We don't need the showCraftingLabel flag, as IAEStack is perfectly fine with 0 size stacks. (#3071)
Adjust rendering code to use ItemStack with size 1 where required.
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@@ -455,7 +455,8 @@ 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.getShowCraftingLabel() && player.inventory.getItemStack().isEmpty() )
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if( stack != null && action == InventoryAction.PICKUP_OR_SET_DOWN && stack.getStackSize() == 0 && player.inventory.getItemStack()
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.isEmpty() )
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{
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action = InventoryAction.AUTO_CRAFT;
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}
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@@ -715,7 +716,7 @@ public abstract class AEBaseGui extends GuiContainer
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// Annoying but easier than trying to splice into render item
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super.drawSlot( new Size1Slot( (SlotME) s ) );
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this.stackSizeRenderer.renderStackSize( this.fontRenderer, ( (SlotME) s ).getAEStack(), s.getStack(), s.xPos, s.yPos );
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this.stackSizeRenderer.renderStackSize( this.fontRenderer, ( (SlotME) s ).getAEStack(), s.xPos, s.yPos );
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}
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catch( final Exception err )
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