Fix/issue 19 steam tier2 controller rendering - #34
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ABKQPO merged 3 commits intoJul 2, 2026
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…ABKQPO#19) In the import flow, StructureLib has just built the structure correctly from the trigger stack. Calling checkMachine to reverse-infer tier and formed state is redundant and unreliable — the guidebook fake world has no functional hatch TileEntities, causing checkPiece to fail for all multiblocks with hatches. Instead of relying on checkMachine, inject state directly from the known-correct trigger stack: - applyTierFromTriggerStack: scan the class hierarchy for int fields whose name matches '(tier|casing)' and set them to triggerStack.stackSize. Works generically for all multiblock types (steam uses tierMachineCasing, LNE uses structureTier, etc.) without hardcoded field names. - Set mMachine=true and active=true directly since the structure is known to be correct. - refreshHatchTexturesInWorld: propagate the controller's casing texture to all MTEHatch tiles in the level via updateTexture(). The prepareForPreview flow (triggerStack is null) retains the existing checkMachine validation path unchanged. Fixes ABKQPO#19
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Close Issue#19