The item handler for FluidHelper fluid item interaction now returns true
only if the itemStack changed. This way right click with non-fluid
container items will work.
meta for recipes that had no defined meta was getting set to max meta
value. This catches on that and sets its to zero. Later after i work out
other bugs i'll flip this to being random to allow for more complex
salvaging.
Both tank and sink now use FluidHelper methods to handle FluidContainer
items. As well this should solve the sink not being able to accept
fluids. Unsure at this moment if it solved issues with tank draining.
More testing will be conducted. However, error correction will show up
in CoreMachine due to it containing the helper methods.
I noticed i keep forgetting to sync one or two repos causing the build
script to fail. This script is design so that when i change a lot in the
core i can sync all the repos.
Press i think i might need to do some more work to get it were i want. I
might want to even setup a separate tileEntity as i plan to do armor and
part pressing with it. In which it will require a 3rd item slot for the
imprinting plate. Idea is to provide very cheap part creation as 1/2 to
3/4 the cost of making the item by hand. This way mass production can be
achieved with a bonus over normal production. A few other machines might
be created later when i implement higher tech machines, items, entities,
drones, missiles, etc etc
First machine in a series of machines. This is designed to be a low
capacity machine with a single stack input. Larger version will be added
later that can process items as fast as they are inputted. As well it
will be belt based, and will not actually store the item. Instead it
will process the item on the belt and does have a chance to miss the
item if the belt goes too fast.
unused and when it was it caused more errors that is was worth. Refresh
should be handled by world triggers anyways. Eg. blocks placed next to
network blocks.
I think it simple came down to i need to clean up the network before
doing anything to the network. As well i think the fluid container
network was not clearing the save stack data when it was empty.
Yes the fluid code is based off of Build Craft fluid render and has been
for a while. This is not a copy though as the code is not 100%
buildcraft and has been modified to meet my use of the code.
Not sure what i did in the last few commits, and in this one but the
tanks don't work much at all now. They have rendering, saving, loading,
merging, and other issues now. Not much has really changed to cause this
bad of a reaction from the code.