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Showing content with the highest reputation on 06/16/18 in all areas

  1. The whole point of using Block#getActualState is to set the values of properties that aren't saved to metadata and are instead derived from other data (e.g. surrounding blocks or a TileEntity). World#getBlockState only returns the metadata-based state at that position, so your override of Block#getActualState sets the facing property of the state argument to the same value it already had (0). Since the facing property can't be saved to metadata or derived from surrounding blocks, you need to store it in a TileEntity.
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