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If a block doesn't rotate, then don't check if the payload conveyor is trying to input into the output side
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@ -113,7 +113,7 @@ public class PayloadConveyor extends Block{
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int ntrns = 1 + size/2;
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Tile next = tile.nearby(Geometry.d4(rotation).x * ntrns, Geometry.d4(rotation).y * ntrns);
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blocked = (next != null && next.solid() && !next.block().outputsPayload) || (this.next != null && (this.next.rotation + 2)%4 == rotation);
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blocked = (next != null && next.solid() && !next.block().outputsPayload) || (this.next != null && this.next.rotate && (this.next.rotation + 2) % 4 == rotation);
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}
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@Override
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