Turtle Tips for a Slow Computer?

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RedLion86

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Jul 29, 2019
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I had turtles working a few updates ago, and I just ran into this problem after I tried building a new system as well... and apparently, the solution is kind of silly.
Just put the turtles under what they're supposed to attack.
It worked! Thanks Revemohl!
 

Revemohl

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Jul 29, 2019
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The problem with that is that one turtle alone won't be enough to deal with a T5 spawner, so you might have to get a little more creative than funneling everything into a point or using a Mystcraft portal.
I'm pretty sure that's a bug, though. I just had a turtle with a mob stuck in front of them, and doing turtle.attack() returned false for whatever reason.
 

RedLion86

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Jul 29, 2019
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Yeah, I noticed the speed issue. I'm dropping the skeletons a good distance so the turtle can 1-hit them, but I still can't leave it on for too long. Eventually I'll have to redesign it -- maybe switch to a 3x3 hole and use 9 turtles? -- but as a temporary solution to keep me stocked up on coal, XP, and skulls, it seems to be working fine.
 

Guswut

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Jul 29, 2019
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Yeah, I noticed the speed issue. I'm dropping the skeletons a good distance so the turtle can 1-hit them, but I still can't leave it on for too long. Eventually I'll have to redesign it -- maybe switch to a 3x3 hole and use 9 turtles? -- but as a temporary solution to keep me stocked up on coal, XP, and skulls, it seems to be working fine.

Is it a T5 spawner?

Drop the print commands, first off. See if that helps.

Try making the sleep command a bit shorter, but you're pretty much near the most useful value for that now.

After that, design your grinder so that the rear of the turtle is a chest, then fill the turtle up with stone blocks and remove the for loop for voiding stuff from its inventory (ask if you want me to post a modified version of the code). When it attacks something, it sucks up the loot, and then automatically drops it behind itself. Right into that chest.

That is the fastest a single turtle can be, and that works perfectly well on my T5 wither skeleton spawner.
 

RedLion86

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Jul 29, 2019
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Is it a T5 spawner?

Drop the print commands, first off. See if that helps.

Try making the sleep command a bit shorter, but you're pretty much near the most useful value for that now.

After that, design your grinder so that the rear of the turtle is a chest, then fill the turtle up with stone blocks and remove the for loop for voiding stuff from its inventory (ask if you want me to post a modified version of the code). When it attacks something, it sucks up the loot, and then automatically drops it behind itself. Right into that chest.

That is the fastest a single turtle can be, and that works perfectly well on my T5 wither skeleton spawner.

Yes it's a T5. Not using print commands. I forget if I went with sleep(1) or sleep(0.2) but I can mess around with it. I'm not using any drop commands at all; the items get pulled out of the turtle by a transposer.

The problem is that the skeletons are getting clogged in the water-flow system that gets them into the 1x1 area. I've got a bit of experience dealing with that problem in Vanilla, but with a T5 spawner there's just more of everything. So I can't leave it on for too long without tons of entities clogging it up and ruining my frame rates. Widening the hole seems to be the best option, but if anyone has other design suggestions, let me know.
 

Guswut

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Jul 29, 2019
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Yes it's a T5. Not using print commands. I forget if I went with sleep(1) or sleep(0.2) but I can mess around with it. I'm not using any drop commands at all; the items get pulled out of the turtle by a transposer.

Go with sleep(0.1) as that is the fastest I've seen working without being buggy/causing issues.

The problem is that the skeletons are getting clogged in the water-flow system that gets them into the 1x1 area. I've got a bit of experience dealing with that problem in Vanilla, but with a T5 spawner there's just more of everything. So I can't leave it on for too long without tons of entities clogging it up and ruining my frame rates. Widening the hole seems to be the best option, but if anyone has other design suggestions, let me know.

Mm, that is strange. What I currently have is a system that allows skeletons to spawn in a 9x4x9 box, which then are moved by flowing water into a 1x3x1 channel into the middle of the room (which they fall into and cannot get out of because of signs stopping the water flow). From there, the channel moves them forward until it nears the drop spot. Before the drop, there is a one space of non-water flow where skeletons build up and end up pushing each other off (allows them to always have the same health when they fall), and then they land in the murderpit/killzone.
 

RedLion86

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Jul 29, 2019
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With your spawning area only 4 blocks high, are you still getting T5-level rates? I know that would definitely slow down a Vanilla spawner, but I'm not 100% sure how those mechanics work with Soul Shards.
 

Guswut

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Jul 29, 2019
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With your spawning area only 4 blocks high, are you still getting T5-level rates? I know that would definitely slow down a Vanilla spawner, but I'm not 100% sure how those mechanics work with Soul Shards.

My understanding is that the T5 spawn area is 9x3x9, although I may be mistaken. When I get around to building a new setup, I'll try making it a 9x9x9 (with a redwire cable down the middle) cube and seeing if my turtle can keep up.
 

RedLion86

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Jul 29, 2019
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Right, but -- at least in Vanilla -- a spawner won't spawn new mobs if there are already 6 mobs within a 17x9x17 area (centered on the spawner). So, for the best possible rates, you need to drop the mobs down 6 or 7 blocks to get them out of that zone as quickly as possible. But again, I have no idea if Soul Shards change that.
 

Guswut

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Jul 29, 2019
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Right, but -- at least in Vanilla -- a spawner won't spawn new mobs if there are already 6 mobs within a 17x9x17 area (centered on the spawner). So, for the best possible rates, you need to drop the mobs down 6 or 7 blocks to get them out of that zone as quickly as possible. But again, I have no idea if Soul Shards change that.

Ah, that is a good point. I'll try making the drop channel ten blocks deep and see if that causes the spawn rate to become crazy-fast.