There was a data loss bug in 2.6.4 that caused stacks to be overwritten with air when loading saved data generated by v2.6.4. I have identified the reason and fixed it, meaning the issue should no longer be present in v2.6.5.
Starting with v2.0, Ender-Rift supports an ingame manual, through the use of the Guidebook mod. If this mod is installed, the recipe for the book will be available.
What happens when you trap an in-flight ender pearl in a redstone field, and then send a redstone flux to it? Someone found the answer during what seemed like a catastrophic failure of an experiment.
The ender pearl shatters and in its place a rift is opened into the between-space used by the endermen to teleport. Harnessing this rift, you are able to keep an unlimited amount of items in a seemingly tiny space.
WARNING: Although the ender field is self-sustaining, if the ender field is destroyed, the rift closes, and if all the shared rifts close, it has been proven impossible to reach the same between-space ever again!*
* Except by the all-powerful gods of that universe.
Ender-Rift provides a virtually unlimited storage solution. This storage has no default way of accessing it (no GUI), and instead relies on external blocks providing inventory access. For this purpose, the mod provides an inventory network system, with a limited but automatable interface, and a searchable browser block that can't be automated. This network requires its own power separate from the energy needed to maintain the rift.
Powered by the Forge Energy capability (READ ME).
The Tesla API is also optionally supported.
The old RF API however, is not, and will never be.
It is possible to lose the rift by destroying the orb item by mistake. If that happened to you, it is still possible to recover the rift by using cheat/op commands to spawn a rift item with the right ID, like so:
/give <playername> enderrift:itemEnderRift 1 0 {RiftId:<number>}
Or in 1.13+
/give @p enderrift:rift_orb{RiftId:<number>}
The rifts are numbered starting at 0, and always growing, so if a new rift would have id 5, that means the previous one was id 4, and so on.
Note that although it is possible to spawn rifts with numbers larger than the last created, it is strongly recommended against, because those numbers will eventually be repeated during normal rift generation.
Yes. Unless <X>'s license is incompatible with this mod's, which is unlikely.
For bug reports and feature requests, visit the issue tracker (link above)
You can also find me on discord, in my little discord server (please use the support forum channels! DO NOT DM me unless strictly necessary).
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