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Add check to contraption disassembly code to not set NBT data for Sculk sensors/shriekers. Add check in same location to reset Sculk shriekers to their default block state after contraption disassembly. (Fixes #4677)
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1 changed files with 11 additions and 1 deletions
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@ -1047,6 +1047,10 @@ public abstract class Contraption {
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if (state.hasProperty(SlidingDoorBlock.VISIBLE))
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if (state.hasProperty(SlidingDoorBlock.VISIBLE))
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state = state.setValue(SlidingDoorBlock.VISIBLE, !state.getValue(SlidingDoorBlock.OPEN))
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state = state.setValue(SlidingDoorBlock.VISIBLE, !state.getValue(SlidingDoorBlock.OPEN))
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.setValue(SlidingDoorBlock.POWERED, false);
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.setValue(SlidingDoorBlock.POWERED, false);
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// Stop Sculk shriekers from getting "stuck" if moved mid-shriek.
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if(state.is(Blocks.SCULK_SHRIEKER)){
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state = Blocks.SCULK_SHRIEKER.defaultBlockState();
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}
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world.setBlock(targetPos, state, Block.UPDATE_MOVE_BY_PISTON | Block.UPDATE_ALL);
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world.setBlock(targetPos, state, Block.UPDATE_MOVE_BY_PISTON | Block.UPDATE_ALL);
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@ -1060,6 +1064,12 @@ public abstract class Contraption {
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BlockEntity tileEntity = world.getBlockEntity(targetPos);
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BlockEntity tileEntity = world.getBlockEntity(targetPos);
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CompoundTag tag = block.nbt;
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CompoundTag tag = block.nbt;
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// Temporary fix: Calling load(CompoundTag tag) on a Sculk sensor causes it to not react to vibrations.
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if(state.is(Blocks.SCULK_SENSOR) || state.is(Blocks.SCULK_SHRIEKER)){
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tag = null;
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}
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if (tileEntity != null)
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if (tileEntity != null)
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tag = NBTProcessors.process(tileEntity, tag, false);
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tag = NBTProcessors.process(tileEntity, tag, false);
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if (tileEntity != null && tag != null) {
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if (tileEntity != null && tag != null) {
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