* Allow crafters to be daisy-chained
In crafting situations that require more than the 9 blocking patterns
that one crafter allows, the only solution is to duplicate the setup
to allow a second crafter. This CL allows crafters to be
daisy-chained to provide a solution to this issue.
Also, since unlimited crafters can now be placed on a single
inventory, this eliminates the need to have multiple intermediate
inventories which then pipe into the desired inventory. This also
improves the crafting manager UI as now those patterns can all be
listed under one "Furnace" instead of (potentially multiple) "Chest"s.
* Update crafting manager on crafter rotate
* Revert .gitignore change and fix crash
* Refactor
* Remove Set import
* Address comments
* "Finished" check now considers the set IO mode
* Fixed behaviour, removed useless code
* oops, my branch wasnt up to date apparently
* forgot moving drive to output when full
* apparently wrong indentation
* Update NetworkNodeDiskManipulator.java
* changed format
* f o r m a t
* Remove BakedModelPortableGrid, and add proper camera transforms
* Add the correct on-ground transform, and tweak item frame scale
* Switch to hold Portable Grid more like a laptop
* fixes#1147
Previously, the manipulator would stop and stuck on a disk when it isn't empty, but also cannot be emptied any more (network is full). This fixes this: If the network cannot accept any items anymore, the disk will be moved to output.
* Update CHANGELOG.md
* removed testing leftovers
* changed behaviour
* Changed display logic of fluid stacks
Fluid stacks that contain less than one bucket (999mB or less) of fluid will now display "<1" instead of "0", for aesthetic purposes.
* Update CHANGELOG.md
* typo fix
* Changed to float display
* Changed item quantity of a craftable item to 0
Whenever a system has none of a specific item but the ability to craft it, the grid saves the quantity as 1. Quantity sorting would make use of this and sort it alphabetically together with other quantity 1 items. This change should make quantity sorting think craftable items have a quantity of 0, making all of them appear behind itemstacks with the quantity 1 (or higher).
* Moving code logic to GridStackItem
* Update GridSortingQuantity.java
* Changed stack quantity logic
Craftable itemstacks remain stored as "1 item" internally. Other classes will be given the information that the stack is empty, though.
* Update CHANGELOG.md
* Fixed issue with pattern overwriting
Pattern overwriting if the blank pattern (top slot in the pattern slots) slot was empty. Fixed this by only considering a recipe invalid if there are *absolutely no* patterns available, meaning none in top and none in bottom.
* Fixed a line
typo, sorry
* fixed patternAvailable, returned opposite
* Updated name to isPatternAvailable
* Added newest change to the changelog
Second line in the 1.5.32 version added.