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Fixes issue 388, When placing a casing or shaft on a active belt it creates a looping power source. This is avoided by using KineticTileEntity.switchToBlockState, which safely modifies the kinetic network.
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@ -5,6 +5,7 @@ import java.util.Collections;
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import java.util.LinkedList;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.List;
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import com.simibubi.create.content.contraptions.base.KineticTileEntity;
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import org.apache.commons.lang3.mutable.MutableInt;
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import org.apache.commons.lang3.mutable.MutableInt;
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import com.simibubi.create.AllBlocks;
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import com.simibubi.create.AllBlocks;
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@ -266,8 +267,9 @@ public class BeltBlock extends HorizontalKineticBlock implements ITE<BeltTileEnt
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return ActionResultType.SUCCESS;
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return ActionResultType.SUCCESS;
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if (!player.isCreative())
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if (!player.isCreative())
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heldItem.shrink(1);
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heldItem.shrink(1);
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worldIn.setBlockState(pos, state.with(PART, Part.PULLEY), 2);
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belt.attachKinetics();
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KineticTileEntity.switchToBlockState(worldIn, pos, state.with(PART, Part.PULLEY));
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return ActionResultType.SUCCESS;
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return ActionResultType.SUCCESS;
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}
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}
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@ -278,7 +280,9 @@ public class BeltBlock extends HorizontalKineticBlock implements ITE<BeltTileEnt
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return ActionResultType.PASS;
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return ActionResultType.PASS;
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if (!player.isCreative())
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if (!player.isCreative())
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heldItem.shrink(1);
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heldItem.shrink(1);
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worldIn.setBlockState(pos, state.with(CASING, true), 2);
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KineticTileEntity.switchToBlockState(worldIn, pos, state.with(CASING, true));
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return ActionResultType.SUCCESS;
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return ActionResultType.SUCCESS;
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}
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}
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