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[1.15.2] Double Wide Block


dgraygray

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I have a block which I have a model for that is 16x32. The block has the functions and block states in place to render and create the collisions correctly for the 16x32 area, but only half of the block is clickable. The other half you can even place things inside of it.

 

 

Spoiler

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

    @Override
    public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        return getShape(state);
    }

    @Override
    public VoxelShape getRenderShape(BlockState state, IBlockReader worldIn, BlockPos pos) {
        return getShape(state);
    }

	protected VoxelShape[] makeShapes() {
        VoxelShape northTop = Block.makeCuboidShape(0, 12, 0, 32, 16, 16);
        VoxelShape northLeg1 = Block.makeCuboidShape(2,0, 2, 6, 12, 6);
        VoxelShape northLeg2 = Block.makeCuboidShape(2,0, 10, 6, 12, 14);
        VoxelShape northLeg3 = Block.makeCuboidShape(26,0, 10, 30, 12, 14);
        VoxelShape northLeg4 = Block.makeCuboidShape(26,0, 2, 30, 12, 6);
        VoxelShape north = VoxelShapes.or(northTop, northLeg1, northLeg2, northLeg3, northLeg4);

        VoxelShape eastTop = Block.makeCuboidShape(0, 12, 0, 16, 16, 32);
        VoxelShape eastLeg1 = Block.makeCuboidShape(2,0, 2, 6, 12, 6);
        VoxelShape eastLeg2 = Block.makeCuboidShape(2,0, 26, 6, 12, 30);
        VoxelShape eastLeg3 = Block.makeCuboidShape(10,0, 26, 14, 12, 30);
        VoxelShape eastLeg4 = Block.makeCuboidShape(10,0, 2, 14, 12, 6);
        VoxelShape east = VoxelShapes.or(eastTop, eastLeg1, eastLeg2, eastLeg3, eastLeg4);

        VoxelShape southTop = Block.makeCuboidShape(-16, 12, 0, 16, 16, 16);
        VoxelShape southLeg1 = Block.makeCuboidShape(-14,0, 2, -10, 12, 6);
        VoxelShape southLeg2 = Block.makeCuboidShape(-14,0, 10, -10, 12, 14);
        VoxelShape southLeg3 = Block.makeCuboidShape(10,0, 10, 14, 12, 14);
        VoxelShape southLeg4 = Block.makeCuboidShape(10,0, 2, 14, 12, 6);
        VoxelShape south = VoxelShapes.or(southTop, southLeg1, southLeg2, southLeg3, southLeg4);

        VoxelShape westTop = Block.makeCuboidShape(0, 12, 16, 16, 16, -16);
        VoxelShape westLeg1 = Block.makeCuboidShape(2,0, -14, 6, 12, -10);
        VoxelShape westLeg2 = Block.makeCuboidShape(2,0, 10, 6, 12, 16);
        VoxelShape westLeg3 = Block.makeCuboidShape(10,0, 10, 14, 12, 16);
        VoxelShape westLeg4 = Block.makeCuboidShape(10,0, -14, 14, 12, -10);
        VoxelShape west = VoxelShapes.or(westTop, westLeg1, westLeg2, westLeg3, westLeg4);

        return new VoxelShape[]{north, east, south, west};
    }

    private VoxelShape getShape(BlockState state) {
        switch (state.get(BlockStateProperties.HORIZONTAL_FACING)) {
        case NORTH:
            return renderShapes[0];
        case EAST:
            return renderShapes[1];
        case SOUTH:
            return renderShapes[2];
        default:
            return renderShapes[3];
        }
    }

 

 

I'm wondering what is remaining for me to do in order for the game to know that this block is in both positions.

Edited by dgraygray
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The collision and bounding box of a block can only be 16*16*16 pixels.

To create a double wide block, you will need two blocks. Take a look at how vanilla bed/door handles it.

Edited by DavidM

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9 hours ago, DavidM said:

The collision and bounding box of a block can only be 16*16*16 pixels.

To create a double wide block, you will need two blocks. Take a look at how vanilla bed/door handles it.

Technically it can be  up to 24 "pixels" tall (because of fences) but seriously don't rely on it.

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53 minutes ago, Draco18s said:

Technically it can be  up to 24 "pixels" tall (because of fences) but seriously don't rely on it.

So right now I have a collision box which is the full 16x16x32, but what you're saying is that this won't work for actual player interactions/the world won't recognize it as a taken up block?

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33 minutes ago, dgraygray said:

So right now I have a collision box which is the full 16x16x32, but what you're saying is that this won't work for actual player interactions/the world won't recognize it as a taken up block?

Correct. You can still place blocks on top of fences, after all.

Whether or not pathfinding from mobs will respect the additional height is questionable (it might be coded to check for only fences, or only blocks in the fence tag, or...).

 

Also, You are making a WIDE block. Collisions outside the 1x1x1 cube will not work at all in the X and Z directions. It only works for TALL blocks (16x24x16 only!!!! Note that it does not even extend to a full 32!!!!).

Edited by Draco18s

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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3 hours ago, Draco18s said:

Correct. You can still place blocks on top of fences, after all.

Whether or not pathfinding from mobs will respect the additional height is questionable (it might be coded to check for only fences, or only blocks in the fence tag, or...).

 

Also, You are making a WIDE block. Collisions outside the 1x1x1 cube will not work at all in the X and Z directions. It only works for TALL blocks (16x24x16 only!!!! Note that it does not even extend to a full 32!!!!).

Okay, I got it working to where it places the additional block beside it and it's great, except for the fact that this block has a tile entity. I like the idea of making only half the block have access to the "furnace".

The issue I have now is that when I break the side that does not have the TE, it just sets the side that does to air. Do you know of how I can drop the correct block with the correct TE?

 

Spoiler

@Override
    public void onBlockHarvested(World worldIn, BlockPos pos, BlockState state, PlayerEntity player) {
        DoubleBlockHalf doubleblockhalf = state.get(HALF);
        BlockPos blockpos = getAdjacentBlockPos(pos, state.get(FACING), state.get(HALF));
        BlockState blockstate = worldIn.getBlockState(blockpos);

        if (blockstate.getBlock() == this && blockstate.get(HALF) != doubleblockhalf) {
            worldIn.setBlockState(blockpos, Blocks.AIR.getDefaultState(), 35);
            worldIn.playEvent(player, 2001, blockpos, Block.getStateId(blockstate));
        }

        super.onBlockHarvested(worldIn, pos, state, player);
    }

 

 

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You need to determine which half is being broken, and if it isn't the half with the TE, get the half with the TE, and tell it to do the thing that needs to be done.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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