* Remove obsolete api and fix some warning
* Move MEMonitorHandler to internal code and fix some warnings
* Rename exceptions to conform to naming scheme
Updated Drives to support more than Item and Fluid cells.
Use Collections.emptyList() instead of creating empty ArrayLists.
Fixes a NPE with uninitialized ME Chests.
Fixes#3150
* Updated Forge to 1.12.2 RB
Updated mappings to the MDK defaults for 1.12.2
Updated related depdencies
* With Forge 14.23 not available for < 1.12.2, we have to drop support.
With one potential fix for TE corruption, this step should be
reasonable.
* Added Registry for customized charger rates.
* Added rates for all chargable items/block.
* Charger and Inscriber now store 1.6k AE each instead of 1.5k
* A crank applies 160 AE instead of 150
* Charged certus now requires 1.6k instead of 1.5k
* Use itemstack as itemdef
* HIGH_TAG/LOW_TAG should be compared both directions
* Remove getTagCompound
* Make Itemlist implementation independent
* Cache item id for performance reasons
* Add preconditions to saveguard against external meddling
* Chache itemDamage
* Remove IAEStackSearchKey for now, rename getDisplayStack
* Improved IGrinderRegistry
Added a builder for grinder recipes similar to IInscriberRegistry.
Replaced different add methods with this builder.
IIinscriberRegistry#addRecipe and removeRecipe now return true on success.
* Further improvments for the enerygrid.
Simplified quartz fiber.
Removed different Actionable code paths and replaced with a unified
approach.
Dropped lastProvider/Requester, it simply iterates over all, but still
drops them when necessary.
Catch all parsing exceptions instead of propagating them upwards as
these are meaningless for the actual test.
Renamed uvlMarker to ae2_uvl_marker just in case some other mod uses the
same key.
* Refactored the BaseActionSource
It now uses an interface `IActionSource` instead of a concrete class and further
subclasses.
Instead of relying on a specific class for a certain action type, it now
uses methods with Optional as return values to determine a player or
machine issuing an action. Refer to the JavaDocs for the exact behaviour.
* `IActionHost` no longer extends `IGridHost`
It never used the additional functionality and if needed the `IGridNode`
will also provide a reference to the corresponding `IGridHost`.
Due to most crafting related GUIs being hardcoded to `IGridHost`,
they no longer work when `IActionHost` is not extending it. Actually
`IActionHost` is the better solution for it, as it prevents us from looking
the grid up via the `IGridHost` and potentially finding a wrong grid.
* Interfaces now only lock the currently worked slot.
This allows `DualityInterface#onChangeInventory` to update slots of the same interface, should they be the source for a requested item and therefore updating their working set accordingly to queue further crafting requests for unfulfilled stack requirements.
* Remove the old annotation system
* Use TileEntity#onLoad instead of onChunkLoad event
* Do not call invalidate in onChunkUnload and validate in onLoad
There is currently no difference between an external grid and the local
machines trying to extract power from the grid. Thus preventing any
external grid from stealing power also does prevent machines from
extracting, if there is no other provider available.
Also a small change to use a priorityqueue with the lowest percentage
stored first. This can better utilize the upper limit by reaching it
faster and exiting earlier.