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if (aMaterial.containsAny(TD.Properties.FLAMMABLE, TD.Properties.EXPLOSIVE, TD.Atomic.ALKALI_METAL)) {
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aWorld.scheduleBlockUpdate(aX, aY, aZ, this, 2);
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returnT;
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}
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returnF;
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}
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@Override
@@ -417,7 +437,7 @@ public boolean placeBlock(World aWorld, int aX, int aY, int aZ, byte aSide, shor
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// This darn TileEntity update is ruining World generation Code (infinite Loops when placing TileEntities on Chunk Borders). I'm glad I finally found a way to disable it.
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TileEntitytTileEntity = createTileEntity(aWorld, aX, aY, aZ, aSide, aMetaData, aNBT);
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WD.te(aWorld, aX, aY, aZ, tTileEntity, aCauseBlockUpdates);
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aWorld.scheduleBlockUpdate(aX, aY, aZ, this, 2);
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scheduleUpdateIfNeeded(aWorld, aX, aY, aZ, tTileEntity);
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if (!aWorld.isRemote) GT_API_Proxy.SCHEDULED_TILEENTITY_UPDATES.add((PrefixBlockTileEntity)tTileEntity);
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