle at the left side of the tree while facing west … the piece of wood in the turtle's inventory is a match for the piece of wood it is facing or under as it goes up the tree. If the turtle is placed down in east, north, or south and they build the farm, then turtle.detectUp() is the only way to go.

Yeah, i tought about that. There exist different Fir Wood with different id values.
edit: i just got messaged, that you wrote into the feed the beast forum, too. I am sorry if i dont answer questions over there.
Fuzzlewhumper #101
Posted 10 March 2013 - 02:32 AM
edit: i just got messaged, that you wrote into the feed the beast forum, too. I am sorry if i dont answer questions over there.

That's nothing to apologize for, I made an account over here just so I could mention my thanks for your work and to offer a reason for the compareUp giving you heck. :)/>

Today, I'll probably try out your turtle sorter - it just looks neet. :)/>
unobtanium #102
Posted 10 March 2013 - 02:53 AM
Fine :D/>
TESTimonSHOOTER #103
Posted 10 March 2013 - 08:36 PM
yeah thats it but the Problem is that I haven't seen or meet the owner cause when I play on the server I usually alone… and the minecraft modpack we are using is MindCrack modpack

It should work with every modpack. Did you tried the Pastebin import? If this doesnt work, you have to contact the admin about your problem.


I am having some troubles with my Turtle building the structure. I see where the blocks should go, but I don't know why they are getting shifted over. Ideas?

Wow this is crazy. I cant imagine how that happend. Where did you started the turtle to build the layout? Was there something or someone which/who blocked the turtle while building (e.g. animals, birds, player)?



The reason turtle.compareUp() isn't working is because the turtle wasn't placed down while the player was facing West when they built the farm.
Seems that the Fir tree and likely any of the 2x2 trees with 4 individual blocks for the trunks don't drop the four wood blocks representing which side of the tree it came off of any more. I suppose to save space, they made it default to just one of the four pieces no matter which you harvest. When facing the tree and the turtle at the left side of the tree while facing west … the piece of wood in the turtle's inventory is a match for the piece of wood it is facing or under as it goes up the tree. If the turtle is placed down in east, north, or south and they build the farm, then turtle.detectUp() is the only way to go.

Yeah, i tought about that. There exist different Fir Wood with different id values.
edit: i just got messaged, that you wrote into the feed the beast forum, too. I am sorry if i dont answer questions over there.

ok… but If the Admin wont approve or dont show… I WILL Seriously gonna do this Manually and import it all in the IG Disk :lol:/>
unobtanium #104
Posted 11 March 2013 - 12:39 AM
This would be a mess. There are some non-minecraft programs out there, which can read out of a file and tipe it into another window. That means instead of tipping 1300 lines of code yourself, you let the program do it for you. And it will take much less time.
I didnt used a single one if these programs, but what i heard is that some dont work how they should. You may have to test around with some before it happens.
PhilHibbs #105
Posted 12 March 2013 - 05:36 AM
I use AutoIt to automate Windows programs. I've written an AutoIt script to help with Forth programming with RedPower computers, but it could just as easily be used for ComputerCraft
TESTimonSHOOTER #106
Posted 13 March 2013 - 09:20 AM
This would be a mess. There are some non-minecraft programs out there, which can read out of a file and tipe it into another window. That means instead of tipping 1300 lines of code yourself, you let the program do it for you. And it will take much less time.
I didnt used a single one if these programs, but what i heard is that some dont work how they should. You may have to test around with some before it happens.

I just build it on our server but the problem is that I can't get it to chop down the tree
unobtanium #107
Posted 14 March 2013 - 02:54 AM
That sounds like you build it with your hands :D/>
Which layout did you use? Standard or Expanded? Are you using the right program for the right layout? What is the turtle doing? Need some input otherwise i cant help you :S
Kevironi #108
Posted 14 March 2013 - 01:47 PM

Quote


I am having some troubles with my Turtle building the structure. I see where the blocks should go, but I don't know why they are getting shifted over. Ideas?


Wow this is crazy. I cant imagine how that happend. Where did you started the turtle to build the layout? Was there something or someone which/who blocked the turtle while building (e.g. animals, birds, player)?


Nothing blocking it that I have found. I haven't tried it in another world or another direction yet either. I have been super busy with work so I will update as soon as I try a few more things.
TESTimonSHOOTER #109
Posted 15 March 2013 - 01:15 AM
That sounds like you build it with your hands :D/>
Which layout did you use? Standard or Expanded? Are you using the right program for the right layout? What is the turtle doing? Need some input otherwise i cant help you :S

No the Pastebin was Automatically Enabled for some reason… but It was made by my Turtle and its now Expanded cuz the Standard wont work so I use the Expanded… and the Main Problem now that if Im not near to my base It will Terminate the program and I have to Move it back then Paste the Code agian… and I will be making a video on how It look like on my Next Video
unobtanium #110
Posted 15 March 2013 - 05:25 AM
No the Pastebin was Automatically Enabled for some reason… but It was made by my Turtle and its now Expanded cuz the Standard wont work so I use the Expanded… and the Main Problem now that if Im not near to my base It will Terminate the program and I have to Move it back then Paste the Code agian… and I will be making a video on how It look like on my Next Video

Okay :D/>
Well, the chunks have to be loaded all the time. You have to use a Chunk Loader or World Anchor. Every program needs it at the moment, because CC doesnt have chunk loading turtles.
The standard didnt worked? But the Expanded works fine?
Bigdavie #111
Posted 15 March 2013 - 07:29 AM
Great program. I did encounter some very minor problems.
I used the dig a hole function which it done flawlessly but the turtle was stopped by tall grass on its route back to starting position. While easily resolved it might cause someone to think the program was faulty. Maybe you can make the turtle follow a route it has already cleared or check if it's movement is blocked.
The other problem I encountered is more a user error. I tried to build it on an island near the shore and ended up building it with the dirt level with the water and the collection area totally underwater. I realise I should have started it a couple of blocks higher. What would have been useful would be a dismantle feature that would have collected all the parts, put them in the correct slots and leave the turtle ready to be repositioned and resupplied with charcoal ready to build it a second time.
unobtanium #112
Posted 15 March 2013 - 10:48 AM
Thank you :D/>

Oh. I accually will look into this.

So you are looking for a "remove" program, right? I allready tought about this, but i accually got tired of doing these fancy selfbuilding stuff. It takes a lot of time to write the code step by step and edit it multiple times to shorten and improve it. Errors are annoying as hell, because i allways have to run the whole program from the start to the finish to check that everything works fine. If someone want to do such a program, i would include it and announce the person in creator list or what so ever :D/>
xInDiGo #113
Posted 17 March 2013 - 06:31 AM
i dug deep down into a hole and ran the dig out program. the turtle gets stuck &amp; i need to break the blocks in front of it. for it to get moving.
unobtanium #114
Posted 17 March 2013 - 09:56 AM
Like i said in my post, you need a flat area. Underground this might be more complicated. it accually just digs some blocks down, not above. Thats why you maybe should clear out two blocks above. However i recommand building this at the surface :D/>
xInDiGo #115
Posted 17 March 2013 - 02:07 PM
heh, i built it in the cliff side of my extreme hills, with the tree outside &amp; the turtle looks like it comes from inside the mountain to do some chopping.
unobtanium #116
Posted 17 March 2013 - 11:47 PM
I think you should dig out some space yourself, because the dig program isnt the perfect tool at all. It is a very simple and basic one for a flat ground without digging out too much and dont let it look ugly. And like i know, the users are allways kinda lazy :D/>
Viproz #117
Posted 18 March 2013 - 06:03 AM
if the server (and the turtle) reboot, what is it gonna do ?
unobtanium #118
Posted 18 March 2013 - 06:12 AM
Like every other turtle, it will stop where it is. That means you should have the turtle stay in the Base while rebooting the server. Otherwise you have to get into the tree, find the turtle, bring it back to the Base and let the debugprogram run trough. After that you can use the program like you did before.
There are ways to let the turtle safe where it was and what it was doing, but then i would have to reprogram the whole program and i dont want to do that ;D
I think if you leave a singleplayer world it still works, but on a server it doesnt. (Keep loaded and unloaded chunks in mind too.)
Bigjimmy12 #119
Posted 21 March 2013 - 12:31 PM
I would like to thank you for making this great program. I currently have 14 high pressure boilers running off charcoal made from 2 UWC farms. These things are great for powering a matter fab. I thought about using saplings to power my boilers, but creating 21,000 items per hour per boiler seemed a bit extreme. Using the power converters mod gives around 350 EU/t per boiler. The farms are able to keep enough charcoal in the ME: Chest system (applied energetics) to keep them running after our twice daily server resets.
bomanski #120
Posted 22 March 2013 - 02:22 AM
Just built 2 of these on my SSP game. Freaking awesome, I don't have to worry about wood for ages ;)/> just have to make a transport system to burn all the left over wood to charcoal, which is alot of wood ;)/>
Ty for this program
unobtanium #121
Posted 22 March 2013 - 04:09 AM
I would like to thank you for making this great program. I currently have 14 high pressure boilers running off charcoal made from 2 UWC farms. These things are great for powering a matter fab. I thought about using saplings to power my boilers, but creating 21,000 items per hour per boiler seemed a bit extreme. Using the power converters mod gives around 350 EU/t per boiler. The farms are able to keep enough charcoal in the ME: Chest system (applied energetics) to keep them running after our twice daily server resets.

Cool, that you found a real and big use for all the wood :D/>
Can you somehow show me a photo about the setup you did, or is it too big to get it on one picture :P/>
Thank you for your response!

Just built 2 of these on my SSP game. Freaking awesome, I don't have to worry about wood for ages ;)/> just have to make a transport system to burn all the left over wood to charcoal, which is alot of wood ;)/>
Ty for this program

No problem and thank you. =D
oxgon #122
Posted 24 March 2013 - 08:13 AM
Used the farm and I now never have to worry about wood. I wish I could use it with Rubber trees some how because it's so amazing.
ahwtx #123
Posted 27 March 2013 - 08:37 AM
forgive me if this is a dumb question, but if i have treecapitator installed, will it affect the functionality of this program?

i'm not sure if treecapitator only affects the player breaking tree blocks, or if it would also affect a turtle.
unobtanium #124
Posted 27 March 2013 - 09:32 AM
I dont think so :/
The turtle is a mod and i dont believe that the mods can communicate with each other ;D
zilvar2k11 #125
Posted 28 March 2013 - 02:48 AM
I thought I'd play with this last night, and I realize patience is in order since things have to wait on tree growth, but I had some issues. Figured I'd ask around :)/>

Set down a turtle, filled in the inventory as required (well, except for the redstone engine, I put garbage in that block because I was going to use a gate instead), but that wasn't the question.

I originally set it up with xychorium soil and fir saplings, it built perfectly, as far as I could tell, and I got the water flowing…all was well. Ran over to the storage system and pulled out some bonemeal to grow the tree just so I could watch it in action. Used the bonemeal, and nothing happened. … oops. Replaced the fir saplings with jungle tree saplings (after making sure that I could bonemeal a 2x2 sapling), and the xycraft soil with regular dirt, and tried to bonemeal the saplings….nothing.

About this point I was getting confused. There wasn't anything nearby that I could see that would prevent tree growth. Is this normal behavior?
unobtanium #126
Posted 28 March 2013 - 03:28 AM
From what i know i can say that Fir Saplings dont checks if there are Fir Leaves left above. So they allways should grow if bonemeal ist used on them.
Jungles Trees and most other ones do check. That means the turtle tries to use bonemeal over and over until there is no bonemeal left which is a way of wasting bonemeal :D/>
That's why i recommand Fir Wood. However i dont know what this xychorium soil is and if the Fir Saplings got changed :/

PS: It sounds that you tried to bonemeal the tree yourself ^^
zilvar2k11 #127
Posted 28 March 2013 - 03:44 AM
From what i know i can say that Fir Saplings dont checks if there are Fir Leaves left above. So they allways should grow if bonemeal ist used on them.
Jungles Trees and most other ones do check. That means the turtle tries to use bonemeal over and over until there is no bonemeal left which is a way of wasting bonemeal :D/>
That's why i recommand Fir Wood. However i dont know what this xychorium soil is and if the Fir Saplings got changed :/

PS: It sounds that you tried to bonemeal the tree yourself ^^
Yeah, I did try to bonemeal it myself. I waited for about an hour for the tree to grow (chunkloader, while I was working on other stuff) and it never did, so I grabbed a bunch of bonemeal. The fir tree wouldn't grow, so I thought it might be the xycraft soil not liking EBXL trees. That's when I switched to jungle. That didn't work. Went to soil/jungle, that didn't work. Soil/fir didn't work either. I went through quite a bit of bonemeal trying, actually :)/>

Something appeared to be keeping the trees from growing, and there was nothing above or around that I could see that would explain it (except maybe the turtle itself)
unobtanium #128
Posted 28 March 2013 - 05:21 AM
You used the turtle farm without bonemeal right?

Try out normal dirt/soil blocks with fir saplings and maybe the program which uses bonemeal (needs at least 8 bonemeal on the chest)

edit: Btw, what are u playing and which version? (FTB Mindcrack or betapack and so on)
zilvar2k11 #129
Posted 28 March 2013 - 06:45 AM
You used the turtle farm without bonemeal right?
Correct
Try out normal dirt/soil blocks with fir saplings and maybe the program which uses bonemeal (needs at least 8 bonemeal on the chest)
I'll rebuild it tonight. Maybe over open water so that I know there's nothing nearby.
edit: Btw, what are u playing and which version? (FTB Mindcrack or betapack and so on)
FTB ultimate, gregtech removed.
unobtanium #130
Posted 28 March 2013 - 07:54 AM
FTB ultimate, gregtech removed.

Maybe thats why. I hope they dont changed the behaviour of fir saplings to grown because that would mess up the whole sense of my whole program :(/>
Coolkrieger3 #131
Posted 29 March 2013 - 07:26 AM
Ok I ran the program and built the farm just fine. But I don't understand what it needs to start farming. Your post says to have enough supplies, what and how many is enough? I built the standard farm.
unobtanium #132
Posted 29 March 2013 - 08:57 AM
After running the build program you should have three chests (not the three above each other - these are the chests for the wood). In the these single chests should be an indicator item (sapling, coal, bonemeal). These indicator items are the optional slots if you build the farm and i propably will change it that you need them!

If you dont have the indicator items in the chests, let me explain how to fix this. Start the program Standard Farm with bonemeal. The turtle now goes from chest to chest and gets its materials. He allways shows what he is taking out of the chest. Just fill in at least 8 coal, 16 saplings and 8 bonemeal.
punchin #133
Posted 01 April 2013 - 02:44 AM
I have a problem with greatwood trees. Since they check for space before growing and won't grow if there are leaves above, Could you add a bonemeal limit? My turtle is burning through an entire stack of bonemeal then pulling up the freshly planted saplings and returning to base. Same thing with jungle trees.
unobtanium #134
Posted 01 April 2013 - 05:46 AM
Then use the program without bonemeal. Let the tree automatically grow. That would be more efficent then let it check e.g. for every 5 minutes if it grows with a bonemeal. That accually why i recommand Fir, but i know that the saplings are very useless, because you can turn them into Bio Fuel :/
Aptik #135
Posted 05 April 2013 - 10:32 PM
Use charcoal instead if normal coal.
Why?
unobtanium #136
Posted 06 April 2013 - 12:25 AM
Because the setup/furnace will produce charcoal too. If you are putting a stack of normal coal into the fuel chest, the program might stop working at some point. The turtle allways checks for haveing at least 8 charcoal. And if the normal coal is less, it cant dump in the charcoal. I hope that was clear :D/>
In the final version i am going to change this. Instead of transport the fuel around and use a slot in the inventory, it will just suck in some coal and refuel it right away.
Coolkrieger3 #137
Posted 07 April 2013 - 11:54 AM
I created a dug in farm and I would like to expand the farm how much room do I need to dig out so the expand program can run?
unobtanium #138
Posted 07 April 2013 - 12:03 PM
I think 3 blocks to all sides. Maybe be sure and dig out 4. That should do it. Everything else underground does the turtle itself.
Coolkrieger3 #139
Posted 08 April 2013 - 05:54 AM
Ok I thought I dug out 4 blocks on all sides, but a couple sides were not big enough. I have dug out more. I am not sure how to fix this. If I understand how your program works, I could place the turtle next to the coal chest facing the dirt blocks. Then remove the rest of the farm, load the turtle with the initial set up supplies. Then run the farm set up program. Then load the expanded farm supplies and run the expand farm program. Is that correct?
unobtanium #140
Posted 08 April 2013 - 07:13 AM
I accually didnt get your explanation :(/>
If you are have an allready build standard farm, just let it face the coal chest in the base. Add the supplies in the turtles inventory and start the expand program. The turtle should be a mining turtle, so it automatically removes part of the standard farm. You just have to remove the water blocks.
Coolkrieger3 #141
Posted 08 April 2013 - 12:10 PM
I accually didnt get your explanation :(/>
If you are have an allready build standard farm, just let it face the coal chest in the base. Add the supplies in the turtles inventory and start the expand program. The turtle should be a mining turtle, so it automatically removes part of the standard farm. You just have to remove the water blocks.

I had a standard farm that was dug into the ground. I dug around the farm so that I could expand it. However it appears I didn't dig enough out. So when I ran the expand program it could not complete the expansion. Now I need to find out how I can fix the problem.
unobtanium #142
Posted 08 April 2013 - 12:57 PM
if the turtle failed to build something, you have to remove everything and build it again… i am sorry but there is no other way at the moment :(/>

edit: maybe an digging program for the expanded farm would be a nice addition :S
Doc_O_Love #143
Posted 09 April 2013 - 10:50 AM
I must be doing something wrong, I use the position program, I load the turtle with the items, and run the build program the turtle dances around not placing any blocks, after a while it spits out bone meal, sapling, and charcoal. so I told it to dig, it dug a hole, I again loaded the items and still it doesn't work.

i am using a mining turtle.

Probably something stupid on my end.

The Doc.
unobtanium #144
Posted 09 April 2013 - 11:16 AM
What blocks do you want the turtle to place? And which version of FTB are u running if you do? :D/>
Doc_O_Love #145
Posted 09 April 2013 - 11:24 AM
well, I want it to build the tree farm, out of the materials supplied, IE( Stone bricks, chests, ect). FTB ultimate (latest)
unobtanium #146
Posted 09 April 2013 - 11:36 AM
That's really stange :/ Are you playing in Singleplayer or Multiplayer?
Try to do the following things and test after every step if it works then (you can stop the turtle from building if you hold STRG+T in its monitor interface)
Refuel 10 coal by hand.
Place a block in the first slot of the turtles inventory and tipe "lua" then "turtle.place()" "then exit()" (without the brackets). Did the turtle placed the block?
Reinstall the uwc program.
Reinstall the ComputerCraft mod.
Reinstall the whole modpack.
Doc_O_Love #147
Posted 09 April 2013 - 12:59 PM
Found it, it was a permission issue on the server.

Thank you for your quick response

The Doc.
unobtanium #148
Posted 09 April 2013 - 07:53 PM
No problem. I see it solved it self ^^
dkittrell #149
Posted 09 April 2013 - 09:27 PM
hey Uno,

hoping you can help, im sure i screwed up but ive looked it over a few times and cant figure out where. i did the standard farm build,i have the coal chest, below that is the wooden pipe, this is connected to my engine and front of the furnance, then gold, then cobble which the cobble pipe connects to the bottom of my furnace then an iron pipe. the problem is nothing stays in the fuel chest because of the engine. it gets pumped into the furnance from the side and bottom, so the furnance is always full so it wont cook anymore. did i place a pipe wrong somewhere in the turtle?
unobtanium #150
Posted 09 April 2013 - 11:37 PM
You dont have to wrench the wooden pipe accually, because i let it set up automatically.
To fix your problem just make a wrench and righclick on the wooden pipe until the output is on the furnace. That should do the trick.
dkittrell #151
Posted 10 April 2013 - 05:07 AM
DUH! wow im an idiot, after months of ftb i always forget you can wrench wooden pipes. my excuse it was 200am last night lol thanks for your help nice program
unobtanium #152
Posted 10 April 2013 - 06:51 AM
Haha no problem ;D
I am here to help!
dkittrell #153
Posted 10 April 2013 - 08:30 AM
I just want to run this past you, is the only way for the wood to get into the furnance is when the turtle comes back to base, he drops a full stack in and the rest into the chest? if so would it do anything if i pumped the wood from the chest into the furnance ? Im using the Without Bonemeal program as my server has yet to find a skelly spawner so we have limited bones. By the time the turtle come back to the base after the 2nd or 3rd tree the furnance has been empty for a while
unobtanium #154
Posted 10 April 2013 - 10:30 AM
In an upcomming version in some days you can simply change variables. So you can go ahead and say that you just want to put down 2 or 4 wood or maybe even nothing into the furnace.
However i changed the code allready and it now drops just 16 wood into the furnace. Just wait some days and i will have the new version up ;D
dkittrell #155
Posted 10 April 2013 - 11:30 AM
What im saying is would it cause any issues to pipe the wood chest into the furnance so its always getting more wood. Or maybe change the code on the nonbonemeal version to dump after every tree cutting. The issue is the turtle is gone for so long so the furnance runs out of wood to burn so that part isnt effificent
unobtanium #156
Posted 10 April 2013 - 11:16 PM
Someone else allready wanted to use the furnace as a main charcoal factory too, which isnt the tought behind it. The furnace just should turn enough wood into charcoal to keep the turtle alive and running, so if the user has a bonemeal factory he simply can run the program forever and never check in again.
In the new version you also can say when the come back to base and dump stuff and get new resources. If you want to you can change parts of the code if you know how to.

Line 704

if usebonemeal == false and turtle.getItemCount(7) > 0 then
Change the 7 into the slot you want to have the turtle to go back. In your case that would be slot 4, because if the turtle chopped down one tree there will be definitly wood in this slot.
Line 607

turtle.dropDown(16)
The 16 is the number of wood dropped down into the furnace. If you want to you can go ahead and increase it back to 64

In the new version you can change these variables easily in the menu and without going into the code yourself.
dkittrell #157
Posted 11 April 2013 - 06:12 AM
thanks for the detailed explination
Kravyn #158
Posted 13 April 2013 - 04:15 AM
I want to use this tree program on a walnut tree but currently having an issue the turtle instantly harvests the saplings thinking its wood
unobtanium #159
Posted 13 April 2013 - 04:48 AM
If it works with other trees, this might be a communication fail between the sapling and the turtle. After bonemealing the sapling it checks if there is still the sapling and if yes it keeps usig bonemeal on it. Of not then it start chopping down the tree.
The turtle maybe does not recognize that it is still the sapling.

One other problem is, that the bonemeal failed if you used it.
Deadly0Night #160
Posted 15 April 2013 - 05:09 AM
this is great any chance you could get it to work with large oaks or greatwoods (thaumcraft)
unobtanium #161
Posted 15 April 2013 - 05:29 AM
For these type of trees you accually have the turtle check around for random wood blocks.
In my oppinion i dont see any positive aspects by using these ^^'
Chopping down tree needs more fuel and more time, which gives you less wood. I dont know for what you accually need your wood for, but i recommend using the wood for charcoal and the saplings for biomass/biofuel.

I think i wont do such a feature, because the time to get it to work wouldnt be effective enough for the accual usage. I am sorry :S

But what i am planning is an other tree farm for this program, which would be like the AndyLogger, maybe check that out.
unobtanium #162
Posted 16 April 2013 - 03:09 AM
NEW VERSION OUT! BETA 0.9.0
Spoiler- fixed a bug when switching between the programs with and without bonemeal didnt worked correctly
- lowered the amount of wood thrown into the furnace for less overflow in the coalchest; 16 if with bonemeal and 8 without bonemeal; overflow around 16 per normal chest full of wood
- improved and redid the menu; added more sub menus for better navigation and usage
- improved farm programs; now refuels at the charcoal chest instead of transporting it around; has one more slot left for wood; saplings in slot 1 and bonemeal in slot 2
- improved chop programs, added timer after using bonemeal on a sapling which failed growing the tree; added timer before the first bonemeal is getting used
- added credits
- added turtle interactions; easy way to control the turtle without knowing lua or turtle commands
- added the posibility of changing specific variables for the farm
- added rednet
Andrakon #163
Posted 17 April 2013 - 05:36 AM
I want to use this tree program on a walnut tree but currently having an issue the turtle instantly harvests the saplings thinking its wood
If it works with other trees, this might be a communication fail between the sapling and the turtle. After bonemealing the sapling it checks if there is still the sapling and if yes it keeps usig bonemeal on it. Of not then it start chopping down the tree.
The turtle maybe does not recognize that it is still the sapling.

One other problem is, that the bonemeal failed if you used it.

I can confirm that a turtle can not properly compare Forestry saplings to saplings in its inventory. This is a slight problem with the forestry mod. The way around this is to check and see if the turtle can place a block above the sapling, if it can then the tree hasn't grown yet. The other way to do it could be to give the turtle one log of the type of tree expected and compare the log to where the sapling just was. Hope this helps some :)/>
unobtanium #164
Posted 17 April 2013 - 06:07 AM
Yeah, i allready read that in your logger thread ^^
The problem (or what i dont like) is that the turtle has to carry a dirt block with it all the time or an other kind of block.
Comparing a log with the block in front doesnt work if it comes to most 2x2 trees. There exists 4 different blocks for e.g. the fir tree. That makes the tree more natural and not like the vanilla jungle tree. And ingame you just get one kind of log so that doesnt work either :D/>
One last think i could do is let the turtle go up and let it try to go forward. If this fails there must be tree in the way.
Andrakon #165
Posted 17 April 2013 - 07:56 AM
Yeah, i allready read that in your logger thread ^^
The problem (or what i dont like) is that the turtle has to carry a dirt block with it all the time or an other kind of block.
Comparing a log with the block in front doesnt work if it comes to most 2x2 trees. There exists 4 different blocks for e.g. the fir tree. That makes the tree more natural and not like the vanilla jungle tree. And ingame you just get one kind of log so that doesnt work either :D/>
One last think i could do is let the turtle go up and let it try to go forward. If this fails there must be tree in the way.

Ahh that is a great idea! I had not thought of that!

Also im pretty sure this is by far the best 2x2 tree farm program ever made! Very impressive!
unobtanium #166
Posted 17 April 2013 - 09:33 AM
Oh thank you :D/>
Your's is very well as well ;D
dkittrell #167
Posted 18 April 2013 - 07:14 PM
uno, first im sorry im not very knowledgeable about turtles. ive learned a little. wrote very very simple codes and thats it, ive never messed with wireless. I seen your new version has rednet. so if i set up rednet could i use hook up gps and since its a startup would it always know where its at and just start where it left of?
unobtanium #168
Posted 19 April 2013 - 12:07 AM
I didnt get into these gps programs. Someone allready ask this.
What i think is that it wont be compatible with my program. Even if the turtle would know where it is, it may not know what it was doing. If there exist programs which let a program run in itself while checking the line and saving variables and all that stuff, it would be possible that it automatically start again if the turtle shutdown before. If you find one let me know about it.
I allready planned a save and load ability for at least the farm chop programs for the 1.0.0 version. But that will take a while :/
dkittrell #169
Posted 19 April 2013 - 05:17 AM
ah ok well thanks for the info. Ill at least be able to use your rednet program here in a few days. Im doing to be adding be putting up 4 farms and put a piping setup for all of them to go into a bunch of furnances then to a ender chest. then at my base i will have all my power from a bunch of generators :)/> so your rednet will allow me to just put up a computer and control them all
unobtanium #170
Posted 19 April 2013 - 05:30 AM
Yeah :D/>
The only thing you may have to check is the distance from your base to the farm. Rednet has a distance limitation if i am not completely wrong informated.
I read, if you are using bonemeal, you may have enough Charcoal for multiple Steam Boilers if you want to run that.
dkittrell #171
Posted 19 April 2013 - 02:22 PM
Yeah :D/>
The only thing you may have to check is the distance from your base to the farm. Rednet has a distance limitation if i am not completely wrong informated.
I read, if you are using bonemeal, you may have enough Charcoal for multiple Steam Boilers if you want to run that.

i would have the computer next to the farms so that wont be an issue. ill have the charcoal go into an ender chest so that goes to my base, and i didnt even think of the boilers, ill have to look into it thanks
SyberSmoke #172
Posted 21 April 2013 - 12:02 PM
Hello, I have started to use your very nice program. But there appears to be an issue when telling the turtle to operate without Bonemeal. I have been telling the turtle to not use Bonemeal, but it will go out, place the saplings, then still use Bonemeal. Right now I do not have a way to generate large amounts of bonemeal and it using it and requiring it makes the program a little useless.

I am currently using 0.9 and running an expanded farm with redwoods.

Of note I am also running the program on a Feed the Beast MindCrack server. MC version 1.4.7, CC version…I am not sure.
unobtanium #173
Posted 21 April 2013 - 10:53 PM
The same bug i fixed in the rednet version allready and forgot to fix it in the normal version as well^^
Sorry for that. It is still 0.9.0, just use the new code.
SyberSmoke #174
Posted 22 April 2013 - 08:15 AM
Thank you for the fast action on this, you sir are the bees knees! Dated…I know.
unobtanium #175
Posted 22 April 2013 - 08:40 AM
I am still working on it until i will release it. And this is going to be Version 1.0.0 :D/>
I want to have everything finished and fixed if i do this. So i look every day multiple times in here and check if something happens ^^
Andrakon #176
Posted 22 April 2013 - 05:05 PM
Grats on the auto restarting! And thank you for bringing up some valid points with my program too! I managed to squash several bugs and improve my turtle quite a bit! :lol:/>
Some of those bugs took several smacks to squash lol!
unobtanium #177
Posted 22 April 2013 - 07:48 PM
lol^^
Thank you. Nice to know that i could help you improving your program :D/> If i would do UWC again, i would make a lot of it differently. In my oppinion the whole code is messed up and could be done more easier or user friendly. I added parts every so often and the build programs need a lot of code. But it is what it is and in the near furture i dont have the time to redo everything.
But if i would do it again, i would have made it like this: Just the menu, and if someone wants to start a program the first time it automatically downloads it from pastebin. Every time the user then wants to run this program it doesnt need to download it again. This would hold the accual code to a limit what the user needs and not the full 2000+ lines of code ^^
dkittrell #178
Posted 22 April 2013 - 08:18 PM
Hey Uno,

wanted to see if this is a problem with just me or what. I have .9 on my turtle. since then every so often ill have charcoal in the number 2 spot instead of bonemeal. ive looked in my chest everytime this happens and there is never any charcoal in any chest except for the ones that are supposed to. nothing has changed with my farm since before putting .9 on. I have a few more furnaces hooked up that goes to a ender chest but ive checked the piping and nothing is even connected to the bone meal chest. any idea? btw im using Fir, with bonemeal, stock variables,ftb ultimate
unobtanium #179
Posted 22 April 2013 - 09:08 PM
I changed the supply gathering again and made it a bit more resistent.
However, i think your problem is an other^^ Check if your chests - especially the charcoal chest - is full. This shouldnt happen! Otherwise the turtle will spit them out and maybe then takes it back in its inventory if it isnt allowed :/ In 0.9.1 the turtle refuels the overflow charcoal. I also changed the slots for charcoal, saplings and bonemeal individually. Now there might go supplies in the wood chests but i will see how it works out.
Vorg #180
Posted 23 April 2013 - 10:28 AM
Is there a way to configure it to use bonemeal if it is there and proceed without when the chest is empty? right now it seems you have to change the setting to use or not use. Would be nice if it had a 3rd option to assume don't use when it runs out.

Also, had a thought, make use of a crafty miner. On option to craft bone meal if the turtle has a crafting table. Then you just load bone in instead of meal and it would convert it to meal.
unobtanium #181
Posted 23 April 2013 - 11:00 AM
A third option would be a good idea. I will go and look into this the next days.

I dont know how this would work out. I didnt messed with crafty turtles allready. Do you want to have an other variables for it or let the turtle detect if it is bonemeal or bone. Last one would be a bit more complicated. However, i think bonemeal is the better option right now, because if you are having some you can throw it into the chest and if you having bones you can craft bonemeal out of it. If you are setting it on bone now and let it craft bonemeal by its own, the user maybe wont be able to throw bonemeal into it if the user has something left.
Vorg #182
Posted 23 April 2013 - 02:14 PM
The meal crafting was just a thought, if it could deal with bone directly, it would save a step, not that meal is that hard to make. I'm going to set things up with enderchest.

I am seeing a random bug where the turtle drops down and eats the dirt under the saplings. It did that when I was try to set it up. ended up wiping the data file and restarting. Left it run over night with a chunk loader setup and this morning, it was stuck in base trying to load fuel. I was using it without bonemeal, but some how it got ahead of the charcoal production and the furnace ran out. Got that going, went out for a couple hours and when I came back, I found the dirt pad gone again, and the turtle was stuck against the block trying to get back to base for fuel. It was 1 block too low.

Another thing I noticed is when using single tree chop, it stays when it cuts down so if you are manually feeding it trees, it keeps shifting forward 1 block each time. Might be better if after it chops, it moves back to where it started

Found another bug. Sometimes saplings don't grow with bonemeal no matter how many times you feed them. You have to wait for them to grow normally or replant. Sometimes when they do that, they don't grow at all. I put a couple torches next to the dirt pad to make trees grow at night and I have seen them grow after awhile. But it takes a long time and during that time, the turtle is dumping bonemeal on them. I would recommend that if they don't grow after no more then the second try, that it harvest the saplings and replant.
unobtanium #183
Posted 23 April 2013 - 09:27 PM
One problem is that the turtle cant detect if it has bonemeal or bone. That makes it more difficulty to set up.

Okay, that is really strange. I think i didnt used the best option to do a restart feature, but from the logic it should work.

What do you mean with "single tree chop"? It isnt used to chop down tree after tree. It just usefull if you chop down a forest. Place turtle down, chop tree, set up other turtles doing the same while it chops, return and take the wood and turtle to keep going to the next tree. Single Tree Chop and Farm are not used for each other.

Are you using fir saplings? These grow without checking for their own leafs. They grow instant. Other trees need free space above. You can change the time for the first bonemeal used and the time for every interval bonemeal is used. I may add another variable to make a maximal bonemeal use on one tree.



Can someone help me with the autorestart? I really want this to get to work without weird stuff happening…
Vorg #184
Posted 23 April 2013 - 10:36 PM
One problem is that the turtle cant detect if it has bonemeal or bone. That makes it more difficulty to set up.

Okay, that is really strange. I think i didnt used the best option to do a restart feature, but from the logic it should work.

What do you mean with "single tree chop"? It isnt used to chop down tree after tree. It just usefull if you chop down a forest. Place turtle down, chop tree, set up other turtles doing the same while it chops, return and take the wood and turtle to keep going to the next tree. Single Tree Chop and Farm are not used for each other.

Are you using fir saplings? These grow without checking for their own leafs. They grow instant. Other trees need free space above. You can change the time for the first bonemeal used and the time for every interval bonemeal is used. I may add another variable to make a maximal bonemeal use on one tree.



Can someone help me with the autorestart? I really want this to get to work without weird stuff happening…

It's not that much to make the bonemeal. Was just an idea. I just looked at the other modules you can use and I'm thinking I'll put ether a low voltage or medium voltage solar on it to power it by day. I'm switching the furnace to an electric and redirecting the charcoal to a generator and batbox. Then when the bat box is full, it will send extra power to my base power grid.

I have a chunk loader set to 2 so that it covers the whole thing

For the single tree chop, I needed some oak because only oak can be sliced in to cover blocks. So I just put it down and tried to grow some in front of it. I have another program I can use for that. Just didn't have it loaded.

I was using Redwood. I think they grow a bit taller, but I have seen this when trying to quick grow oak also. Never noticed if leaves where still above it, though in the past when I was doing the oak, I manually cleared the leaves to get the saplings faster. I'll just switch to fir for this.
unobtanium #185
Posted 23 April 2013 - 11:21 PM
You can change how under the variable change menu how many charcoal you want to put into the furnace to produce enough fuel or energie.

The single tree chop program is just for tall trees, not for trees with branches.

Yeah, i recommand fir over everything other!
Vorg #186
Posted 24 April 2013 - 03:28 AM
Think I see the problem with it dropping too low. When I went in this morning, the dirt pad was gone again. So I put it back on the pad and restarted the program. Watched and it did a full run. During the second run, a creeper got in the water and was held against the pad. The turtle bumped it a few times knocking it around but kept going. I looked away for a bit and when I turned back, it was up with a 2x2 x1 section of wood left, the tree above was gone and it was trying to fertilize. Going to put a fence on the edge blocks to keep mobs out. see if that solves it.
unobtanium #187
Posted 24 April 2013 - 03:30 AM
LOL :D/>

I never tought about that happen^^ I will mention this in the first post…

edit: Really want to know now if this fixed the problems :/
Vorg #188
Posted 24 April 2013 - 04:52 AM
Nope, was working on a village a few chunks away and just went to check it. turtle was down 1 in front of where the dirt should be but isn't. Don't know why, only saw it do it the one time when I first set it up.

Also, I'm not much one for spelling or grammer, but you have in there "the tree didn't grew". I think it should be "grow"
unobtanium #189
Posted 24 April 2013 - 05:14 AM
I really dont get the point why it should do that. If the chunks are loaded all the time the turtle wouldnt even start again and load the last savepoint and continues. I tought a restart of the turtle would cause problems, but this is not good :(/> I will go ahead now and test it myself.

Yeah, my english is bad at some points^^ Whatever, ppl know what i mean ;D I will fix it some other day.
unobtanium #190
Posted 24 April 2013 - 06:07 AM
Well, i tested it (which i should do more often, but the time, dude, the time :(/> ) and i found something: If the tree spawns it spawns leafs in random design. Most designs are like leafs-high-in-the-air. But there is one version of a fir tree, which spawns leafs right at height 2. That wouldnt be a problem if the turtle has to go up one block to check if the tree grew. After it checked it went one block back down -> there we have it. I added a turtle.digUp() before going up and that should do the trick.
I hope you enjoy the program. If you find other bugs or more features i could add, let me know ;D
Allways nice to know what users want to have :P/>

Also fixed a bug where the turtle didnt took out saplings and bonemeal correctly if no items were in slot 1 or 2.
VivaLaPanda #191
Posted 24 April 2013 - 08:58 AM
FTB Version: 1.0.1
Singleplayer or Multiplayer: Multiplayer LAN
Error Code: n/a
What happened: I activate the turtle's chop program, it grabs coal, moves to sapling chest and just seaches throught the chest forever. There are plenty of fir sapling (I hacked the chest full) but its just searching through them.
unobtanium #192
Posted 24 April 2013 - 09:01 AM
Oh finally someone uses the layout <3
Like i said in the post above: The bug should be fixed allready. Try to download the code again. :D/>
dkittrell #193
Posted 24 April 2013 - 12:28 PM
I changed the supply gathering again and made it a bit more resistent.
However, i think your problem is an other^^ Check if your chests - especially the charcoal chest - is full. This shouldnt happen! Otherwise the turtle will spit them out and maybe then takes it back in its inventory if it isnt allowed :/ In 0.9.1 the turtle refuels the overflow charcoal. I also changed the slots for charcoal, saplings and bonemeal individually. Now there might go supplies in the wood chests but i will see how it works out.
no its not full. there is always an open spot how i have it set up.
asdaarg #194
Posted 01 May 2013 - 04:50 PM
I just tried out 0.9.2 and closed the client when the turtle was on the way down. When I started it again, it continued chopping the tree, but then I found it on the floor down the hole the next to the furnace (on the side that the farm is) complaining about not getting redstone signal.
unobtanium #195
Posted 01 May 2013 - 05:03 PM
Did the turtle removed the dirt blocks? Does the same bug appears a second time? Because there is allways a tiny chance that the turtle doesnt save its position correctly and messes up. This is how the turtle works.
Niseg #196
Posted 01 May 2013 - 05:23 PM
I just tried out 0.9.2 and closed the client when the turtle was on the way down. When I started it again, it continued chopping the tree, but then I found it on the floor down the hole the next to the furnace (on the side that the farm is) complaining about not getting redstone signal.

I looked at the code and I mensioned it before the computercraft site was down and my posts were unrecoverable. If you use this type of session persistant code on a server it has the potential to be unsynced . The main problem is the use of counter . There might be another problem of sync between files on the turtle and server file but I'm not sure.

I've wrote a similar program that farms firs with session persistance but it only runs well when I use some enviromental detection of where the turtle is and what's the likely state it's in. I still had a problem of the turtle breaking the floor and going mia.

Writing session persistant code is not a trivial matter especially when the turtle moves around. Thre is still a "simple" solution - writing the code in a way that it break through the dirt, detect it's dirt , place it back and consider that as "end of cutting" . It's not dificult to do you just need to keep track of the inventory which is fairly fast.
unobtanium #197
Posted 01 May 2013 - 05:28 PM
Thre is still a "simple" solution - writing the code in a way that it break through the dirt, detect it's dirt , place it back and consider that as "end of cutting" . It's not dificult to do you just need to keep track of the inventory which is fairly fast.

Great idea accually. One slot can be used for this maybe.
Niseg #198
Posted 02 May 2013 - 12:27 AM
Thre is still a "simple" solution - writing the code in a way that it break through the dirt, detect it's dirt , place it back and consider that as "end of cutting" . It's not dificult to do you just need to keep track of the inventory which is fairly fast.

Great idea accually. One slot can be used for this maybe.

You don't have to have a reserved slot for dirt but it's probobly the easiest method. There is a way to do it without a reserved dirt slot . It's probobly better to use the reserve slot approche because there is plenty of space on the turtle and it builds the whole setup . You can just ask for an extra dirt and put it in like slot 16 after it's done building while decreasing your dump loop iterations.
unobtanium #199
Posted 02 May 2013 - 03:47 AM
What would be the methode without a reserved slot?
Niseg #200
Posted 02 May 2013 - 06:42 AM
What would be the methode without a reserved slot?
I have already implemented 2 programs that use inventory tracking.
bore hole miner (http://pastebin.com/piak709v) which uses an inventory delta function comparison to depth first search for more ore (the backtracking kills the efficiency ). this new version is probobly more complex than previous versions but the inventory comparison stayed the same :

local function scanInventory(inventory)
local i;
	    for i=1,16 do
			    inventory[i]=turtle.getItemCount(i);
			    if(inventory[i]==nil) then inventory[i]=0 end;
	    end
end
local function compareInventory(cur,prv)
	    for i=1,16 do
			    if cur[i]>prv[i] then
			    return i;
			    end
	    end
return 0;
end

A simpler method which would probably be appropriate for this application was implemented in my "follow floor miner" I wrote for Nixaro's to mine the diamond block biome he spawned in a freak moon mod interaction (http://pastebin.com/UTN1g8Gm) . it keeps digging until slot sel+1 get 1 item and then it compares it to the "desired" item and if it's not the desired item it throws it away and turns around. The script need a small adjustment to prevent the loss of the vain but the trigger works well.
Using the same code you can just look for a none wood entity on the way down. you may need to make sure to keep the saplings out of the detection somehow
here is the code that handles the "vain boundary"

while true do
if(turtle.digDown()) then
			    temp=turtle.getItemCount(sel+1)
			    curcount=turtle.getItemCount(sel)
			    if temp~=0 then
					    if turtle.compareTo(sel+1) then
							    sel=sel+1
							    turtle.select(sel)
							    while not turtle.forward() do turtle.up() end
					    else
							    turtle.select(sel+1)
							    turtle.drop()
							    turtle.select(sel)
							    turtle.back()
							    if toggle then turtle.turnRight() else turtle.turnLeft() end
							    while not turtle.forward() do turtle.up() end
							    if toggle then turtle.turnRight() else turtle.turnLeft() end
							    toggle=not toggle

					    end
			    else
.
.

I have used this method in many of my script due to the fact the turtle.compare function can be very unreliable and combining it with turtle.select can slow the turtle down a lot. Comparing the resultant blocks from a dig operation is usually a more reliable method but it's destructive on the environment.
unobtanium #201
Posted 02 May 2013 - 06:54 AM
What about this idea: With turtle.transverTo(slot, quantity) you can move items trough the turtles inventory. That means you can save data in the turtles inventory. This would work for the way the turtle goes up the 2x2 tree. But if i detect the dirt block, i dont need to keep track of the height anyways.
If the turtle is on the way down it can detect the dirt block with a dirt block in its inventory. But i also could keep track of the items in its inventory and let it dig down the dirt block and then it detects that the dirt block isnt a wood block and it goes back up one and places the dirt back where it belongs. First one would be easier to set up, but the user might be confused (thinking about the players which used the older version).
Niseg #202
Posted 02 May 2013 - 08:41 AM
I think what the end user cares about is weather the program works or doesn't work. if it breaks the dirt and place it again every time the user will accept this as normal behavior.

Breaking the dirt is probably faster than using compare but it's unconventional. The compare method is still good because is no risk of detecting the wrong type of dirt (grass covered dirt) because it has a log over it when the turtle reach it.

The problematic states are usually ones which take the most time. When the turtle goes up and generates a counter and when the turtle goes down and decrement a counter. Those two states are going to get crashed more often than any transitional states because they consume the most time. The other state that is commonly interrupted is the idle state but that's usually the easiest state to handle.

I think the digging through the floor would usually be related to interupting the turtle during the going up stage. If the turtle position get rolled back but the turtle file says it's 10-20 blocks above ground when the turtle goes down it would dig through the floor like crazy. an option to recover from that is to go down to the ground and reset the count . The dig down stage should usually fall short on a crash but that's not as destructive.


My weekend is coming up (starts on Friday) so I can look into it. I need to restore my rectangular room builder post after the forum rolled back. I still gave you a few ways to handle crashes so you can probably add the improvements yourself . Avoiding a counter will make the script much more robust but it complicates the problem .
unobtanium #203
Posted 02 May 2013 - 11:42 AM
Avoiding a counter will make the script much more robust but it complicates the problem .


I agree! One last and i think final idea i will implement: If the turtle detects a tree in front of itself it digs out the first wood block. Then the dirt block underneath, putting it into slot 16. On the way down the turtle detects the blocks and if it compares with the dirt block in slot 16 it stop, goes and places the dirt block and tries to grow another tree. No counter. Just some code i have to do.
SWGCryand #204
Posted 04 May 2013 - 12:56 AM
For whatever strange reason, my turtle just freezes when it starts up. I will start it and it'll move and begin building, Then, after placing 5-8 blocks he just stops there with a blank interface. Any ideas?

Thanks!
- SWG
unobtanium #205
Posted 04 May 2013 - 05:05 AM
Which program are you using? Are you letting the turtle chop down trees or do you build the layout of the farm?
This sounds more like a CC bug. Maybe reinstall the mod.
SWGCryand #206
Posted 08 May 2013 - 10:46 AM
Hey UNOB, do you think you could check out this thread I made asking for help? Someone said to post it here and I figured I shouldn't crowd up the thread for a simple error (It may be my fault, too!). Here's the thread, if you could reply when you get a minute, that'd be awesome.

Thread: http://www.computercraft.info/forums2/index.php?/topic/12661-lua-i-think-ultimate-wood-chopper-problems/

Thanks again!
unobtanium #207
Posted 08 May 2013 - 03:28 PM
Allways post everything UWC related here! That's were stuff goes.

This is looking like a Computercraft bug to me. I made a new testworld and tested it and it worked fine for me. Maybe close the client, uninstall CC mod, or restart the server. Nothing i can do about, i am sorry… :s
kylezffz #208
Posted 11 May 2013 - 03:27 PM
Hey, the Bonemeal chest seems to be getting occasionally overwritten by some fir trees as they grow. I'm using the FTB MindCrack pack v8.3.0. Do you think it might be possible to move the chest lower? Perhaps opposite the sapling chest?

Also: I have an automated set up with an ender chest for bonemeal (sulfur goo), so that usually fills itself up, and the sapling chest is almost always full… As a result, the turtle seems to dump random stacks of around 20-40 items on the ground.. Is there anything I can do to help resolve this?
unobtanium #209
Posted 11 May 2013 - 03:33 PM
Overwitten? What does that mean? The chest disappears and a leaf block is there instead? O_o

Dropping down items is a feature. If the turtle takes items out of the chest it makes sure, that it just has one stack of it. It is a bit difficulty to explain… :s I really dont know how to make it different…
kylezffz #210
Posted 11 May 2013 - 07:45 PM
Overwitten? What does that mean? The chest disappears and a leaf block is there instead? O_o

Dropping down items is a feature. If the turtle takes items out of the chest it makes sure, that it just has one stack of it. It is a bit difficulty to explain… :s I really dont know how to make it different…

Okay, so when a fir tree grows, if the leaves need to go where a block is, the block gets overwritten with a leaf and then the leaf decays leaving an empty space. Usually it doesn't destroy more than just the row of blocks next to the bonemeal chest, but there is a rare tree which will take out the chest.

I think one way to solve both of these might be to move the bonemeal chest to be next to the fuel chest (and across from the saplings chest), then to add another chest below where the turtle would be to access the sapling chest for it to do its stack counting thing. This way none of the chests can be destroyed by the tree, and it won't have to drop items on the ground.
Vorg #211
Posted 11 May 2013 - 11:45 PM
Are you using the small farm or the expanded? because the tree should never be close enough to the chest on the expanded.

I used the expanded layout, replaced the drop chest and fuel chest with enders and routed the saplings pipe to BOTH the bottom of the drop chest and the saplings chest to keep it topped off. Other end of the drop chest sorts saplings and wood into barrels. The wood barrel feeds an induction furnace powered by 7 generators. Extra power is stored for my base, extra charcoal restocks the ender fuel chest and teh rest sent to a quantum barrel for storage.
kylezffz #212
Posted 12 May 2013 - 03:53 AM
Are you using the small farm or the expanded? because the tree should never be close enough to the chest on the expanded.

I used the expanded layout, replaced the drop chest and fuel chest with enders and routed the saplings pipe to BOTH the bottom of the drop chest and the saplings chest to keep it topped off. Other end of the drop chest sorts saplings and wood into barrels. The wood barrel feeds an induction furnace powered by 7 generators. Extra power is stored for my base, extra charcoal restocks the ender fuel chest and teh rest sent to a quantum barrel for storage.


I've got 9 tree farms hooked up through some induction furnaces to a couple hundred generators.. Excess saplings either get put into generators or void piped, and charcoal gets void piped if it can't fit into the chest at the farm.
http://puu.sh/2RO6K/1429982e62.jpghttp://puu.sh/2ROeR/5f36536a49.jpghttp://puu.sh/2ROgf/745337a3e5.jpghttp://puu.sh/2ROgC/23e4078073.jpg

And yes, using the expanded tree farm, I log on every day and like 1 out of the 9 tree farms will be missing an ender chest. The majority of them will always be missing the top row of blocks next to the ender chest.
unobtanium #213
Posted 12 May 2013 - 11:35 AM
Wow, this is crazy :D/>
From Seleck and various others i know that a non-stop running farm can provide charcoal for four steam boilers. Dont know how it works out for EU production.

This is very strange that leaves are such powerful ^^ I think something went wrong in this mod pack. What about contacting the ftb team, because i dont think that this is normal :D/>
kylezffz #214
Posted 12 May 2013 - 04:24 PM
Wow, this is crazy :D/>
From Seleck and various others i know that a non-stop running farm can provide charcoal for four steam boilers. Dont know how it works out for EU production.

This is very strange that leaves are such powerful ^^ I think something went wrong in this mod pack. What about contacting the ftb team, because i dont think that this is normal :D/>

314 generators, about 2535 EU/t… It was a pain to set up, but it's pretty nice.Two story processing and generator room. http://puu.sh/2SaZY/ba0028e3c4.jpghttp://puu.sh/2Sb1C/a74bf559d2.jpghttp://puu.sh/2Sb2Z/129c2ebbea.jpg
T
he 2nd craziest part is probably the sulfur goo farm… http://puu.sh/2Sbad/8cf6e3d184.jpghttp://puu.sh/2SbfW/136e11066e.jpg – 960 sulfur torches in a massive room all the way to bedrock.

I'll go ahead and make a post on the FTB forums about the leaves. If they don't fix it I might do a slight modification to move the chest.. But, as for the item dropping, do you think you might be able to add a variable to use a chest below the path underneath where the bonemeal chest currently is for its stack sorting thing? Or would that not make a difference? Haha, I don't really understand what's going on when it does it, so that might not help at all lol.
unobtanium #215
Posted 12 May 2013 - 05:02 PM
y u no use routers? :3

I just want the turtle to have one stack of saplings and bonemeal in its inventory. The turtle behaviour makes it difficulty to set up. The turtle can just grab out a whole stack (1-64 items), but is allowed to drop items by a given number.
Suck: Whole stack; Drop: Any amount.

I made a example right here, but deleted it, because i realized how silly it is… i am redone the refuel part (once again; the fourth time i think..) and i think it is better now.

Tell me how the FTB forum post turns out.
Jeuvke #216
Posted 13 May 2013 - 03:08 PM
FTB Version: MindCrack 8.2.0
Singleplayer or Multiplayer: SP
Error Code: none
What happened: The Turtle fails to build the extended platform correctly.

http://imgur.com/063...u8qvS,0BALPdK#0
unobtanium #217
Posted 13 May 2013 - 04:56 PM
Was it the "expanded farm right away" or the "expand the standard farm"?
Looks like some blocks got messed up in the turtles inventory. Cant say why
wakafanykai123 #218
Posted 16 May 2013 - 01:51 AM
What is the size of the regular and expanded farms?
unobtanium #219
Posted 16 May 2013 - 08:40 AM
From above:
Standard farm: 10x16
Expanded farm: 22x18
(It is said in the post and in the video…)
Mogsington #220
Posted 16 May 2013 - 11:07 AM
Errrrr what?

It's a very nicely written program but …

1st Huh?
It lays out a 2x2 earth pad, so it looks like it's aiming at Jungle trees. I don't have a "Fir" tree in minecraft. I have "Spruce" guess that might be translation, but spruce only grow single trunks, so why the 2x2 pad?

2nd huh?
I've never yet seen it grow a 2x2 Jungle tree with the turtle sat there waiting. If I pickaxe the turtle a tree pops up fairly soon after (and I then have to chop it down old style). I have seen single trunk jungle trees appear when I manually remove the other 3 saplings, leaving one in front of the turtle.

3rd huh?
If I give up on Jungle and give it something easy like Birch. Eventually, one will appear, normally in the far corner of the 4x4 from the turtle, so the turtle never see's it and the other 3 tree's won't grow. That might be my bad luck, but it looks like only 25% of single tree grows will be spotted on a 2x2 grid, the rest I have to cut myself.

4th huh?
If I give up on the farming and just use the single 2x2 tree cutter on a Jungle tree that I've planted (and has grown pretty fast!), it only takes out the main trunk, so the canopy remains stop me using that spot again to farm without getting up there and clearing out the remains.

5th huh?
Even if a 2x2 Jungle tree appeared, because the canopy remains around bits of log left up there, the next Jungle tree is either not going to grow at all, or be smaller than usual which will make the next Jungle tree even less likely to grow because the remains of the next canopy will be even lower.

Hence my "Errrr what?"

Other people on here seem to think it's the best thing ever for wood harvesting. I've got about 6 Birch from well over an hour of two turtles "farming". Huh?!

It's weird. Looks very nicely programmed, lots of people raving about it. Yet it seems to be fairly terrible at actually harvesting wood (for me anyway!).

One thought. Could it be programmed for the turtle to back away from the saplings between checking for growth? And I know it would take longer, but could it scan something like an 8x8 area around the trunk when it's coming back down from taking out the main trunk to clear a space for the next … (it's never actually happened yet for me) 2x2 Jungle tree to grow?
GalaxyMaster #221
Posted 16 May 2013 - 11:53 AM
Cool program!
unobtanium #222
Posted 16 May 2013 - 11:54 AM
Wow… calm down a bit. I am here to help…

It's a very nicely written program but …

Thank you…


1st Huh?
It lays out a 2x2 earth pad, so it looks like it's aiming at Jungle trees. I don't have a "Fir" tree in minecraft. I have "Spruce" guess that might be translation, but spruce only grow single trunks, so why the 2x2 pad?

I assume you want to use this farm in your vanilla + CC minecraft world. There we have a problem. This program is made for Feed The Beast Modpacks and in these ARE fir trees and saplings.

2nd huh?
I've never yet seen it grow a 2x2 Jungle tree with the turtle sat there waiting. If I pickaxe the turtle a tree pops up fairly soon after (and I then have to chop it down old style). I have seen single trunk jungle trees appear when I manually remove the other 3 saplings, leaving one in front of the turtle.

2x2 Jungle Saplings dont grow if a blocks is next to them including the turtle itself. Jungle Saplings dont work for this farm so (just realized that)

3rd huh?
If I give up on Jungle and give it something easy like Birch. Eventually, one will appear, normally in the far corner of the 4x4 from the turtle, so the turtle never see's it and the other 3 tree's won't grow. That might be my bad luck, but it looks like only 25% of single tree grows will be spotted on a 2x2 grid, the rest I have to cut myself.

Dont think that Brich appears in a 2x2 format…

4th huh?
If I give up on the farming and just use the single 2x2 tree cutter on a Jungle tree that I've planted (and has grown pretty fast!), it only takes out the main trunk, so the canopy remains stop me using that spot again to farm without getting up there and clearing out the remains.

Thats why fir is your wood to work with. Fir Trees dont have trunks. They are going strait up.

5th huh?
Even if a 2x2 Jungle tree appeared, because the canopy remains around bits of log left up there, the next Jungle tree is either not going to grow at all, or be smaller than usual which will make the next Jungle tree even less likely to grow because the remains of the next canopy will be even lower.

Before a jungle tree grows the saplings check if there are blocks above left, which might be in the way of the tree. This includes leaves as well and because there will be leaves from the jungle tree before, they saplings can grow a "normal" jungle tree again.
Fir Trees are different. They dont check for their own leaves and grow one after each other.

Other people on here seem to think it's the best thing ever for wood harvesting.

Do they? :D/>


It's weird. Looks very nicely programmed, lots of people raving about it. Yet it seems to be fairly terrible at actually harvesting wood (for me anyway!).

I am sorry, but there are a lot of other tree programs out there. I recommand the AndyLogger, which may work better for vanilla tree types.

One thought. Could it be programmed for the turtle to back away from the saplings between checking for growth? And I know it would take longer, but could it scan something like an 8x8 area around the trunk when it's coming back down from taking out the main trunk to clear a space for the next … (it's never actually happened yet for me) 2x2 Jungle tree to grow?

Like you said, i dont know if it would be very efficent :s Getting a session persistence working with this would be a hell as well. Maybe in the future in the final version.
I could let the turtle take a step back, when it is waiting, sure.
unobtanium #223
Posted 16 May 2013 - 12:05 PM
Cool program!

Thank you <3
unobtanium #224
Posted 16 May 2013 - 02:35 PM
Turtle makes a step back while waiting for the tree to grow/if the bonemeal failed to grow the tree. Gives the trees enough space to grow if they need it.
CamShirayuki #225
Posted 16 May 2013 - 04:16 PM
So, I tried out this program for the first time the other day on a server I play on frequently, and I had some problems. As I was using it, it worked at first, but after doing the first 2x2 Fir tree, it would try to add the new sapplings and It would place the saplings, but the Bone meal wouldn't work and it would continuously try to Bone meal it every 120 seconds.
unobtanium #226
Posted 16 May 2013 - 04:47 PM
Did you redownloaded the newest version? Because this may has been fixed allready. If not reply again and i will look into it.
adellus #227
Posted 16 May 2013 - 05:02 PM
Im having an issue where the turtle wont actually build the farm. It goes through the motions but just ends up throwing some stuff on the ground.
unobtanium #228
Posted 16 May 2013 - 05:29 PM
These informations dont help at all. I can go into the code now and say that it is working. I can go into a test world and see that the farm gets build perfectly. I need more input to find a solution for these problems….


Something is strange or you even get a error message, please fill in this following layout and post it in this post:

Does the problem still occures if uwc gets redownloaded:

FTB Version:
Singleplayer or Multiplayer:
Error Code:
What happened:
Harsh #229
Posted 16 May 2013 - 08:58 PM
Does the problem still occures if uwc gets redownloaded: yes
FTB Version: 1.0.1
Singleplayer or Multiplayer: multiplayer
Error Code: none
What happened: I dug out a 22 * 18 farm (4 deep). I started the build extended farm program and the turtle did start, however right after it placed the wooden pipe,the interface screen went blank and the turtle stopped operating. This has happened numerous times.
adellus #230
Posted 16 May 2013 - 09:38 PM
Does the problem still occures if uwc gets redownloaded:Yes
FTB Version: mindcrack 8.2
Singleplayer or Multiplayer: multiplayer
Error Code: no error code
What happened:The mining turtle doesnt build the farm when the command is ran.
adellus #231
Posted 16 May 2013 - 09:50 PM
so apparrently its an issue with my server. But its just running default mindcrack 8.2 so i dont know what the difference would be
SyberSmoke #232
Posted 17 May 2013 - 04:33 AM
Does the problem still occures if uwc gets redownloaded:Yes
FTB Version: mindcrack 8.2
Singleplayer or Multiplayer: multiplayer
Error Code: no error code
What happened:The mining turtle doesnt build the farm when the command is ran.

Key question: Did you dig out an area for the turtle to build the farm in or did you just plop the turtle and tell it to build the farm and it just sits there??

I encountered a similar problem and I do not know if it is method or not. Same info as above by the way. I placed the turtle, I placed the chest, I filled the chest as laid out in your post. I gave the turtle the command to build the expanded farm, the turtle collected materials then…sat there. I was using a mining turtle for the process and expected the turtle to dig out the area and build the farm…was I wrong, or did the program oops?
unobtanium #233
Posted 17 May 2013 - 10:10 AM
@Harsh: Dont know how to help you… are you using special blocks to build the layout? Maybe the turtle cant handle blocks from other mods (however i dont believe it). I dont know where the problem is because some block are getting placed and some not. Maybe try out building the standard farm and then expand it to get the expanded farm.

@adellus and @SyberSmoke:
Well, the turtle does NOT dig your the 22x18x3 (!) pit. The picture maybe doesnt show it, but it is accually made in a flat world and the turtle and chest are up in the air (3 blocks above ground). I definitly add the feature to let the turtle dig the space, but for right now it doesnt :s
adellus #234
Posted 17 May 2013 - 11:59 AM
I used both the position program in the help as well as the dig area program neither of them helped at all.
unobtanium #235
Posted 17 May 2013 - 01:28 PM
The dig program just digs enough space for the standard farm. Not what you want. Position program should work. I dont know what is happening, but i am getting a lot of error responses the last days :/

I removed multiples "local"s before the functions. Maybe that messed up stuff. I am really sorry if it does not work, but if i try to do it in my test world it works correctly, but i am using the beta pack and not the mindcrack :s
adellus #236
Posted 17 May 2013 - 02:17 PM
I tried it in a singleplayer world as well to make sure it wasnt an issue with my client or something. it worked there. It might just be how the server is handling the turtle, i checked the console and it just makes a fake player that is the turtle.
unobtanium #237
Posted 17 May 2013 - 02:29 PM
That's interesting :D/>
Didnt knew that a turtle acts like an accual player.
So what about reinstalling the CC mod in the server data files?
SyberSmoke #238
Posted 17 May 2013 - 04:34 PM
Yes, turtles are treated like players for the sake of many features. This is why turtles when they kill something can get all loot drops and XP drops.

As for needing the pit, I thought so, Though really…why would you need to dig a pit? You have a routine that places the blocks in an orderly fashion. Why not use that routine with a detect or something so that if there is something under the turtle it removed just that block and places the new one. I have found that the pit can be a pain really and Either I have it gen mobs I back fill it, or light the crud out of it. it would be very nice if the turtle were to dig out what was needed and then build into that space.
unobtanium #239
Posted 17 May 2013 - 06:33 PM
Sure, that's what i was thinking of accually. Give me some time and will get into it!

PS: One problem i will ran into is, that at some parts the turtle moves backwards to place blocks in front of it. So i cant remove blocks behind it.
unobtanium #240
Posted 17 May 2013 - 08:40 PM
In Version 0.9.4 the turtle does dig the needed space for the "expanded farm right away" while it is building. Hope you enjoy that feature <3
Harsh #241
Posted 18 May 2013 - 02:38 AM
Im building it out of cobble and all the materials are the same as listed. I tried to expand the standard farm but it stopped as soon as it destroyed the standard farm.
Can i get screen shots of the extended farm please? ill manually build it and see if im having trouble with the 'chop' program as well.
andyspam #242
Posted 18 May 2013 - 02:51 AM
Its pretty cool :)/>
SyberSmoke #243
Posted 18 May 2013 - 03:10 AM
Does the problem still occures if uwc gets redownloaded: No idea, just got the latest version on a fresh turtle.
FTB Version: mindcrack 8.2
Singleplayer or Multiplayer: multiplayer
Error Code: no error code
What happened: I placed the turtle and put in all the necessary materials in the order shown to create the expanded farm using the new self build function. The turtle built the majority of the farm it'se self, very cool by the way. When the turtle got to the piping going from the tree to the furnace it placed a stone pipe in front of it and failed to continue because the pipe blocked it's path.


Suggestion 1: Turtle should dig out the path from under the tree then back up placing pipe as it goes.

Suggestion 2: Turtle should dig one layer lower digging forward and up, then placing pipe up as it moves to the furnace/sapling bin area.
unobtanium #244
Posted 18 May 2013 - 05:20 AM
Suggestion 1: Turtle should dig out the path from under the tree then back up placing pipe as it goes.
It accually should do dig out the path :s

Suggestion 2: Turtle should dig one layer lower digging forward and up, then placing pipe up as it moves to the furnace/sapling bin area.
The farm would then need one more space below. I think i am going to let the pipe place while digging as well, but i will let the turtle turn around every time.

Im building it out of cobble and all the materials are the same as listed. I tried to expand the standard farm but it stopped as soon as it destroyed the standard farm.
Can i get screen shots of the extended farm please? ill manually build it and see if im having trouble with the 'chop' program as well.

I am downloading the ultimate pack and test it myself now to see where what is happening.
There is a screen in the first pos, but just from above :s Under the dirt platform there is the obsidian pipe and the normal pipes going underneath the layout back to the pipe to the sapling chest. It is set up, so you just have to put a water source block in the four corners of the layout and every saplings gets pulled into the middle.

edit:
I changed the code that the turtle now digs underneath the farm. It was buggy because i changed some functions to remove blocks, but it now should work fine. The turtle places the pipe while going underneath the farm and comes out at the base. Saves some fuel and maybe even time.
I tested this in the mindcrack 1.0.1 pack and it worked perfectly fine for me. @Harsh: Maybe you have to reinstall CC mod (server) or you go and build the farm yourself.
SyberSmoke #245
Posted 18 May 2013 - 04:19 PM
Does the problem still occures if uwc gets redownloaded: unknown
FTB Version: mindcrack 8.2
Singleplayer or Multiplayer: multiplayer
Error Code: no error code
What happened: After a few iterations of chopping down the tree, the turtle becomes confused and looses place of where the tree is. Image of problem below.


unobtanium #246
Posted 18 May 2013 - 04:25 PM
Does this happen after a restart/unloaded chunk? Is this tutle working with version 0.9.4 ("Does the problem still occures if uwc gets redownloaded")
I mean a turtle cant think so how should it be confused ^^
SyberSmoke #247
Posted 18 May 2013 - 04:46 PM
I am not sure, I have not logged off and the chunk was not unloaded as I am babysitting a mining turtle also.

As best as I have seen, the turtle did things right, it planted the saplings and then waited checking for a tree at regular intervals. There was nothing in the pool of water and I have kept mobs out. It just…moved. May be the turtle needs some kind of location validation or check? That way if something does get in the way the turtle will validate its position and rectify errors.
DrShark12 #248
Posted 18 May 2013 - 05:06 PM
So I am trying to build the tree farm, but when I click build standard tree farm it starts to move around but doesn't place anything. I put everything how it was said to do in my turtle. Please help.
SyberSmoke #249
Posted 18 May 2013 - 05:16 PM
Standard farm needs its area prepared first. Basically it needs a pit dug out for the turtle to put things in. The expanded farm will dig it's area out as it builds…it's a new feature.
unobtanium #250
Posted 18 May 2013 - 06:18 PM

I am not sure, I have not logged off and the chunk was not unloaded as I am babysitting a mining turtle also.
As best as I have seen, the turtle did things right, it planted the saplings and then waited checking for a tree at regular intervals. There was nothing in the pool of water and I have kept mobs out. It just…moved. May be the turtle needs some kind of location validation or check? That way if something does get in the way the turtle will validate its position and rectify errors.

Did you used bonemeal or no bonemeal? Did the turtle said that it is staying in the base but accually where it was in the picture above? Maybe the turtle got stuck in a leaf and didnt came out. I will add a mob detection very soon, because it is really annoying.

So I am trying to build the tree farm, but when I click build standard tree farm it starts to move around but doesn't place anything. I put everything how it was said to do in my turtle. Please help.

Did you have space underneath the turtle? Normally it says if there is a block underneath. Most ppl want to expand their farms anyways, so you can go ahead and let the "build expanded farm" program running right away. If the turtle has space, but does not plays any blocks, then i recommand reinstalling the CC mod. Sometimes the turtles dont act correctly.
SyberSmoke #251
Posted 18 May 2013 - 06:22 PM
Yeah! Y
I am not sure, I have not logged off and the chunk was not unloaded as I am babysitting a mining turtle also.
As best as I have seen, the turtle did things right, it planted the saplings and then waited checking for a tree at regular intervals. There was nothing in the pool of water and I have kept mobs out. It just…moved. May be the turtle needs some kind of location validation or check? That way if something does get in the way the turtle will validate its position and rectify errors.
Did you used bonemeal or no bonemeal? Did the turtle said that it is staying in the base but accually where it was in the picture above? Maybe the turtle got stuck in a leaf and didnt came out. I will add a mob detection very soon, because it is really annoying.

No Bonemeal, set to not use bonemeal. It said it was waiting for a tree to grow and that it may take a while. It is possible about the leaves, Fir Trees can have very low leaves and this could have gotten the turtle stuck for a time.
unobtanium #252
Posted 18 May 2013 - 06:46 PM
I quickly changed the movement parts while while waiting for the tree to grow. Lets see if it still happens.
SyberSmoke #253
Posted 18 May 2013 - 07:45 PM
Ok, I will download that next time I am on and test.
Quickslash78 #254
Posted 19 May 2013 - 12:57 AM
Congrats, no errors on startup like it had in the last update. Very good work! ^_^/> The variables menu is confusing though. If it's possible, i'd like to put a request out for the bonemeal and non-bonemeal menu options back, they were easier to navigate.
unobtanium #255
Posted 19 May 2013 - 05:03 AM
True… i maybe will go ahead and add a menu for changing the variables instead of letting the user skip trough them. But i accually think that the majority of players are going trought the variable once, set what they need and then never come back again ;D
MonthOLDpickle #256
Posted 19 May 2013 - 07:31 AM
Okay..an issue…..it didn't place any levers…redstone is pointed to a chest..and it put the wooden pipe in center.

Second try in creative still fails at end…=(

***I also followed the order in OG post.
handal #257
Posted 19 May 2013 - 02:58 PM
Mindcrack 8.2.0

Running in to a problem.

turtle builds almost everything fine but get stuck at the very end every time.

tryed in creative and normal mode same result. pleas help
unobtanium #258
Posted 19 May 2013 - 03:44 PM
Changed the code. Might be fixed. Cant test it at the moment, sorry…
Bonkie #259
Posted 19 May 2013 - 07:48 PM
First of all i want to say i love the program.

I am using it for large amounts of wood to make into charcoal on my direwolf20 server.

I am running AE on the server and love that mod.

In the screenshot you van see the changes i made to the setup for it to include ME interfaces instead of the normal chests.



I have an overload of ME devices to replace the normal chests/furnace.

Having a setup like this has the primary advantages that everything comes from the same system.
Charcoal is being made in that sytem for me from the wood imported. Bone-meal is auto crafted from bones who in turn are automatically replenished with a soul cage setup.

I configure my ME interfaces like this:
(for charcoal in the place where the charcoal chest is now)

Now comes my question.
Is it posible for you to make a variable for this kind of setup?

I would love it if the option disables getting charcoal from the ME interface circled and disabled putting wood in the ME interface circled.

I would pull the charcoal from a steady supply kept where the wood dump places normally are. (you should be able to have max 3 ME interfaces like in this screenshot



I would love to know if you are willing to do this

Kind regards Bonkie
unobtanium #260
Posted 20 May 2013 - 07:44 AM
Wow this AE is really bad ass expensive, but also pretty badass handy :D/>
Look very cool. I think i may add this, but i am not sure what i should change.
Did i understood it right, that the turtle dont have to suck and drop items in, because the ME interfaces are refreshing the stack in the turtles inventory and taking out wood stacks from it? How should the turtle refuel itself then? :s
Vorg #261
Posted 21 May 2013 - 05:12 AM
I automated my system a bit more. when the wood barrel has room, a wireless redstone signal is sent. when barrel is full, signal stops stopping the turtle when it returns to the nest. The problem is, on seeing the loos of signal, you end up back at menu instead of resuming operation. Would be better if it watches for key press to abort at that point like it does elsewhere and resumes if instead the signal returns.
unobtanium #262
Posted 21 May 2013 - 08:53 AM
That would be a great idea! Will try to make it happen soon…
mymusicmanager #263
Posted 21 May 2013 - 09:58 AM
w00t! This sounds very cool!

Downloading now ;)/>
Vorg #264
Posted 21 May 2013 - 04:18 PM
Had another thought for farming branching trees. For some craft items, only oak works. Also, only oak is seen as solid by villagers when making houses even though other wood types do block light, it is still seen as open to daylight. So maybe a farming option that instead of just using a preset path to chop down the trunk, take page from ore hunting programs. As soon as you chop the first block of the tree trunk, you have a block to compare against for getting the rest of the tree. Would best be used without bonemeal or you'd have to hunt down the leaves also. But using the compare way, you could farm any tree type.
unobtanium #265
Posted 21 May 2013 - 10:25 PM
I am not using compare right now. I am using detectUp.
I dont know what you want from me at this point ;D This program is ment to give you a large amount of wood and saplings for some further energy producion, not to be a allrounder. However, i called it ultimate, so i may have to add it :D/>
So what do you want from me? A 1by1 cut program with taking out trunks? That would be crazy, because some trees place wood blocks diagonally and not next to each other. It woudl be unefficent to dig 4 or 5 times more in every direction. The saving would be insane Oo.
I can, i am sorry, i reallly CANT add this wouldout adding a large amount of programming and timewaste for the user. There are multiple chop programs out there, so feel free to use them to get vanilla wood blocks.
So once again! At 99% i wont add such a feature like the branch mining turtles use to use.

I wanted to add a nice multi tree farm like the andylogger was doing but i dont know if i add this at all (because it is alllready was well done and i just would copy it a bit…)
The selfbuilding farm is my metier, so i will improve that one, which is ment to use fir tree saplings…
It is late on my clock and my brain isnt right working because of some stuff and i am going ot bed now. Have a nice day….
bcaruso22 #266
Posted 26 May 2013 - 12:38 AM
So i cleared about a 30x30 area in a forest biome to setup the extended farm. I placed everything in the chest as instructed, and the turtle does it's thing and the programs runs to the end

However it only cleared the blocks in the way. It did not place any blocks and ended up spitting out a bunch of the stuff on the ground

Any ideas what this could be? I am very new to computercraft, any help would be appreciated.
unobtanium #267
Posted 26 May 2013 - 05:55 AM
Ehm… the turtle just digs out the space, but doesnt place any blocks at all?
I am really getting tired of this… this seems to become a common CC problem since the last update :S Try to reinstall the CC mod. Can help you with that one, i am sorry.
Torhic #268
Posted 26 May 2013 - 05:59 AM
Does the problem still occures if uwc gets redownloaded: not sure
FTB Version: FTB Ultimate 1.0.1
Singleplayer or Multiplayer: Multiplayer
Error Code: none
What happened: When it goes to place down the saplings it doesnt place them down
unobtanium #269
Posted 26 May 2013 - 06:05 AM
@bcaruso22 @Torhic

Are you using normal dirt and the fir saplings? Also try to place a sapling like this:
Place your turtle on the ground with a dirt block infront to place a sapling there.
Tipe in your turtle (be sure there is a sapling in the selected slot)

lua

turtle.place()

exit()
Now there should be a sapling in front of the turtle. If not you should reinstall the CC mod as well, restart the server or whatever. If there is a sapling now, go and start the uwc program again. The bug might be fixed now.
Torhic #270
Posted 26 May 2013 - 06:12 AM
It placed the sapling on the dirt when i typed that in, but when i went back and started the program up again it does the same as before and doesnt work
unobtanium #271
Posted 26 May 2013 - 06:15 AM
Well, i cant help you with that one. I checked the code and there are four turtle.place() which should place the saplings. Like i said, restarting the server, client, or reinstalling the cc mod should help from what i heard.
psyestorm #272
Posted 26 May 2013 - 09:26 AM
<3 Andy Logger. Thanks for your hard work on this
Upgrade_Windows #273
Posted 26 May 2013 - 01:28 PM
Nice program. I made one similar to this but without the water below :)/>
bcaruso22 #274
Posted 27 May 2013 - 09:58 AM
when i typed in turtle.place() nothing happened. I tried with a few different blocks with no luck.

The server has restarted already since i first tried the uwc program, so I will try reinstalling CC on my end and see if that helps
unobtanium #275
Posted 27 May 2013 - 02:55 PM
Looks like a CC bug and i dont think it is going to be fixed by just reinstalling the mod on the client :s
Cozzimoto #276
Posted 27 May 2013 - 04:24 PM
wow this is really nice, i was just thinking yesterday on making a full out tree farm program similar to this, all the faetures i had in mind you already implemented. very nice and good work, im working on a little bit of my own tree farm set-up free all in one program myself.


~Cozzimoto
unobtanium #277
Posted 27 May 2013 - 05:42 PM
Hey! I think a the majority of players are programming a wood cutting program :P/> But the most are very simple and not very efficent or user friendly. I would really look forward to your own one, just to see what you are comming up with :D/>
But dont underestimate such a program. If i am look back now, i would say that i was messing with this program over 300 hours the last 6 month. Most of the time goes for the testing.
bcaruso22 #278
Posted 27 May 2013 - 08:19 PM
So before I reinstalled anything I tried this in a SSP world and it is running right now and so far perfect. It placed the chests, and is currently laying down the blocks.

I know the server owner, i'll discuss it with him. Thank you for your quick responses here. Awesome program too.
Niseg #279
Posted 29 May 2013 - 06:02 AM
I've found a new simple way to make the program session persistent but it may double the fuel cost of cutting wood. The approach is to always "cut up" the wood and never "cut down" this means the turtle would have to cut the wood all the way up and the descend and afterward it will move into position to do another run of cutting up.

This will remove the need for a counter and it will also minimize the chance of unrecoverable crash. It's inefficient but it should probably be more server safe. you might not even need to save the state and get detect the state from the environment. you might want to add that as an option in your script for server safe cutting.

The basic idea is to minimize the number of positions the turtle can possibly be in . Another option i can think of is when a turtle is in a "cut" state recalculate the height by going down until hitting the dirt. the problem with this approach is a consecutive server crash which can happen often enough to make this more complicated.
unobtanium #280
Posted 29 May 2013 - 06:06 AM
I changed the session persistent allready and doesnt require a savepoint anymore. The turtle chops down the first wood block of the right row and then chops up until it hits air and then chops down on the right side until it hits the air block (where before the wood blocks was). Much simpler ;D
teckno #281
Posted 04 June 2013 - 10:51 PM
FTB Version:ultimate
Singleplayer or Multiplayer: single
Error Code:477
What happened:i send to harvest 2x2 fir and it starts to load coal and gives error

i have reloaded multiple time over several days even rebooted computer to be sure
unobtanium #282
Posted 05 June 2013 - 05:19 AM
Cant find anything wrong in the code.
Did you used the rednet version? Did you changed the fuel amount or other variables?
Did you downlaoded uwc again?
teckno #283
Posted 05 June 2013 - 12:26 PM
Cant find anything wrong in the code.
Did you used the rednet version? Did you changed the fuel amount or other variables?
Did you downlaoded uwc again?
normal version used
changed some variables but still got same error when deleted uwcvariables0.9.2
yes redownloaded uwc several times
error says 477 attempt to compare number with string expected, got number
i do have fuel useage set to none in config
unobtanium #284
Posted 05 June 2013 - 01:12 PM
How did you said to turn the fuel usage off?!?!
There is no feature to turn fuel usage off :D/>

Redownload the program once again, i think where the problem is and change something.
Set this variable: "At base the turtle refuels charcoal up to this fuel level before chopping down more trees." to 0.
theoriginalbit #285
Posted 05 June 2013 - 01:18 PM
How did you said to turn the fuel usage off?!?!
There is no feature to turn fuel usage off :D/>
Yes there is, in the `computercraft.cfg` you can turn it off and then the turtle.getFuelLevel function will return "unlimited" instead of a number.
unobtanium #286
Posted 05 June 2013 - 01:50 PM
Meh… That sucks. That's why it cant compare it with the given number…
Dont know what to do against this, because i think that the turtle doesnt even need a lot fuel overall and my setup let it sustain itself for some logs.
theoriginalbit #287
Posted 05 June 2013 - 02:01 PM
oops, sorry, it was meant to say unlimited in the last one, not infinite.

without reading too much into what exactly you're doing, as I'm heading to bed, you should be able to adapt this `ultimate compatibility` function to your needs if it doesn't already suit. (reason I say ultimate compatibility is it also supports turtles before they required fuel)

local fuelDisabled = (turtle.getFuelLevel and turtle.getFuelLevel() or "unlimited") == "unlimited"

local function checkFuelLevel(requiredLevel)
  return (fuelDisabled or turtle.getFuelLevel() >= requiredLevel)
end
this should return true from the function if fuel is disabled, and return whether the turtle has the appropriate fuel level if fuel is enabled.

EDIT: ok now it should, haha, bugs, bugs, bugs, man is it time for bed! :P/>
Edited on 05 June 2013 - 12:04 PM
teckno #288
Posted 05 June 2013 - 04:51 PM
i turned off the fuel use because of my mining turtles didnt even think about it affecting the uwc turtle


just reset the config and it works perfectly
really appreciate the hard work making this script THANKS
unobtanium #289
Posted 05 June 2013 - 05:17 PM
No problem. I didnt even tought about turning off the fuel usage, because in my eyes are turtles still very overpowered. The fuel makes them a bit weaker.
I think many programs would have this problem if fuel usage is turned off. Most players are playing with, which is the reason why everybody is programming it like this ;D
darkregon #290
Posted 13 June 2013 - 12:43 PM
Is there any chance of the fuel usage being a variable in a future version? I have very little knowledge of LUA and very little time to learn it (working 12 hour shifts 6 days a week) but I have been unable to use nearly any advanced program found on here or anywhere else on the web due to the fact that they all are set up using fuel.
unobtanium #291
Posted 13 June 2013 - 12:59 PM
The majority is playing with fuel usage. That's why everybody is coding it like this ;D
I may look into it… but not today :s
Autumn #292
Posted 15 June 2013 - 10:19 PM
Does the problem still occures if uwc gets redownloaded: Yes
FTB Version: FTB Ultimate v1.1.2
Singleplayer or Multiplayer: Multiplayer
Error Code: None
What happened: Turtle fails to retrieve materials from chests. It does not take charcoal from the charcoal chest and then moves onto the sapling chest. When it attempts to take saplings, they go to the turtle's inventory before being placed right back into the chest. The turtle attempts to do this until the program is cancelled. If the items are manually placed into the turtle's inventory, the turtle will put the bonemeal into the wood chest before going out to plant the saplings. When it reaches the platform, it only places one sapling on the platform.

Edit: Got it to work with the standard choice. Expanded appears to be broken, but this will do. Only issue now is that the fir tree isn't growing after the first is cut down. Perhaps it now takes the leaves into account? Is there a quick way I could shorten the two minute delay before attempting to grow the tree after a failure?
unobtanium #293
Posted 16 June 2013 - 08:52 AM
Strange! Fun Fact: Expanded and Standard farm are the same code! Except for the expanded farm the turtle has to move two blocks further…
I checked if the saplings check for their leaves now and my conclusion: Kinda. It just needs one or two bonemeal more to grow a tree to grow.
That means that it still works, but just with increased bonemeal usage.
You can change the amount of bonemeal used in the bonemeal variable change menu. I set the standard to two now. The turtle wont use the second one if the tree grew with the first one, so you wont waste a bonemeal on it at any point.

Check out the variable menu with the timer. The second one should be the for the turtle to wait until it tries again.
Acuena #294
Posted 18 June 2013 - 10:14 PM
I downloaded and built the expanded farm.
Then I started it with Fir saplings and it worked fine. Then I teleported away a bit and then returned. And the turtle had stoped with an error (se image inside the spoiler).

Spoiler
jakemg #295
Posted 19 June 2013 - 12:28 AM
Ya to fix that error just add sleep(0) to every loop in the program (thats what i did and it fixed it)
unobtanium #296
Posted 19 June 2013 - 06:18 AM
Added a sleep(0) in a while loop. Really hate this error, but it prevents spamming the same code over and over again in the turtle. Dont know how it got triggered in my program. Allways tought it was "yielding" free :P/>
Hopefully it runs smooth now. If it happens again, just set it up again and it will run. Just inform me if it happens very often :s
Acuena #297
Posted 21 June 2013 - 09:35 AM
Found a strange behaviur.
I want into Help > Debug > Extended Farm.
Tje turtle sucked out some bonemeal and then went the pattern, but when it came down to the dirt again, it removed it and then proccedded to remove the obisidian and 2 golden pipe underneed the dirt and continued mining downwards with the water that poured down thrue the hole.

A side note, is it possible to auto farm a single tree?
Like Sprouce and Oak tree?
cooldudejb2 #298
Posted 24 June 2013 - 10:02 AM
This program won't work for me, I start it out by telling it to build the expanded farm, and it then asks me if i want it to dig, i type y, it moves one up, then 3 back and just sits there, after i inserted coal, and i also tried coal coke.
unobtanium #299
Posted 24 June 2013 - 12:04 PM
Found a strange behaviur. I want into Help > Debug > Extended Farm. Tje turtle sucked out some bonemeal and then went the pattern, but when it came down to the dirt again, it removed it and then proccedded to remove the obisidian and 2 golden pipe underneed the dirt and continued mining downwards with the water that poured down thrue the hole. A side note, is it possible to auto farm a single tree? Like Sprouce and Oak tree?

Well, i think i have to redo this. The debug programs exist since the uwc was released and at that point it had no session persistence. A lot of the machanic has change as well. Should have looked into this one allready :D/>
Isn't is a single tree farm? :P/> Naah, right now this is ment for fir wood. If you are looking for a multi tree farm, check out the Andy Logger here in this forum.


This program won't work for me, I start it out by telling it to build the expanded farm, and it then asks me if i want it to dig, i type y, it moves one up, then 3 back and just sits there, after i inserted coal, and i also tried coal coke.

Are you using a mining turtle? The turtle will go and clear the space, which requires the tool ;D
Dhuman3 #300
Posted 27 June 2013 - 09:52 AM
Thanks, needed a good tree farm program
Rax #301
Posted 28 June 2013 - 01:11 AM
0.9.4 is not working for me. I reboot the MINING turtle. But to no avail.
unobtanium #302
Posted 28 June 2013 - 05:44 AM
Well, what exactly does not work? What does it say?
Buddhalobes #303
Posted 30 June 2013 - 05:11 PM
Hi, Im playing FTB on the latest 1.5.2 beta pack with gregtech [152wgt v0.7] and the turtle claims that it is finished but as you can see in the image, its clearly not. The obsidian pipe is still in the turtle and it did not place the dirt for the tree to grow on. I'm going to try breaking everything down and ordering it to build now that blocks are not in the way but this occered in the prior beta pack I played [152wgt v0.5]. I'm using a standard diamond pick mining turtle with no other attachments and its labeled copper.


Edit: tearing it all down and rebuilding it had the same result, the 4 dirt blocks were on the floor and the obsidian pipe is still in the turtle.

unobtanium #304
Posted 30 June 2013 - 06:12 PM
Something like this happened to a lot of people in the past. Not just in this particular case with the dirt and piping.
If i am looking into the code i clearly see, that the turtle places everything perfectly fine.
You have two choises now: Manuelly finish the farm (because you allready seem to know where stuff goes ;D And maybe this is the only bug which appears) or you reinstall CC :S
I cant help you with this problem i am sorry, unless they changed something in the newest update (but i didnt think so, because the blocks got placed perfectly)
Kaovalin #305
Posted 30 June 2013 - 11:50 PM
I'm having trouble with the non-bonemeal version of the turtle again. It's the same issue as a few months back when this was originally resolved. The turtle is moving up and down to check if the tree has grown rather than stand still and wait (where the tree cant grow over top of it and destroy the turtle). I can copy the code from my one turtle with the older version but I dont know what I'd do if I lost the whole program. Could you please address this issue again? It's a waste of fuel besides jeopardizing my turtles.
Shadow_Assailant #306
Posted 01 July 2013 - 02:53 AM
Like the user a few posts above, my turtle just stops randomly after it has created the entire extended area in one go. I've destroyed the farm three times now in hopes the turtle will fix itself, but I keep getting the same result. It has one brick left in its inventory and the obsidian pipe still left inside of it. I have no idea why this is happening, but here is a link to an album with some screenshots of when the turtle quits.
sixalpha #307
Posted 02 July 2013 - 12:44 AM
Same issue as above. Turtle stopped in the same spot as his in the screenshot, still with the obsidian pipe in the inventory. The only difference with mine was that it took the 4 dirt and threw them in the air (on the ground for me to pick up) instead of placing them.
unobtanium #308
Posted 02 July 2013 - 06:37 AM
Are you all using the 1.5.2 version?
LordAdragon #309
Posted 02 July 2013 - 09:25 AM
same problem, small build perfect, upgrade from small to big some problems and only big more problems

i use minecraft v1.5.2 with up-to-date mods
unobtanium #310
Posted 02 July 2013 - 11:23 AM
I check the code and there really was a turtle.drop() for the dirt.
I am really sorry guys. Stuff got added and i was too lazy to check the whole 2000 lines of code if something was going to mess up if i change or add something.
However (!) That the pipe doesnt get placed, should still work.
sixalpha #311
Posted 02 July 2013 - 05:27 PM
I check the code and there really was a turtle.drop() for the dirt.
I am really sorry guys. Stuff got added and i was too lazy to check the whole 2000 lines of code if something was going to mess up if i change or add something.
However (!) That the pipe doesnt get placed, should still work.

Yea, I just ran the debug to see where the turtle was going and placed the dirt myself. I think the reason the pipe doesn't get placed is because the wrong inventory slot got selected. It put a cracked sand block (from digging) where the obsidian pipe should have been. Either way it works great, I never have to mess with it. Thanks for doing this!
coaster3000 #312
Posted 06 July 2013 - 06:07 PM
I am really happy i found this program. I thought i would have to make my own nice wood chopping program. This is actually all i needed D:

I thank you man. Saved me lots of time. I still wanna challenge myself later with this wood cutting program i have in mind. Although. I don't think i can make it as setup automated as yours. Wow.. Love it..
unobtanium #313
Posted 07 July 2013 - 09:08 AM
Thank you :D/>

For everybody: I changed how the turtle detects if the tree grow once again. Now it should work and wont destroy the turtle anymore by powerful leaves ;D
Theadictablock #314
Posted 07 July 2013 - 11:46 AM
Wow
cpd #315
Posted 07 July 2013 - 04:02 PM
I repeatedly get an error saying there's not enough items in the chests when theres stacks of 64 in each. Line 478. Tried debugging it myself but it looks correct to me. The program wont even start, it just throws that error out straight away. Tried removing the program and restarting the turtle. Nothing works.
unobtanium #316
Posted 07 July 2013 - 04:15 PM
Are your turtles in infinite fuel mode?
cpd #317
Posted 08 July 2013 - 03:22 PM
Yes, I turned off the need for fuel.
unobtanium #318
Posted 08 July 2013 - 03:31 PM
Then that is the problem. turtle.getFuelLevel() gives "infinite" (a string) instead of a number
cpd #319
Posted 08 July 2013 - 03:34 PM
Sweet. Ta.
BlockDriller #320
Posted 09 July 2013 - 07:46 PM
This doesn't even work -_-/>

It just keeps making my turtle say "Refueling" when I tell it to cut a tree!

BlockDriller #321
Posted 09 July 2013 - 07:58 PM
And now I get this error. What the hell man?

unobtanium #322
Posted 10 July 2013 - 05:59 AM
Stop annoying me with turtles in infite fuel mode.
airtonix #323
Posted 14 July 2013 - 12:43 AM
@unobtanium,

1. host this project on github or bitbucket so others can collaborate with you.1
2. simply check for fuel type.


	  function app:needsFuel()
		local fuelLevel = turtle.getFuelLevel()
		local fuelType = type(fuelLevel)
		if fuelType == "number" then return fuelLevel < 1 end
		if fuelType == "string" then return fuelLevel ~= "unlimited" end
		return false
	  end

3. do something similar with rednet, it is after only optional in your program, yet the logic chokes when there is no modem
unobtanium #324
Posted 14 July 2013 - 09:11 AM
Ah. I am too lazy right now :D/>
Apfeldstrudel #325
Posted 14 July 2013 - 11:25 AM
Thats neat.. Ill add that to my turtle :D/>
Ogredude #326
Posted 18 July 2013 - 11:06 PM
Phenomenal script, Unobtanium, thanks for this! This is the way turtles should be used!

I've noticed one thing, though. If you've set usebonemeal to false, then you need to set amountbonemealtimes to -2 to make it work properly. If you don't do this, then when the script hits line 696

while treeNotGrown and turtle.getItemCount(2) > amountbonemealtimes + 1 do

since usebonemeal was false, we didn't pick any bonemeal out of the chest, so turtle.getItemCount(2) == 0, and it breaks out of the while loop immediately, takes out the saplings, and proceeds to carve a 2x1 hole down towards bedrock.

Setting amountbonemealtimes to -2 makes that comparison evaluate 0 > -1 and lets it stay in the while loop.

I like to run my tree farms without bonemeal, because I don't need the speed and using no bonemeal makes the whole system completely renewable and is fantastic for unattended use.

This tree farm is destined to be the wood source for my Nether subway automatic fueling system.

EDIT: Unfortunately, after successfully waiting for the tree to grow, chopping it, and replanting it a couple times, the turtle seems to have decided it needs to dig a hole to bedrock again. Not sure what's going on with it, honestly.
unobtanium #327
Posted 19 July 2013 - 08:22 AM
I fixed the first problem fairly easy without changing the custom variable for the bonemeal times. Sorry for that!!!

The second problem occurs a lot in the past and i will have to check it out. Maybe, in the end, i will let the turtle take a dirt block with it and check if this is underneath it…
jimmy99099099 #328
Posted 19 July 2013 - 03:52 PM
This is my first time using turtle programs so i apologize if this is a stupid mistake on my part but i keep getting

Bios:337: [string "uwc"]:896; 'Then' expected

i have all the items sat in the turtle but he just doesn't want to seem to run the program… It downloaded successfully?

What am i doing wrong?
unobtanium #329
Posted 19 July 2013 - 04:37 PM
No! Sorry, it was a fail on my part (once again)I am sorry! I fixed it and if you download it, it should work fine ;D
SmokingCrop #330
Posted 22 July 2013 - 05:35 PM
There are some errors when you let it do the Expanded Farm.

* Y(es) to digging out the area
> when it puts the transport pipe in the end and returns to its base -> gets stuck when going up (because there is still a block there that has to be mined)


> doesn't place the obby pipe

A tutorial on how to use the rednet version would be useful aswell.. i've started up the wireless turtle with the program for it and is waiting for a signal, then i start up the computer program and when i try to interact with it, it just says that there are no turtles waiting for a signal..
unobtanium #331
Posted 23 July 2013 - 05:32 AM
What do you mean with obby pipe?

Dunno why the rednet version doesnt work. Are you in the radius?
SmokingCrop #332
Posted 23 July 2013 - 06:44 AM
It doesn't place the obby pipe == it doesn't place the obsidian pipe.. x)
it still has the obsidian transport pipe in his inventory when the program is done
inc0gni10 #333
Posted 23 July 2013 - 08:08 AM
I've noticed the obsidian pipe not being placed, yet wasn't in the turtle's inventory. This happened when building standard and expanded farm.

While expanding the standard farm, I was checking the turtle set the blocks properly with placing one water source in the first corner it created. As the turtle was still building, if it had a flowing water block underneath, it would digDown.
I tested this with a different turtle, going into lua and turtle.detectDown() return false. IDK what the deal is there.

I also had the problem of the turtle digging a hole from cutting down the tree. First time i figured it did that since the obsidian pipe was right below it, relocated it. Second time I figured it detected the flowing water again, so I added a one block gap between the dirt and flowing water. Still, the turtle wants to go to far. Mine wasn't going down to bedrock, but originally made a good 10 block deep hole.
unobtanium #334
Posted 23 July 2013 - 08:39 AM
I really have to look into this problem :S
Does the turtle/chunk gets unloaded a lot in your worlds, when the turtle digs down to bedrock? Or do you use chunkloaders or never leave the area?
inc0gni10 #335
Posted 23 July 2013 - 05:55 PM
In my situation, I would afk within 3-4 chunks away. But also I know the entire area of the farm is chunkloaded by chicken chunks.

My turtle isn't going down to bedrock, I'll have to test if it is looking for two blocks to be empty or what.

Edit: I just witnessed the turtle move to check on the growth of the tree, as I'm not using bonemeal. Tree hasn't grown, yet the turtle dug the saplings, dug the right side 2 blocks of dirt. Then went on the bottom side of the 2 remaining blocks of dirt. Moving back and forth under them turning to the right then back to the left. Finally destroyed the dirt above it, went moving around some more. And ended up digging down till next empty block. flowing water was included as a non-empty block.

Hope this helps.
unobtanium #336
Posted 24 July 2013 - 04:07 AM
Ohwww!! Yeah, now i know where the problem is…
I was allways looking into the code and said to myself: "This should work fine" but it seems that the problem occurs more global then i tough.
jimmy99099099 #337
Posted 26 July 2013 - 06:08 PM
Tree hasn't grown, yet the turtle dug the saplings,

Im getting this same problem. He just keeps planting and breaking continuously without the tree growing…
kathars1s #338
Posted 27 July 2013 - 10:33 AM
Same thing is happening to me, but now it's stuck in an infinite digging loop.

As soon as I run the program it will say it was interrupted and start digging straight down 2 blocks wide until bedrock. If I let it go all the way down and break it when it stops, it will start again the next time I place it and start the program. It doesn't matter how high I place the turtle. I tried placing it on top of a fir tree thinking it would go back to normal after cutting the tree to the base, but it kept going until bedrock :/

Is there any way to cancel it's last command? Using the Ctrl+t method only pauses it, when I run the program after that it starts digging again.

edit~ Even deleting the program and redownloading it didn't help. Seems it saves it's state somewhere. Is there a way to clear the session persistance?

I'm working around it now using "SingleProgram for the Turtle UWC Beta Version 0.9.0 (stable, no session persistence):

It works fine if using bonemeal but do not have a skeleton farm yet. When using expanded farm without bonemeal, it places sapling, waits for what seems like 30 seconds, then breaks saplings and replaces them instead of pausing to wait for the tree to grow.

Is there a way to fix that, besides using a skeleton farm? The nearest one i've found so far is 300 blocks away :/
unobtanium #339
Posted 28 July 2013 - 10:56 AM
I am finally going to invest some time into the program again. In the last 4 hours i fixed and improved all three building programs. The turtle is now persistent against any blocks in its way. So even if you dont having a flat ground, the turtle should be able to handle it and build everything properly.
I am now going to fix the turtle digging down to bedrock. I hope that i can fix it without letting the turtle carry one dirt block with it.
unobtanium #340
Posted 28 July 2013 - 11:27 AM
Okay guys! I need some help with the "digging down to bedrock"-bug. I cant replicate the problem by myself…
What i want: If you are having this problem and you terminated the program, i want you to tipe into the turtle:

edit uwcsavepoint
Send me a message here with what appears on your screen then.
saladin1980 #341
Posted 28 July 2013 - 10:02 PM
ok well this is how it goes down for me.. I have just expanded the farm from standard and using rednet to control it.. I get 8.0 expanded in that file… Now when I tell it to start it goes throught the motions of placing saplings then it does not do that and proced to mining down … I hope this helps you out bc this is nutz:( I am using the latest version as of this posting… for both computer and turtle… I am going to try with the normal single and see if that works… ok well I tried again tore it all down and now it says 10.0 and standard and well I dunno it started to dig to the bedrock again never planted anything at all… this time also was no computer involved just turtle
Edited on 28 July 2013 - 08:42 PM
unobtanium #342
Posted 29 July 2013 - 07:22 AM
Thank you very much. I worked around a bit, improved the session persistence and maybe even found the solution for the digging down bug.
I still having it a prerelease until people dont complain about this bug anymore.
craftblockian #343
Posted 29 July 2013 - 03:21 PM
My turtle collects the saplings and bonemeal fine, but as soon as it goes out to place the saplings for the tree, it starts digging down instead of up. However, this only seems to happen when it goes to plant the saplings, it works fine if there is a tree there already. Is this still the "dig down to bedrock bug"? By the way, I am using the extended farm option with no variables, if that makes any difference. I am using the FTB ultimate pack.
unobtanium #344
Posted 29 July 2013 - 03:39 PM
Telling me which version you are using would be once of the most helpful information… (shown at the top in the main menu)
And yes. it would be the "digging down to bedrock" bug :S
craftblockian #345
Posted 29 July 2013 - 03:44 PM
I am using the beta 0.9.5 prerelease. Sorry for not specifying earlier.
unobtanium #346
Posted 29 July 2013 - 04:40 PM
When did you downloaded it? Do you know that? Because i just recently updated it and maybe it is fixed, but maybe it isnt.
edit: I changed the name to "0.9.5 prerelease A" maybe that way i can keep track of it.
craftblockian #347
Posted 29 July 2013 - 05:14 PM
I downloaded this morning, about 4 hours ago.
unobtanium #348
Posted 29 July 2013 - 05:33 PM
Damn. At that point it should have been fix :S I will have to go get back into the code…
craftblockian #349
Posted 29 July 2013 - 05:57 PM
Good luck :lol:/>
saladin1980 #350
Posted 29 July 2013 - 05:58 PM
Dude this sucks I SOOO wish this would work like it did now I can't get thing to work as I stated above … I am in a mp with my group and we had so much wood and missing the saplings so I said I will just expand then this happed:( I hope fixed soon the one I am using something I made but does not work that great miss yours:)
unobtanium #351
Posted 29 July 2013 - 06:22 PM
:D/> Hehe, yeah i hope that it is fixing itself soon as well… just kidding. I try to get a work around. Added a check before letting the turtle going to work. Maybe that does it :S Version 0.9.5 B out tho!
craftblockian #352
Posted 29 July 2013 - 07:08 PM
How do you delete the old program from the turtle so that you can download the new one?
unobtanium #353
Posted 29 July 2013 - 07:14 PM
If you called your program "startup" then:


delete startup

Then you can download it again.
craftblockian #354
Posted 29 July 2013 - 07:18 PM
Thanks. The turtle is no longer mining to bedrock, it says Prevented: Digging down to bedrock! But at the same time, it is not planting saplings even though it says it is and putting bonemeal "on" the nonexistent saplings. But congrats on fixing the bedrock bug :D/>
unobtanium #355
Posted 29 July 2013 - 07:23 PM
Can you check really quick, how many items the turtle has in slot 1 and 2 as well as which slot the turtle selects when (should) placing the saplings?
craftblockian #356
Posted 29 July 2013 - 07:31 PM
There are 46 saplings in slot 1, and 64 bonemeal in slot 2. The turtle selects the saplings when it should be planting the saplings.
unobtanium #357
Posted 29 July 2013 - 07:36 PM
Then i dont get it why it doesnt plant the saplings :S
That doesnt make any these :3
I added a while loop for the placing, so maybe that fixes it. I dont have this problem myself, so you have to tell me if it works or not ;D
craftblockian #358
Posted 29 July 2013 - 07:43 PM
Now it just stops and says that its placing saplings. (but alas, it is still not.)
unobtanium #359
Posted 29 July 2013 - 07:46 PM
Then it is a bug! Are you using dirt? Or an other kind of block from an other mod? If not then try to reinstall CC :S
craftblockian #360
Posted 29 July 2013 - 07:52 PM
Yep, I'm using dirt. I reset and planted a tree first, and am testing it right now. I will edit this once done. Edit 1: Still not working :/ it cut down the tree without any problem, but when it goes to plant the fir sapling, it just froze up there.
unobtanium #361
Posted 29 July 2013 - 07:56 PM
It is too late right now in my timezone… 2 o'clock in the morning.
My only solution for this: Try an other turtle, restart your client/server, reinstalling ComputerCraft again. In that order :P/>

edit: It is supposed to just "stop". I tries to place every 0.5 seconds a sapling if it failed before.
craftblockian #362
Posted 29 July 2013 - 08:02 PM
Okay, thanks for the help. I'll tell you my results tomorrow.
saladin1980 #363
Posted 30 July 2013 - 12:29 AM
I am in holding patern till this is fixed as your system is the best and easiest I like it ALTHOUGHT have to get it to work LOL
unobtanium #364
Posted 30 July 2013 - 05:24 AM
Okay, i am back. If you are still here, then tell me what you got ;D
Also: I just updated the stand alone version, not the rednet one! Keep that in mind! I will update the rednet version if everything else works, because i dont want to copy the whole code every time and delete various parts, which the rednet version doesnt need.
craftblockian #365
Posted 30 July 2013 - 10:45 AM
Okay, I tested the turtle in my single player FTB test world and it worked fine, so it is probably just the server I play on. :/ Thanks for all the help. Edit 1: I remade the farm and now it works on my server to! Thanks Unobtainium!
unobtanium #366
Posted 30 July 2013 - 03:01 PM
Ah! Finally good news :D/>
So i probably make some more improvements and release 0.9.5 soon!

Thanks Unobtainium!
Someone knows :P/>
saladin1980 #367
Posted 31 July 2013 - 02:40 AM
ok well I am about to try it out again and see if it works I will put it on there and see how it goes… *crossing fingers*
unobtanium #368
Posted 31 July 2013 - 06:05 AM
Nice to hear, that you give a one more chance.

I am sorry for everybody having trouble with it!
inc0gni10 #369
Posted 02 August 2013 - 06:42 PM
after running overnight, I came on to see that a single sapling grew. I'm not saying its ur problem. Just letting you know about the only bug I've seen.
unobtanium #370
Posted 03 August 2013 - 12:53 AM
Well, it is my program and a lot of people are using it, so it accually really is "my" problem ^^
Can you tell me more about it? Were there more saplings on the platform or just the single one for the 1x1 tall tree? Were there even wood blocks which aren't cut? More input is needed :3
inc0gni10 #371
Posted 03 August 2013 - 06:52 PM
There were 4 saplings, yet above one sapling a tree had grown. I thought there was some minecraft mechanic not registering all for saplings with it grows the tree. Diagram of where turte and tree was:

Trurtle: C
Tree: T
Dirt: D

DT
DD

C



I've had this happen again, tree grew in same place as first time. So perhaps it is your problem. As I've stated, all 4 dirt blocks had a sapling. The turtle was in front of sapling chest needing saplings the second time I saw the problem. I goofed and had my AE system taking them all. I have to say, looks like the dig to bedrock bug has been fixed. Thank you Unobtanium.
unobtanium #372
Posted 03 August 2013 - 07:05 PM
Which kind of tree are you using? What happend before the turtle planted the four saplings? Did it removed old saplings or did it dig down the last tree or did i came from the base?


I am very glad that the bug is fixed as well ;D
inc0gni10 #373
Posted 03 August 2013 - 09:36 PM
After seeing the 1x1 tree grow, gave the turtle some saplings. It left the base and removed the saplings, and replaced them. Did not chop the 1x1 tree. Fir tree is what I'm using.
unobtanium #374
Posted 04 August 2013 - 03:45 AM
Okay, here is the deal: Because the turtle places the sapling in the top right the first, i might have happend, that this tree naturally grew, while the turtle was placing the other three ones.
Chop down the 1x1 tree (the turtle wont get rid of it!) and test if this problem occures more then once again. Which version of ftb are you using?
inc0gni10 #375
Posted 04 August 2013 - 09:22 AM
Ultimate v1.1.2, logged in this morning and everything looked good. Need to build a few more to have a fermenter constantly running though, lol. Currently have two systems going.
unobtanium #376
Posted 04 August 2013 - 09:39 AM
Allright! So tell me if it happens again, otherwise i will let it be a rare chance of the tree to grow too early… nothing i can do about it.
inc0gni10 #377
Posted 04 August 2013 - 02:00 PM
Well, here it is again. This time different place. I screenshoted it this time so you can see, along with the turtle's console.




unobtanium #378
Posted 04 August 2013 - 03:55 PM
I have no clue anymore…

Look at this code here:

  if turtle.detectUp() then
   saveSavePoint(101)
   turtle.turnRight()
  else
   saveSavePoint(2)
   back()
   print("ERROR!!! No tree above!")
   print("Prevented: Digging down to bedrock!")
   return
  end
It is sitting right under the tree, check if a block is above the turtle or not. If not, then something failed (and i dont know why as well…) and it will replant all saplings. If there is a block above it is going to chop down the tree.

Are you playing on a server or singleplayer?
inc0gni10 #379
Posted 04 August 2013 - 04:39 PM
I'm on a server.

Is that function being called when the turtle is on one dirt block or both dirt blocks? As I've seen when placing saplings it turns for the 'right' two saplings.

My impression, that is being called on one dirt block ( checking for the 2x2 had grown) therefore can't tell if a 1x1 grew somewhere else.

Edit: I should also say this is a private server. Only a friend and I play.
xInDiGo #380
Posted 07 August 2013 - 01:16 PM
edited
unobtanium #381
Posted 07 August 2013 - 02:15 PM
Hu?
What's up, indigo! Spit it out ;D
sentinel618 #382
Posted 10 August 2013 - 08:30 AM
I cannot praise this program enough, been using it for around a week now and have enough logs to last me forever!

I did have one or two teething issues though. Following selecks tutorial video and building the standard farm first, followed by the expanded one caused a couple issues;

The standard farm did not correctly complete, the trough at the bottom was only one single block, i built four farm, each pointing in a different cardinal direction and the same thing happened on every ocassion. On checking the turtle, he had exactly enough resouces (in my case stone bricks) left to manually finish the trough.

When upgrading from standard to expanded, the turtle did not complete the dirt platform and again had exactly enough resources left to do so manually.

I consider two minor issue a huge success given the sheer awesomeness that is this program!

One thing I did discover though is that you must face EAST when building the bonemeal version of the farm if you want 2x2 trees (i used Fir), no other direction will work unless you allow the tree to grow naturally.

Finally, I have just one question, is it possible to configure the turtle to use Deep Storage Units in place of chests? I have the logs piped from the top chest into a DPS and then into more pipes to some furnaces. Also due to the rediculous number of saplings, I have another DPS alongside the sapling chest.

I am more than happy to take screens if required to better explain what I mean.

Thank you for such an awesome program!!

Chris (Sentinel618)
unobtanium #383
Posted 10 August 2013 - 09:08 AM
Yeah, please add some screenshots. I just can barely imagine what happend (tought my english is taking a huge part of it why i dont…)
Unfortunatly, Seleck's video is outdated, and if you want a expanded farm anyways, you should have build it right away.
However, i will look into the other programs again, when you give me some screens to fix the problems. (I am playing with the tought to delete the standard farm out of the program :S)

Why does it have to face east? It doesn't accually check the wood block, because of the four different types of fir tree blocks. It accually checks for the sapling in front of it.

Don't know if i ever add some mod-to-mod compatibility, even tought it would be cool and a lot of other people wanted to see this as well. But it would be kinda time consuming to get into these mods as well and then find a perfect way to interact correctly with them…
sentinel618 #384
Posted 10 August 2013 - 12:39 PM
I got a little picture-happy so my apologies!

Selecks video is no longer 100% accurate but it gives an idea of the materials required for the farm, something which I could not find anywhere else and other than a couple of menu options which have changed, his video is still valid.

I had no idea what I required nor enough space initially to make the standard farm and needed the power working so I built the standard then once i'd gathered more mats, I expanded.

Picture #1 - Showing two prepared plots, one facing North, the other East.




Picture #2 - The items and the order they were placed into each Turtle.




Picture #3 - Both Turtles getting to work on Standard Farms




Picture #4 - The finished farms, as mentioned, the troughs at the bottom have not been built on either farm aside from a single block (circled).




Picture #5 - Inventory of each turtle, both with 14 stone bricks left.




Picture #6 - After manually adding the blocks.




Picture #7 - Finished inventory of one of the turtles, I forget which this was however both were identical. You can also see at the right the obsidian pipe where the dirt would normally be.




Picture #8 - I assume it's either an SMP problem or something specific to my server as in this picture, both trees grow as normal. However the problem I experienced was that when trying to apply bonemeal to any sapling other than the South-Western? one would not work, which is why I posted initially that it had to be east facing.




Picture #9 - My own farm, which I had to build facing East. I boxed off the 'working' area and you can see the DPS units to collect logs and saplings.





Edit: fixed some typos.
Edited on 10 August 2013 - 10:42 AM
aex243 #385
Posted 11 August 2013 - 12:56 AM
can we use other sapling like jungle one :)/> ?
sentinel618 #386
Posted 11 August 2013 - 04:07 AM
You can use other saplings however you then run the risk of branches and things which the turtle will not look for and which can then hinder the growth of the next tree.

I personally tried sweet chestnut as they do not have branches either, in the hope of also getting a chestnut yield but the trees (at least in the bonemeal version of the farm) are replaced so quickly only a couple of nuts drop.
Furious1964 #387
Posted 11 August 2013 - 09:08 PM
The pastebin code is borked, it didn't even finish and is missing 10 pipes and 17 blocks. Please fix this.

EDIT: OK, built the expanded farm and was left with 119 blocks and the 4 dirt blocks to place manually.

And please tell me what the iron pipe is for as it leads to nothing.

Plus, how do you prevent the turtle from stopping when you log off and back on again?

One filal question: Can this be linked to an ME Storage System?
sentinel618 #388
Posted 12 August 2013 - 11:05 AM
I believe I can answer some of these questions.

The pastebin link seems to work fine for me and I assume as you got the farm built you managed to resolve whatever the issue was.

No idea about the 119 blocks left over but the 4 dirt blocks is something i mentioned earlier too.

The iron pipe is essentially a 'blocker' to stop anything going that particular direction, i thought it was ingenious myself but i'm impressed by simple things :P/>

You will need to use a chunk loader or equivalent to keep the turtle working while you're out of range or not logged on, though I also notice it was prone to stopping in inconvenient locations, like 3/4 of the way up a tall tree when i was working in the same area and had not logged off.

It *can* be linked to an ME system but not natively, i.e. you'd need to connect an import bus onto the chest in question and have it import into your system that way.

Hopefully I helped answer some of the questions.
inc0gni10 #389
Posted 13 August 2013 - 07:42 PM
I'm still having the issue of a single 1x1 tree growing instead of 2x2. And I think I found out why….

When the turtle needs to refuel, it leaves 3 saplings on the dirt, not 4. So I think a single tree is growing doing the refuel period.
Shawnluc #390
Posted 14 August 2013 - 01:17 PM
Has anyone been able to find a sapling that works with FTB Unleashed 1.5.2? I have tried several and cant seem to get a 2x2 to grow.
ughzug #391
Posted 07 September 2013 - 01:25 PM
Has anyone been able to find a sapling that works with FTB Unleashed 1.5.2? I have tried several and cant seem to get a 2x2 to grow.

this
unobtanium #392
Posted 07 September 2013 - 06:34 PM
Hello everyone,
i am sorry that i am not answering lately.
I want to know now if everything works fine for you and if not i might go into it again to release the final version 1.0.0 to get this epic project finished.
Sincerly
unobtanium
SuperZorro #393
Posted 13 September 2013 - 06:47 AM
It's not working with the latest FTB Unleashed.

It almost builds the farms correctly, so that's not a huge problem. The small farm had 1 pipe connected wrong if I remember correctly. Also it kept one coal in inv slot 1, that took me forever to find out was causing it to not start at all.

However, it seems as if it doesn't recognize the saplings. I use Douglas Fir, but it keeps planting them, and then destroying them, until it runs out of saplings. Then it goes back to the chest at waits for more. If I plant the tree, it chops it down correctly. (possibly a list of working saplings would suffice).

Btw, I tried both with and without bonemeal. I am really hoping to get this working without bonemeal, since I don't have a way of reliably getting them. Maybe parking it in front of the sapling, and checking for a tree once a minute?
unobtanium #394
Posted 13 September 2013 - 07:57 AM
Hey there. Well that is bad news that it doesnt work in the newest version of ftb.

i allready considered to remove the small farm completely, but i dont know how many players really use it.
Which pipe exactly doesnt get placed?
The coal might not be used because it doesnt need it. You also should have took it out after it finished the farm (or do you mean something else?)

I just recommand Fir Tree! And these dont grow naturally if the turtle is staying right in front of the saplings, which is the reason why i dont let it stay there.
unobtanium #395
Posted 14 October 2013 - 10:27 AM
I cant find any fir tree saplings in ftb unleashed anymore.
Does someone know an different kind of 2x2 tree without brances and a decent height (yet another overpowered tree)???
dronf #396
Posted 14 October 2013 - 08:59 PM
I'm guessing that this changed because a lot more packs are using Biomes O' Plenty, instead of ExtraBiomesXL. I think in BOP that certain trees can do 2x2, but only in the proper biome. There isn't a non-forestry tree that will automatically work 2x2 no matter what, anymore.
unobtanium #397
Posted 15 October 2013 - 10:54 AM
I found a silverwood fir tree (if i remember correctly), which kinda works like the old fir one.
Does someone know a tall and high 1x1 tree? Or does someone know a 3x3 tree which can be created with bonemeal?
swg18 #398
Posted 19 October 2013 - 12:36 PM
This is a great program though I am having a problem with the furnace setup spewing charcoal everywhere the simplest fix I found was to use a transposer/filter and pneumatic tubes as they only pull enough charcoal to fill the inventory.
unobtanium #399
Posted 20 October 2013 - 05:05 AM
I dont know what happen, but this program might be broken in ftb unleashed.
The only time charcoal would have spit out in the past was, when the chest was filled up with it.
swg18 #400
Posted 25 October 2013 - 06:52 AM
I fixed the problem for some reason the wooden pipe had attached to and was pulling coal from the the chest rather than the furnace. There was too much coal so it was filling up the furnace and overflowing.
unobtanium #401
Posted 25 October 2013 - 05:16 PM
Does someone know a nice 2x2 tree in the new ftb unleashed which would work with this program (or some minor tweaks)?
unobtanium #402
Posted 10 November 2013 - 04:56 PM
Nobody? Otherwise i wait for FTB 1.7 in which spruce trees can grow straight 2x2 >.<
bygrxce #403
Posted 14 November 2013 - 12:27 AM
I just spent several hours trying to get it to work on FTB Unleashed and there is no tree that will work. Perhaps you could adjust something so that the turtle can farm 1x1 trees. Probably spruce or fir trees, they grow straight and true. Haha.
SkeletonPunk #404
Posted 29 November 2013 - 11:30 AM
THERE IS FIR TREES I'VE SEEN THEM AND TAKEN THERE SAPLINGS IN FTB 1.1.7… they can grow 2x2.
Letherin #405
Posted 06 December 2013 - 07:20 PM
I am trying to use this, with 1x1 trees .. I can't find Fir .. it's planting 4 trees right next to each other and bonemealing them every 2 minutes. Then sitting there, doesn't seem to be working at all.

Any suggestions ?

Nevermind, I see the Fir trees insta-grow and it checks, then decides this tree won't do that - so it waits. Great job on that ;)/>
Letherin #406
Posted 06 December 2013 - 08:44 PM
1x1 trees without bonemeal won't grow planted right next to each other… 1 tree will stop the rest no ?

The turtle only checks 1 of the 4 trees and sits back and waits another 2 minutes after that.
unobtanium #407
Posted 07 December 2013 - 11:24 AM
Thats right. It was really unfortunate that they removed ExtraBiomesXL with the Fir Trees in the Unleashed Pack, because they were incredible awesome.
I hope the new packages are going to have it in them again, otherwise i might have to use Spruce Trees (can grow 2x2 in the new minecraft version allready).
Other then that: I am having plans on making an other logging program, which might be even more efficent then this one. But i wont touch the UWC for that, so the programs are going to be different ones.
Crazyeyeschase #408
Posted 09 December 2013 - 10:55 PM
Sorry if this has already been addressed however when using the rednet versions both PC and turtle the turtle will chop the tree down and then continue to dig past the 2x2 dirt stand. Is their a fix for this or are you looking into this?
unobtanium #409
Posted 20 December 2013 - 04:18 AM
Oh i had this problem some months ago, but fixed it just in the single turtle (just a workaround) and let it test if it worked for everybody.
Since nobody said anything anymore i asume that everything works fine now.
I still didnt updated the rednet version, so i apologize and want to you to wait some days, because this program is cellebrating its first annieversary in 8 days and i am going to make some changes :P/>
Archimedes #410
Posted 28 December 2013 - 02:17 AM
I've been running UWC for a while, and it seems since I've set up a farm of four of these turtles, I continue to run into a problem, third time it has happen. I have left it off to run for a few hours, with a chunk loader keeping the chunks loaded, but it runs perfect fine for a while, but a few hours after I log out from my server, I recieve errors on all of my turtles, not at the same time, but its the same error for all of them: "startup:339: Too long without yielding", This usuall happens mid way through the destruction of the tree; screen shots will be provided.





I greatly appreciate any help anyone might be able to provide.

PS. This is FTB Ultimate v1.1.2
unobtanium #411
Posted 28 December 2013 - 07:54 AM
I googled around a bit and found a rather bad work around. Download the new version and try it out.
You are playing singleplayer or multiplayer?
Edited on 28 December 2013 - 06:55 AM
Archimedes #412
Posted 28 December 2013 - 01:48 PM
Alright, I'll give it a shot of downloading the new version; Quick Question, when was this new version released, as I might of already have gotten it. I am using a Multiplayer Server.
Archimedes #413
Posted 28 December 2013 - 02:02 PM
I just ran the program, after reinstalling it, It presented with the same error almost instantly, it didn't even finish placing the four fir saplings.
unobtanium #414
Posted 28 December 2013 - 03:15 PM
I just changed it and wrote the post like i do now.
Next try to fix it. Try it out again please.

edit: Maybe the server is lagging and causing this issue.
Edited on 28 December 2013 - 02:16 PM
ugster #415
Posted 02 February 2014 - 10:15 AM
Is there any way I can change this to mine 1x1 trees automatically? That would suffice for me and I could use it in unleashed.
Thanks!
unobtanium #416
Posted 03 February 2014 - 07:53 PM
I am sorry, this is currently not possible. You could use the manual single tree 1x1 version, but that probably not what you are looking for :S
In one months or so i might take some time and redo this little masterpiece ;D