Posted January 21, 20178 yr After scouring the internet and spending hours of confusion trying to make sense of the code for basic blocks in Minecraft, I have been left with no choice but to ask the question in specific detail for myself. What I want I want to know how to make the collision box more than just one square shape, so as to surround all of the model perfectly. For example with one of my objects, a hot tub, I want an area in which you stand to be hollow similar to the cauldron. I am aware that the addCollisionBoxes method is responsible for handling this however I do not understand how it works. There are no videos on YouTube that I could find which explain the method in detail and the threads relevant to the topic are quite confusing/overwhelming to someone who has just begun learning modding for Minecraft. This is the most related thread I could find: http://www.minecraftforge.net/forum/index.php?topic=22129.0 but the OP seemed to already know half of what he was doing, where as I have no idea how to even begin implementing this method into my block's class. I would greatly appreciate it if someone could just run me through how the method works and where to begin with it.
January 21, 20178 yr Override Block#addCollisionBoxToList (the instance method) for full control over your block's collision bounding boxes. Vanilla has several examples of this, e.g. BlockBrewingStand (two constant bounding boxes) and BlockStairs (up to three bounding boxes selected depending on the state). Create an AxisAlignedBB for each rectangular prism that can be collided with and store these in static final fields. In your Block#addCollisionBoxToList override, call Block.addCollisionBoxToList (the static method) for each of these AxisAlignedBB s to add it the list of collision bounding boxes. For a hot tub, you'll probably want an AABB for the base and one for each of the four walls. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
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