[1.12.2] Strange incompatibility between Extra Utilities 2 and Gadgetry: Transmission cables.

With Extra Utilities 2 installed, the above setup does not work as intended: the solar panel will accumulate power, and fail to transfer it to the cell. Testing Gadgetry in obfuscated and deobfuscated environments, along with dozens of other mods, Extra Utilities 2 appears to be the only mod that causes this behavior -- otherwise, the cable behaves as it should and power is transferred, in both singleplayer and multiplayer.
I pulled Extra Utilities into my dev environment and attempted to debug the issue further. My cables are non-ticking tile entities, and use a network stored in world data to optimize their transfer. I reassemble the network every time a cable is removed or added. When Extra Utilities is installed, none of my networks appear to register these additions. I'm not sure why this would be happening, but I can provide a few details if it helps:
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My cables update their connections, and the connections of their respective network, in getActualState, and also in onBlockPlacedBy when the cable is initially added.
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My cable networks are ticked every tick by an event listener named CableManager. CableManager subscribes to WorldTickEvent and iterates through a Set of CableNetwork objects.
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My cable networks are stored in a world data called CableWorldData. Currently, it's just registered under the modid of my lib mod EluLib. Each cable network has an ID, so I store a list of NBT tags with the connection information of each network along with its ID.
This bug occurs when Extra Utilities is installed, even without any actual use of the mod. So I'm suspecting that this is the result of some reflection or ASM issue. If you're manipulating any of the key functions or systems I mentioned, that would probably explain it. But it's a hard to trace and puzzling bug and so far all I really know for sure is that Extra Utilities' presence is causing issues.
Thanks for your time!