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Wireless Automate

Wireless routers that move items, fluids, energy and chemicals between machines, with no pipes and no lag.
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wirelessautomate-1.7.0.jar

File namewirelessautomate-1.7.0.jar
Uploader
MatheusANBSMatheusANBS
Uploaded
Oct 10, 2026
Downloads
11
Size
1.6 MB
Mod Loaders
NeoForge
File ID
9124024
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:wireless-automate-1732160:9124024"

Learn more about Curse Maven

What's new

Wireless Automate 1.7: a recipe editor for server operators. Change, disable or restore any of the mod's crafting recipes in game, with no datapack or script to write.

Recipe editor (operators only)

  • Run /wa recipes to open the editor. The list shows the mod's crafting recipes that are loaded in your pack, with a search box and a dot for the state: green is the mod default, orange is edited, grey is disabled.
  • Pick a grid slot and click an item in your inventory to put it there. The item stays in your inventory; the grid only keeps a ghost copy. You can also click with an item on the cursor, or drag one from JEI. Right-click a slot to clear it.
  • Tag turns a slot into "any item of this tag", choosing among the tags of the item in it; the arrows go through them.
  • − and + change how many items the recipe makes, up to the item's stack size (64 at most).
  • Save writes the change, Disable removes the crafting recipe of that item, Restore default brings back the mod's recipe.
  • Changes apply after a reload: press Reload now, or just close the screen. Everyone online gets the new recipes and JEI updates. Saving doesn't reload every time, because a reload freezes a big pack for a few seconds.
  • Edits are saved as a datapack in config/wirelessautomate/recipes/, so they work in every world of the instance (on a server, for the whole server), survive mod updates and can be copied to another instance. Delete the data folder in there and reload to undo everything.
  • Recipes that only exist with another mod (Allthemodium tiers, the ATM Star Ultimate, the Chemical and Source tanks) keep that condition, so an edit never breaks a pack that loses the mod later.
  • If another datapack or a KubeJS script changes the same recipe, it wins, and the editor says the loaded recipe is different from what you saved.

Other changes

  • New guide book page, "Recipe editor", in English and Portuguese.

Compatibility note: 1.7 changes the network protocol, so server and clients must all run 1.7. Worlds load as they are, and nothing changes until an operator edits a recipe. In single player, the editor needs cheats on (open to LAN). Requires NeoForge 21.1.248 or newer; Allthemodium, All The Tweaks, Mekanism, Ars Nouveau and JEI are optional.

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