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Posted

Hello

i have some blocks, their models are two blocks high.

 

But if i aim at their uper half, their boundingboxes disappear.

i also cannot place blocks on top of them.

The new block appears behind them.

 

How do i make them fully act as a stack of two blocks (but still placing and destroying them as one single block)?

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Posted

The maximum size for a block’s bounding box is 1x1.5x1. You need multiple blocks to achieve this

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Posted (edited)
54 minutes ago, Drachenbauer said:

but a door is two blocks kigh and can be placed as one single block.

The door is two blocks, the top half still exists as a separate block with code that causes the two halves to function as desired. It is entirely possible to use world edit to place only the top, or only the bottom, half. 

 

The same goes for the bed, cactus, reeds, and other such blocks. 

 

The reason for this has to do with things like pathfinding. Remember how animals used to perpetually try and jump over fences? That was caused by fences breaking the 1x1x1 boundary rule and the AI not having been updated to account for it. 

Edited by Draco18s

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Posted

Not necessarily. Block models can be up to 3x3x3.

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Posted (edited)

do i need two block-classes, one for the bottom and one for the top?

 

in the door-class i found something named "DoubleBlockHalf"

There are many positions in that file, wich use this.

But i´m not shure, wich of them i need to reproduce for the most basic usage of this...

Edited by Drachenbauer
Posted

You just need 2 blocks in the world, how you implement it is completely up to you 

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Posted

The details of the implement are simple. Override all methods that are called when a block is destroyed OR a block near a block is destroyed and handle removing both blocks (be careful not to go into an infinite loop). In your item block place method, place down your second block.

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Posted

That’s up to how you decide to implement it

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Posted (edited)
3 hours ago, Cadiboo said:

Override all methods that are called when a block is destroyed OR a block near a block is destroyed and handle removing both blocks (be careful not to go into an infinite loop). In your item block place method, place down your second block.

That’s how I would do it

Edited by Cadiboo

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Posted (edited)

I want to have the bottom part renders the 3d model, just like it already does and the top one actually is invisible, just makes another boundingbox with slightly different size-vaules.

 

It´s a balloon, tied to a string.

So the bottom part should have a narrow boundingbox and the top a whider one.

Edited by Drachenbauer
Posted

But i still have no idea, what i must pot in a class for the top part.

I find no hinds to such a class in the java-file of the BlockDoublePlant class...

 

Should i create a new class, such like BalloonBlockTop ?

Posted

If that’s how you want to implement it. You could also implement it in 1 Block or in a bottom block. I personally would use a top block.

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  • 1 month later...
Posted

There are no limitations on the collisions, but for AI pathing to work, you need to have 2 separate blocks.

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Posted (edited)

But this does not tell me how to make an invisible seccond block, that appears on the onBlockPlacedBy method ontop of the block with the model.

 

I exactly mean the way how to make a block, that adds voxelshapes, but no visible model.

Edited by Drachenbauer
Posted

You can use World#setBlockState to place the 2nd block, and just have your 2nd block have an empty model with the particle texture being the same as your 1st blocks model. 

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  • 3 months later...
Posted

How do i check, if there is enough space (one block of air above the choosen position) for the model, bevor placing?

 

And how exactly do i use World#setBlockState (and how do i find the position above the first block)?

Posted
1 hour ago, Drachenbauer said:

How do i check, if there is enough space (one block of air above the choosen position) for the model, bevor placing?

 

And how exactly do i use World#setBlockState (and how do i find the position above the first block)?

You could use World#isAirBlock. To get the position above you simply can call .up() on the original blocks position to translate it up by 1.

World#setBlockState will take in the state to place and the position to place it at. EX:

world.setBlockState(pos, Blocks.STONE_BRICKS.getDefaultState())

If you were setting a state property like direction you could do it here, example with furnace:

world.setBlockState(pos, Blocks.FURNACE.getDefaultState().with(FurnaceBlock.FACING, Direction.NORTH))

 

Posted

Now i have this:

    @Override
    public void onBlockPlacedBy(World worldIn, BlockPos pos, BlockState state, LivingEntity placer,
            ItemStack stack)
    {
        worldIn.setBlockState(pos.up(), AngryBirdsBlocks.balloon_block_top.getDefaultState());
        super.onBlockPlacedBy(worldIn, pos, state, placer, stack);
    }
    
    @Override
    public void onBlockHarvested(World worldIn, BlockPos pos, BlockState state, PlayerEntity player)
    {
        worldIn.setBlockState(pos.up(), Blocks.AIR.getDefaultState());
        super.onBlockHarvested(worldIn, pos, state, player);
    }

 

But i ned a third method, one, that is called bevore i cam place the bottom half and if i try to place it ina just one block tall gap (where the player is unable to enter), it should not be placed (like try to place a bed, where it has not enough room).

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