* Updated Forge to 1.12.2 RB
Updated mappings to the MDK defaults for 1.12.2
Updated related depdencies
* With Forge 14.23 not available for < 1.12.2, we have to drop support.
With one potential fix for TE corruption, this step should be
reasonable.
* Added Registry for customized charger rates.
* Added rates for all chargable items/block.
* Charger and Inscriber now store 1.6k AE each instead of 1.5k
* A crank applies 160 AE instead of 150
* Charged certus now requires 1.6k instead of 1.5k
* 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
* Improved IGrinderRegistry
Added a builder for grinder recipes similar to IInscriberRegistry.
Replaced different add methods with this builder.
IIinscriberRegistry#addRecipe and removeRecipe now return true on success.
* 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.
From now on every integration must not rely on method stripping through
a coremod or @Optional. Notable example for a very good solution is IC2.
As consequence this drops all support for RF and mods must support on of
our supported energy types. At the time of writing, ForgeEnergy and
IC2/EU.
* Renamed all dense smart cable related things to include smart
* Added dense covered cables
* Added abstract PartDenseCable to reduce redundant code
* Added dense covered recipes
* Ensures ItemPart ordering to be consitent.
Now takes the metadata into account to preserve the ordering for colored
items instead of just the part type name and depend on the insertion
order of a hashmap.
* IC2 rework to avoid a coremod or @Optional
Updated IC2 dependency
Refactored IC2 itemcharging to use an IBackupElectricManager.
Allows charging any ae powered item by using an IBackupElectricManager
instead of having to implement IElectricItem and stripping it by some
sort.
Updated IAEItemPowerStorage to use Actionable for an easier handling
with power APIs supporting a simulation.
Refactored EU P2P to avoid method stripping
Use a modified internal BasicSinkSource instead of implementing
IEnergySource and IEnergySink directly on the tunnel.
Removed the superfluous EU P2P layers.
* Removed internalBattery due to being too complex
* Creative Energy Cell is not a chargeable item
Moved the cap injection to a method, allows them to be configurable.
This is not possible for Forge Energy as it is injected before even the
configuration are lodaed, thus violating their own capability contract
to use the method injection to explicitly make it configurable.
Updated the ratio key for forge energy to "ForgeEnergy" without a space
This will still make it so addons still get to add custom blocks without having to change too much of the internals.
It still needs thorough testing though. I don't want to change this too much because it ruins older worlds.