Honestly shouldn't act to different from how its was seeing as nothing
really changed. Only thing that happened was that the load and write
part of BalanceCollectiveTank was split into two different methods. Will
need some testing though to check if everything works.
Also for NetworkFluidContainers its balance method was changed a bit to
maybe fix errors with fluid remaining in the tank that shouldn't have
fluid in them. Render will still need to be changed to fix this a little
better.
I've been avoiding this because i wanted to remove the starter pump.
However, seeing as early game it is needed i wanted to rework it. As
well since finite fluids are become more and more common i changed the
code. It will now drain sources within 20 blocks of itself. I'll still
need to redo the path finder, render, and several other parts to match
the change i want. I'm thinking of doing a buildcraft style pipe
extension from the base. However, with a full render and animation to go
with it. The other option that came to mind was a hose attachment
allowing it to be a basic version of the construction pump without the
drain.
It still needs more work especial with its half of the pathfinder. As
well i'm guessing tests need to be done on amount of fluid drained
compared to amount present.
This runs out side of minecraft even though it require minecraft code
and UE api code to work. This is main due to the use of the UE Vector3
class to do the testing with.
It has been tested and should be fully functional. As well i removed the
old drain sorter as the new collection sorter can world for both drain &
fill.
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.
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