* Now properly updates the Applicator's set color when a dye runs out, instead of staying stuck on a color which has no dye left
* Holding Applicator in offhand will now paint cables on placement
* Middle-clicking a colored tile while holding an Applicator in main or off hand will now set the Applicator's color to that color, if the dye is available in the Applicator
* Channel Config Test
* Update AEConfig.java
* userDefinedChannelAmounts
config option added for the dense and normal channel amounts - will need to be refined to match everything but not sure what I would need to do to make it match the other config options
rebound all hard coded checks for channel amounts and linked them to the config options
redefined how the channel amounts are noted in all applicable api integrations
when shift key is held and the "output" item in the pattern is rendered instead of the base pattern texture
Consequences:
- The "output" item of the pattern will now be rendered always when shift is held, not just when the TransformType is GUI.
- This means that you will see the "output" item now for in-world patterns, as well as the rendered model in the player's hand or offhand
- However, I honestly think this is an improvement from before
* lang
* Update controller_column_lights.png.mcmeta
* energy cell
cells display internal energy storage along the bar
* 3D drive
* drive fix model
* 3D chest
* Update ru_ru.lang
* Update ru_ru.lang
* model fix drive and chest
fix substitution crafting, for real this time
wip 2
wip. still has NBT issues
fix semantic changes
fix interface with free slots on interface terminal
Auto stash before cherry pick of "fix interface with free slots on interface terminal"
Fixed 'Hide Full' Button
First Free Molecular Assembler Button
Added Button in Interface Terminal, which Searches for 'Molecular
Assembler' and sets the Interface Terminal to only show Assemblers with
free Slots.
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.
* Fix javadoc for IGridBlock.getMachineRepresentation()
Javadoc should state proper semantics for that method, and telling people to return null there is a sure crash. #4178
* Update IPart interface javadoc.
Update the javadoc to state that functional parts should not be allowed to be placed on dense cables.
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.
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.
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.
Completely new system to render facades.
It will now support many more cases compared to the old system.
For example connected textures are now possible, as well as multilayer models and so on.
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
Comparable/Comparator implementation now use fast Java built-ins for
primitive types rather than hand-coded versions. Also DRY some code
and simplify logic.
This maintains the "biggest stack first" notion of "ascending", but
also fixes the inconsistent/accidental reversal of sort by mod (the
mod name should sort the same direction as the item name).
* Reworked cable connections
Added enums for cable variants and sizes.
Rules for connections between a cable and another cable or grid member
are much more simple without any exceptions for certain combinations.
1/ Connections are rendered as the lowest type between cores.
2/ Each type uses are core for clear separation.
3/ The core will always be on the cable with the higher order.
* 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
To reduce the amount of instanceof checks, it will now compare the same
subtupe.
Comparing an ItemStack and IAEItemStack can simply wrap it before
calling it. Heavy use should already use an IAEStack internal.
Analogue for fluids or other types.
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.
* Rework fuzzy comparison for 99 percent threshold
The current implementation is quite convoluted and can handle 99%
incorrectly when items exceed a certain damage range.
* Use metadata explicitly for comparison
Some item could use metadata to pack damageable and undamageable items
into the same id. Thus could lead to get ItemStack#getItemDamage() to
return bogus values for undamageable items.
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.
Due to CraftTweaker not deploying necessary dependencies, we cannot
rely on building against the most recent compatible version. Instead we
have to build against a specific known release to avoid it but have to
risk incompatibilities should there be changes on later versions.
* 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.
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.
No longer strips colors from names, lore, etc.
Now uses the translation again for "Items Stored:" instead of a hardcoded string.
Removed obsolete methods.
* Remove obsolete api and fix some warning
* Move MEMonitorHandler to internal code and fix some warnings
* Rename exceptions to conform to naming scheme
Updated Drives to support more than Item and Fluid cells.
Use Collections.emptyList() instead of creating empty ArrayLists.
Fixes a NPE with uninitialized ME Chests.
Fixes#3150
* 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.
* 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.
Catch all parsing exceptions instead of propagating them upwards as
these are meaningless for the actual test.
Renamed uvlMarker to ae2_uvl_marker just in case some other mod uses the
same key.
* 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.
* Remove the old annotation system
* Use TileEntity#onLoad instead of onChunkLoad event
* Do not call invalidate in onChunkUnload and validate in onLoad
There is currently no difference between an external grid and the local
machines trying to extract power from the grid. Thus preventing any
external grid from stealing power also does prevent machines from
extracting, if there is no other provider available.
Also a small change to use a priorityqueue with the lowest percentage
stored first. This can better utilize the upper limit by reaching it
faster and exiting earlier.
* 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
* Performance improvements for the energygrid
Reworked the old recursive approach to a queue based loop.
Extract will try to prefer the next grid with the hightest amount of
stored energy.
Inject will try to prefer the grid with the lowest percentage stored.
Other operations are first come, first serve.
* Added a local buffer storage to EnergyGrid
This replaces the old not really working buffer with a special
IAEPowerStorage acting as buffer/proxy for the local energy demand as
well as temporary overflow should something provide more energy than
requested.
Currently it set to hold a maximum of 200 AE (+ optional overflow until
consumed). It will only be used locally, no other grid can use it to
avoid starving the neighbor grids before finding a energy cell.
* Fixes IExternalPowerSink
All implementations currently depend on the network demand being a valid
source, which might not be true.
Further it can cause the sink to iterate the network twice (demand and
inject) and both again for simulate and modulate.
Also it did not return the actual leftover amount instead of relying on
the demand matching it.
* Minor fixes related to removing nodes from a grid.
The grid did remove IStackWatcherHost not IEnergyWatcherHost, this was
fine for AE2 as only level emitters use it and they implement both.
But not for potential addons.
Also they would potentually not being removed as the are indexed by the
gridnodes not the machine.
Fixes#1004
* 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
* Fixes#3024: Crash on recipe lookup for disabled features
Adds a new recipe condition for a single AEFeature or a list of them.
Moved the factories to their own package, in preparation of phasing out
the old recipe handling.
Fluix Pearls instead of Fluix Crystals for spatial related items.
Fluix cables for most items, not any cable to avoid loops or unwanted
crafting steps.
* Adds improved tooltip to invalid encodedPattern
This also fixes that encodedPattern might be shown as valid,
even though one or more input or output item is missing.
* 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
Groups in groups.recipes that only had 1 item in the group haven't been converted into the JSON system.
That means "monitor" and "densecable" were just left as is.
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.
This is kind of a hackjob IMO but it saves me the trouble of possibly rewriting large portions of either the AE codebase or ASM'ing the vanilla classes.
* 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.
Displayed information is equal to current the WAILA integration.
Added a preInit stage to IIntegrationModule.
Added a factory method to IntegrationType to avoid touching
IntegrationNode for every new integration.
Fixes#2650
An external inventory might change the stacksize of the slot we currently
are extracting from. Thus we have to cache the initial stackSize for a later
calculation of the extracted amount per slot.
As other inventories might NOT change the stacksize after a modification,
we can not use the stack reaching 0 as conditions to break.
* Refactored GrinderRegistry.
Changed IGrinderRegistry#getRecipes to return an unmodifiable collection.
Added a way to remove recipes explicitly instead the internal list.
Added a cache to lookup recipes instead of iterating a list.
Renamed IGrinderEntry to IGrinderRecipe
Made IGrindRecipe immutable for easy caching.
Improved GrinderLogging and Exception Handling
JEI Workaround as it expects a List instead Collection.
* Added blacklist of explicit oredict names for the grindstone.
This can be used should the automatic recipe generation create unintended
loopholes.
Reduces the visibility of some methods as these should be access through the public methods of Block or the overridden ones.
Removes now useless getCheckedSubBlocks.
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.
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().
Applied Energistics 2 crashing, have a suggestion, found a bug? Create an issue now!
1. Make sure your issue has not already been answered or fixed and you are using the latest version. Also think about whether your issue is a valid one before submitting it.
* If it is already possible with vanilla and AE2 itself, the suggestion will be considered invalid.
* Asking for a smaller version, more compact version, or more efficient version of something will also be considered invalid.
2. Go to [the issues page](https://github.com/AppliedEnergistics/Applied-Energistics-2/issues) and click [new issue](https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/new)
3. Enter your a title of your issue (something that summarizes your issue), and then create a detailed description of the issue.
* Do not tag it with something like `[Feature]` or`[Bug]`. When it is applicable, we will take care of it.
*The following details are required. Not including them can cause the issue to be closed.
* Do not tag it with something like `[Feature]`,`[Bug]`, or a version.
*Restrict it to a single bug or feature, it makes managing them way easier for us.
* The following details are required. Also refer to the issue template when creating one.
* Forge version
* AE2 version
* Crash log, when reporting a crash (Please make sure to use [pastebin](http://pastebin.com/))
*Do not post an excerpt of what you consider important, instead:
*Post the full log
*Never post an excerpt of what you consider important
*Always post the full log
* Other mods and their version, when reporting an issue between AE and another mod
* Also consider updating these before submitting a new issue, it might be already fixed
* A detailed description of the bug or feature
@@ -33,10 +36,12 @@ Applied Energistics 2 crashing, have a suggestion, found a bug? Create an issue
* Mod Pack using and version?
* Keep in mind that some mods might use an outdated version of AE2
* If so you should report it to your modpack
5. Click `Submit New Issue`, and wait for feedback!
4. Click `Submit New Issue`, and wait for feedback!
Providing as many details as possible does help us to find and resolve the issue faster and also you getting a fixed version as fast as possible.
Please note that we might close any issue not matching these requirements.
### Submitting Changes
* Submit an issue to the github project, assuming one does not already exist.
@@ -108,7 +113,7 @@ the styling guidelines used by AE.
PRs that do not conform to these standards will be rejected.
You can find presets for Eclipse and IntelliJ IDEA in the `codeformat` folder.
We try to keep them up to date, but in case you find them not formatting it correctly, then please report it
We try to keep them up to date. Please report any case of maintaining the correct formatting.
- Interfaces no longer spill items of one pattern on other faces
- Interfaces now push patterns in round-robin (Interfaces, then sides)
Fixes:
- Fix gregtech machines appearing with 'unnamed' or 'draconium lens' on the interface terminal on specific situations.
- Add memorycard support for fluid interfaces, import/export/storage busses and level emitters ( this fix was upstreamed to AE2 for MC 1.16)
- Storage busses now hide/show inaccessible items as configured.
- Exclusive Blocking mode for GTCE ( shapes, molds and configured circuits do not block GTCE machines )
- Blocking modes default to block on any item in the iventory the entity exposes
- Fuzzy includes items that report that they're damageable, but report a maxDamage of 0 ( auto-crafting of basic capacitors -> resonant capacitors is now possible ) <- Broken item implementation.
- Fix CME exceptions on the energy grid
- Fix AE going offline even with enough power by extracting from the local buffer always last
- Fix IO-Port copying craftable flag into items
- Fix NBT of old items not clearing on drives that reached 64 types once
Performance:
- Added @talchas fixes for insane channelless AE networks.
- Reduced import bus insert simulation to 1 before real insertion (if possible)
- Backported itemlist re-implementation along with pattern changes to avoid CraftingManager fallback issues
- Instead of recalculating all the content of the network on every change, track the changes properly and apply them to the cached list of items
QOL:
- added highlight interface button to interface terminal ("?" button on the left of the interface slots)
- Added bar on the interface terminal that search by inputs ( The one on the LEFT, also searchs by interface name )
- Shortcut to molecular assemblers with free slots on the terminal interface by @Theisyat
- Toggle button on interface terminal to hide full interfaces
- JEI "U", "R" and "A" (Usages/Recipes/Bookmark) now work on the Crafting Status GUI. ( the one that shows the total items to craft, and whats missing)
- Patterns can now be made with items currently showing on JEI. ( This is overriden by Just Enough Energistics. )
- Added multiplier buttons to processing pattern gui
- Switched crafting terminal JEI search to fuzzy mode. If the recipe uses a damageable item, AE will try to grab it ( damaged tools )
- Encoded patterns stack up to 64 ( holding shift and clicking the encode arrow will transfer the encoded pattern to the player inventory)
- Encoded patterns can be draggred on the interface terminal.
- Storage Monitor and Conversion Monitor now also ccepts fluids
- Draggable JEI ghost items (also works on bookmarked items. SHIFT + Click will move the hovered item into the first free target slot)
- JEI auto switches between crafting and processing patterns
- GTCE Blocking mode work through phantom itemfaces
- Shift-clicking blank patterns into the pattern terminal will try to fill the blank pattern slots first
- Mismached simulated/real item count ( most often due to compacting drawers ) will now tell the player wich item cause the failure when trying to start a craft
- Added 'pattern expansion' cards that adds an extra row of patterns to interfaces. up to 3 card on an interface. (each card will increase the interface idle power draw by 4 times)
HOTKEYS:
- Implemented mousetweaks API. AE2 custom keybinds now work. (Try right clicking and use the scroll-wheel on the terminals)
- Holding SHIFT and scrolling UP and DOWN will increase the items set on the configured slots of Interfaces and Pattern Terminal (Processing mode)
A Mod about Matter, Energy and using them to conquer the world..
A maintained fork of a Mod about Matter, Energy and using them to conquer the world.
## Contacts
This project started as a fork of [Applied Energistics 2](https://github.com/AppliedEnergistics/Applied-Energistics-2) by [PrototypeTrousers](https://github.com/PrototypeTrousers), initially addressing issues related to the [Nomifactory](https://www.curseforge.com/minecraft/modpacks/nomifactory) modpack. It is now being maintained by the [AE2 Unofficial Extended Life Team](https://github.com/AE2-UEL).
* [Website](http://ae-mod.info/)
* [IRC #appliedenergistics on esper.net](http://webchat.esper.net/?channels=appliedenergistics&prompt=1)
The second argument allows you to customize which stages exactly you want to be craftable with AE2. Not sure why you would do that, but we support that nonetheless!
Downloads can be found on [CurseForge](http://www.curse.com/mc-mods/minecraft/223794-applied-energistics-2) or on the [official website](http://ae-mod.info/Downloads/).
Nightly builds for the Minecraft 1.10.2 branch of AE2 (rv4-alpha) are available from [AppVeyor](https://ci.appveyor.com/project/shartte/applied-energistics-2/history). These builds are only for testing purposes and might lead to loss of data, and will contain significant bugs. Please see below on how you can report bugs you find during testing.
## Installation
You install this mod by putting it into the `minecraft/mods/` folder. It has no additional hard dependencies.
## Issues
Applied Energistics 2 crashing, have a suggestion, found a bug? Create an issue now!
1. Make sure your issue has not already been answered or fixed and you are using the latest version. Also think about whether your issue is a valid one before submitting it.
2. Go to [the issues page](https://github.com/AppliedEnergistics/Applied-Energistics-2/issues) and click [new issue](https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/new)
3. Enter your a title of your issue (something that summarizes your issue), and then create a detailed description of the issue.
* Do not tag it with something like `[Feature]` or `[Bug]`. When it is applicable, we will take care of it.
* The following details are required. Not including them can cause the issue to be closed.
* Forge version
* AE2 version
* Crash log, when reporting a crash (Please make sure to use [pastebin](http://pastebin.com/))
* Do not post an excerpt of what you consider important, instead:
* Post the full log
* Other mods and their version, when reporting an issue between AE and another mod
* Also consider updating these before submitting a new issue, it might be already fixed
* A detailed description of the bug or feature
* To further help in resolving your issues please try to include the follow if applicable:
* What was expected?
* How to reproduce the problem?
* This is usually a great detail and allows us to fix it way faster
* Server or Single Player?
* Screen shots or Pictures of the problem
* Mod Pack using and version?
* Keep in mind that some mods might use an outdated version of AE2
* If so you should report it to your modpack
5. Click `Submit New Issue`, and wait for feedback!
Providing as many details as possible does help us to find and resolve the issue faster and also you getting a fixed version as fast as possible.
## Building
1. Clone this repository via
- SSH `git clone git@github.com:AppliedEnergistics/Applied-Energistics-2.git` or
3. Build `gradlew build`. Jar will be in `build/libs`
4. For core developer: Setup IDE
- IntelliJ: Import into IDE, execute `gradlew genIntellijRuns` and change RunConfiguration to `*_main` as quickfix for [ForgeGradle](https://github.com/MinecraftForge/ForgeGradle/issues/357)
- Eclipse: execute `gradlew eclipse`
5. For add-on developer: Core-Mod Detection
- In order to have FML detect AE from your dev environment, add the following VM Option to your run profile
Before you want to add major changes, you might want to discuss them with us first, before wasting your time.
If you are still willing to contribute to this project, you can contribute via [Pull-Request](https://help.github.com/articles/creating-a-pull-request).
The [guidelines for contributing](https://github.com/AppliedEnergistics/Applied-Energistics-2/blob/master/CONTRIBUTING.md) contain more detailed information about topics like the used code style and should also be considered.
Here are a few things to keep in mind that will help get your PR approved.
* A PR should be focused on content. Any PRs where the changes are only syntax will be rejected.
* Use the file you are editing as a style guide.
* Consider your feature. [Suggestion Guidelines](http://ae-mod.info/Suggestion-Guidelines/)
- Is your suggestion already possible using Vanilla + AE2?
- Make sure your feature isn't already in the works, or hasn't been rejected previously.
- Does your feature simplify another feature of AE2? These changes will not be accepted.
- If your feature can be done by any popular mod, discuss with us first.
Getting Started
1. Fork this repository
2. Clone the fork via
* SSH `git clone git@github.com:<your username>/Applied-Energistics-2.git` or
5. Commit changes to your clone `git commit -m "<summery of made changes>"`
6. Push to your fork `git push`
7. Create a Pull-Request on GitHub
8. Wait for review
9. Squash commits for cleaner history
If you are only doing single file pull requests, GitHub supports using a quick way without the need of cloning your fork. Also read up about [synching](https://help.github.com/articles/syncing-a-fork) if you plan to contribute on regular basis.
## Applied Energistics 2 API
The API for Applied Energistics 2. It is open source to discuss changes, improve documentation, and provide better add-on support in general.
Development and standard builds can be obtained [Here](http://ae2.ae-mod.info/Downloads/).
### Maven
When compiling against the AE2 API you can use gradle dependencies, just add
or add the compile line to your existing dependencies task to your build.gradle
Where the __ are filled in with the correct version criteria; AE2 is available from the default forge maven so no additional repositories are necessary.
An example string would be `appeng:appliedenergistics2:rv2-alpha-30:dev`
## Applied Energistics 2 Localization
### English Text
`en_US` is included in this repository, fixes to typos are welcome.
### Encoding
Files must be encoded as UTF-8.
### New or updated Translations
The language files are located in `/src/main/resources/assets/appliedenergistics2/lang/` and use the [appropriate locale code](http://minecraft.gamepedia.com/Language) as name and `.lang` as extension.
To update an translation edit the corresponding file and improve/correct the existing entry. Or copy any entries from `en_US.lang` for missing translation.
To create a new translation, copy the contents of `en_US.lang`, create a new file with appropriate filename, and translate it to your language.
Please keep in mind that we use [String format](https://docs.oracle.com/javase/8/docs/api/java/util/Formatter.html) to pass additional data to the text for displaying.
Therefore you should preserve parts like `%s` or `%1$d%%`, which allows us to replace them with the correct values while you still have the option to change their order for match the rules of grammar.
This might not be possible for some languages. Should this be the case, please contact us.
### Final Note
If you have have issues localizing something feel free to contact us on IRC, at #AppliedEnergistics on Esper.net
Thanks to everyone helping out to improve localization of AE2.
@@ -42,7 +44,7 @@ public interface ITickManager extends IGridCache
*
* @param node gridnode
*/
booleanalertDevice(IGridNodenode);
booleanalertDevice(@NonnullIGridNodenode);
/**
* disables ticking for your device.
@@ -51,7 +53,7 @@ public interface ITickManager extends IGridCache
*
* @return if the call was successful.
*/
booleansleepDevice(IGridNodenode);
booleansleepDevice(@NonnullIGridNodenode);
/**
* enables ticking for your device, undoes a sleepDevice call.
@@ -60,5 +62,5 @@ public interface ITickManager extends IGridCache
*
* @return if the call was successful.
*/
booleanwakeDevice(IGridNodenode);
booleanwakeDevice(@NonnullIGridNodenode);
}
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