Is your feature request related to a problem? Please describe.
Theurgy doesn't use GUIs. It makes it hard for players to identify which items go in which machine at a glance.
Describe the solution you'd like
Make the bounding color change color depending on player's held stack.
Additional context
Shouldn't cause performance problems as this would be all client sided.
[x] decide what the source of truth for green/red preview is (recipe vs actual interaction simulation)
[ ] source of truth should be the abstract "fit" of the item to the block
[ ] Consider adding an additional behaviour that is called client side only before the itemhandler, this behaviour could encapsulate the below behaviour and provide the required info (red / green on one call, info message on the other).
[ ] only if success, call itemhandler
[ ] switch the test implementation to use craftingbehaviour#canprocess instead of itemhandlerbehaviour to show green/red
[ ] if it the actual interaction fails, it would be good to show why (block full), ...
[ ] that requires to add additional checks to the client side itemhandler behaviour or maybe to the storage behaviour
[ ] simulate isValid check (craftingbehaviour) -> if that fails we have the wrong item type
[ ] then simulate insert -> if that fails the inventory is full
Is your feature request related to a problem? Please describe. Theurgy doesn't use GUIs. It makes it hard for players to identify which items go in which machine at a glance.
Describe the solution you'd like Make the bounding color change color depending on player's held stack.![image](https://github.com/user-attachments/assets/f8777400-bff3-44e7-8bd1-d5c7c1e07194)
Additional context Shouldn't cause performance problems as this would be all client sided.