2 Block Tall Node?
- GamingAssociation39
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2 Block Tall Node?
Question: How do you do a 2 block node where you place it down and 2 blocks appear? I need to create a fridge so can someone help me?
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Re: 2 Block Tall Node?
Do you mean like a sapling growing into a tree,GamingAssociation39 wrote:How do you do a 2 block node where you place it down and 2 blocks appear?
or like corn that looks like it is occupying a 2nd node above the actual plant ?
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Re: 2 Block Tall Node?
Sort of like a bed but vertical so when you place it down 2 nodes are attached to each other
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- sorcerykid
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Re: 2 Block Tall Node?
There are two options that I am aware of:
- Define the block as a single node with a nodebox and selection box that occupies the space of two nodes and an appropriately sized texture. This requires automatically placing an invisible second node from an on_place callback, and removing that same node from an after_place_node callback. The second node must be non-pointable and non-diggable, but otherwise walkable. (Example: doors)
- Define the block as two nodes, each with separate textures and separate nodeboxes. This requires automatically placing the second node from an on_place callback, and removing that same node from an after_place_node callback. The first node must have a selection box that occupies the space of two nodes, whereas the selection box for the second node must be empty. (Example: beds)
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Re: 2 Block Tall Node?
I don't believe that you actually need an invisible node as Sorcerykid mentioned. I've made nodes that are two nodes tall, and as long as the selection and collision box extend into the second node it is impossible to place anything in that node space. I'm not sure how the engine would handle a falling node, such as sand or gravel that landed on the node, but outside of that I've never had any problems with it.
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Re: 2 Block Tall Node?
Is that just a client-side check though? If it is, an user with a modified client could place things there. A mod might also mistakenly treat the space as air and do something with it.Nathan.S wrote:I don't believe that you actually need an invisible node as Sorcerykid mentioned. I've made nodes that are two nodes tall, and as long as the selection and collision box extend into the second node it is impossible to place anything in that node space. I'm not sure how the engine would handle a falling node, such as sand or gravel that landed on the node, but outside of that I've never had any problems with it.
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Re: 2 Block Tall Node?
just make a model and use node_type = "mesh" ... done
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- Nathan.S
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Re: 2 Block Tall Node?
I believe it is client side. The space is technically air, so yes a mod could possibly place something there.Byakuren wrote:Is that just a client-side check though? If it is, an user with a modified client could place things there. A mod might also mistakenly treat the space as air and do something with it.Nathan.S wrote:I don't believe that you actually need an invisible node as Sorcerykid mentioned. I've made nodes that are two nodes tall, and as long as the selection and collision box extend into the second node it is impossible to place anything in that node space. I'm not sure how the engine would handle a falling node, such as sand or gravel that landed on the node, but outside of that I've never had any problems with it.
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- sorcerykid
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Re: 2 Block Tall Node?
The invisible node is necessary as a placeholder. Excluding it could lead to unwanted side effects since the engine would treat the upper node as air. Some mods (like bones, for example) automatically place nodes wherever there is air.
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