* Reinstated Compression sigil.
- does not compress wooden planks into crafting tables
- searches for reversible 3x3/2x2 recipes with a single material type
- probably has a lot of redundant stuff and looks silly
- uses try/catch (might want to find a different approach, some people scoff at this)
- should probably have spent the night sleeping, I'm taking exams tomorrow and will probably sleep the whole day through.
* Learned how to properly handle the "NullPointerException"-situation.
* Update BaseCompressionHandler.java
* Update CompressionRegistry.java
* Removed (almost) all code comments (only a one-liner remains that serves as pointer to a completly commented-out class (StorageBlockCraftingRecipeAssimilator)).
Made methods and variables for long function calls to be more efficient.
Fixed an oversight that resulted in a NullPointerException after removing redundant checks that were made to prevent exactly that.
Rearranged and reformatted code.
* corrected something that could be considered a typo but was an oversight
* This should be it. An Array should be more efficient but you can correct me if I'm wrong. In either case it does what it is supposed to do.
* Fixed. Needed a seperate inventory for the reversible check (or clear the previously used one, but then I'd had to repopulate again and that would just have been messy)
* Forgot one of my lines.
* Fix and cleanup.
Could definitely clean more but that should suffice for now.
Rewrites the crafting recipe portion of alchemy arrays. Currently the rewritten
portion is wrapped in the old stuff. Ideally the remaining old stuff will
be rewritten as well.
Mods who wish to do custom array effects still need to depend on internal
classes and I think this is fine.
The new one is now built for the api jar and the old one is now internal.
It will slowly be moved around to sane places within the internal code. Most
of the features provided in the old "api" are addon specific features which
will generally rely on the main jar anyways. The new API will be specific
to compatibility features, such as blacklists, recipes, and value modification.
All old configs must be deleted for this to work properly. Since the rest
of the update is filled with world breaking changes, this should be fine.
Also some mapping updates
(cherry picked from commit d587a8c)
Create a class that implements IBloodMagicPlugin and annotate it with
`@BloodMagicPlugin`. The `register` method will be called during init.
Currently implemented systems:
- Blacklisting
- Teleposer
- Teleposer (entity)
- Transposition
- Well of Suffering
- Green Grove
- Setting sacrificial values
- Adding altar components
* Replaced the Entity registration code. Before, the code was manually adding entities to the GameRegistry.
Doing this prevents the engine from fully registering the added entities in all the proper places. The result was that the Client was never informed of when these entities were created or what they were doing, as all of that behavior is managed by the EntityRegistry.
Changing to the proper EntityRegistry calls fixes issue #1065.
* Changed ResourceLocation calls to the one with two arguments. Didn't know that was a thing before. :D
Also added more consistent whitespace.
Right click a water source (any block that uses Material.WATER, same as vanilla potions) to refill it. This removes all potion effects. The model will display without the fluid inside as a visual indicator.
(cherry picked from commit 4c614df)