* Fixes#4253: Just transfer the recipe id instead of every ingredient.
* If possible handle any IRecipe for processing mode
* Improvements and support for AE2 facades.
* Switched to using JEI's displayed stacks (which means we can remove the shapeless variant).
Co-authored-by: Sebastian Hartte <sebastian@hartte.de>
* Refactored crystal in-world purification:
- Removed iterative formula
- Set the default growth factor to 1 rather than 0.5 to simplify settings
- Made the growth-tick-progress-per-tick a configuration setting for 0-6 accelerators
- Unfinished seeds now slowly sink when ejected by an annihilation plane or other system (emulates a player throwing it in)
- Instead of checking for "isLiquid", we now check for a new tag (appliedenergistics2:crystal_purification_medium) to check if the crystal is submerged in an allowed fluid for growth, defaults to #minecraft:water.
* Removed configuration options for changing how accelerators work,
replaced with improved fluid tag option with a clamped multiplier [1,10].
This might increase the network traffic a bit, but the amount of mods actually using the share tag seems to be very limited.
For now it is worth the risk as it solves the problem. In case we run into actual issues, there might still be other solutions, which will be way more complex and can potentially introduce additional problems.
(cherry picked from commit e90dd2f9c6)
This should now be handled by the normal network manager (hopefully).
Also renamed the `CompressedNBTPacket` to `MEInterfaceUpdatePacket` as that is the only use case.
This might increase the network traffic a bit, but the amount of mods actually using the share tag seems to be very limited.
For now it is worth the risk as it solves the problem. In case we run into actual issues, there might still be other solutions, which will be way more complex and can potentially introduce additional problems.
* Ported the "one spatial dimension" concept from pre-1.15
* Apply lighting updates after moving chunks.
Mark world data as dirty when changing it.
* Consolidated naming of spatial storage world/dimension.
Use server light manager to update lighting info in chunk.
* Save last transition information,
and add ae2 spatial command to interact with spatial storage.
* Formatting fixes.
* Improved docs for the origin generation.
Inverted condition on when the x/z axis are flipped.
Also added a helper to map a plot to a region file
* Remove TransitionResult since it's only used in lieu of a boolean.
Rework transition to make the checks BEFORE allocating a new cell.
* Removed unused imports.
Co-authored-by: yueh <yueh@users.noreply.github.com>