Creates enderchests filled with fuel and one for dumping. Supplies each new turtle with one of each.
In this program you can see each turtle only mines a column straight down to bedrock then returns to base to drop resources. Without some serious modification of the code, there's absolutely no way to guarantee that each newly created turtle will have the amount of fuel needed in order to reach it's designated digging spot and go back to base. What would end up happening is that some of the turtles will get stuck in mid-air with no fuel to continue operating, and just clogging up the air-space for the turtles that do have enough fuel to continue operating.
This program was made when Turtles did not require fuel, and will probably still work if you enable that option in the CC config, but to actually manage a self-replicating turtle swarm mining program is a DAUNTING programming task filled with challenges at every step of the way. First, since turtles started requiring refueling, the most efficient method of mining with turtles in regards to fuel consumption is the rabbit-hole method, where each turtle goes and mines in a sort-of checkerboard pattern a hole straight down, and mines everything that don't match the "noise" blocks you programmed the turtle to ignore, in all four directions. Each "turn" of the turtle does not consume additional fuel, only the actual digging and moving up/down/sideways consume fuel. That way each turtle mines a + sign pattern. By clever distribution of turtles, you can mine an entire chunk, not leave one block unmined, and consume as few fuel as possible. Now for the creation of turtles, that's easy to do, there's all sorts of automation nowadays to automatically construct the things, and it's not really that hard to auto-install programs in them, and also name them too. But you'd need to program some sort of pathfinding algorithm for the swarm, so each turtle knew it's relative coordinates in relation to eachother (which you can do via rednet), in order to avoid collision, which is a very hard thing to do, and also every newly created, named and programmed turtle must know exactly where it would need to go and mine down, and also request enough fuel to complete the operation to go there, and get back with the resources, which is extremely tricky to do. Relative coordinates via RedNet GPS helps, but don't solve the problem altogether - especially as you get farther and farther away from Home Base and the location of the GPS, so you would need to continuously expand the GPS network along with the swarm, which means auto-production of advanced computers, wireless modems, etc... You'd also need to update every turtle that ever was created with new coordinates every time they got back to home base, and make sure that no other turtle has been given the same relative coordinates as any other turtle, which is also a very hard thing to do. You could do it less efficiently fuel-wise and only make it so the turtles continue to mine exactly like in the video, which would make pathfinding and coordinate-giving easier, but still non-trivial.
It's no coincidence that no-one i know so far has managed to create such self-replicating world eater turtle design with respects to fuel, pathfinding and constantly updating new coordinates for every turtle - especially since the production of new turtles can and will rise indefinitely as more turtles are introduced in the swarm and more resources gathered. If it was easy someone would have already done it inside the new fuel-requiring environment, but so far i haven't seen a design that does work indefinitely and continuously out of it's own resources. If you introduce outside fuel production for the new turtles being created, that might ease the problem. But still, it doesn't solve the problem you have when more than one turtle returns to main base at the same time, which is also something you have to program for and avoid happening.
There are plenty of swarm programs, though. Just not self-replicating ones and self-expanding ones. And they deal with many of the problems i've outlined above, but not all of them, and as a result are very complicated, and many times, not as efficient as more traditional turtle-mining programs, or even the Buildcraft Quarry when supplied with appropriate power. They're still an interesting programming challenge for those who want to go up to the challenge. Me? My LUA skills are barely even enough to understand the code written in these programs. I could never write a program like that on my own, but i am familiar with the hurdles the turtle programmers go through to make possible for turtles to do what they do, at least enough to know that there isn't a simple "fix" you can apply to some old code and make a functional world-eater/skynet.