Jump to content

How can you customize the hitbox and bounding box in Minecraft 1.15.2?


Recommended Posts

I can't figure out how to make the hit box smaller. Here is my block class:


package com.ModdingMinecraft.blocks;

import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.SoundType;
import net.minecraft.block.material.Material;
import net.minecraft.command.impl.data.BlockDataAccessor;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraftforge.common.ToolType;

public class BlockTrampoline extends Block {

    private static final AxisAlignedBB BOUNDING_BOX = new AxisAlignedBB(0, 0, 0, 1, 0.625 * 8, 1);

    public BlockTrampoline() {



    public static AxisAlignedBB getBoundingBox(BlockState state, BlockDataAccessor source, BlockPos pos) {
        return BOUNDING_BOX;


I know im doing it wrong so can you guys help me? (And I just started learning how to mod)

Link to comment
Share on other sites

It looks like you are using 1.12 or some version other than 1.15/1.16?

Also you are unlikely overriding any of the method provided.



new AxisAlignedBB(0, 0, 0, 1, 0.625 * 8, 1);

0.625 * 8 > 1, which in 1.12 is not workable because it only (I believe) takes float between 0~1 (pixels/16)

btw 1.12 is not supported anymore

Edited by poopoodice
Link to comment
Share on other sites

5 hours ago, poopoodice said:


He's obviously not, Block.Properties is not in 1.12.

It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".

Link to comment
Share on other sites

7 minutes ago, sciwhiz12 said:

Use Block.makeCuboidShape to make the VoxelShape for your block (takes x1, y1, z1, x2, y2, z2, 0F to 16F) in a static final.

Override Block#getShape and return that VoxelShape.

I'm not sure how to write that out in code. Could you explain?

Link to comment
Share on other sites

private static final VoxelShape SHAPE = Block.makeCuboidShape(0.0d, 0.0d, 0.0d, 8.0d, 8.0d, 8.0d); // 8.0d == 8 pixels

public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
    return SHAPE;

Change the call of Block.makeCuboidShape as you see fit.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi everyone  I'm trying to make a custom door and give it a custom sound. In order to do so I've registered the sounds like this   private static final DeferredRegister<SoundEvent> SOUNDS = DeferredRegister.create(ForgeRegistries.SOUND_EVENTS, MineWorld.MOD_ID); ... public static final RegistryObject<SoundEvent> SCULK_DOOR_CLOSE = SOUNDS.register("sculk_door_close", () -> SoundEvent.createVariableRangeEvent(new ResourceLocation(MineWorld.MOD_ID, "sculk_door_close"))); public static final RegistryObject<SoundEvent> SCULK_DOOR_OPEN = SOUNDS.register("sculk_door_open", () -> SoundEvent.createVariableRangeEvent(new ResourceLocation(MineWorld.MOD_ID, "sculk_door_open"))); call the register method of the Sounds registry as the first thing in my mod initialize method IEventBus eventBus = FMLJavaModLoadingContext.get().getModEventBus(); SOUNDS.register(eventBus); Then I create a BlockSetType like this   public static final BlockSetType SCULK = BlockSetType.register(new BlockSetType(new ResourceLocation(MineWorld.MOD_ID, "sculk").toString(), true, SoundType.WOOD, SCULK_DOOR_CLOSE.get(), SCULK_DOOR_OPEN.get(), SoundEvents.WOODEN_TRAPDOOR_CLOSE, SoundEvents.WOODEN_TRAPDOOR_OPEN, SoundEvents.WOODEN_PRESSURE_PLATE_CLICK_OFF, SoundEvents.WOODEN_PRESSURE_PLATE_CLICK_ON, SoundEvents.WOODEN_BUTTON_CLICK_OFF, SoundEvents.WOODEN_BUTTON_CLICK_ON); And finally the door block like this private static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, MineWorld.MOD_ID); ... BLOCKS.register("sculk_door", () -> new DoorBlock(BlockBehaviour.Properties.copy(Blocks.OAK_DOOR), blockSetType)); But when I launch the game I get this error   Registry Object not present: mineworld:sculk_door_close Am I doing something wrong? Maybe the BlockSetType registration needs to be done in a different way? I have other BlockSetTypes registered like this that only uses vanilla sounds and they work just fine. You can see an example in my GitHub repo here: https://github.com/JimiIT92/MineWorld/blob/master/src/main/java/org/mineworld/core/MWBlockSetTypes.java
    • it was eldritch end, thank you
    • Okay. Thank you. I think it works now. I added the jdk-17 path to the batch instead of the jvm arguments txt file. The windows command prompt is just blank, but when I close the native windows command prompt, the java command prompt opens & loads the server. If that won't cause issues then I'm all good. 
    • I have no idea - the last mentioned mods are eldritch_end, supplementaries and mahoutsukai Start with removing mahoutsukai
  • Topics

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.