Shift right clicking an existing tunnel only allowed to copied the
stored frequency.
When shift right clicking now and the stored frequency being the same as
already stored one, it will now create a new one and save it to the memory
card. In other words doubling clicking will reset now, otherwise the old
behaviour is still kept.
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 obsolete api and fix some warning
* Move MEMonitorHandler to internal code and fix some warnings
* Rename exceptions to conform to naming scheme
* 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
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.
* 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
* First iteration of P2P rework
Changed frequency to short instead of long.
Added a per grid RNG to request a new frequency, hopefully without many collisons.
Added a helper to convert between a frequency and 4 colours
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
* 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 appeng_at.cfg and updated build.gradle to correctly include the AT when building.
Deleted the now useless ASMTweaker.
Moved the coremod from package transformer to coremod as a better matching name.
Updated the old 1.7.10 code using reflection to drop it where forge or vanilla now exposes that functionality directly.
* 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.