Just pushed out v1.2.1. Mainly major bug fixes, plus some additional features that don't have a use yet
Fully implemented Crate block and tiers (not yet used)
Better determination of whether a Block can stack inside a crate or not (plants, hoppers, etc) Improved render performance for Blocks placed in world. Should fix reported FPS issues with large amounts of items, among other render issues (#11, #13)
Fixed more issues with mod inventory interaction (#16)
Expanded the available localization
[/b]Fixed bug where breaking the controller would cause a crash (#20)
Fixed more issues with mod interaction (NOTE: Embers Item Pipes currently don't interact properly, a fix is being worked on!) (#21)
[/b][/b]Items now render on the top of crates, as well as the sides (#23)
Added Pyramid sorting type
Added ability to offset controller bounds via GUI (#22, #24)
Added Controller Interface blocks that connect to the controller of any boundary they touch, and provide another block to insert/pull items from (#25)
I put up the same construction again, smashed buttons like a pro, but the mod was stable. But then I was like: "No! This can't be! There must be a bug!!" so I attached 3 hoppers to the storage controller, all filling in stone at the same time, aaaaand it crashed when I changed sorting mode. =)
Description: Exception ticking world
Latest update fixes this by making it so you can't break things
Great idea. Can see this meshing really well with mods like Immersive Engineering. Some problems and thoughts.
A server I play on trialled this in a developing mod pack. In multiplayer, the controller interface doesn't respond to any input except Show Boundaries. Size, offset and sorting type are ignored. The interface doesn't "remember" changes and they are back at default the next time you look.
In single player, I easily crashed the client by piping things in or out with an EnderIO conduit.
Some blocks (e.g. torches) when placed manually inside the zone result in an "unknown" crate with the black/purple default texture.
The offset feature seems way powerful. You can fly giant piles off stuff around for miles, including into and through other people's houses. I would limit the possible offset size to a chunk away at most. Or make it so that only empty controllers can have their offset/size adjusted. Or make it so that the offset can't be moved into solid blocks at all. Or all of the above.
Had some weirdness occurring when I placed a controller in a zone with tallgrass. Perhaps the controller should require an entirely empty space and glow red before it becomes active.
Like others, I'd like to see higher items-per-crate. Especially torches, which it thinks are a block and stores one-per-crate.
Version 1.4 is hot of the presses, bringing with it the new Blocks I've been teasing!
Blockvayors: Conveyor belts that move Blocks physically in the world
Gravity Inducer: Causes any block placed in front of it to fall like Sand or Gravel
Itemizer: Causes any block placed in front of it to drop as an Item
Simplified Controller recipe
Fixed Mods like WAILA/HWYLA displaying incorrect Block names (#38)
Fixed issues with bad item drops/bad item rendering (#39)