- Use the Forge Installer (build 1045+) -Get Forge-
- Place ShetiPhianCore into your mods folder.
- Place EnderTanks into your mods folder.
To get the most out of EnderTanks you'll also need to install a mod with liquid transport like BuildCraft and ThermalExpansion.
Old Versions
NOTE: All Adf.ly links belong to Forge, they are not mine and I do not receive anything from them.
[1.5.2]EnderTanks v1.6.jar
ForgeAPI Universal v7.8.0 Build #684
[1.5.1]EnderTanks v1.5.jar
ForgeAPI Universal v7.7.1 Build #652
[1.4.7]EnderTanks v1.4.jar
ForgeAPI Universal v6.6.0 Build #517
WARNING Do not use RedPower Fluid Pipes, even though they will connect in these versions, liquid is lost when pumping in.
[1.4.7]EnderTanks v1.2.jar
ForgeAPI Universal v6.6.0 Build #517
[1.4.7]EnderTanks v1.1.jar
ForgeAPI Universal v6.6.0 Build #517
[1.4.6]EnderTanks v1.01.jar
ForgeAPI Universal v6.5.0 Build #498
There are many ways to move Liquids through dimensions and DireWolf20 has shown us some very creative ones (I liked his most recent one using turtles). But none are simple or compact.
After setting up a bucket system using EnderStorage by Chicken_Bones, I started wishing he would make a liquid version. Then thought why should he have to? there are other modders perfectly capable of doing so. So I did
The symmetry between EnderChest+Pouch inspired me to do the same with EnderTank+Bucket.
- EnderTanks will share storage with all other EnderTanks on the same network with the same color code.
- Clicking on a color band with a dye will change the tanks color code, and clicking on the tank with a diamond will move it to your personal network.
- When a tank is broken the color code is remembered, but not the network. Instead if the tank was on a private network the diamond used is dropped. A broken tank does not lose the liquid inside, even if it was the only one on the map.
- Liquids can be pumped in/out by connecting a pipe to the top/bottom. Buckets can also be used for manual filling/emptying.
- They also respond to redstone, while powered they will syphon from a tank above and/or empty into a tank bellow.
- To retrieve network and storage information just Right click on the tank.
- Any color of wool can be use in the recipe and will yield an EnderTank with all three color bands preset to the color of the wool used.
- You can also combined any EnderTank with a wool block to receive one will all the bands set to the wool color.
----------------------------------------------------------------------------------------------------
- EnderBuckets are the portable counterpart to EnderTanks, they have access to the same liquids as the EnderTank(s) in which they share a network and color code.
- Sneak + right clicking on an EnderTank will set the bucket to the tanks color and network
- Liquids can be picked up by right clicking and placed with Sneak + right clicking
- In creative mode: The EnderBucket will act as an infinite source allowing you to place the liquid without decreasing the amount inside. (must have at least a buckets worth of liquid inside)
- Right click to display network and storage information.
It will also act as an endless void, allowing you to pickup a liquid without increasing the the amount inside. (must have at least a buckets worth of space inside)
- Any color of wool can be use in the recipe and will yield an EnderBucket with all three color bands preset to the color of the wool used.
- You can also combined any EnderBucket with a wool block to receive one will all the bands set to the wool color.
- Crafting is limited to only 16 color codes (all three colors the same) You need to make an EnderTank and Sneak + right click to access all 4096 codes and private networks.
----------------------------------------------------------------------------------------------------
Expand the storage capacity of a tank.
- EnderPearls add 8 more buckets, while EyesOfEnder add 16 more.
- This allow you to expand a tank from 32 buckets to 256. (14 Eyes, or 28 Pearls, or any combo of the two)
- This is a permanent increase for the tankid (network+colorcode), so if applied to a red/red/red tank on the global network, all red/red/red tanks on the global network get the upgrade.
- Changing the network or color code will change the capacity to what ever the new tankid has.
Pre-Minecraft 1.5
For JohnSmith by Freakscar
For Tiny Pixels by Vova Gendel
Do NOT not load a 1.6 world that had EnderTanks because the item form of the block wont correctly map to the block.
- Tank item doesn't have an icon
- Beaking a tank drops nothing
- Using creative mode pick block on a tank crashes the game
My best guess is its an incomplete Forge feature because it should be working, everything is registered the same between 1.6 and 1.7.
--
EnderIO incorrectly connects to the sides of tanks and "fills" them, this will result in loss. Only connect pipes to the top and bottom of the tanks.
--
V1.6 and older
RedPower Fluid Pipes:
Due to RP2 directly calling ILiquidTank.fill(LiquidStack, boolean) instead of using ITankContainer.fill(ForgeDirection, LiquidStack, boolean) the liquid is lost.
NOTE: this should be fixed in 1.7 due to the new ForgeFluid system, but was unable to test because there isn't a RedPower release
Rev15
- Cleaned up the jar. An error in my newest build script cause some test files to make it into the rev14 jar that may cause mod incompatibility and/or crashes.
Rev14
- Minecraft 1.7.2 Support
- New, mod wide, version number system. Should eliminate confusion with Minecraft version numbers.
- Removed Thaumcraft Support (Only until it has an updated API)
- Do NOT use on a 1.6 world that contained EnderTanks. (see Known Compatibility Issues for details)
V1.7d
- Fixed WAILA support
- Fixed Standalone compatibility (no more errors if you don't have the BuildCraft API)
- More Minecraft 1.7 prep work, this should be the last 1.6 version needed before upgrading to 1.7
V1.7c
- Added WAILA support, with it installed you can get the tanks info just by looking at it
- Minecraft 1.7 prep work, If you want to keep your EnderBuckets when you update your world to 1.7 you must use this version first
V1.7b
- Fixed Bug preventing pipes from connecting to EnderTanks
- Fixed Bug preventing EnderBuckets from interacting with other tanks and devices
V1.7
- Minecraft 1.6.2
- Tank capacity can now be expanded
- Uses new Forge Fluid Registry, tries to auto resolve old liquids. use "/etank" if upgrading from an old world
V1.6
- Minecraft 1.5.2
- Tanks now hold 32 buckets (very popular request)
- Compiled with SrgNames so it should work with future minor Minecraft version updates too
V1.5
- Minecraft 1.5.1
- BugFix: EnderBuckets couldn't place liquids after compiled (reflection error )
V1.4
- Added config option to change item used for making tanks personal
- Added two more BuildCraft gate triggers, "Over Half Full" and "Under Half Full"
- EnderTanks now respond to redstone, while powered they will syphon from a tank above and/or empty into a tank bellow.
V1.3
- Small improvement to the way EnderBuckets place liquids into another liquid. Functions more like regular buckets now.
- RedPower Fluid Pipes no longer connect to EnderTanks. This is a temporary fix to the liquid loss when pumped in and will be reverted once it works correctly.
V1.2
- Added EnderBuckets
- You can no longer change the color bands of private tanks you don't own
- Owned Tanks can only be broken by the owner
- Added BuildCraft logic gate support
- In the config there is an option to change the color values used on the bands. Any users with color blindness or reduced color sensitivity, can now tweak the bands to values they can clearly distinguish between.
V1.1
- Minecraft 1.4.7
- Added recipe: EnderTank + wool changes all bands to wool color (suggested by xXMrSonXx)
- BugFix: render glitch on EnderTanks obtained through creative mode pick block
V1.01
- Corrected save location for Dedicated Servers
V1.0
- First public release
Video from BLAMETHEGAM3R
Video from xXMrSonXx
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License
- You are NOT allowed to distribute this mod wholly/partly/modified/un-modified, even under a different name.
- You can distribute alternative/pre-configured Configuration files.
- Non-Profit ModPacks ModPacks can distribute this mod, it must be in an unaltered state.
- Video's and Pictures are allowed and encouraged, return links appreciated
- ResourcePacks are free to include replacement textures/sounds/models/etc.
Version 1.6 and Bellow
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License
- No part of this mod can be placed behind a profit system of any kind, whatsoever.
- Your are never to distribute a modified version of EnderTanks (even under a different name)
- Any re-distributions must provide a link to this page
- You can include EnderTanks in your mod packs but you must follow the rules above.
- You can post screen shots and videos, please provide a link to this page. (If you want it on the main page, provide me with a link)
- Texture packs are completely free to include replacement textures.
---------------------------- Special Cases
- Heph (aka HephWins): Permission to include EnderTanks in any of his modpacks.
- Fruzstrated : For the pixel art
- Forge Team : This Mod wouldn't work without you.
- Notch & Jeb : Without your work there would be no mods
- MCP Team : can't thank you enough for cleaning up that obfuscated code.
- Ecu : For creating EnderStorage and giving this mod your official approval
- SirSengir : The BuildCraft GitHub helped solve some tank issues.
18
This mod has been updated from 1.7 to 1.10/1.11! As a result, much of the documentation and file format information has changed. Please be aware of this and read all the available documentation before reporting any issues/bugs!
In these days of MineTweaker and other mods that allow mod-pack creators to customize mods to their heart's content, there's one glaring gap in the tool-set that these authors have. Try as they might, the ability to simply add new items and blocks without knowledge of Java is something that has simply been lacking. Fortunately, that's exactly where Quadrum comes in. By itself, it provides a simple method to add blocks/items with custom properties. Combined with other tweak mods that exist, you have some endless possibilities.
THIS MOD CURRENTLY REQUIRES ResourceLoader!
Usage:
Full usage of this mod can get a little complex, so I encourage you to refer to the documentation on the wiki (Links bellow). In short though, upon first running your game, a block and an item directory can be found in your config folder inside the 'Quadrum' folder. Everything to do with Quadrum happens here.
Inside those block and item folders, you will store your JSON files that dictate what blocks/items should be created (info on that below)
If any part of this or the provided documentation is confusing, please, let me know!
Documentation: PLEASE READ THIS FIRST!
I also have a Trello board setup for Quadrum! Come take a look at where we're headed
Have issues or suggestions? The GitHub Issue Tracker is the place for you!
Installation:
To install the mod simply have forge installed and add it to the mods folder. Load up Minecraft and then look in the config folder to which you should see a 'Quadrum' folder in there is everything you need to start adding your own blocks and items. Need help doing so? Look at the documentation.
Changelog:
0.8.0
Initial update for 1.12
0.7.2
Fixed creative tab definition crashing servers (#35, no, really)
0.7.1
Temporarily disable ability to define custom creative tab. (#35)
0.7.0
Additions:
Added Block Trait for defining Item drops
Added Block Trait for defining required Harvest Level (Tool type and Tool strength)
0.6.0
Additions:
Added Redstone Trait for Blocks
Added Visual Trait for Blocks
Added Particle Trait for Blocks
0.5.0:
Additions:
Added Visual trait for Items
Added gravity tag to Block's Physical trait, allowing it to fall like Sand or Gravel
Changes:
Edible is now Consumable, and supports more generic options like whether it's a food source, and what Item it returns after consumption
0.4.0:
Additions:
Added the edible trait for items, to allow for creating new food sources
Changes:
Re-wrote the internal trait system, again. No changes to file format, but traits can have a defined directly with no variants instead of explicitly defining the default tag. Check the wiki for information
Expanded the Bounding Box trait, now allows for setting both the collision bounding box and the selection bounding box
0.3.0:
Changes:
Behind the scenes changes on how traits are handled, shouldn't affect end user experience
Removed the hard dependency on ResourceLoader as it was causing issues
0.2.0:
Additions:
Added Lore support to blocks
Added Ore Dictionary support to blocks and items
Changes:
File format changes, documentation can be found on the GitHub Wiki
Changed Lore to be an actual trait, with support for variations
0.1.0:
* Initial release
Download for MC1.10
Download for MC1.11
Download for MC1.12
Downloads: The latest version can be found here
Mod Packs:
* Inclusion in mod packs is allowed by default. I only ask for a link back to this thread.
Like what I do here? You can support me in many ways!
* Follow me on Twitter (@dylantweets)
* Support me on Patreon
12
Mod Details
When placed in the world, it designates a defined space in front of it as the 'zone' used to store any Blocks or Items. By default (defaults changeable in the config), a 9x8x8 area is designated. By right-clicking the block, the config GUI will appear, which allows for a couple options, including changing the zone boundaries, and zone offset
The top three numbers designate the zone's X, Y, and Z values respecively
The bottom three numbers designate the zone's X, Y, and Z offset
Other options in this GUI including toggling the visability of the zone boundaries (useful for debugging), and changing the sorting mode of the controller.
The sorting mode handles how blocks are visually stored when in the world. Currently, there are four options, which are ROWS, COLUMNS, PYRAMID, and MESSY, shown here from left to right
Generally, when blocks are placed in the world, they'll look exactly the same as they would if you placed them yourself. There are some differences though. Essentially, the blocks plaed in the world aren't real blocks. They're unable to be broken (unless in creative mode), and won't interact with any other blocks.
Items function the same, but visually will show up as a marked crate, and unlike blocks, can store up to 16 items in one crate (block space).
So how do you interact with the block? Same way you interact with any other inventory. Blocks and items can be piped in and out the same way you'd interact with a chest, using whatever means you desire. Not only that, but blocks in the world can be shift-right-clicked to retrieve them, and any blocks placed inside the controller's zone will be added to the inventory
If you find yourself needing more sides in which to interact with your controller, or want a spot that works better with your setup, you can craft a Controller Interface
The Controller Interface, when placed next to an existing Controller's zone, will directly interface with that Controller's inventory, placing any items/blocks inserted into it into the zone, same as would happen when interacting directly with the controller
When placed properly, the interface will glow green! If it's not placed adjacent to a controller's zone, it will remain gray, and if it's next to more than one controller zone, it will glow red
Utility Blocks
Impractical Storage also adds several utility blocks to make item transportation and storage more fun, while still keeping with the overall style of the mod
First one is the Blockvayor, which, as the name suggests, functions the same as a standard conveyor belt, but moves blocks physically throughout the world. When placed, it faces towards the player
Next, we have the Gravity Inducer. Any block placed in front of it (or moved, say, with a piston or Blockvayor) will drop, as though it were a Sand or Gravel block
Finally, we have the Itemizer. Any block placed in front of it will drop as an Item in the world, ready to be picked up by a Player or Hopper (or any other block)
dropBlocks: Whether the controller should drop all stored blocks when broken, or whether it should keep them placed in the world
Images/Videos:
Really, the best way to experience and understand this mod is to play with it! I'll be providing more information here soon, as I flesh out some of the upcoming mechanics
Changelog
Initial port
1.4.3:
Fixed crash when extracting items from controller
Fixed crash when rendering blocks in world
1.4.2:
Fixed mod not functioning properly on servers
1.4.1:
Fixed crash when itemizing block (#40)
Fixed blocks not using metadata when rendering
Fixed items being lost when extracted (#35)
1.4.0:
Additions:
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
Changes:
Simplified Controller recipe
Fixed Mods like WAILA/HWYLA displaying incorrect Block names (#38)
Fixed issues with bad item drops/bad item rendering (#39)
1.3.4:
Prevent crashes caused by block rendering (#33, #34)
Prevent controller offset/boundaries being changed while controller contains blocks
1.3.3:
Blocks will now stay in world when Controller bounds/offset/sorting mode are adjusted, only dropping if they can no longer fit
1.3.2:
Fixed crash when adjusting controller while blocks are in-world (#31, #32)
Fixed issue where removing crates from the world would allow for item duplication (#30)
1.3.1:
Fixed issue where Refined Storage would display incorrect Item counts when connected to a Controller (#28)
1.3.0:
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)
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)
1.2.1:
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
1.2.0:
Fixed AIOOB exception when setting block bounds to their max (#8)
Allow for numbers to be typed directly when configuring Controller boundaries (#9)
Fixed issues with mods being unable to extract items from Controller (#10, #12)
Give Controller block hardness and resistance values (# 15)
Added Comparator support (#14)
1.1.0:
New config GUI for controller
Ability to set controller bounds in-game
Ability to toggle visible bounds
Ability to set sorting mode in game
Added new sorting mode, columns
1.0.0:
Initial release
Download for MC1.12
Download for MC1.10
Download for MC1.11
Downloads: The latest version can be found here
Mod Packs:
* Inclusion in mod packs is allowed by default. I only ask for a link back to this thread.
Like what I do here? You can support me in many ways!
* Follow me on Twitter (@dylantweets)
* Support me on Patreon
1
I've released v1.1.0! Main post has been updated with a better guide on the different features of the mod
1.1.0:
[/b]New config GUI for controller
Ability to set controller bounds in-game
Ability to toggle visible bounds
Ability to set sorting mode in game
Added new sorting mode, columns
2
1. Not sure if I'm going to do fluid support or not, since there are other mods that do that, but we'll see
2. I've thought about it. For the moment, the boundaries will simply be set via GUI, but it's on my list of maybes
1
Oooh, exciting news everyone!
This mod is now updated for 1.11! As a result, much of the documentation and file format information has changed. Please be aware of this and read all the available documentation before reporting any issues/bugs!
1
For too long, Minecraft worlds have been plagued by inconsistent rain, sometimes going for days, threatening to wash away all forms of life! Well, suffer no longer!
This simple mod allows players and server owners to have a bit more control over when Minecraft rains/storms, and for how long.
Config:
The settings are simple. By modifying the break/duration constant/modulator, you can get more fine-tuned control over weather, while still keeping a sense of randomness. For example, with the values above, the duration of a rain storm could take anywhere from 12000 ticks to 180000 ticks.
: In this video, the modulator values were set to 0, and duration values set to 100
Downloads: All available files can be found here![/i]
Much thanks to CyanideX for the wonderful art that goes into all my mods!
Regarding Mod Packs: I've had a lot of people ask me about mod packs lately, so this is my official say on the matter.Permission is automatically granted, unless a mod pack is found to be breaking a mod's license/the author's wishes regarding packs, in which case permission is automatically revoked.
2
THIS IS AN ALPHA! YOU MAY NOTICE VARIOUS ISSUES, AND A COMPLETE LACK OF CRAFTING RECIPES!
THIS IS PRIMARILY TO GET THE CORE FEATURES OF THE MOD OUT, AND BUG REPORTS COMING IN!
RemoteIO is BACK!
Imagine a world where your contraptions aren't limited by the simple six sides to a block, or the fact that your machine is 50 chunks away from your massive mining operation
Sounds crazy, I know, but RemoteIO makes it possible!
The mod hinges around two key blocks, the Analyzer, and the Remote Interface.
By placing the Analyzer under any block in the world, it instantly becomes available anywhere else in the world. By shift-clicking said block, one can also set it to be broadcast along any several thousand frequencies, ensuring no interruptions, and having everything at your finger tips.
Finally, place down your Remote Interface and connect it to the same frequency. Instantly, your machine becomes accessible, functioning exactly as you would expect the original block to.
But that's not all, craft yourself a Pocket Gadget, and you can access your machine's interface as though you were standing right next to it. Need to smelt something in a hurry? Store some items? The Pocket Gadget is your friend!
Changelog:
More bug fixes!
Fixed crash on loading
Fixed crash on server
Fixed various packet issues
v0.0.4:
More bug fixes!
Overhauled remote block rendering, should fix most if not all of the various rendering issues that have been reported
Remote interface blocks now capture left-clicks on blocks
v0.0.3:
Bug fixes!
Null checks. Fixes #84
Temporarily disable particle spawning on remote interfaces. Fixes #83
v0.0.2:
Various bug fixes, including fixing pocket gadget not retaining set frequency
v0.0.1:
Initial Release
Downloads: The widget I had here wasn't updating to reflect the latest version, so all available versions can be found here instead.
All bugs, issues, or other concerns, can be reported on the Issue Tracker!
Regarding Mod Packs: I've had a lot of people ask me about mod packs lately, so this is my official say on the matter.Permission is automatically granted, unless a mod pack is found to be breaking a mod's license/the author's wishes regarding packs, in which case permission is automatically revoked.
1
19
This simple mod allows players and server owners to fine-tuned control over Minecraft's day/night cycle by being able to control how long each cycle lasts, as well as offering the ability to freeze the sun/moon at a certain point.
Commands are also offered to allow for configuration in-game.
Not only that, but it ensures that a minimal amount of sync issues to provide a smooth experience for the player, and doesn't interfere with the world tick time. What this means is mods that rely on the world time to be consistent won't break.
Changelog:
* [AtomicBlom] Fixed crash upon re-joining Overworld
2.3.2:
* Fix incompatibility with Biomes O' Plenty
2.3.1:
* Temporarily disabled static sun/moon
* First attempt at fixing dimension hotload crash
2.3.0:
* Bug fixes
* Bumped Forge version
2.2.0:
* Removed client-only references
2.1.0:
* Bug fix! Added in-game commands. Added ability to freeze sun/moon at certain point
Config:
Commands:
: In this video, the day duration is set to 100 ticks, and the night duration is set to 50 ticks
Alternate Downloads: The latest version can also be found here if the above widgets haven't updated
Much thanks to CyanideX for the wonderful art that goes into all my mods!
Regarding Mod Packs: I've had a lot of people ask me about mod packs lately, so this is my official say on the matter.Permission is automatically granted, unless a mod pack is found to be breaking a mod's license/the author's wishes regarding packs, in which case permission is automatically revoked.
Like what I do here? You can support me in many ways!
* Follow me on Twitter (@dylantweets)
* Support me on Patreon
35
Remote IO let's the player think outside the blocks; no longer are you limited to only six sides. The concept is simple... the possibilities endless.
The Remote IO's can be linked to any block with an inventory... imagine this: four separate quarries all outputting into a unique Remote IO linked to a single chest. Gone are the days of pipes! You are also able to link the Remote IO to machines and even use them with fluids!
Feel free to leave a comment and share your opinions; what should be changed, added or removed?
Changelog:
* Temporarily removed Redstone support
1.8.1:
* Fixed core-mod issues
1.8.0:
* Added support for CoFH and AE2 wrenches
* Made location chips stackable + added recipe for clearing
* Moved static block rendering out of TESR. Should fix FPS impact
* (#63) Don't open RF GUI with other transfer chips
* (#59) Get proper machine on block break
* (#57) Don't try to set RemoteInventory player on client
* (#62) Null checks galore!
1.7.1:
* Fixed server-side crash
1.7.0:
* Interface now fully transfer all redstone signals between linked blocks
* Intelligent workbench now retains its inventory when GUI is closed
* Remote Inventory is now linked via recipe, to the user bound to the wireless transmitter used
* Re-added simple camouflage upgrade
1.6.7:
* Tweaked active IO block texture for colorblind support
* Removed main/armor toggle from Remote Inventory (was causing issues)
1.6.6:
* Use ME Chest if AE2 Controller is disabled
1.6.5:
* Fixed various dependency issues with IC2
1.6.4:
* Fixed crash when AE2 wasn't installed. Fixes #52
* Added explanatory text to RFConfig
1.6.3:
* Fixed server-side crash
1.6.2:
* Added some missing getAdjustedSide calls
* Added Waila support (blocks with remote camo upgrade will show up as the linked block)
1.6.1:
* Added redstone transfer chip + weak/strong signal transfer (comparator detection now requires this)
1.6.0:
* Added AE2 rv2 support (power/networks)
* Added ability to push RF power out of interface blocks (shift-right click with RF Transfer Chip in hand to configure)
* Added NBT flag to prevent interaction (boolean: locked)
* Added support for comparators
1.5.1:
* Fixed items not being used when interacting with remote block
* Tweaks to block interaction code + (hopefully) fixed AIooB exceptions
1.5.0:
* Added missing resources
* Fixed recipe issues
* Added skylight recipe
* Added intelligent crafting table
* Removed simple camouflage
* Fixed interface block not working in single-player
* Fixed remote access with transmitter and interface block
1.4.3:
* Added ko_KR localization
* Fixed issues with incorrectly reading machine block meta. Fixes #43
* Fixed remote interface accessing invalid slot
* Re-added skylight block
1.4.2:
* Quick bug fix
1.4.1:
* Fixed crash on retrieving overlay texture
* Fixed crash on dedicated servers
1.4.0:
* Re-added reservoir and lava heater (lava heater also acts as ic2 heat source)
* Removed IFluidHandler from remote inventory. Didn't work very well
* Hopefully fixed the last of the API issues. Fixes #40
* Added beautiful overlay renders
1.3.3:
* Fixed remote block access
1.3.2:
* Emergency bug fix
1.3.1:
* Hopefully fixed ClassDefNotFound crash on certain setups
* Fixed remote interaction not working if player is out of range. Fixes #36
* Fixed potential infinite loop when linking two interface blocks together. Fixes #35
* Hopefully fixed issues with client-side interface interaction. Fixes #30
1.3.0:
Better API handling + removed BC support
Upped Forge dependency to 10.13.0.1207; MARKS THE END OF 1.7.2 SUPPORT!
1.2.0:
Tons of bug fixes + proper RF support
1.1.1:
Bug fixes
1.1.0:
Updated to 1.7.10
1.0.7:
Added RF chip recipe + bug fixes
1.0.6:
Added RF support
1.0.5:
Bug fixes
1.0.4:
Properly fixed ore recipe crash
1.0.3:
Fixed crash with ore dictionary; Upped Forge dependency to 10.12.2.1121
1.0.2:
Fixed crash when missing various mods
1.0.1:
Fixed server crash bug
1.0.0:
Initial release
Documentation
Things have changed since 1.6, so READ ME!
Remote IO is for 1.7.10; grab the files using one of the download link above! I will only be supporting the most current version of Minecraft so please do not ask about updates for 1.5.X/1.6.X.
Installation notes:
This is a Forge mod for Minecraft version 1.7.X. Make sure you are using the latest version of Forge for 1.7.X and put the jar file in your mods folder.
Note: Unexpected things may come from thinking outside the blocks... freedom comes at a price.
Report back with any bugs.
Credits:
Asynchronous: Current maintainer!
Royalixor: Textures
CyanideX: Textures
Regarding Mod Packs: I've had a lot of people ask me about mod packs lately, so this is my official say on the matter.Permission is automatically granted, unless a mod pack is found to be breaking a mod's license/the author's wishes regarding packs, in which case permission is automatically revoked.