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.)
Unfortunately I can't do better but I do think it's looks half like one of those Lego characters. xD Maybe it needs more dimension.
I'm terrible at artsy stuff. I made that model just so I wouldn't have a floating cube wandering around. Almost none of the anatomy is crucial, except the bottom (vacuum).
For everyone
For the next big release, LittleHelpers 2.0, the automation blocks that people are used to will only serve as inventory hubs or docking stations for the WittleWobots as I've come to call them. Other than that the Wobots will take care of business as usual. Not sure about their methods of work for each task yet, but I've got a few ideas. Nothing outlandish, somewhere within the realm of having a barely working robot that only knows a few rudimentary tasks.
ok i've been thinking about this for a couple days now and i think aside from tree, fish, crop and tool compatibility you could also add in an option for the metal extractor to pull mod ores from railcraft and its poor ores (gives nuggets instead of ingots) or other big mods that add ores that i don't use. got the latest update and it's great to see the breeder and farmhand working. what bugs were in the fisher? mine worked perfectly.
personally i don't like the robot helpers, they look cool and all don't get me wrong but i use the mod "the erebus" and it adds in ants that work for you and the ai is terrible, i have the mod "buildcraft" and they add in robots that do work for you and the ai is once again terrible for them. now i'm not saying you'll write terrible ai code, no what i'm tryna say is that ai code in general has in my experience been far less efficient that blocks like the ones you have now but whether or not you decide to implement them is your decision but please continue to update the current version you have now.
now my block idea is simple, a woodsaw, this would pull wood logs from an attached inventory and cut them into eight planks and turn one plank into four sticks. this effectivly doubles the output. it would also require a saw blade to use and would have the same uses as a magnet it could be crafted as such -
ok i've been thinking about this for a couple days now and i think aside from tree, fish, crop and tool compatibility you could also add in an option for the metal extractor to pull mod ores from railcraft and its poor ores (gives nuggets instead of ingots) or other big mods that add ores that i don't use. got the latest update and it's great to see the breeder and farmhand working. what bugs were in the fisher? mine worked perfectly.
personally i don't like the robot helpers, they look cool and all don't get me wrong but i use the mod "the erebus" and it adds in ants that work for you and the ai is terrible, i have the mod "buildcraft" and they add in robots that do work for you and the ai is once again terrible for them. now i'm not saying you'll write terrible ai code, no what i'm tryna say is that ai code in general has in my experience been far less efficient that blocks like the ones you have now but whether or not you decide to implement them is your decision but please continue to update the current version you have now.
now my block idea is simple, a woodsaw, this would pull wood logs from an attached inventory and cut them into eight planks and turn one plank into four sticks. this effectivly doubles the output. it would also require a saw blade to use and would have the same uses as a magnet it could be crafted as such -
ii=iron ingot
f=flint
f-ii-f
ii-ii-ii
f-ii-f
I understand your concern, however I won't be using AI in the sense that you're talking about. The way the blocks worked before is how the robots will work. No free will. If nothing related to their task is in their area they will unload their inventory or pick up loose items in their area and then unload. It's not AI, just a hierarchy of tasks.
YASM - Yet another saw mill. Honestly if I were to build this, it would probably be closer to 150% output vs 200%. I guess I'm kinda biased because I never use sawmills in any mods I've played. Wood is so easy to get even when playing something like skyblock. But I'm not harping on you, just letting you know my reasons for probably not including a saw mill. Sorry.
Oh, the fisher was super broke. It was overwriting itemstacks due to the inventory sorting algorithm ignoring metadata. And it had no idea what to do with something when it's max stack size was reached. I'm surprised more people didn't see this. However, I guess people don't leave it on for hours with the inventory screen open looking for bugs Oh and I changed the inventory type from vanilla chests to IInventory, Hopefully this means that any inventory you sit next to it will work. Even those super huge ones, let me know if it breaks things please.
I'm pretty sure the Minecraft AI systems don't have ANYTHING to support that kind of thing so it's probably made 100% from scratch and doing something that complex from scratch is VERY hard especially when the game it self doesn't support it, so of course they are buggy and derpy but for the simple fact that they work is pretty awesome and let's face it, having something with an advanced enough AI to be a "helper" like this is pretty cool to play around with so I can't wait to see what the WittleWobots will be like.
Also navybofus, is there a chance you can link the source code? I'd love to check it out and hopefully help out, maybe even update to 1.7.10 for you.
Kk two things and then I've really gotta get back to work AI is hard, but please read the above. About the source code, to not embarrass myself, I'd really like to clean it up a bit, especially now that I'm allowing internal block inventories which are far easier to manage that searching the radius for an inventory to deal with. How about this. Next release I drop I'll also drop the source with it! I've never done that before, but what the hell. Party like a rockstar eh?
Alrighty guys I'm outtie for now, no teasers today sorry. I'm a minecraft weekend coding warrior for now, so updates may slow, but bugs will take priority if you find them.
oh yup, these problems have always done this sort of thing. have you tried a fresh minecraft to see if they work?
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.
welcome back. glad to hear you picked the mod back up. i have a few ideas if you wanna hear them
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.
Features/Feedback! Send it all!
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.
Nice !!
Very nice mod ! If you want me to translate it to French send me a message !
Bye !!!
I saw strange things in my life. Like mirors.
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.)
#cuteWittleWobots
That would be awesome! And it would bring us to 8 translations!
Unless someone can do better... this is what it's going to be.
Awesome model !
I saw strange things in my life. Like mirors.
Why ?
It's a cool little bottle thing !
I assume it's pretty cute and strange at the same time BUT it's cute
And it seems like a little wall-e robot so it's not bad.
Cuteness always wins
I saw strange things in my life. Like mirors.
I'm terrible at artsy stuff. I made that model just so I wouldn't have a floating cube wandering around. Almost none of the anatomy is crucial, except the bottom (vacuum).
For everyone
For the next big release, LittleHelpers 2.0, the automation blocks that people are used to will only serve as inventory hubs or docking stations for the WittleWobots as I've come to call them. Other than that the Wobots will take care of business as usual. Not sure about their methods of work for each task yet, but I've got a few ideas. Nothing outlandish, somewhere within the realm of having a barely working robot that only knows a few rudimentary tasks.
ok i've been thinking about this for a couple days now and i think aside from tree, fish, crop and tool compatibility you could also add in an option for the metal extractor to pull mod ores from railcraft and its poor ores (gives nuggets instead of ingots) or other big mods that add ores that i don't use. got the latest update and it's great to see the breeder and farmhand working. what bugs were in the fisher? mine worked perfectly.
personally i don't like the robot helpers, they look cool and all don't get me wrong but i use the mod "the erebus" and it adds in ants that work for you and the ai is terrible, i have the mod "buildcraft" and they add in robots that do work for you and the ai is once again terrible for them. now i'm not saying you'll write terrible ai code, no what i'm tryna say is that ai code in general has in my experience been far less efficient that blocks like the ones you have now but whether or not you decide to implement them is your decision but please continue to update the current version you have now.
now my block idea is simple, a woodsaw, this would pull wood logs from an attached inventory and cut them into eight planks and turn one plank into four sticks. this effectivly doubles the output. it would also require a saw blade to use and would have the same uses as a magnet it could be crafted as such -
ii=iron ingot
f=flint
f-ii-f
ii-ii-ii
f-ii-f
It is already 1.7.10 I use it in my personnal modpack
I saw strange things in my life. Like mirors.
I understand your concern, however I won't be using AI in the sense that you're talking about. The way the blocks worked before is how the robots will work. No free will. If nothing related to their task is in their area they will unload their inventory or pick up loose items in their area and then unload. It's not AI, just a hierarchy of tasks.
YASM - Yet another saw mill. Honestly if I were to build this, it would probably be closer to 150% output vs 200%. I guess I'm kinda biased because I never use sawmills in any mods I've played. Wood is so easy to get even when playing something like skyblock. But I'm not harping on you, just letting you know my reasons for probably not including a saw mill. Sorry.
Oh, the fisher was super broke. It was overwriting itemstacks due to the inventory sorting algorithm ignoring metadata. And it had no idea what to do with something when it's max stack size was reached. I'm surprised more people didn't see this. However, I guess people don't leave it on for hours with the inventory screen open looking for bugs Oh and I changed the inventory type from vanilla chests to IInventory, Hopefully this means that any inventory you sit next to it will work. Even those super huge ones, let me know if it breaks things please.
Kk two things and then I've really gotta get back to work AI is hard, but please read the above. About the source code, to not embarrass myself, I'd really like to clean it up a bit, especially now that I'm allowing internal block inventories which are far easier to manage that searching the radius for an inventory to deal with. How about this. Next release I drop I'll also drop the source with it! I've never done that before, but what the hell. Party like a rockstar eh?
Alrighty guys I'm outtie for now, no teasers today sorry. I'm a minecraft weekend coding warrior for now, so updates may slow, but bugs will take priority if you find them.
could you please make it for 1.7.10?
It is
does this work on 1.7.10
Hi and hello how do i use breakers i do not understand why?