src/main/java/com/Mrbysco/cactusmod/blocks/plant/CactusPlantBlock.java
public BlockState updateShape(BlockState stateIn, Direction facing, BlockState facingState, IWorld worldIn, BlockPos currentPos, BlockPos facingPos) {
        if (!stateIn.canSurvive(worldIn, currentPos)) {
            worldIn.getBlockTicks().scheduleTick(currentPos, this, 1);
            return super.updateShape(stateIn, facing, facingState, worldIn, currentPos, facingPos);
        } else {
            boolean flag = facingState.getBlock() == this || facingState.is(CactusRegistry.CACTUS_FLOWER.get()) || facing == Direction.DOWN && facingState.is(Tags.Blocks.SAND);
            return stateIn.setValue(PROPERTY_BY_DIRECTION.get(facing), Boolean.valueOf(flag));
        }
    }
/**
     * Update the provided state given the provided neighbor facing and neighbor state, returning a new state.
     * For example, fences make their connections to the passed in state if possible, and wet concrete powder immediately
     * returns its solidified counterpart.
     * Note that this method should ideally consider only the specific face passed in.
     */
Update the provided state given the provided neighbor facing and neighbor state, returning a new state.
For example, fences make their connections to the passed in state if possible, and wet concrete powder immediately
returns its solidified counterpart.
Note that this method should ideally consider only the specific face passed in.
Update the provided state given the provided neighbor facing and neighbor state returning a new state . For example fences make their connections to the passed in state if possible and wet concrete powder immediately returns its solidified counterpart . Note that this method should ideally consider only the specific face passed in .
public BlockState updateShape(BlockState stateIn, Direction facing, BlockState facingState, IWorld worldIn, BlockPos currentPos, BlockPos facingPos) {
        if (!stateIn.canSurvive(worldIn, currentPos)) {
            worldIn.getBlockTicks().scheduleTick(currentPos, this, 1);
            return super.updateShape(stateIn, facing, facingState, worldIn, currentPos, facingPos);
        } else {
            boolean flag = facingState.getBlock() == this || facingState.is(CactusRegistry.CACTUS_FLOWER.get()) || facing == Direction.DOWN && facingState.is(Tags.Blocks.SAND);
            return stateIn.setValue(PROPERTY_BY_DIRECTION.get(facing), Boolean.valueOf(flag));
        }
    }
public BlockState updateShape ( BlockState stateIn , Direction facing , BlockState facingState , IWorld worldIn , BlockPos currentPos , BlockPos facingPos ) { if ( ! stateIn . canSurvive ( worldIn , currentPos ) ) { worldIn . getBlockTicks ( ) . scheduleTick ( currentPos , this , 1 ) ; return super . updateShape ( stateIn , facing , facingState , worldIn , currentPos , facingPos ) ; } else { boolean flag = facingState . getBlock ( ) == this || facingState . is ( CactusRegistry . CACTUS_FLOWER . get ( ) ) || facing == Direction . DOWN && facingState . is ( Tags . Blocks . SAND ) ; return stateIn . setValue ( PROPERTY_BY_DIRECTION . get ( facing ) , Boolean . valueOf ( flag ) ) ; } }
Update the provided state given the provided neighbor facing and neighbor state, returning a new state.
Update the provided state given the provided neighbor facing and neighbor state returning a new state .