Hi Birgit
Interesting proposition you have there. I checked the links you posted in other places, I didn't quite understand until I saw your
YT video link
I had a play around with [urlhttps://github.com/BiLachner/TurtleMiner]your own mod[/url] very quickly, I like what you've done there :-)
Also, what is the target age group...?
To your points on the other thread:
1. Customizing the turtle will not be possible if you keep it as a node. Using
a cuboid mob would be more suitable perhaps?
2. You've already made a starter remote, but I guess we'll need more than that! The interface we see in ComputerCraft is more flexible that what I expect formspecs could do.... though I am not done exploring that front yet. Manually controlling the turtle is a bit pointless, automation is what we need...
3. There's a point where choosing to type is probably better for the educational goal than trying to use blocks... I am not so enamoured with Scratch but that's maybe just me. But for the very basics, using icons for a
simple, specific set of tasks makes sense. Turning, digging, placing; and taking one of those actions on a particular set of conditions would make sense to me.
But creating instructions with standard blocks could be interesting: Literally build the program by placing blocks in the world, after having laid down a "circuit board" layer. A turtle could find a nearby circuit board and "load" its information. Dunno. Just an idea off the top of my head as a way to deal with the limitations of formspecs for this... also, it could be a way of allowing students to work together on a same program?
4. As I said above, I would rather get the pupils typing, building actual Lua mods, but maybe via use of a purpose designed API...
Certainly giving them a proper editor (even if it's just Geany) would be better than depending on editing in the formspec boxes...
A pseudocode example:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
local myturtle = codetest:giveme("turtle1") -- this is actually a table for holding set of turtle instructions, which can be parsed by the turtle's "intelligence"
-- turtles would automatically walk so no need to tell them to do so
myturtle:if_we_find("tree"):chop() -- add to a stack of operations
myturtle:if_we_find("water"):turn("left")
When placing the turtle, you can tell it which file to load, and via dofile() it will call up that code, without needing to leave the game. Can be expanded upon.
Just ideas. It's late, I'm tired, I don;t know if I'm making sense :-P