Melee Turtle doesn't work

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WaterTipper

New Member
Jul 29, 2019
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Instead of slapping the zombies myself, I decided to put a Melee Turtle to make my life easier.
However, when I'm away from the turtle, it doesn't work some of the time. (No, the chunk IS loaded)
How can I fix this?


Here's the code for the turtle:
Code:
while true do
  turtle.attack()
  turtle.suck()
  itemcount = turtle.getItemCount(16)
  if itemcount ~= 0 then
      for i=1,16 do
        turtle.select(i)
        turtle.dropDown()
      end
      turtle.select(1)
  end
end
 

BlackFire

New Member
Jul 29, 2019
344
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are you running it as "startup"?

p.s. you don't need suck(), attack() automatically picks up the drops from mobs
 

Zarkov

Well-Known Member
Mar 22, 2013
428
176
69
You may want a "sleep(.1)" after the attack statement. It seems loops without sleeping causes issues from what I've seen.
 

Revemohl

New Member
Jul 29, 2019
595
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0
1.4.7? The turtle needs to be under what it's attacking for it to work, for whatever reason. That got fixed in the 1.5.x builds.
 

natnif36

New Member
Jul 29, 2019
623
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There was some kind of problem with that build, that meant that their attack radius in front of then was 0.
That what caused this problem.
What's oddest is that it was working on ultimate 1.1.0, but nt now.

And may I recommend high energy pellet launchers for mob killing?
 

ScottulusMaximus

New Member
Jul 29, 2019
1,533
-1
1
How are you spawning Zombies?? If you're using Soul Shards and you and the spawner are in the overworld and in SSP they won't spawn if you are more than 16 chunks away ( and YES I KNOW a T5 is supposed to but it doesn't!!! please don't argue). To fix this put the spawner in another dimension that is chunkloaded it will work fine...

ShadwDrgn himself postingf on MCF:-
"Doesn't matter. He's right. This is bugged. For the time being it looks like if you're too far away vanilla mechanics will despawn the mob. I used to reflect and make mobs persistant to get around this, but that appears to not be working now. This was a risky workaround anyway. I will have to try to come up with some better method"
 

egor66

New Member
Jul 29, 2019
1,235
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0
1.4.7? The turtle needs to be under what it's attacking for it to work, for whatever reason. That got fixed in the 1.5.x builds.
thats not true I use inline turtles many times in 147, on same lvl as mobs & times stacked turtles IE 2 turtles one on top of the other at the end of a water course, so that they hit upper & lower body of mob at same time, its one way to save 2 turtles.

Edit but I never used Ulti 147 pack so could be bug in that pack version alone.
 

WaterTipper

New Member
Jul 29, 2019
97
0
0
are you running it as "startup"?

p.s. you don't need suck(), attack() automatically picks up the drops from mobs

You may want a "sleep(.1)" after the attack statement. It seems loops without sleeping causes issues from what I've seen.

1.4.7? The turtle needs to be under what it's attacking for it to work, for whatever reason. That got fixed in the 1.5.x builds.

I will try all of those, thanks!

How far away from the turtle are you? And how are the zombies being spawned?

How are you spawning Zombies?? If you're using Soul Shards and you and the spawner are in the overworld and in SSP they won't spawn if you are more than 16 chunks away ( and YES I KNOW a T5 is supposed to but it doesn't!!! please don't argue). To fix this put the spawner in another dimension that is chunkloaded it will work fine...
It's not like I'm thousand chunks away and using a Chunk Loader; I'm just about fifty blocks away from the turtle, tending to my apiaries.
Chunk loading issues shouldn't be a problem, I think.
 

namiasdf

New Member
Jul 29, 2019
2,183
0
0
How are you spawning Zombies?? If you're using Soul Shards and you and the spawner are in the overworld and in SSP they won't spawn if you are more than 16 chunks away ( and YES I KNOW a T5 is supposed to but it doesn't!!! please don't argue). To fix this put the spawner in another dimension that is chunkloaded it will work fine...

ShadwDrgn himself postingf on MCF:-
"Doesn't matter. He's right. This is bugged. For the time being it looks like if you're too far away vanilla mechanics will despawn the mob. I used to reflect and make mobs persistant to get around this, but that appears to not be working now. This was a risky workaround anyway. I will have to try to come up with some better method"

Question:

I have a rather large spawner, near the edge of my base. Would throwing a chunk loader under it prevent the random despawns that occur if you're not within the 32 blocks or whatever?

(There is the chance to despawn, despite being in spawn range of a player. I am not referring to being further than max spawn distance and the despawn that results due to that distance)
 

ScottulusMaximus

New Member
Jul 29, 2019
1,533
-1
1
I will try all of those, thanks!




It's not like I'm thousand chunks away and using a Chunk Loader; I'm just about fifty blocks away from the turtle, tending to my apiaries.
Chunk loading issues shouldn't be a problem, I think.

Ok just checking cos this issue messed up one of my builds...[DOUBLEPOST=1372785764][/DOUBLEPOST]
Question:

I have a rather large spawner, near the edge of my base. Would throwing a chunk loader under it prevent the random despawns that occur if you're not within the 32 blocks or whatever?

(There is the chance to despawn, despite being in spawn range of a player. I am not referring to being further than max spawn distance and the despawn that results due to that distance)

Not sure what governs the despawn mechanic, but I doubt it would make any difference to be honest...