When i change the tank to extend TileEntityFluidStorage again to save
time. I forgot to change the tank to use the prefab fluidTank var so
that it would save correctly.
In the case that two liquids merge safely with no result it will create
waste liquid. To prevent this a mod should register a merge result
allowing for more complex or better liquid merging.
This should remove the need for other networks to have custom split or
merge code just to add a few lines of code. Example was the removal of
the needed for Fluid networks in FM to have custom split/merge code to
add balanceTanks() method.
This should prevent issues with config files generating but will not
prevent Block ID conflict with other mods. However, later i might expand
this to try to pre-register the block and correct its block ID if
something goes wrong.
At first i was going to keep the core as a simple loader but seeing that
need for content out of my DarkMachine mod i merged the two. This will
cause a bit of extra stuff for the player to deal with. However, i did
add configs to disable the ore and ore Items from the mod.
Removed some code that is no longer support in the core mod
Merged all ItemBlock classes into a simple class that will later be
moved to the core.
Optimized blockID and config
Removed TileEntityElectricMachine and replaced it with the UE
UniversalMachine class
Removed the BC to UE class as it is no longer needed or functional
Added NetworkSharedPower so that tileEntities can share power in a
network allowing things like Electric Fences or battery box grids.
However, it doesn't unloaded power then it is removed so should only be
used for running machines