

Made this behavior part of an item handler (rather than the insertion code)

Vanilla hoppers have their cooldown activated when an item is inserted. ItemStackHandler no longer caches the stack array in local variable.Ĭlean up the Chests code to make intentions clearer Improve ItemStackHandler handling of errored NBT. Vanilla wrappers implement IItemHandlerModifiable (since they are modifiable)Īdd an onContentsChanged() and onLoad() callback methods.to the default implementation.Īdd slot as a parameter in the callback method.Ĭhange tStackInSlot() to void, and added a note about not being intended for cross-mod use. Replace double chest code with a simpler method. Also added a field to allow mods that add additional player inventory space to publicly expose them." Revert "Make InventoryPlayer implements IItemHandler because why not.
#Keystrokes mod 1.8 9 update#
Added hooks to reset the cached adjacent value when a block update is detected and when a chunk loads. Lazy initialization of the item handler for vanilla tiles.Ĭreate a single vanilla chest item handler that will merge with adjacent chests when detected. Also added a field to allow mods that add additional player inventory space to publicly expose them. Make InventoryPlayer implements IItemHandler because why not.
#Keystrokes mod 1.8 9 registration#
Throw exception if IItemHandler can't be modifyed in NBT loading.Īdd capability to mine cart inventory entities.Ĭhange formatting and registration of capability. Remove redundant size field and add a validate slot index method. Move the vanilla wrappers to a separate class for now. T.tomkins: Fixed: BlockPos passed to isBeaconBaseĪdd simple implementations of IStorage and the factory methods.Īdd ItemStackHandler. Logic - MinecraftForgeClient.getRegionRenderCache.įry: Sometimes I forget how much trivial things are missing from Java 6. * RegionRenderCache is not accessible to TESRs and other client-side * TESRs can now be batched - look at TESR.renderTileEntityFast + * ITimeValue - time-varying value, used to control animation * AnimationModelBase - same for entities. * AnimationTESR - automatic TESR for animated models. * IAnimationStateMachine - state machine for animations can load Modders should specifically opt in.įry: Fixed minor race condition between mouse clicks and TESR in the animation example. LexManos: Loosen TileEntity's default hasCapability implementation. LexManos: Bump version in prep for new Recomended Build.
