* 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
* 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.
* Moved all spatial cells into a single dimension instead of one dimension per cell
Each cell will now be backed by a single region file each. So backups and restores can still be done on a per cell level.
Old cells will not be migrated.
* Moved custom cell tracking to a capability based one on the world
The size and owner of a cell is now stored inside the capabilities of the world/dimension not a custom system and we can rely on forge handling the persistence of it.
* Added the cell id to the actual item tooltip, as this is now a real identifier and not an arbitrary dimension id.
* Added vanilla banners to the whitelist
* Added unittests to the dimension manager to ensure the algorithm mapping to the correct region file
* Updated the API to conform with the new dimenion/types/biomes registration and mappings
* Fixed a couple of bugs related to world/dimension/biome registration
* Fixed a bug when transfering certain blocks due to passing missing/incorrect blockstate
* 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.
* Fixes#2680: Use a shorter cable anchor model when blocked by a facade.
* Fixes#2664: Prevent anchors from creating intersection.
Replaced the simple List<ResourceLocation> for the static models with a
new container also indicating a solid part, which can be used to prevent
the creation of an intersection.
Added a singleton getter instead the public field.
Reduced all fields to private.
Replaced field access with getters.
Added setters where necessary (Dimension/Biome Registration)
Added config options to disable more features.
Splitted Enum name from the config key.
Changed FacadeConfig and Networkhandler similar to AEConfig.init().
* Cleaned up unused Mod integrations other than for mods that are likely to be integrated soon.
* Introduced an easier Facade class to access mod integration abstractions (called Integrations).
* Removed the link between IntegrationType and integration abstraction. Integrations are now explicitly instantiated inside of IntegrationNode.
* Extracts item comparison from Platform into their own helper.
Renamed methods to be more more fitting for the actual comparison.
Added documentation about each methods behaviour.