Renamed "Auto Workbench" to reduce confusion with the "Advanced Crafting
Table".
Once again I barrowed liberally from Railcraft. This time from the
Rolling Machine. You will recognize the new GUI.
Auto Workbenches are 100% compatible with vanilla Hoppers, or whatever
you want to use to interface with it. It no longer implements
ISpecialInventory at all. Even RP2 would work with it now.
Implemented the same "Sample Output" vs "Real Output" design that the
Rolling Machine uses. If there are enough items to craft multiple times,
it will craft automatically. But if there are only enough items for one
craft job, you must click the sample output slot to start the process.
Separating the display from the output helps reduce the complexity of
the code by a large factor.
Banned all items that can't stack or that have containers from being
used in the Auto Workbench. Supporting these types of items is the major
reason the previous version was so buggy. The Advanced Crafting Table
does a much better job with that kind of thing, use it instead.
Crafting now has a time cost. It take 256 ticks to craft an item. Unlike
the Rolling Machine, it DOES NOT require power.
Removed ability to pull from adjacent inventories. Its laggy, complex,
and unnecessary now. If you need more capacity, use a Hopper or Chute.
I recently did a major overhaul of Railcraft's button code for some
upcoming features. Figured I backport it to Buildcraft as well.
Texture information was abstracted into an easily swapped object.
Multi-Buttons can now have different textures for each state.
Added tool tip support for all buttons (with mouse over delay!).
Added textures and states for a "Lock" Multi-Button.
Greatly reduced code duplication.
Oil Lakes can no longer only spawn in sand. Added IMC calls for Lakes
and excluded Biomes.
"oil-lake-biome" and "oil-gen-exclude", both take the BiomeID as an
argument.
Increased specular highlights on Oil texture, you shouldn't have to jump
in the pool to tell the difference between lighting glitches and oil
anymore.
Oil Lakes now have 50% chance of being 2 blocks deep. Improved gen to
prevent floating trees, etc.
Oil Wells should no longer gen in mod added trees.
Spawns an infinite Oil Spring at bedrock under 25% of large Oil Wells.
This Spring slowly produced more oil over time.
More balance testing needed, but I need to fix that damn Redstone Engine
bug first.
Ported Pipe textures (Pipe "api" changed for submods)
Ported Wire textures
Updated pipe sync to accomodate Icons
Updated all pipes to new "api"
Nerfed Herobrine
This fixes the first two bullet points of issue #552, as well as adding Forge/FML to the list of mod loading frameworks. I will leave the last bullet point up to someone who knows these things.
Also new texture for the Laser Crafting Table and fixed a bug with
Wooden Item Pipes not diplaying items that are being pumped.
Emerald Pipes are advanced versions of the Wooden Pipes. The Item Pipe
posseses a filter that pulls items from inventories in a blocking Round
Robin fashion. The Liquid Pipe has capacity and flow rate equal to a
golden pipe.
Note: ISpecial and ISelective Inventory interaction with the Emerald
Item Pipes is untested, there seems to be nothing decent to test with in
Buildcraft.