EnderIO 2.2.0

Posted by tterrag1098 on 11 November 2014, 4:00 AM

EnderIO 2.2.0!

What started as a simple update has snowballed into one of the biggest changes the mod has seen for a while.

What has changed?

Buildcraft Support

The BuildCraft API has been completely removed from the mod, and all MJ usage is gone as well. EnderIO is now fully an RF mod.
This does not mean that it will no longer support BC features, you can still use all the BC fuels in the combustion generator, and use BC compatible wrenches, etc. The mod is still compatible with the 6.0 releases of BC, but it will be missing some features such as liquid fuels.

ME Conduits

We are proud to announce the reintroduction of one of the most missed features from 1.6, ME Conduits!
You can once again run your ME lines with your EnderIO conduit bundles. The ME Conduits are unfinished, but stable. I have plans to implement Dense ME Conduits, and bus support. For now, you must still place buses and other parts on AE2 Cables.

ME conduits support 8 channels, and unlike regular AE2 cables can be prevented from connecting to adjacent things per-side via the wrench or GUI.

Computer Craft Support

We have had a very nice PR from Vexatos that adds Computer Craft support to the insulated redstone conduits. They now support the CC bundled cable API and you can control their colored signals from computers.


Finally, many of the APIs that used to be shipped with the mod have been removed, so hopefully less issues with conflicting APIs will arise.

Too many other things to list here

Please checkout the changelog on github or curseforge for the full list of changes.


Thanks to everyone else who submitted issues or PRs for this update, it's a good one :)

Welcome to the Zoo

Posted by CrazyPants on 01 November 2014, 3:20 PM

The mobs that started appearing in Ender IO have now been moved to a seperate mod called Ender Zoo. The first version has been released with the addition of Fallen Knights to keep the Enderminies and Concussion Creepers company. Watch out for the mounted archers, you might want to bring a bow to that fight...

As part of Ender Zoo there are xml files to control mob spawning. These file can also be used to adjust the spawning of other minecraft and modded mobs so config away!

I would also like to say and big thanks to Nentify for the spiffy new look to web page.

For some awesome YouTube content on/using EnderIO make sure you check out:

Vaygrim: https://www.youtube.com/channel/UCr25FxPcosdQr-0qsZS1eKQ

Udaldor: https://www.youtube.com/channel/UCLZk_4LYEVTXzHPz2T3bhPA

BevoLJ: https://www.youtube.com/channel/UC5GwTTg7lTtqNLIc3kJPTaQ

Biffa2001: https://www.youtube.com/channel/UCYzO4HZxgXc2UJQD5bIo8AQ

Direwolf20: https://www.youtube.com/channel/UC_ViSsVg_3JUDyLS3E2Un5g

And dont forget you can all ping me on twiiter @CrazyPantsMC or catch me on the #EnderIO channel on IRC.


2.1 is released

Posted by CrazyPants on 05 October 2014, 4:49 AM

Version 2.1 is now out of beta. Be warned though, there have been some signifcant changes that could break some builds. The most important of these is that EIO will no longer accept input from MJ engines. Make sure you delete your config and read the 'Important Notes' section in the change log on curse forge.

If you wish to stay with 2.0 for now I have uploaded a final 2.0 release which is available here: http://minecraft.curseforge.com/mc-mods/64578-ender-io/files/2215825

Thanks to everyone who has helped with ideas, testing and everything else required to make EIO happen. A special thanks to tterrag for all his help with the code and everything else EIO.

Enjoy the many new toys. There will hopefully be a spotlight on the new features available soon.



Version 2.1 about done

Posted by CrazyPants on 19 September 2014, 1:07 PM

I have just uploaded what will hopefully be the final 2.1 beta here:


Everything is now stable and just needs one fina round of testing just to make sure. Lots of new toys, let me kow what you think.