Force cluster-rebuilds on the first detected change, if their bounds do not match.
Also use a client-side method to update connected textures for crafting cubes if two previously distinct clusters are connected. Refactored MBCalculator to use generics for type checks and remove more casts.
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@@ -23,10 +23,13 @@ import net.minecraft.block.BlockState;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.state.BooleanProperty;
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import net.minecraft.state.StateContainer;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.ActionResultType;
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import net.minecraft.util.Direction;
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import net.minecraft.util.Hand;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.BlockRayTraceResult;
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import net.minecraft.world.IWorld;
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import net.minecraft.world.World;
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import appeng.block.AEBaseTileBlock;
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@@ -54,6 +57,16 @@ public abstract class AbstractCraftingUnitBlock<T extends CraftingTileEntity> ex
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builder.add(FORMED);
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}
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@Override
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public BlockState updatePostPlacement(BlockState stateIn, Direction facing, BlockState facingState, IWorld worldIn,
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BlockPos currentPos, BlockPos facingPos) {
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TileEntity te = worldIn.getTileEntity(currentPos);
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if (te != null) {
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te.requestModelDataUpdate();
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}
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return super.updatePostPlacement(stateIn, facing, facingState, worldIn, currentPos, facingPos);
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}
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@Override
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public void neighborChanged(final BlockState state, final World worldIn, final BlockPos pos, final Block blockIn,
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final BlockPos fromPos, boolean isMoving) {
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