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Make a "ladder kind" block


ElTotisPro50

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Hi i made a block and i added ladder properties, but my block doesnt even put, i made the blockstate the same as the ladder with the N,S,W,E variants but nothing:

package net.totis.totismod.block.custom;

import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.block.HorizontalBlock;
import net.minecraft.fluid.FluidState;
import net.minecraft.fluid.Fluids;
import net.minecraft.item.BlockItemUseContext;
import net.minecraft.state.DirectionProperty;
import net.minecraft.state.StateContainer;
import net.minecraft.util.Direction;
import net.minecraft.util.Mirror;
import net.minecraft.util.Rotation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.shapes.ISelectionContext;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.world.IBlockReader;
import net.minecraft.world.IWorld;
import net.minecraft.world.IWorldReader;

import javax.annotation.Nullable;

public class BloodBlock extends Block {
    public static final DirectionProperty FACING = HorizontalBlock.HORIZONTAL_FACING;
    protected static final VoxelShape BLOOD_EAST_AABB = Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 3.0D, 16.0D, 16.0D);
    protected static final VoxelShape BLOOD_WEST_AABB = Block.makeCuboidShape(13.0D, 0.0D, 0.0D, 16.0D, 16.0D, 16.0D);
    protected static final VoxelShape BLOOD_SOUTH_AABB = Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 16.0D, 3.0D);
    protected static final VoxelShape BLOOD_NORTH_AABB = Block.makeCuboidShape(0.0D, 0.0D, 13.0D, 16.0D, 16.0D, 16.0D);
    
    public BloodBlock(Properties properties) {
        super(properties);
        this.setDefaultState(this.getDefaultState().with(FACING, Direction.NORTH));
    }

    public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        switch((Direction)state.get(FACING)) {
            case NORTH:
                return BLOOD_NORTH_AABB;
            case SOUTH:
                return BLOOD_SOUTH_AABB;
            case WEST:
                return BLOOD_WEST_AABB;
            case EAST:
            default:
                return BLOOD_EAST_AABB;
        }
    }

    private boolean canAttachTo(IBlockReader blockReader, BlockPos pos, Direction direction) {
        BlockState blockstate = blockReader.getBlockState(pos);
        return blockstate.isSolidSide(blockReader, pos, direction);
    }

    public boolean isValidPosition(BlockState state, IWorldReader worldIn, BlockPos pos) {
        Direction direction = state.get(FACING);
        return this.canAttachTo(worldIn, pos.offset(direction.getOpposite()), direction);
    }

    @Nullable
    public BlockState getStateForPlacement(BlockItemUseContext context) {
        if (!context.replacingClickedOnBlock()) {
            BlockState blockstate = context.getWorld().getBlockState(context.getPos().offset(context.getFace().getOpposite()));
            if (blockstate.matchesBlock(this) && blockstate.get(FACING) == context.getFace()) {
                return null;
            }
        }

        BlockState blockstate1 = this.getDefaultState();
        IWorldReader iworldreader = context.getWorld();
        BlockPos blockpos = context.getPos();
        FluidState fluidstate = context.getWorld().getFluidState(context.getPos());

        for(Direction direction : context.getNearestLookingDirections()) {
            if (direction.getAxis().isHorizontal()) {
                blockstate1 = blockstate1.with(FACING, direction.getOpposite());
            }
        }
        return null;
    }

    public BlockState rotate(BlockState state, Rotation rot) {
        return state.with(FACING, rot.rotate(state.get(FACING)));
    }

    /**
     * Returns the blockstate with the given mirror of the passed blockstate. If inapplicable, returns the passed
     * blockstate.
     */
    public BlockState mirror(BlockState state, Mirror mirrorIn) {
        return state.rotate(mirrorIn.toRotation(state.get(FACING)));
    }

    protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
        builder.add(FACING);
    }
}

i dont know why my block isnt working but minecraft is not crashing or throwing errors...

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