Fix advanced furnaces secretly invalidating themselves without telling anyone
This commit is contained in:
parent
8488324dda
commit
7a65a88735
1 changed files with 15 additions and 0 deletions
|
@ -95,6 +95,8 @@ public class TileEntityAdvancedFurnace extends TileEntityFurnace implements IEle
|
|||
if (doBlockStateUpdate != this.furnaceBurnTime > 0)
|
||||
{
|
||||
BlockFurnace.updateFurnaceBlockState(this.furnaceBurnTime > 0, this.worldObj, this.xCoord, this.yCoord, this.zCoord);
|
||||
if (this.isInvalid())
|
||||
this.refreshConductors();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -121,6 +123,19 @@ public class TileEntityAdvancedFurnace extends TileEntityFurnace implements IEle
|
|||
this.doProduce = false;
|
||||
}
|
||||
|
||||
public void refreshConductors()
|
||||
{
|
||||
for (ForgeDirection direction : ForgeDirection.VALID_DIRECTIONS)
|
||||
{
|
||||
TileEntity tileEntity = new Vector3(this).modifyPositionFromSide(direction).getTileEntity(this.worldObj);
|
||||
|
||||
if (tileEntity instanceof IConductor)
|
||||
{
|
||||
((IConductor)tileEntity).refresh();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Produces UE power towards a specific direction.
|
||||
*
|
||||
|
|
Loading…
Reference in a new issue