Third update pass (3/?)
Last (?) update pass. AE2 can be launched and used (?) in game. Rendering system changed again and again - rendering is NOT working, to be rewritten and CAN be done a lot simpler.
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@@ -23,12 +23,13 @@ import java.util.EnumSet;
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import com.google.common.base.Optional;
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import net.minecraftforge.fml.common.registry.GameData;
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import net.minecraft.item.Item;
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import net.minecraftforge.fml.common.registry.GameRegistry;
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import net.minecraftforge.fml.relauncher.Side;
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import appeng.api.definitions.IBlockDefinition;
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import appeng.block.AEBaseBlock;
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import appeng.core.AppEng;
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import appeng.core.CommonHelper;
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import appeng.core.CreativeTab;
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@@ -69,18 +70,19 @@ public final class AEBlockFeatureHandler implements IFeatureHandler
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if( this.enabled )
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{
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final String name = this.extractor.get();
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this.featured.setRegistryName( AppEng.MOD_ID, name );
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this.featured.setCreativeTab( CreativeTab.instance );
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this.featured.setUnlocalizedName( "appliedenergistics2." + name );
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this.featured.setBlockTextureName( name );
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// Bypass the forge magic with null to register our own itemblock later.
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GameRegistry.registerBlock( this.featured, null, name );
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GameRegistry.registerItem( this.definition.maybeItem().get(), name );
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GameRegistry.register( this.featured );
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// register the block/item conversion...
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if( this.definition.maybeItem().isPresent() )
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{
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GameData.getBlockItemMap().put( this.featured, this.definition.maybeItem().get() );
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final Item featuredItem = this.definition.maybeItem().get();
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featuredItem.setRegistryName( AppEng.MOD_ID, name );
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GameRegistry.register( featuredItem );
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}
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if( side == Side.CLIENT )
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