The first time, I moved the mod as a whole into a subdirectory, and loaded/closed minecraft, to wipe LittleHelpers. I had placed it down, to see how it works, if it needed to be rotated, what have you. It crashed immediately, before it had even rendered.
The second time, I placed it directly where it was meant to go, in a chicken pen. The second time, like the first time, it crashed, and it crashed when I tried to load it. The second time, I used World Edit to scrape it away. After that, it worked perfectly fine.
So I do love the mod. I just figure this is a step towards success, and I look forward to seeing the progress on this mod. It's excellent so far.
this bug has been reported on several occasions and i have stated on several occasions that this mod has been abandoned, are you saying that after removing the block using another software that you went back into the world placed the block again in the same place and it worked perfectly?
@lunchboxxx19 That is one convoluted sentence. I'll try to clarify. I removed the block via World edit (deletion, what have you). The world worked fine. If I left the block in place, it would crash the game every time, as I opened the world. So in summary, now that I have deleted the block, the world otherwise works fine. I can craft the block, but if I place it, it crashes, and stays crashed until the mod is uninstalled, or the block itself is removed with world edit. Does that help?
EDIT: It seems to be going on, with the breeder as well.
Ladies and Gents, just a teaser, I'm rewriting the mod as I lost the source. I will scan the thread to hopefully make sure that I don't repeat any bugs Once I get closer to completion I'll start to give status updates.
Always. Modders love ideas even if we don't put them all in the final mod
Edit: Also, sorry for the lag time between forum checks, I've been in the code almost non-stop between work and family. So, I'm hoping to get a product out for testing soon. I'll need beta testers if I can get some *raised hands* I'll keep track of the user names and send a mass invite to the first 10 people when I get something worth testing.
An update for those who are waiting on such things.
EDIT: Breeder and Farm Hand Fix is in the OP!! Get it while it's hot!
As suggested in the comments above, I've decompiled the 1.7.2/1.7.10 version of the LittleHelpers mod.
What does this mean? It means that my completion time of the new version has been drastically cut down. However, now that I have my source back, I'm probably going to fix the bugs in the old version first. With it in working order, I will then continue working on the new version that will boast several new features in addition to all of the old ones (and some config changes).
Get to the plan already!
Okay okay, So, I'm going to fix the breeder and fisher in the current released version. Then I'm going to work on the new features that will be released in a whole new mod LittleHelpers Reborn, which won't be compatible with the first version, sorry.
Thanks to everyone... who sent letters of encouragement and even the ones just nagging me to fix bugs. All of that, and the new found time have made it possible to get back into the modding scene.
Alrighty, I think that just about covers all of the game breaking bugs brought on by 1.7.10 changes. I really hate it when they remove stuff But usually when they do they're making things easier for us in the long run.
I'll admit I was half expecting this mod to add some kind of mob or animal that helps "LittleHelpers" just seems so cute of a name to me haha
Yea..... Wait until you update to 1.8. >_< So much worse then 1.7.10 lol.
Yeah you're not the only one My abilities then weren't quite the caliber required to actually create mobs that did actions. Roaming birds and animals? Sure, but not intelligent entities that would actually do things and keep track of what they're doing If you like that, maybe you should stay tuned for LittleHelpersReborn (A complete rewrite of LittleHelpers that will strive to be a fill-fledged, but still lower tier, automation mod.)