We currently generate the crafting item once when the upgrade is first
created, and cache it for the duration of the game. As the item never
changes throughout the game, and constructing a stack is a little
expensive (we need to fire an event, etc...), the caching is worth
having.
However, some mods may register capabilities after we've constructed our
ItemStack. This means the capability will be present on other items but
not ours, meaning they are not considered equivalent, and thus the item
cannot be equipped.
In order to avoid this, we use compare items using their share-tag, like
Forge's IngredientNBT. This means the items must still be "mostly" the
same (same enchantements, etc...), but allow differing capabilities.
See NillerMedDild/Enigmatica2Expert#655 for the original bug report -
in this case, Astral Sourcery was registering the capability in init,
but we construct upgrades just before then.
- All "named" entries (blocks, items, recipes, TEs and pocket/turtle
upgrades) are registeredin one place.
- Most client side models/textures are registered in ClientRegistry -
we can't do item colours or TEs for now, as these aren't event based.
- A little cleanup to how we handle ItemPocketComputer models.
There's several reasons for this change:
- Try to make ComputerCraft.java less monolithic by moving
functionality into separate module-specific classes.
- Hopefully make the core class less Minecraft dependent, meaning
emulators are a little less dependent on anything outside of /core.
Note we still need /some/ methods in the main ComputerCraft class in
order to maintain backwards compatibility with Plethora and
Computronics.