I'm not clear, after watching the video, how to use this across servers. Or maybe I misunderstood. Did you say you can transfer items, messages, redstone signals to different servers? I think you used the term "across servers", and I guess I took it to mean multiple servers, but I don't see any way to do that based on this video. I see you used the name "local" followed by a dot followed by a unique ID. Is it possible to use some other locator, like an IP address in place of local?
Yes! I will feature that in the next video. Just add a server name followed by an IP to endernet.cfg.
Just a few questions. From what I've seen none of these are the case, so consider them suggestions or something. I'm just curious about where the mod is headed.
- Any planned functionality like liquid and power transport?
- Can multiple sender/receivers hooked up to one receiver/sender (Example: 2 Senders set to receiver 15 or 1 sender sends to 2 different receivers)?
- Can certain receiver frequencies be locked so others don't have access to them?
- Do the charge rates for items being sent reset after more are added?
- Is there always going to be a charge rate or ways to make it faster?
- Can the senders/receivers be upgraded with an internal buffer to hold more items to send or to receive in case an inventory is full?
- Can receivers signal be labeled (Similar with tesseracts. It really helps with organization.)?
- Would sending entities (like cows) through senders to receivers be too absurd (and awesome)?
- Are they piston friendly?
- Do they work across dimensions? (If chunkloaded)
- Can they auto-chunk load?
- Can a filter be added to send different things (redstone or items) to different receivers fromt the same sender?
I think I'm done here...
* Liquid is going to be a mess to get working right, power is not a priority.
* You can set as many senders as you want to one receivers. To change receivers with one sender, you need to use ComputerCraft or do so manually.
* For Modems, since rc1 you can check by endpoint - an extra string after /.
* Not sure what you mean here.
* There is always going to be a charge rate, but I will make it configurable in the config file
* The receivers can't and won't be - add more chests near it or use pipes. The transmitters /might/, but it's not a priority.
* Try to explain this one a bit further.
* That IS actually considered, but not with Transmitters and Receivers.
* No. There is a lot of fixing to be done to allow this kind of functionality. Same for the usage of Redstone in Motion - the transmitter ID and its data resets.
* Yes! Yes, they do.
* No. You need to use a separate chunkloader.
* No. Not yet, at least.
across servers should not be possible. that sounds really cheaty to me. even hacky...
It's whitelisted. You can only receive from servers you add to the list.
You can only send across servers if both servers have the other server added to their config file, right?
That was the behaviour up until beta7. Since rc1, the default behaviour is to only have the receiving end whitelist the transmitting end - but it can be changed with a config option.