Currently on the github no 'crashes' are reported by the cause of RemoteIO and there are only a few issues. If you want to say that something is unstable thats fine, but you should really let the dev know if you find any, because if they arent known about they can't be fixed. I will be porting the mod to 1.8.9 for the time being and then any bugs that ARE reported will get a bugfix update in 1.7.10. I just need to actually know of them not have people tell me not to use the mod....
You convinced me, sorry about the rant. Its just that, that i haven't seen a mod this crashy for a long time, and it does make problems quite often, and the main features about 50% of the time just don't work. But i will put it back, and report all bugs Just make sure to read them all, because there is a wave coming
Also, i got mad because it corrupted my whole world and didn't give out a log, so that's the reason for why i called it buggy and crashy, because it was to that time, but i will try the 2.4.0 beta, see if that is better, as it seems the connection issue was fixed.
I solved a major problem with AE2 cables "breaking" due to chunk unloading with Remote IO. I have a massive (235 block square footprint) base and needed AE2 terminals in far flung parts of the castle. I originally ran cables but the connection proved unstable. Research showed the problem was due to cables not working if the chunk they are in unloads. AE2 does have quantum rings but the connection is 1:1 due to the singularities and I needed 1:n.
I've tried AE2 Stuff's wireless connector but it's power use goes up exponentially with distance and is subject to buggy power drains if their chunk unloads and reloads. It's also mainly a 1:1 connection.
So I made a location card, then bound it to a controller block. The remote stations connect to a remote interface. Each interface got an AE2 network transfer card and a remote access upgrade. Right-clinking the card on the interface activates it. Powering the remote networks was as easy as tesseract or equivalent to energy acceptor, assuming that's necessary. I found that you have to place the connecting cable after setting up the interface to link them correctly.
Now for the request:
Remote inventories should work on more than just the player or chest-like blocks. Backpacks from several mods, Project Red bags, and RFTools modular storage could also be supplied and/or drained from this way. Basically you "craft" the wireless transmitter with the item to bind the transmitter, hopefully without destroying the item! Then you use the transmitter on the remote inventory to link it. Forestry backpacks are very nice to use with this since they can, in turn, supply you with torches, saplings, dirt, stone, etc.
AE2 power can go through the remote IO blocks, so the energy acceptor system I thought I needed wasn't. The remote interface connections are proving ephemeral, though. I can use the location card on the block and it works, but only for a short while. I can't walk away and come back to a solid connection. Is there a better way to do this?
I tried setting the linking card to a connected dense cable, but it has the same problem... the remote connection breaks if I walk away. Having a controller block surrounded by dense cable also fails.
The AE remote connections are proving very flaky. I have an interface linked to a controller with cable running up and down from it. The connection simply can't stay open more than about 15 seconds, usually less, without breaking.