* Added Fluid Storage Cells
* Added Fluid Import Bus
* Added Fluid Export Bus
* Added Fluid Storage Bus
* Added Fluid Terminal.
While holding a item with the FLUID_HANDLER_ITEM_CAPABILITY, such as a tank
Left click on a fluid to extract the fluid
Right click to insert the fluid
Comparable/Comparator implementation now use fast Java built-ins for
primitive types rather than hand-coded versions. Also DRY some code
and simplify logic.
This maintains the "biggest stack first" notion of "ascending", but
also fixes the inconsistent/accidental reversal of sort by mod (the
mod name should sort the same direction as the item name).
* Use itemstack as itemdef
* HIGH_TAG/LOW_TAG should be compared both directions
* Remove getTagCompound
* Make Itemlist implementation independent
* Cache item id for performance reasons
* Add preconditions to saveguard against external meddling
* Chache itemDamage
* Remove IAEStackSearchKey for now, rename getDisplayStack
* Refactored the BaseActionSource
It now uses an interface `IActionSource` instead of a concrete class and further
subclasses.
Instead of relying on a specific class for a certain action type, it now
uses methods with Optional as return values to determine a player or
machine issuing an action. Refer to the JavaDocs for the exact behaviour.
* `IActionHost` no longer extends `IGridHost`
It never used the additional functionality and if needed the `IGridNode`
will also provide a reference to the corresponding `IGridHost`.
Due to most crafting related GUIs being hardcoded to `IGridHost`,
they no longer work when `IActionHost` is not extending it. Actually
`IActionHost` is the better solution for it, as it prevents us from looking
the grid up via the `IGridHost` and potentially finding a wrong grid.
* Interfaces now only lock the currently worked slot.
This allows `DualityInterface#onChangeInventory` to update slots of the same interface, should they be the source for a requested item and therefore updating their working set accordingly to queue further crafting requests for unfulfilled stack requirements.
* Fixes#3040: Cache recipe and revalidate it
This caches the last used recipe instead of only the result. Which
allows to revalidate the crafting grid against the recipe itself before
hitting the CraftingManager again. Therefore avoiding a high performance
hit for recipe lookups, just find the potential same recipe again.
* Remove old recipe lookup as forge provides it now.
* Further optimizations.
These are a bit quick'n'dirty and need a better solution with a full
container/gui refactoring. But for now they provide some great benefits
in terms of performance.