each interface visited. Instead rebuild it at most once per tick, like
cpu clusters.
This is particularly important when channels are disabled, since in
that case even adding a cable visits every grid node.
This better indicates power issue with dynamic consumption like
extracting/inserting items into a network. E.g. the terminals will
shutdown, no light/channel/etc indicators.
Due to the networks trying to extract from the largest possible energy
storage first, the network buffer will be used as last option after
energy cells or controllers.
Potentially needs evaluation in case of adhoc networks with a high
transfer rate locally. Increasing the local buffer might be an idea or
have it scale with the amount of local gridnodes. As long as it does not
invalidates energy cells.
Allows addons who register a custom IStorageChannel to use the IStorageCell interface without registering a cell handler. Also adds some helpers (poweredInsert/poweredExtract).
This breaks API!
* Added Fluid Storage Cells
* Added Fluid Import Bus
* Added Fluid Export Bus
* Added Fluid Storage Bus
* Added Fluid Terminal.
While holding a item with the FLUID_HANDLER_ITEM_CAPABILITY, such as a tank
Left click on a fluid to extract the fluid
Right click to insert the fluid
* Updated Grid API
Added Nonull/Nullable/Nonnegative where applicable.
Deprecated unused methods
Changed concrete classes with interfaces (HashMap -> Map)
IGridTickable will no longer accept null as TickingRequest. Do not
implement it, if it should not tick.
* Renamed parameter to match conventions
* Adds a debug generator for ForgeEnergy.
This adds a simple debug block to test external energy injection via
ForgeEnergy and not rely solely on creative cells.
The energy has two functions. The first is acting as an infinite
ForgEnergy battery, this is unused by AE2 itself as nothing pulls
energy.
The second one is injecting energy every tick into any adjacent block
accepting ForgeEnergy.
The base generation is 8 per tick, but this is increased by the power of
adjacent TileEnergyGenerators.
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
* Further improvments for the enerygrid.
Simplified quartz fiber.
Removed different Actionable code paths and replaced with a unified
approach.
Dropped lastProvider/Requester, it simply iterates over all, but still
drops them when necessary.
* 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.