Finally. This was a big one; a lot of things have been reworked behind the scenes as of late, so if I've accidentally broken anything please continue to report any arising bugs on the [issue tracker](https://github.com/62832/MEGACells/issues).
- Added an in-game AE2/[GuideME](https://github.com/AppliedEnergistics/GuideME) **_guidebook_** section for MEGA (at last!)
- Features dedicated "Getting Started" page and a long-requested detailed write-up on MEGA's specialised/extra features
- Massive thanks to @kylev for kick-starting the whole process, providing the initial page layout/skeleton and information stubs and further final proof-reading.
- Made several improvements and adjustments/reworks, _yet again(!)_, to the **Bulk Item Cell** and its Compression mechanic:
- Added "trace units" tooltips which will now display any remainder amounts of the smallest compression variant item if this is different to the stored/partitioned variant
- Added a "recovery mode": if the partition filter on a Bulk Cell becomes accidentally mismatched, it will now still allow extraction to recover its contents, while disallowing insertion and auto-craft decompression until emptied
- "Mismatched filter" tooltip now further specifies the state of the filter (i.e. whether it is empty or set to a different item altogether)
- A non-empty Bulk Cell can now be re-partitioned to any other variant item within the same chain as the item already stored on it, without causing a filter mismatch
- Added more aggressive caching for both reported (compressed) stacks on a Bulk Cell and for the wider "compression service" with chains that have already been retrieved within a game session
- Decoupled pattern and auto-crafting logic from the Decompression Module to now be handled directly by compression chains and the decompression grid service themselves respectively; the Module now only enables the mechanic in general across the grid
- Made decompression pattern priority more consistent: priority value is now stored within the grid service itself and the Module now sets this more consistently across the whole network, updating the displayed priority on any other modules on the network as well
- Fixed a `ConcurrentModificationException` bug within decompression auto-crafting which previously caused crashes for some players in rare cases
- Reworked compression cutoff to be a bit more robust
- Removed the `#megacells:compression_overrides` and `#megacells:compression_blacklist` tags which were already deprecated and superseded by the new data map
- Reduced some of the overall memory consumption and start-up time incurred by the compression service upon server boot (*or at least **hopefully** reduced it*)
- Fixed MEGA Interface menus causing clients to disconnect/crash from the server when opened with a Network Tool in their inventory
- Fixed menu registration so that it no longer spams debug logs
Optional dependencies
Ars Énergistique
Any compatible version
Applied Energistics 2 Wireless Terminals
Any compatible version
Applied Botanics
Any compatible version
Applied Mekanistics
Any compatible version
Applied Experienced
Any compatible version
AppliedE
Any compatible version
Developer information
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