changes for deprecated ui methods - recolor milo - make turtle scripts run again - mob rancher improvements
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@@ -1,6 +1,15 @@
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--[[
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Breed either cows or sheep.
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Must be run on a mob with the same height.
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Changed to use a 2-high mob (smaller mobs may work ?)
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Updated due to entity.look working correctly now.
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The mob looks head-on to the lever. Make sure the
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lever is accessible by the mob.
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Laser is now optional - if no laser, the mobs will be
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punched (or provide a stick). Best mob may be a
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skeleton (unlimited ammo).
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Feeding hand has been changed to off-hand.
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]]
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local Array = require('opus.array')
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@@ -21,7 +30,7 @@ local WALK_SPEED = 1.5
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neural.assertModules({
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'plethora:sensor',
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'plethora:scanner',
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'plethora:laser',
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--'plethora:laser',
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'plethora:kinetic',
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'plethora:introspection',
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})
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@@ -29,27 +38,27 @@ neural.assertModules({
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local fed = { }
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local function resupply()
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local slot = neural.getEquipment().list()[1]
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local slot = neural.getEquipment().list()[2]
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if slot and slot.count > 32 then
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return
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end
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print('resupplying')
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for _ = 1, 2 do
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local dispenser = Map.find(neural.scan(), 'name', 'minecraft:dispenser')
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local dispenser = Map.find(neural.scan(), 'name', 'minecraft:lever')
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if not dispenser then
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print('dispenser not found')
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break
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end
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if math.abs(dispenser.x) <= 1 and math.abs(dispenser.z) <= 1 then
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neural.lookAt(dispenser)
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neural.lookAt({ x = dispenser.x, y = dispenser.y, z = dispenser.z })
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for _ = 1, 8 do
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neural.use(0, 'off')
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os.sleep(.2)
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neural.getEquipment().suck(1, 64)
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neural.getEquipment().suck(2, 64)
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end
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break
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else
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neural.walkTo({ x = dispenser.x, y = 0, z = dispenser.z }, WALK_SPEED)
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neural.walkTo({ x = dispenser.x, y = 0, z = dispenser.z }, WALK_SPEED, .5)
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end
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end
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end
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@@ -63,18 +72,22 @@ local function breed(entity)
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entity = neural.getMetaByID(entity.id)
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if entity then
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neural.lookAt(entity)
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neural.use(1)
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neural.use(1, 'off')
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os.sleep(.1)
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end
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end
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local function kill(entity)
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print('killing')
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neural.walkTo(entity, WALK_SPEED, 2.5)
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neural.walkTo(entity, WALK_SPEED, (neural.fire or neural.shoot) and 2.5 or .5)
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entity = neural.getMetaByID(entity.id)
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if entity then
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neural.lookAt(entity)
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neural.fireAt({ x = entity.x, y = 0, z = entity.z })
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if neural.fire or neural.shoot then
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neural.shootAt(entity)
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else
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neural.swing()
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end
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Sound.play('entity.firework.launch')
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os.sleep(.2)
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end
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