Changing the fake network like power system for the belts into a better
network. This way i can start to do more with the network and manage it
better.
This has not fixed issue with mekanism interaction yet. However, i am
still working on this though i don't think it just the manipulator
causing the issue.
Changes:
*Fixed: Filter not resetting for inventory helper
*Fixed: Manipulator consume items
*Fixed: Manipulator taking more items than existed
*General: Cleanup, docs, and minor corrections
unkown if this was common or rare how it should be fixed. As well i
removed some code since it was already handled again else where. This
should make the crates load from map faster.
Give command is used to give an item to an inventory or place it in the
inventory of a tile.
wording is the same as take command Give ID:Meta amount
I will improve this command more allowing for the removal of the extra
args
Though i had got this taken care of last time but looks like now.
Change: Inventory is now only used for automation support. Player
interaction goes strait to the collective itemstack then is build back
into the inventory after.
Well again i have fixed a few duping bugs with the imprinter. This time
though i have made it a bit harder for it to break down. However, the
issue could happen again with the current crafting system.
The imprinter class was starting to get messy with all of its other
non-crafting code. To help make things cleaner and to create a reusable
class i have moved the crafting code to its own class. To use the class
you simple need to have the TileEntity implement IInventory(or have an
internal Inv refrence) and implement IAutoCrafting. Also i'll be moving
these classes to Dark-Lib when done.