Additions: * Ported the power adaptor * Added (code) functionality for addons to stop custom tanks from connecting to other tanks. Changes: * Phased facades can now only be fully hollow or not. This breaks the current facade API. Improvements: * The debugger item can now be used in survival to view the F3 debug info on buildcraft blocks (previously this required creative mode) * The guide book now has a search bar. * Guide book entries can be any object, rather than just item stacks. * You can now specify "source" and "type" for changing the type. * Currently triggers and actions are the only additions. The type is "buildcraft:statement", and the source is a registry name of a statement (trigger or action) * Unfortunately the only way of finding out a statement's ID is via the source code. Woops. * Added the "has work" capability (and implicitly the has work trigger) to the distiller. * The autoworkbench now shows its filters per slot, and distributes the filters evenly so that the most number of crafting operations can occur * For example, when crafting a dispenser (which needs 8 cobblestone, 1 bow and 1 redstone) this will filter 1 slot for cobblestone, 1 for redstone, and 8 for bows as bows cannot stack. * Filtered inventories no longer loose the item when loading from disk if the item does not match the filter. Bug fixes: * Fix torches being placable on pipes (without any pluggables that they could rest on). * Fix fluid tanks sometimes leaving a visible gap between the above and below tanks. * Fix the quarry not loading enough chunks. * Fix the filler and builder not using power smoothly. * Fix gates not saving the currently emmited wires, leading to buggy state cells. * Fix the list item not populating examples from all items at once. * Fix the quarry not checking to see if it is facing directly away from a marker box. * Fix the guide book swapping "matchNbt" and "matchMeta". * Fix the builder and filler using up power unevenly. * [#3954] Chisel facades don't render correctly. * [#3977] The filtered buffer doesn't work properly with inventory level triggers. * [#3981] Placing a pipe wire will also interact with a gate. * [#3989] The Auto Workbench accepts items not used in its recipe. * [#3994, #3995] Facades are sometimes solid even when they shouldn't be. * [#4022] Gates don't save their current wire, leading to buggy state cells.