Block/Item Categories mod
This allows you to use BC gates, diamond pipes, and other things (eventually) to sort items and blocks based on the general category they fit into. Blocks and items may fit into more than one category (for instance, Iron is both an ingot, a resource, and a storage item because it can be made into/from nine Iron Nuggets). The mod itself identifies and creates categories for items from both vanilla MC and from various mods; these categories can be put on labels, which can be inserted into various sorting equiptment as a stand-in for all items that fall into that category. This mod should categorize items from other mods automatically, adding new types of meat to Consumables and Eatables automatically, say. Additionally, you can modify the items in the config, adding items into a category or removing them from one as you wish by typing in or deleting that item's ID. You can even create new categories just by creating a new header in the config.
-Config Generator - A creative-mode only item. When you right-click with this item, it brings up a GUI with a list of all the item IDs in your inventory at that time (minus the Config Generator itself). You can then copy this list and paste it straight into the Block/Item Categories config; it's meant to make the work of creating a custom category a lot easier. At the top corner of the GUI is the item ID of the Config Generator itself, in case you need it.
-Label Paper - made by crafting water, paper, and two white oredic dye together, shapeless. Used in the Label Maker.
-Label Maker - a fairly involved machine to produce, but not top-tier by any means. Insert label paper and lots of ink - any black or blue oredic dye will do - to create Printed Labels (the interface lets you select what label you want). It takes about ten dye to print a single label. You can then insert these labels into any BC gate that accepts ghost items to make the gate look for any item that fits the category indicated on the label, or into a diamond pipe to let only items that fit that category pass through that exit, or into an emerald pipe to let the emerald pipe pump out all the items that fit that category (the emerald pipe cycles through its nine slots, pumping out however many items you put in that slot before moving to the next. If you have one label in it, the pipe just keeps spitting out more and more of the items that fit the category. If you have multiple labels, the emerald pipe spits out one randomly-selected item in that category before moving onto the next. So that you can control how many items the emerald pipe pumps out, labels can stack up to 64). When creating a label, you can either scroll through a list of every single category out there, or insert an item into a limiter slot to remove every category that doesn't apply to the item in the limiter slot, or you can start typing the name of a label the same way you would search for an item in NEI.
--Black ink labels are inclusive, while blue ink labels are exclusive. Say you have an Ingredient: Pulverizer label, which indicates things like iron ore and iron ingots that can be pulverized, and an Ingredient: Furnace label, which indicates things like iron dust and iron ore that can be smelted, both inserted in the same branch of a diamond pipe. If both labels are black, then any item that can be pulverized and any item that can be smelted both go down that pipe - in our example, iron ore, dust, and ingots can all go down. If both labels are blue, then only items that can be both pulverized and smelted may go down that pipe - just iron ore, since it can be smelted into ingots or ground into dust. But if our Ingredient: Pulverizer is black and our Ingredient: Furnace is blue, than any item that can be pulverized can go down that path, but the only smeltable items allowed down that path will be those that can also be pulverized - in our case, iron ingots are allowed down because it can be pulverized but not smelted, and iron ore is allowed because it can be both pulverized and smelted, but iron dust isn't because it can be smelted but not pulverized. If you switch the colors of the two labels, then the behavior is changed as well - iron dust can be smelted (black), iron ore can be both smelted and pulverized (blue), and iron ingots aren't allowed through because they can be pulverized but not smelted. When using multiple labels with a blue label, then for an item to be recognized, if it fits the blue label it must also fit all the other labels the machine is using. Blue labels do not have an affect in an OR gate, nor do they work with red labels in any setting.
--You can also insert red oredic dye into the Label Maker to create Red Labels. Unlike ordinary labels, which let items in that category trigger a BC Gate or pass through a branch of a diamond pipe, labels written in red ink block items in that category from trigger a gate (so if you have an item condition on an autarchic AND gate that results in the gate pushing items out, and you're using a black Ingredient: Macerating label and a red Ingot lable, the gate will pump items out when it has items that can be Macerated, but not when it has any form of ingot), or from passing through a diamond transport pipe, or from being pumped out of an Emerald transport pipe.
--If you insert white dye into the Label Maker and then insert a label that has already been written on, you can convert it back into Label Paper.
-Compatability Index - high-tier item. Feed items or liquid into it, and if that item or liquid has an oredictionary replacement, the Compatability Index will remember it (it can remember up to 16 items and up to 8 liquids) and convert every other instance of that oredic item (ie, ingotCopper) into that item. Note that if you give it items while it's working on converting liquids, or vice versa, it will accept the new material, but it will keep working on what you gave it first until it's done, possibly resulting in a backlog. If it already remembers the maximum amount of oredic entries it can and you give it another one (16 items and it encounters a 17th item with an oredic recipe, or 8 liquids and you feed it a 9th), it forgets the first one it learned to learn the new one. It can also convert power based on the ratio that a single piece of coal can produce in the two power generation systems, but this closes off the item and liquid conversion entirely.
-Diamerald Transport Pipe - made with a diamond on one side and an emerald block on the other. Makes 12 at once. This lets you pump items out of an inventory. Like the emerald pipe, it has an interface which lets you select which items get pumped out. Unlike the emerald pipe, it will not concern itself with round robins or completing all of one category before moving onto the next. Instead, it grabs and pulls any item it is allowed to out of the inventory. Works very well with all colors of labels.
=Categories; all oredictionary prefixes are automatically added as categories (ie, oreCopper, dustCopper, ingotCopper fall under the categories of Ore, Dust, and Ingot, respectively. You can also make labels for Ore: Copper, Dust: Copper, and Ingot: Copper).
=CM: - All Creative Mode tabs also double as categories. ("CM: Decorative" includes signs, crafting tables, and chests)
=NEI: Any tab in NEI (like "NEI: Microblocks" if RP2 was installed) can double as a category. Includes subdivisions for mods, but not the actual mod itself ("NEI: Ender Storage" doesn't work, because there is already a "Mod: Ender Storage" category). Obviously, only works if NEI is installed.
=Vanilla - only allows items that occur in vanilla MC through.
=Mod: You can use the name of a mod as a category ("Mod: Ender Storage" to limit to Ender Chests and Pouches). This is useful when a mod chooses to display its materials in a vanilla CM tab (like Ender Chests), inside the tab of another mod (like the Gravity Suit mod for IC2), or inside multiple tabs (like Tinker's Construction or RP2). Supports multiple names for mods - Buildcraft can als be written as BC, Buildcraft3, Buildcraft 3, Build Craft, Build Craft 3, or BC3. When searching for mods inside the Label Maker, it will ignore capitalization when searching for names, but it will capitalize correctly when displaying them, and underscores are interchangable with spaces. Also, only one name for a mod will show up when searching for that mod, so your screen isn't flooded with "Mod:" entries.
=Mod: (part deux) - Mods can also be broken down into categories. For example, Aestetic, Magic, Technology, Processing, Transport, Hydrodynamics, Combat are all mod categories. You can add additional names for mods, give a mod a new category, modify its current categories, or create a new category to give to a mod in the config.
=Mod: (part tres) - Some mods are broken up into parts (like old BC, Railcraft, RP2, ect). You can use the name of the author (CovertJaguar, Xenophobe, Palimar, IC2 Dev Team, mDiyo) as a subcategory to search for all items added by a mod author.
=Raw Resource - Unprocessed raw resources; anything that cannot be derived by crafting another thing. Includes Ores, Gems, raw meat, wool, logs, cobble, smoothstone, sand, gravel.
==Raw Mining product - Includes only those raw resources that can be derived from the ground.
=Refined Resource - can be derived from a raw resource through a minimum of one step. Includes dusts, ingots, cooked meat, wood planks, glass.
=Consumable - anything which you either eat or drink. Includes raw and cooked meat, potions, bread.
=Eatable - anything which you eat. Includes Mushroom Stew.
=Drinkable - anything which you drink. Potions, water bottles, and milk, really. Oh, IC2 coffee and booze, I guess.
=Status-altering - anything which provides or removes a potion effect; in addition to potions and splash potions, includes milk and triple meat treats.
=Potions - both this and Status-altering can be amended with the potion effect; "Status-altering: Regeneration" will refer to any vanilla regeneration potion, plus Triple Meat Treats. "Potions: Regeneration I" refers only to potions or splash potions with Regeneration I. "Status-altering: Clear" finds items that remove potion effects (milk in vanilla Minecraft). "Potions: Any II" refers to all potions and splash potions.
=Gems - Includes diamonds, emeralds, RP2 gems, Thaumcraft crystals.
=Delicates - any block that drops something else unless Silk Touch is used.
=Dyes - searches for any oredic dyes, no matter the color. You can use Dye: Red or Dye: Magenta to search for dyes of that color. This is a part of the Oredic categories described above.
=Smelts Into: - a class of categories created for each oredic ingot (ingotCopper, ingotIron). Anything with a vanilla smelting recipe that creates the specified ingot ("Smelts Into: Copper", "Smelts Into: Iron") matches the filter, so things like ores, dust, Factorization ore processing items, and Thaumcraft ore chunks can all be filtered into a furnace, powered furnace, or arcane furnace without having to do a bunch of contortions with red and blue labels.
=Factorization: - a class of categories that separates out the different stages of Factorization ore processing (such as dirty copper gravel or crystaline iron. Can't remember them off the top of my head). "Factorization: Ore" selects every ore that can be tripled using Factorization. "Factorization: Ingot" selects all the ingots/oredic equivalent ingots produced by Factorization.
=Armor - category that includes any boot, legging, chestplate, or helmet.
=Armor: Head - category that includes any item or block you can wear in the helmet slot of your inventory. Armor: Torso, Armor: Legs, and Armor: Feet are similar categories that refer to items that fit on your chestplate, leggings, or boots slots, respectively.
=Armor: Dented - any armor piece that is not 100% whole
=Armor: Damaged - any armor piece that has less than or equal to 60% durability left
=Armor: Disintigrating - any armor piece that has less than or equal to 10% durability left. Armor pieces that fit Disintigrating also fit Damaged (since they have less than 60% durability left) and Dented (since they have less than 100% durability left).
=Armor: Enchanted - finds any armor piece that is enchanted with any enchant of any rank. You can replace Enchanted with the name of a specific enchant to search for that enchant, add a roman numeral after Enchanted to find enchants of that rank, or combine both. "Armor: Enchanted I" finds any armor piece with at least one rank 1 enchant, "Armor: Blast Protection" finds any armor piece that has any rank of Blast Protection, and "Armor: Respiration II" finds any piece enchanted with Respiration II.
=Armor: <Material> - finds any armor piece that the anvil can repair using the material after the colon. For "Armor: Bronze", this means any item with the exact name "Bronze", or any item which fits the same oredic entry as the item named "Bronze". So if you have an armor that can be repaired with Selenium Ingots, and you have a mod that adds Selenium (but the ingot form of it doesn't have ingot in its name) and this second mod doesn't use the oredictionary, then "Armor: Selenium" won't return the armor from the first mod that can be repaired with Selenium Ingots. Item IDs can also be used instead of the name of the item without affecting the oredic functionality (so if one Bronze ingot has an ID of 3000, then "Armor: 3000" is the same as "Armor: Bronze")
=Armor: Charged - refers to any armor piece that accepts electricity of some form and is not 100% fully charged.
=Armor: Discharging - refers to any armor piece that accepts electricity of some form and has less than or equal to 60% of its full charge remaining
=Armor: Fading - refers to any armor piece that accpets electricity of some form and has less than or equal to 10% of its full charge remaining.
=Armor: Dead - refers to any armor piece that accepts electricity of some form and has 0% of its full charge remaining.
=Impliment - refers to any device that can be used as a pick, shovel, axe, hoe, bow, sword, wrench, or/and for another use. Usually, it takes damage as it's being used and breaks when it's done. The Treetap and IC2 Wrench and their electric counterparts are in here, as is the Dartcraft Force Wand. The Impliment: Dented, Damaged, Disintigrating, Enchanted, <Material>, Charged, Discharging, Fading, and Dead categories work the same as for armor, and they also apply for the categories below.
=Pick - refers to any device that can mine stone with increased speed as opposed to an empty hand.
=Shovel - refers to any device that can mine dirt and sand with increased speed as opposed to an empty hand.
=Axe - refers to any device that can mine wood logs with increased speed as opposed to an empty hand.
=Hoe - refers to any device that turns dirt into tilled farmland when the right mouse button is used.
=Weapon - refers to any device that can damage mobs for more than bare-handed damage without suffering an additional durability loss from doing so. Includes swords, Balkan's weapons, scythes, and more.
=Wrench - refers to any device that can modify the states of certain blocks or even remove them entirely.
=Bow - refers to any device that creates an arrow entity and removes an arrow item from your inventory when you right click with it, or when you hold and release right click with it. Remember, you can add bows that can't shoot vanilla arrows to this list by copy-pasting their item ID into the config.
=Multi - refers to any device that fits two or more of the above categories (like a Paxel, or the Mining Drill or Vajra).
=Multi: Composite - Composite can also be applied to Impliment:, Pick:, Shovel:, Sword:, Axe:, Hoe:, or Bow:, and it singles out Tinker's Construct (assembled from multiple parts; hence, Composite) tools and items that cannot be repaired via normal means. Because they can't be repaired normally, a label like "Shovel: Disintegrating" will not snag a TinkCon shovel, excavator, or other TinkCon tool that can act as a shovel. However, Tinker's Construct tools that have been upgraded to accept IC2 power will respond to Charged, Discharge, Fading, and Dead identifiers depending on the amount of juice left in them, so that you can route them into an MFSU or other charging device, so "Shovel: Dying" will grab a TinkCon shovel/excavator/ect, provided it has been given the battery upgrade.
=Composite - This category refers to all TinkCon devices, regardless of their function. You can also use this category with Dented, Damaged, Disintigrating, Dud, Modified, <Material>, Charged, Discharging, Fading, and Dead.
=Composite: Modified - refers to any TinkCon device which has received a modifier. "Composite: Modified II" finds TinkCon tools with two modifier slots used. "Composite: Lapis Lazuli" finds TinkCon tools that have been modified with Lapis Lazuli to increase their Luck/Fortune/Looting, "Composite: Emerald IV" finds tools modified with an emerald and that has three other modifiers on it, and "Composite: Redstone Dust 25" finds TinkCon tools that have been modified with Redstone Dust and have at least twenty-five Redstone Dust already attached. Note that it's the name of the item and not the name of the effect being used; "Composite: Luck" is not legal.
=Composite: <Material> - refers to TinkCon tools that have a part made from that material.
=Composite: Dud - Ordinary armor and impliments break when their durability reaches zero. TinkCon tools don't. Dud is to durability what Dead is to electricity; it indicates when a tool has absolutely no durability left.
=Ammo - by default, includes splash potions, arrows, ender pearls, and snowballs. Ammo: Composite can be used to indicate TinkCon arrows. You can use the config to add ammunition from gun mods or the like. You can use potion categories (like "Ammo: Poison II") to select splash potions or other throwable items that confer that potion effect on landing.
=Reagents - sort of the magical counterpart to Ammo. Y'know how in Xenophobe's Reliquary mod, the Midas Stone needs lots of glowstone dust to operate, the Ender Cloak needs Ender Pearls, that sort of stuff? The Reagents category is meant to resupply you with that sort of stuff.
=Item Container - refers to any block that can be placed in the world and can have items put into it. Includes chests and barrels, but not Machines.
=Item Tote - refers to any item from which one can pull out other items. This includes Ender Pouches, Dartcraft loot pouches, and Forestry backpacks.
=Item Tote: Ready - refers to any Item Tote that is not completely full.
=Item Tote: Filling Up - refers to any Item Tote where the ratio of filled slots to empty slots is greater than 40:60 (less than 60% empty).
=Item Tote: Very Full - refers to any Item Tote where the ratio of filled slots to empty slots is greater than 90:10 (less than 10% empty)
=Item Tote: Full - refers to any Item Tote that cannot accept any more items. When a tote is Full, it cannot be labeled Very Full, Filling Up, or Ready.
=Item Carrier - refers to both Item Totes and Item Containers.
=Liquid Container - refers to any block which can be placed in the world to accept liquids. This includes BC and TE tanks, but not Machines.
=Liquid Tote - refers to any item from which liquid may be removed or to which liquid may be added. Includes buckets, cans, and TE3's Florbs.
=Liquid Tote: <Liquid> - indicates what sort of liquid is in the item.
=Liquid Carriers - refers to both Liquid Containers and Liquid Totes. Ready, Filling Up, Very Full, and Full can be used to describe any Tote or Container capable of holding either multiple buckets or fractional parts of a bucket. The tags won't work on a Container that can't carry liquids in item form (like BC tanks) or can't display the amount of liquid they have (like Ender Tanks).
=Power Container - refers to any block which can be placed in the world to accept or discharge power. Includes TE3's energy cells, IC2's Batboxes, MFEs, MFSUs, Factorization Batteries, and UE power storage blocks. Does not include cables or power conduits of any type, nor does it include Machines. Uses the Charged, Discharging, Fading, and Dead tags from above instead of Ready, Full, and such.
=Power Tote - refers to any item that can be used to store or transfer electricity. Includes IC2 Batteries and UE equivalents, along with the chainsaw, electric wrench, and other tools and armor. Uses "Discharged" instead of "Filling Up" and so on.
=Power Carrier - refers to both Power Containers and Power Totes.
==BC/IC2/TE3?/UE/Factorization Container/Tote/Carrier - you can chose what power system you want to refer to by replacing Power with the name or abbreviation of the mod/mod electricity system you want to refer to. For IC2, you can chose from IC2, Industrial Craft, Industrial Craft 2, or EU. These categories also work with the Charge/Discharging/ect. tags from above (ie, "EU: Dead" finds completely empty batteries, battery-operated tools and armor, and power-storage blocks from IC2, provided the blocks are capable of storing energy in item form like TE3's Energy Cells are).
=Machine - refers to any block that accepts and permanently destroys either power, liquids, and/or items, and/or creates power, liquids, and/or items. For example, a furnace permanently destroys coal and iron ore, a Macerator permanently destroys iron ore and electricity, and a Refiner permanently destroys oil and electricity. By the same token, an Igneous Extruder creates Cobblestone, an Aqueous Accumulator creates Water, and a Combustion Engine creates MJ.
=Decorative - refers to blocks that have little to no crafting use, such as wool.
=Slabs - refers to slab blocks that don't take up the whole block space.
=Stairs - refers to stair blocks
=Microblock: - on its own, refers to any microblock. When used with a suffix, refers to a microblock of that type (Microblock: Cover or Microblock: Antislab) or crafted from that block or item ID indicated (Microblock: Iron Block or Microblock: 2).
=Metallic - refers to any block or item that is composed of metal.
=Bright - refers to blocks and items that, when placed, emit light. Includes torches and nitor.
=Storage Block - refers to any block that can be crafted from nine/four of a certain item and can be crafted back into nine/four of that same item.
=Storage Item - refers to any item that can be crafted from nine/four of another item and can be crafted back into nine/four of that same item.
=Packagable - refers to any item that can be made into a storage block or a storage item.
=Splinterable - refers to any block that can be efficiently harvested with an axe
=Combustible - refers to any block that will burn and be consumed by in-world fire.
=Pyrophillic - refers to blocks on which fire will eventually burn out.
=Pyrophobic - refers to blocks on which fire will continue to burn (ie, Netherrack).
=Unstable - refers to blocks and items which create an explosion (like vanilla TNT and nukes, and missiles from the UE mod that adds missiles).
=Granular - refers to any block that can be efficiently harveted by a shovel
=Stony - refers to any block that can be efficiently harvested by a pick.
=Choppable - refers to any block that can be efficiently harvested - or at least broken - by a sword.
=Plantable - refers to blocks and items that can be placed on a surface and grow - like seeds, reeds, and cactus
=Seeds - sort of self explanatory, really.
=Saplings - again.
=Papyral - refers to any paper, map, or book.
=Utility - refers to items that don't have durability, but would be a serious loss to you should they be disposed of; things like the Thaumonomicon, Dartcraft's Book of Mudora, TinkCon's books (written by Thuul Sma'gon or something), Logistics Pipe's Remote Orderer, Forestry's Beelyser/Flutterlyser, and others.
=Hidden Data = refers to things that store data in a format other than simple IDs/metadata; things like IC2 items (which store EU in a different way than they used to), Forestry Bees, Saplings, and butterflies, Tinker's Constructs, maps, written books, items that have been Force Wrenched, and more.
--Note that other methods, like the Apiarist's Pipe and the Analyser for CC, can look at the data hidden in bees and Forestry saplings and such, so there aren't any categories or methods to examine the properties of Bees. There are methods for looking at enchants.
=Enchanted: - refers to any item which posseses the enchant listed, as in "Enchanted: Fortune II". This refers only to items which have level 2 Fortune; if you want to grab any item which has Fortune on it, just say "Enchant: Fortune". Also grabs enchanted books. "Enchant" by itself grabs any enchanted item; "Enchant: Any III" grabs any enchanted item that has at least one level three enchant.
=Ingredient: - use this, together with the name of a machine, to find an item that can be processed in this manner. For instance, Ingredient: Furnace refers to anything that can be smelted, Ingredient: Macerator refers to anything that can go into the IC2 Macerator, and Ingredient: Force Transmutation refers to anything that you can use the Dartcraft Force Wand on. Uses the name of the process as it appears in NEI Recipe mode.
=Product: - refers to anything created from a process. For instance, "Product: Furnace" refers to things like charcoal and iron ingots that are made from smelting items in a furnace, and "Product: Assembly Table" will refer to structure pipes and Iron AND gates. You can use "Ingredient: Crafting" and "Product: Crafting" as labels, but you'll basically get EVERYTHING, so it's not as useful in a sorting system as..."Ingredient: Pulverizer", say. Also, "Ingredient" finds everything that can be used in any process or recipe, and "Product" finds everything created from any process or recipe.
Let me give you an example of what sort of labels might apply to a given item. Let's say you have a Bronze Helm, which can be turned back into Bronze Ingots using the Dartcraft Force Wand. This helm has 10 durability left out of 500, and is enchanted with Respiration II, Aqua Affinity I, and Protection III. This is added by a (fictitious) mod known as More Armors, MA, a Combat mod created by chif_ii or chif ii or chifii, that uses the vanilla Weapons tab in Creative Mode and adds a new NEI subcategory known as "Basic Armors" (as opposed to more complex types of armor). This item fits into these categories:
Mod: More Armors
*Mod: chif ii
NEI: Basic Armors
Ingredient: Force Transmutations
Armor: Enchanted I
Armor: Enchanted II
Armor: Enchanted III
Armor: Respiration II
Armor: Aqua Affinity
Armor: Aqua Affinity I
Armor: Protection III
Enchanted: Any I
Enchanted: Any II
Enchanted: Any III
Enchanted: Respiration II
Enchanted: Aqua Affinity
Enchanted: Aqua Affinity I
Enchanted: Protection III
However, when you put this helm in the label maker, the categories with a * before them will not be shown, either because they're repeats or because they apply to too many items and clicking on them would be a waste of dye (by default, "Ingredient" and "Recipe" are always hidden when searching with an item, but you can change this in the config). You can access those categories by manually scrolling through the entire list, or by searching for them with the text bar. Let's do the same thing with IC2 Gold Dust.
Mod: Industrial Craft 2
*Mod: Industrial Craft
Mod: IC2 Dev Team
Smelts Into: Gold
Product: Macerator (pulverizer is not given because the IC2 dust can't be made in a pulverizer)
Product: Scrap Box
Product: Ore Tower (? I can't remember what all the new IC2 stuff is or does. If I'm forgetting anything, troll me viciously, 'k?)
Ingredient: Redstone Furnace (Thermal Expansion's powered furnace has its own recipes)
Ingredient: Crafting (in TE3 to make Electrum)
Ingredient: IC2 Crafting (with redstone to make glowstone? Worked when DW20 first did FTB, I know that. IC2 Crafting is separate from vanilla crafting.)
And finally, a Dartcraft Power Chainsaw with 50% of its total EU still on it. For arguement's sake, let's also say it has Smite V on it, even though Darcraft has its own buff system seperate from vanilla enchanting (I figure that if this mod gets made, bluedart would be smart enough with his code to know how to tap into it).
Product: Force Infusion
Impliment: Enchanted V
Impliment: Smite V
Sword: Enchanted V
Sword: Smite V
Axe: Enchanted V
Axe: Smite V
Multi: Enchanted V
Multi: Smite V
Power Tote: Charged
Power Tote: Discharging
IC2 Tote: Charged
IC2 Tote: Discharging
*Industrial Craft 2 Tote
*Industrial Craft 2 Tote: Charged
*Industrial Craft 2 Tote: Discharging
*Industrial Craft Tote
*Industrial Craft Tote: Charged
*Industrial Craft Tote: Discharging
EU Tote: Charged
EU Tote: Discharging
Power Carrier: Charged
Power Carrier: Discharging
IC2 Carrier: Charged
IC2 Carrier: Discharging
*Industrial Craft 2 Carrier
*Industrial Craft 2 Carrier: Charged
*Industrial Craft 2 Carrier: Discharging
*Industrial Craft Carrier
*Industrial Craft Carrier: Charged
*Industrial Craft Carrier: Discharging
EU Carrier: Charged
EU Carrier: Discharging
Enchanted: Any V
Enchanted: Smite V
Remember that mod names and mod author names are not case-sensitive, so it doesn't matter that I haven't been consistent in spelling bluedart's name. Also note that IC2 and EU are the names for the power system that shows up; the general rule is that for naming totes and carriers, one name of the mod that adds the electricity and the basic unit of energy in that electrical system both appear in the Label Maker. (kJ for UE, MJ for Buildcraft, ect.)
The general rule for creating categories is that a good category should have at least 18 items, and that you should be able to use two or three blue/red labels at most to single out an item from your inventory. If you need to select a damaged TinkCon shovel in a sorting system, you can use blue labels with the categories "Composite: Dented" and "Shovel". If you want to filter out a fully charged Diamond Drill but let your other equiptment continue on to a recharge, use a blue "Power Carrier" label and a red "Power Carrier: Charged" label. Charged detects items with less than 100% charge on them, so any Power Carrier with 100% charge will not be blocked by the red label. Dartcraft Batclaws can be filtered out with "Ingredient: Crafting" and "Ingredient: Smelting" labels because Batclaws aren't used in any crafting recipes or smelting recipes (the Smelting label is to let ores through, which can't be crafted).
Most of these categories don't vary between two different items with the same ID. Some, like enchantments, do. To sucessfully impliment this mod, the mod must, upon starting up for the first time or after adding a new mod, be able to:
-Determine the mod's name, the mod author's name, and what the mod does, whether it's Combat-oriented, Electricity-oriented, or a combination of the two (I imagine that, in the future, mod authors will add these sorts of labels to their mods in a way that this mod can pick up on)
-Add categories to the config based on what mods are installed, what creative mode tabs are available, and what NEI tabs are available, and populate those categories based on the items in each.
-Examine ore dictionary data to create data based on the prefix to an entry (ie, ingotCopper yields "Ingot" and "Ingot: Copper")
-Examine the data behind crafting/smelting/ect. recipes and catalog every item in the game based on how it can make or be made from (it's not counting recipes; it doesn't matter if a material has one crafting recipe or one hundred, both materials will be in the "Ingredient: Crafting" category if there is at least one way they can be crafted).
-Determine whether a given item can be worn in any or in a given armor slot.
-Determine whether a given item suffers durability loss when used, and if that item can be used as a sword, bow, gun, wrench, hoe, axe, and/or other mining tools.
-Determine whether a block is associated with a process like smelting or energy storage.
-Put items in categories (like metallic or decorative) based on data either provided by the mod author or data stored inside the mod itself.
-Detect when the installation has changed and perform the above processes again.
On the fly, this mod must;
-Examine items to see if they have any data contained in sources other than the ID, MetaID, or enchantments
-Examine items that take durability damage and calcuate how much durability they have left out of their maximum
-Examine items to determine if they are enchanted, what enchants they have, and what level those enchants are at.
-Examine the charge level of items that take electrical power like EU and determine the percent of full charge they have left
-Examine the insides of items like Forestry Backpacks to see how many open slots they have remaining
-Examine things like Thermal Expansion Tanks to see how much liquid they have in them
-Examine Tinker's Construct tools and weaponry to determine their function (pick/sword/shovel/ect), the amount of durability they have remaining (Composite: Dented), what materials they are made of, how many modifiers are used, what modifiers have been used, how much of those modifiers are on there (for things like Lapis and Redstone), and how much electricity it has used/is still remaining, provided the IC2 modifier is installed.
And this mod's config must:
-Display every category, the item IDs in those categories, and allow the player to add/remove item IDs from a category and create an infinite (or at least sufficiently large) amount of custom categories.
-Each category not related to CM tabs, NEI tabs, or the Mod categories has a heading with the name of the category and the items in it listed below. Each mod has a heading; under that is listed all alternate names for the mod (with the name in the heading being used as the preferred option), the name of the mod author in a subheading (with any alternate names being listed below it), and any mod categories (like Combat or Electricity) that apply to it. You cannot modify the items in CM:, NEI:, or Mod: categories.
Alt, if regular BC pipes can't be modified to take labels;
-Clean Glass - slightly complicated to make, but you can make 10 BC pipes with one piece of it in the center instead of 8. Needed to make pipes that can accept labels, along with other paraphenelia. Completely transparent, connected textures, has no border at all except when it abutts against an air block.
-Labeled Diamond Pipe - crafted like a regular diamond pipe, but with six blank labels above and below it. Makes 6. Accepts labels in the manner listed at the top of the post, but it does not accept ghost items like normal BC pipes (meaning you must create new labels each time - though you can remove the labels again).
-Labeled Emerald Pipe - crafted like the labeled diamond pipe. Again, only makes six.
-Labeled Diamerald Pipe - acts like the emerald pipe, but removes the specificity of the emerald pipe.
-Chestposer - it has the space of an ordinary wood chest (3x9). Attach it to any inventory; when you insert up to nine labels into it, it will fill itself with as many items from the attached inventory that fit the labels, and you can pull out of the Chestposer as much as you want with any other item-transport solution. Meant as a compatability patch for sorting solutions that don't support labels. I'd like labels to be pretty much universal, but I recognize that's not going to happen.
In any of these, adding an actual item acts like a black label for just that item. So if you have a red "Ore" label and a piece of Cobalt Ore in a path leading to a furnace, no ore will be allowed down that path unless it is Cobalt Ore.