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.
The whitelist is now based on manually add explicit entries instead of
automatically adding every existing block. This alone should save a few
MB of RAM depending on the modpack size.
Additionally the FacadeConfig is no longer extending the normal
Configuration provided by Forge. It will only parse the file once per
start and store the settings in an optimised collection to further
reduce memory consumption.
Any full block without a TileEntity and having a model is whitelisted
automatically and does not need an explicit entry anymore.
By default vanilla and AE2 glass is added as they are no fullblocks
technically.
The whitelist technically allows many more blocks now. E.g. stairs,
slabs or even items like saplings. But with various rendering quality.
Further there is an option to allow facades based on TileEntities, this
is completely unsupported and can work or corrupt the whole save.
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
The Cell registry now ensures that the first handler is our own as other
addons might depend on it.
Updated docs to match the new requirements.
Made internal handler classes final.
* Reworked IO Port to handle custom StorageChannels in a better way.
* Added a transferFactor to `IStorageChannel` to allow addons to speedup the IO Port to transfer faster. E.g. 1000 mB fluid as fast as transfering 1 bucket (item) per operation, not just 1 mB.
* Also some changes to avoid moving fluids being 1000x as energy expensive as items.
* 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.
Adds a more abstract approach to map a cap to a certain type instead of
the hardcoded ForgeEnergy case.
Reorders the check from exact ItemStack > ModId > ForgeEnergy to
ItemStack > Cap > ModId. Thus the mod wildcard will be used last.
Support for ForgeEnergy and FluidHandlerItems by default.
Result for items supporting multiple capabilities is not defined.