Forgot i renamed the core package for tile networks a while back. Since
when building the core this package is actually copied into it best i
make sure it is done right.
Too start with i original was avoiding making such a system since it
boils down to an object crafting system. Though with my future and
current plans i decided to start working on it.
The system, when finish, will be able to handle mixing of fluids, Items,
Blocks, and anything to form a result of some kind. The idea is to used
it in the pipes, tanks, brewing stand, boilers, and other machines to
automated the process of mixing fluids. For pipes it will either create
a new fluid, or prevent the pipe from working. Tanks will do the same
but can become filled with blocks or items. Brewing stand will use the
system to create new fluids, gases, potions, foods, drinks, items, and
so on. Boiler will use the simple version of it to convert a fluid to
another fluid without any other processing.
Something wasn't going write and right now is not the time to create new
bugs. So for now i'll work with the old network and improve it first.
Then i'll create a new network separated from the old one for multi-tank
setup. When it get to the point that can do the job of the old one and
the new one i'll remove the old network.
Didn't get far as i hit a mental design issues with how the tank network
handles fluids. Currently it only supports one tank. Which means i will
need to recode it to support more, as well recode the network part api
to support several tanks per part. This will take time to design as i
need to both support legacy tiles and prevent future issues. Time may
equal a day.
Since the create saves item stacks different than MC it would load them
even if the item they went too no longer existed. I'll work on a more
improved fix for this that will save the unlocalized name so in case the
IDs change the create remembers what was in it.
since by default the belt renders down there is no point in sending a
packet to tell the client its already rendering correctly. This should
save on lag spikes when logging into rooms full or conveyor belts