Added messy todo list to top of crate tile entity

Not exactly coding standard but a nice reminder of what i'm going to be
working of for the next few days.
This commit is contained in:
DarkGuardsman 2013-09-24 00:05:01 -04:00
parent 016a002e05
commit 7562ea8d1b

View file

@ -17,8 +17,22 @@ import dark.core.common.DarkMain;
import dark.core.network.PacketHandler;
import dark.core.prefab.machine.TileEntityInv;
/** Basic single stack inventory
*
* @author DarkGuardsman */
public class TileEntityCrate extends TileEntityInv implements IPacketReceiver
{
/* TODO
* Fix issues with ItemStacks with NBT tags having issues
* Fix possible render issues with some items
* Yell at MachineMuse for her items rendering threw walls
* Add support to disable sides of crates when rendering items are unwanted
* Simplify item rendering to decrease graphic lag
* Add crafting manger to prevent crafting with full crates
* As well keep item stacks when upgrade crate threw crafting
* Add upgrade item for crate
* Add crate swapping in which an advanced can trade place with a basic while keeping inventory at the locaiton
*/
/** Collective total stack of all inv slots */
private ItemStack sampleStack;
@ -50,7 +64,7 @@ public class TileEntityCrate extends TileEntityInv implements IPacketReceiver
/** Turns the inventory array into a single stack of matching items. This assumes that all items
* in the crate are the same TODO eject minority items and only keep the majority that are the
* same to prevent duplication issues
*
*
* @param force - force a rebuild of the inventory from the single stack created */
public void buildSampleStack()
{