Fixed a bug where Assemblers would fall asleep while there was work to do.
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@@ -380,7 +380,7 @@ public class TileMolecularAssembler extends AENetworkInvTile implements IAEAppEn
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pushOut( inv.getStackInSlot( 9 ) );
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ejectHeldItems();
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updateSleepyness();
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return isAwake ? TickRateModulation.SLEEP : TickRateModulation.IDLE;
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return isAwake ? TickRateModulation.IDLE : TickRateModulation.SLEEP;
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}
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if ( myPlan == null )
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@@ -427,11 +427,11 @@ public class TileMolecularAssembler extends AENetworkInvTile implements IAEAppEn
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{
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FMLCommonHandler.instance().firePlayerCraftingEvent( Platform.getPlayer( (WorldServer) getWorldObj() ), output, craftingInv );
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pushOut( output.copy() );
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for (int x = 0; x < craftingInv.getSizeInventory(); x++)
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inv.setInventorySlotContents( x, Platform.getContainerItem( craftingInv.getStackInSlot( x ) ) );
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pushOut( output.copy() );
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if ( inv.getStackInSlot( 10 ) == null )
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{
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forcePlan = false;
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@@ -451,7 +451,7 @@ public class TileMolecularAssembler extends AENetworkInvTile implements IAEAppEn
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}
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updateSleepyness();
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return isAwake ? TickRateModulation.SLEEP : TickRateModulation.IDLE;
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return isAwake ? TickRateModulation.IDLE : TickRateModulation.SLEEP;
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}
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}
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