Behemoth
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20
Behemoth/Left/Blue 1.YOLOL
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Behemoth/Left/Blue 1.YOLOL
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mn=20 mx=100 stp=20 if:td then goto2end if:ti then goto3end goto1
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a=(:turtle-stp)<mn :turtle=(:turtle-stp)*(1-a)+mn*a goto1
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a=(:turtle+stp)>mx :turtle=(:turtle+stp)*(1-a)+mx*a goto1
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// :turtle = Turtle Button
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// :ti = Turtle Increase Button
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// :td = Turtle Decrease Button
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Behemoth/Left/Blue 2.YOLOL
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Behemoth/Left/Blue 2.YOLOL
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mn=5 mx=90 stp=5 if:sld then goto2end if:sli then goto3end goto1
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a=(:sleep-stp)<mn :sleep=(:sleep-stp)*(1-a)+mn*a goto1
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a=(:sleep+stp)>mx :sleep=(:sleep+stp)*(1-a)+mx*a goto1
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// :sleep = Sleep Timer
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// :sli = Sleep Increase Button
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// :sld = Sleep Height Decrease Button
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Behemoth/Left/Blue 3.YOLOL
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Behemoth/Left/Blue 3.YOLOL
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mn=2 mx=30 stp=1 if:hhd then goto2end if:hhi then goto3end goto1
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a=(:hover-stp)<mn :hover=(:hover-stp)*(1-a)+mn*a goto1
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a=(:hover+stp)>mx :hover=(:hover+stp)*(1-a)+mx*a goto1
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// :hover = Hover Height
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// :hhi = Hover Height Increase Button
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// :hhd = Hover Height Decrease Button
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Behemoth/Left/Blue 4.YOLOL
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Behemoth/Left/Blue 4.YOLOL
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mn=.1 mx=.3 stp=.001 if :tsd then goto2end if :tsi then goto3end goto1
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a=(:ts-stp)<mn :ts=(:ts-stp)*(1-a)+mn*a goto1
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a=(:ts+stp)>mx :ts=(:ts+stp)*(1-a)+mx*a goto1
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// :depth = Shortest RF Depth
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// :mdi = Mining Depth Increase Button
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// :mdd = Mining Depth Decrease Button
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Behemoth/Left/Blue 5.YOLOL
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Behemoth/Left/Blue 5.YOLOL
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mn=1000 mx=6000 stp=1000 if:cd then goto2end if:ci then goto3end goto1
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a=(:collectors-stp)<mn :collectors=(:collectors-stp)*(1-a)+mn*a goto1
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a=(:collectors+stp)>mx :collectors=(:collectors+stp)*(1-a)+mx*a goto1
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// :collectors = Collectors Power
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// :ci = Collectors Power Increase Button
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// :cd = Collectors Power Decrease Button
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Behemoth/Left/Blue 6.YOLOL
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Behemoth/Left/Blue 6.YOLOL
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mn=5 mx=100 stp=5 if :csd then goto2end if :csi then goto3end goto1
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a=(:crawlspeed-stp)<mn :crawlspeed=(:crawlspeed-stp)*(1-a)+mn*a goto1
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a=(:crawlspeed+stp)>mx :crawlspeed=(:crawlspeed+stp)*(1-a)+mx*a goto1
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// :crawlspeed = Crawl Speed Multiplier
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// :csi = Crawp Speed Increase Button
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// :csd = Crawp Speed Decrease Button
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Behemoth/Left/MEM1.MEMORY
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Behemoth/Left/MEM1.MEMORY
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h = 0
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h1 = 0
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avg = 0
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ta = 0
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e = 0
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ChipField6 = 0
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ChipField7 = 0
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ChipField8 = 0
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ChipField9 = 0
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ChipField10 = 0
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Behemoth/Left/MEM2.MEMORY
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Behemoth/Left/MEM2.MEMORY
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md = 21
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sa1 = 0
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sa2 = 0
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sa3 = 0
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sa4 = 0
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sa5 = 0
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dsa = 0
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mo = 0
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as = 0
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os = 0
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20
Behemoth/Left/Orange 1.YOLOL
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Behemoth/Left/Orange 1.YOLOL
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:os=30*((:md-:dsa)>30)+(:md-:dsa)<30 :e=:dsa-(:md-:dsa) goto1
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// :os = Offset
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// :md = Mining Depth
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// :dsa = Distance Smart Average
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// :e = Preset / Bias value
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Behemoth/Left/Orange 2.YOLOL
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Behemoth/Left/Orange 2.YOLOL
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:crawlspeed=:crawlspeed-(((:avg-:ta)*(:spd>0.1)*(:spd<0.2))) goto1
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// :crawlspeed = Dynamic Crawl Speed
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// :avg = Average Speed
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// :ta = Target Average Speed
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// :spd = Speedometer Speed
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Behemoth/Left/Orange 3.YOLOL
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Behemoth/Left/Orange 3.YOLOL
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x=10 y=x-1
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s=:spd :avg=a a=(a*y+s)/x goto2
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// x = Amount of linereads to average speed
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// :spd = Speedometer Speed
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// :avg = Average Speed
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20
Behemoth/Left/Orange 4.YOLOL
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Behemoth/Left/Orange 4.YOLOL
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t=50 i=2.5 c=0 goto(1+((:dsa>=:md)*(:spd==0)))*:crwl
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goto(2+(c++>t)-((:spd>0)*2))*:crwl
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:crawlspeed+=i c=0 goto1
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// t = Delay on how long to wait before increasing CrawlSpeed
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// i = Amount to increase CrawlSpeed
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// :dsa = Distance Smart Average
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// :md = Mining Depth
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// :spd = Speedometer Speed
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// :crwl = Auto-Crawl Butto
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// :crawlspeed = Dynamic Crawl Speed
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20
Behemoth/Left/Orange 5.YOLOL
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Behemoth/Left/Orange 5.YOLOL
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:crawlspeed=15 goto1+:crwl
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:crwlf=100 :crwlb=500*(:avg-:ta)*(1+(:md-:dsa)) goto1+:crwl
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// :crawlspeed = Dynamic Crawl Speed
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// :crwl = Auto-Crawl Button
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// :crwlf = Crawl Forward Lever
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// :crwlb = Crawl Backward Lever
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// :avg = Average Speed
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// :ta = Target Average Speed
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// :md = Mining Depth
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// :dsa = Distance Smart Average
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Behemoth/Left/Orange 6.YOLOL
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Behemoth/Left/Orange 6.YOLOL
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:dsa=(:sa1+:sa2+:sa3+:sa4+:sa5)/10 goto1
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// dsa = Distance smart average
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// sa(#) = The clamped and combined values of the range finders
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// essentially making DSA an average of the range finders, removing
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// outliers to prevent ore catchup.
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