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.
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
Since the AL network will need to track input and output tiles it will
need to clear then if invalid. To do this i added a nice system to both
clear for invalid types, and clear for no connections, & no
supply/demand.
Right now its just an extended version of the Shared power network. This
should get the network moving towards running first. Then i can slowly
add in support for powering UE machines back. UE support should auto
cover BC, & IC2. So only thing to do after that is refine and add fluid
support.