BlockState blockBelowState = world.getBlockState(pos.down());
BlockState blockUpperState = world.getBlockState(pos);
VoxelShape upperCollisionShape = blockUpperState.getCollisionShape(world, pos, ISelectionContext.forEntity(playerEntity));
+ if (!blockUpperState.getFluidState().isEmpty())
+ return CrossType.NONE;
/* WorldEntitySpawner.func_222266_a */
// Check if the outline is full
if (Block.doesSideFillSquare(upperCollisionShape, Direction.UP))