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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@@ -36,7 +36,6 @@ import appeng.api.features.ILocatable;
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import appeng.api.networking.IGridHost;
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import appeng.api.networking.IGridNode;
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import appeng.api.util.AEPartLocation;
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import appeng.api.util.WorldCoord;
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import appeng.core.AELog;
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import appeng.core.Api;
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import appeng.me.cache.helpers.ConnectionWrapper;
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@@ -58,9 +57,9 @@ public class QuantumCluster implements ILocatable, IAECluster {
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private long otherSide;
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private QuantumBridgeTileEntity center;
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public QuantumCluster(final WorldCoord min, final WorldCoord max) {
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this.boundsMin = min.getBlockPos();
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this.boundsMax = max.getBlockPos();
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public QuantumCluster(final BlockPos min, final BlockPos max) {
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this.boundsMin = min.toImmutable();
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this.boundsMax = max.toImmutable();
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this.setRing(new QuantumBridgeTileEntity[8]);
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}
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