* Allow use of wire cutter/soldering item on the tile entity, as well as the wire, for a connect/disconnect
* revert soldering iron changes
* Added missing overlays, made the passtrough of wire cutting/connectiong trough gt machine blocks work only if the player is isneaking. And because of that, added back the soldering iron support.
* Solar Panel Fix
Two main pieces:
1) Updates solar panel (cover) behavior to always show connected, and
allows connect() to work without a tile entity. This bit is mostly
optional and mainly included so the client renders the panels as
connected.
2) Updates injectEnergy() to allow injection from unconnected, but
UNKNOWN directions (6) - which is what solar panels and transformers
use.
* Make AE2 GT-p2p tunnels connect to gt cables
* Rebalanced chemistry material ratios, simplified cracking
Chemical recipes now conserve material volumes.
Cracking no longer has three different severity settings.
Each material only has one recipe for Steam-Cracking and one recipe for
Hydro-Cracking
* Added simple variants of the overhauled chemical recipes
* Fixed a bug where the game would crash with IC2Classic installed
* Fixed Muffler abuse. They can no longer face downwards, into a machine.
* Lava in Large Boiler Fix.
"The Large Boiler can burn almost all forms of solid and liquid fuel, except lava." - https://ftb.gamepedia.com/Large_Boiler
* Improved Large Boiler Tooltip, Fixes#1314.
* Bugfix: Small boiler ash types mixing
Issue: Small boilers that had ash in the byproduct slot would not produce more byproduct if the fuel type was changed to one that produced a different type of ash e.g. burn a couple of coal until there is one DarkAsh in the byproduct slot, then charcoal will produce no Ash in that stack
Fix: When mixing ash types, convert all the ash to less valuable light ashes - prevents any exploits for creating more dark ashes.
Issue: Boilers did not stop burning fuel when full of ash
Fix: added explicit check so that boilers can't burn fuel when output is stuffed (this may be a balance change, so can be removed if undesirable)
Small refactoring of fuel logic so that ash conversion logic does not need to be repeated
Started with small bronze boiler, will extend fix to small steel boiler if general structure approved
Addresses issue #1302
* Fixed imports and typo
* Extended change to small steel boiler as well
We can find that there's always two achievements between "As Dense As Possible" and "What now?" whether you opened the batteries or not,so this PR would like to fix this.
1) Pump will properly save it's state and reload with chunk load/reload.
It remembers that it was pumping and doesn't immediately move down.
Additionally, corrected saving of fluid type so it will properly look it
up when it reloads
2) Fixed getYHeadOfPump() so it doesn't punch through bedrock if you
destroy the pump head. If you break a gap into an existing pipe line,
it will move down through the broken spots until it finds an existing
set of pipes - in which case it will continue from the bottom. If you
break the pump head, it will replace the last pipe with a new Head and
carry on about it's business.
The Oil Cracker now also accepts Input Hatches on the right side and
Output Hatches on the left side.
Input/Output Hatches must be on opposite sides of one another.
Also, Energy/Maintenance Hatches no longer need to be on the middle ring
but can also be put on the sides.