Temporary (?) hacky fix to display the craftable items
This is kind of a hackjob IMO but it saves me the trouble of possibly rewriting large portions of either the AE codebase or ASM'ing the vanilla classes.
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@@ -453,7 +453,7 @@ public abstract class AEBaseGui extends GuiContainer
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action = ( mouseButton == 1 ) ? InventoryAction.SPLIT_OR_PLACE_SINGLE : InventoryAction.PICKUP_OR_SET_DOWN;
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stack = ( (SlotME) slot ).getAEStack();
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if( stack != null && action == InventoryAction.PICKUP_OR_SET_DOWN && stack.getStackSize() == 0 && player.inventory.getItemStack() == null )
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if( stack != null && action == InventoryAction.PICKUP_OR_SET_DOWN && stack.getShowCraftingLabel())
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{
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action = InventoryAction.AUTO_CRAFT;
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}
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@@ -53,7 +53,7 @@ public class StackSizeRenderer
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final boolean unicodeFlag = fontRenderer.getUnicodeFlag();
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fontRenderer.setUnicodeFlag( false );
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if( is.getCount() == 0 )
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if( aeStack.getShowCraftingLabel() )
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{
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final String craftLabelText = AEConfig.instance().useTerminalUseLargeFont() ? GuiText.LargeFontCraft.getLocal() : GuiText.SmallFontCraft.getLocal();
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GlStateManager.disableLighting();
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@@ -71,7 +71,7 @@ public class StackSizeRenderer
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}
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final long amount = aeStack != null ? aeStack.getStackSize() : is.getCount();
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if( amount != 0 )
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if( amount != 0 && !aeStack.getShowCraftingLabel() )
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{
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final String stackSize = this.getToBeRenderedStackSize( amount );
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