
Список изменений
Adding conditionals
[Added]
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Added support for capability-specific slot layouts, allowing blocks that possess both fluid tanks and item inventories to show unique slot configuration layouts for each capability.
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Added capability-specific resource folder parsing, allowing custom layouts to be loaded from assets folders like
slot_layouts/item/andslot_layouts/fluid/with backward compatibility for legacy flat layouts. -
Added exact, pixel-perfect coordinates and dimension mappings for vanilla crafting stations and containers (Furnaces, Smokers, Brewing Stands, Hoppers, Dispensers, and Crafters).
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Added the
conductive_cablesblock tag, permitting custom conductive cables registered by other add-on mods to extend network searches natively. -
Added programmatic datagen generation for the new conductive cables tag, mapping the plain and hardened cables.
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Added detailed, multi-line tooltips inside the inventory selection panel that list the targeted container's name, coordinates, and active direction.
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Added native card icon rendering in the inventory selection bar, displaying the exact card installed (e.g., Vacuum or Ejector Valve) rather than a generic Cable Cluster block.
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Added the Redstone Conditional logic component, allowing you to branch flowchart execution depending on analog redstone signal strengths of connected blocks.
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Added support for dual-output execution terminals (Output 0 for True, Output 1 for False) on the new Redstone Conditional component.
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Added a settings panel allowing you to configure the evaluation mode between ALL (AND) and ANY (OR) active faces.
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Added a sided configuration modal popup enabling distinct operators (e.g.,
<=,>=,==) and analog sliders (0 to 15) to be mapped per face. -
Added thread-safe redstone signal caching to
ThreadSafeInventorySnapshot, allowing background threads to evaluate analog signal strengths securely without causing server-side thread safety conflicts. -
Added English localization entries for the new Redstone Conditional component.
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Added the Energy Conditional logic component, allowing you to branch flowchart logic based on the Forge Energy (FE) stored in connected blocks.
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Added support for dual-output execution terminals (Output 0 for True, Output 1 for False) on the new Energy Conditional component.
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Added a settings panel featuring custom comparison operators (e.g.,
<=,>=,==,!=,<,>) and a numeric text field to specify precise FE thresholds. -
Added English localization entries for the new Energy Conditional component.
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Added the Fluid Conditional logic component, allowing flowchart systems to evaluate fluid volumes across targeted block tanks off-thread.
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Added support for dual-output execution paths (Output 0 for True, Output 1 for False) on the new Fluid Conditional component.
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Added custom match modes—Match All (AND) and Match Any (OR)—along with multiple comparison operators (e.g.,
<=,>=,==,!=,<,>) in the settings configuration overlay. -
Added English localization mapping for the new Fluid Conditional component.
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Added a
renderAsFluid()contract to theIFilterableinterface, permitting any custom filterable card to dynamically declare whether its ghost slots represent liquids. -
Added the Item Conditional logic component, allowing you to branch flowchart execution paths off-thread based on current item levels inside connected inventories.
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Added support for dual-output terminals (Output 0 for True, Output 1 for False) on the Item Conditional component.
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Added custom match mode toggles—Match All (AND) and Match Any (OR)—along with multiple conditional operators (e.g.,
<=,>=,==,!=,<,>) in the settings configuration overlay. -
Added English localization entries supporting the new logic node in translation bundles.
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Enforced strict card insertion limits within standard and advanced Card Clusters (maximum of 1 Cable Card, 1 of each omni-directional card, and 6 of each directional card type allowed total).
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Added direction conflict prevention inside Card Clusters; two cards of the same type can no longer be assigned to the same active side.
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Added the Fluid Vacuum Valve, a dedicated network block capable of vacuuming fluid source blocks directly from the world when triggered by your flowchart.
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Added the Fluid Ejector Valve, a dedicated, non-buffering block that instantaneously places fluid source blocks into the world.
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Integrated the Item Vacuum Valve into the logic system; it can now dynamically detect, simulate, and transfer nearby ground items through your network pipelines during flowchart execution.
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Implemented a multi-threaded copy mechanism for network inventories during background logic planning, resolving potential data conflicts and improving overall server stability.
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Added the Observer Trigger, a new flowchart trigger node that executes logical pathways when a connected Observer Cable block registers a state change.
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Dynamic Energy Rate Detection: Augmented the energy limits scanner to perform simulated power transfers on the server. This ensures that custom or heavily wrapped energy storages (like Mekanism Energy Cubes) automatically reveal their exact maximum per-tick transfer limits to the player config menu.
[Changed]
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Re-engineered the automated layout datagen provider to output configurations cleanly into capability-sorted resource subdirectories.
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Updated slot direction configuration buttons inside the
CableClusterScreento display full directional face names (e.g., "NORTH", "SOUTH") instead of truncated two-letter abbreviations. -
Re-engineered the primary pathfinding scanner, manager discovery sweeps, and adjacent network dirty checks to propagate exclusively along conductive blocks and active cable clusters, preventing non-conductive blocks from bridging independent searches.
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Updated fast O(1) extension and connection optimization checks inside
CableBlockto evaluate the new tag rather than hardcoded block classes. -
Improved Cable Cluster integration by segmenting each slot card into its own logical inventory entry, allowing you to target specific cards inside a cluster independently.
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Updated settings overlays to restrict 3D block preview face selections strictly to the face matching the targeted card's active directional side.
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Decoupled fluid-style texture rendering inside the
ItemFilterWidgetby switching from a hardcoded type-check check of the fluid transfer node to the newrenderAsFluid()interface method. -
Refactored
ItemFilterWidgetto support optional toggle configurations, suppressing the Whitelist/Blacklist button when rendering inside conditional logical evaluation scenes. -
Reworked the Card Cluster screen and slot configuration layouts into a structured, easily readable grid.
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Adjusted the physical network scanner so that Card Clusters now require an installed Cable Card to bridge signals and carry connections across a cable line.
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Updated standard and advanced Card Clusters to display custom textures matching their physical properties.
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Split the old "Fluid Extraction Hatch" block and card into the two specialized valves above to simplify network setups.
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Updated fluid block placement checks to prevent ejecting fluids into coordinates that already contain an active fluid source block.
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Upgraded the Item Vacuum Valve with "intelligent filtering"; it will now scan your active flowchart and only suction ground items if they match your filter rules and have room in destination chests, preventing items from getting stuck inside the valve.
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Made the Item Vacuum Valve completely passive to optimize server performance, removing its independent ticking loop.
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Restricted network pipe connections for the Item Vacuum Valve, Item Ejection Valve, and Fluid Extraction Hatch so they can only interact with adjacent blocks on their front-facing side.
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Reworked the block models for the Item Vacuum Valve and Item Ejection Valve to display unique front textures indicating their facing direction.
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Renamed the "Item Vacuum Hatch" to the "Item Vacuum Valve" and the "Item Ejection Hatch" to the "Item Ejection Valve".
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Optimized the manager's background scheduling system to increase processing speed and eliminate frame-skipping delays.
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Reworked the Observer Cable block's visual model to render distinct front, back, top, bottom, and side texture overlays.
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Updated the Observer Cable Block model and textures.
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Improved item routing logic during transfers; the manager will now prioritize merging items into existing matching stacks in destination containers before utilizing new, empty slots to keep inventories consolidated.
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Configured both Redstone Emitter and Redstone Receiver blocks to behave as non-conductive blocks, preventing accidental redstone wire power bleed to adjacent blocks.
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Optimized the Redstone Emitter execution path to surgically power specific targeted faces instead of looping through all directions.
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Updated menu button icons on the flowchart canvas sidebar to use dedicated texture assets for the Interval Trigger, Fluid Input/Output, Fluid Filter, Energy Input/Output, and Redstone Trigger nodes.
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Adjusted block model generation parameters for the Redstone Emitter to map face indicators to corresponding side textures.
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Cleaned Mod Startup Sequence: Removed obsolete and unused startup event listeners from the main mod registration lifecycle, ensuring a cleaner load sequence.
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Contrast Adjustments: Adjusted the default text color for the Orange mask to solid white to improve contrast and visual readability against colored flowchart nodes.
[Fixed]
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Fixed standard slot overlay panels drawing redundant generic slot textures over custom data-driven GUI backdrops by introducing a flag to disable generic texture renders.
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Fixed an issue where changing card items or directional faces inside a Cable Cluster failed to notify the system, ensuring instant cable network rescans on modification.
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Fixed Cable Cluster configurations (including card stacks, slot indices, and directions) resetting or failing to persist across world saves and reloads.
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Fixed logical check leakages inside shared Cable Clusters by restricting transfer and conditional planners strictly to the targeted card's slot index.
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Fixed an inventory slot synchronization issue where viewing the tank configuration of a fluid block could temporarily override or corrupt cached item slot views.
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Removed the old, generic "Fluid Extraction Hatch" block, item, and creative tab entries.
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Fixed a major logic simulation error where sided blocks (such as Furnaces and Brewing Stands) would fail to update simulated slot counts consistently across all of their faces during item transfer checks.
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Fixed visual rendering bugs in the 3D block preview screen where adjacent translucent blocks would clip or render in the incorrect sorting order depending on the camera angle.
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Fixed an issue with un-targeted output transfers where items would occasionally fail to stack naturally inside destination slots.
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Fixed a momentary redstone power spike issue where Redstone Emitter blocks could briefly output maximum power (signal strength 15) during blockstate updates.
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Visual Slot Sync Performance: Shifted inventory slot packet parsing from the background network threads to the visual rendering pass. This alleviates network thread bottlenecks and ensures slot previews remain responsive even on congested servers.
