Though that i could just let the drain do both fill/drain at the same
time. However, i did think the drain would try to self feed liquid into
itself. Should be fixed now by re-adding the meta sensitive canDrain
Drain no longer does draining of fluids on its own. It now only path
finds and fills areas. Pump will not have to drain fluid threw the drain
using it more of a origin point or a path finder.
Found out that set don't allow duplicate vars. Using Sets will fix this
issue with the path finder storing several of the same vector3
As well added a way to set the world of the path finder
if a node become a result its was not being added to the result list if
the path finder was not cleared first. In most cases clearing the path
finder is not as effective as refreshing the nodes.
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.
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