If you have a crate, with items in it, clicking on a create that is
empty or contains the same item will result in the held crate giving
some of its items to the block crate. So far now bugs but futhur testing
will be need to make sure that the max limit is held as well as the item
crate can still be used.
Also not sure why the two computer craft api files think there new.
Tried to correct the place and break command. As well as created a
Harvest commands that auto grabs the block after breaking it. However,
there seem to be a few bugs left over that i will have to correct later.
When you clicked bellow the mid line for items with limit bellow 64 it
would give you 64 which means more than one stack. In some cases this is
not wanted so i limited to a single stack of the limited ammount of the
item.
Manipulator was stacking up items more than there max stack size
Also i Change the .gitignore too support the fact i use the textures in
the src folder for my eclipse to function. I would have use the include
bat but it failed to function
I Also added a simple boolean in TileEntityAssemblyNetwork to test
everything without having a power supply attacked to the blocks.
*Added: Rail model
*Added: Pully model
*Added: Ablity to use crane part block in game, though it does nothing
*Moved: Block & Item class for crane parts to crane package
Btw the ItemCraneParts is needed. I'm going to use it to have the item
render in hand diffrent then in the inventory which can only be done
with an item class.
I think either my forge or mcp is not the same version as you guys since
right off the back several of the var were diffrent. Might want to
update your forge and check.
Another note i'm starting to work on our crane design as a way to make
the quarry as well. I'll post my though on it in the issue section for
us to talk about.