* Deduplicate crafting patterns internals
This should save a bit memory for duplicate patterns as well as speed up
loading new patterns on reloading chunks.
* Encode recipe id in pattern
* Use the recipe id directly for looking it up
* Slightly refactored how patterns encode whether they are crafting patterns or not.
* Renamed PatternHelper.
* Added APIs to encode patterns. (#4463)
* Removed ICraftingPatternItem.
* Renamed isCrafting to isCraftable
Co-authored-by: shartte <shartte@users.noreply.github.com>
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.
* 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
* Remove the old annotation system
* Use TileEntity#onLoad instead of onChunkLoad event
* Do not call invalidate in onChunkUnload and validate in onLoad
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.
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().
* 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.