Updating the blockstate of invalid TEs will cause Forge to restore the
block including the TE leading to invalid TEs sticking around after
being moved.
Extracted all checks and subsequent updates to a factory method from the constructor.
Reordered checks to check for nulls before anything else.
Also existing connections before security breaks.
Fixes TileController#checkController() using the wrong position.
Added debug logging for failed connections.
Improved logging.
Inversed boolean so false no longer means security check passed.
Only issue a security break on SecurityConnectionException.
* Remove the old annotation system
* Use TileEntity#onLoad instead of onChunkLoad event
* Do not call invalidate in onChunkUnload and validate in onLoad
* Performance improvements for the energygrid
Reworked the old recursive approach to a queue based loop.
Extract will try to prefer the next grid with the hightest amount of
stored energy.
Inject will try to prefer the grid with the lowest percentage stored.
Other operations are first come, first serve.
* Added a local buffer storage to EnergyGrid
This replaces the old not really working buffer with a special
IAEPowerStorage acting as buffer/proxy for the local energy demand as
well as temporary overflow should something provide more energy than
requested.
Currently it set to hold a maximum of 200 AE (+ optional overflow until
consumed). It will only be used locally, no other grid can use it to
avoid starving the neighbor grids before finding a energy cell.
* Fixes IExternalPowerSink
All implementations currently depend on the network demand being a valid
source, which might not be true.
Further it can cause the sink to iterate the network twice (demand and
inject) and both again for simulate and modulate.
Also it did not return the actual leftover amount instead of relying on
the demand matching it.
* Minor fixes related to removing nodes from a grid.
The grid did remove IStackWatcherHost not IEnergyWatcherHost, this was
fine for AE2 as only level emitters use it and they implement both.
But not for potential addons.
Also they would potentually not being removed as the are indexed by the
gridnodes not the machine.
Fixes#1004
* 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.
- Added cables & parts rendering.
- Facades got a completely new way of rendering. Anvil facades are
totally a thing.
- Added baking pipeline for simplified, highly configurable quad baking.
NOTE: Yes, there are a lot of improvements to do, bugs to fix, stuff to
add. I'm just pushing it prior to code structure change, so it does not
get lost in stashes. But it actually works!
Last (?) update pass. AE2 can be launched and used (?) in game.
Rendering system changed again and again - rendering is NOT working, to
be rewritten and CAN be done a lot simpler.
Second update pass which fixes all compile errors. Some parts may have
aftermath effect, hence why 3rd pass will check those maked with
"aftermath".
Errors: 82 -> 0. Mod can be launched.
This is first update pass, which is mainly import reorganization, name
fixes, etc... Although some parts of second were done where changes
aren't important.
Errors: ~1400 -> 82.
Reduces the visibility of all fields to private and create setters/getters
when necessary. Exceptions are fields with GuiSync as these need to be
public.
Reduces the visibility of internal methods to private/protected/default when possible.
Removes the improper way to set itself into a public static non-final variable.
Removes the direct access to the IntegrationRegistry from AppEng. Will be added at some later point somewhere else for non-singleton access.
Constructor is set to package private to enable possible construction from unit tests. Are current not runnable sind it is currently tied to the FML Loader instance.