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ppitu

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Everything posted by ppitu

  1. I have own server with mods, and this is why i want to make own laucher, or maybe there are other options to make that the mode are installed so that the user doesn't have to install it?.
  2. Why? But anyway i need to write.
  3. Hello, maybe somebody knows how to run a minecraft from a command line using access token, i want to create a laucher and I have a problem with that. Thank you in advance for your help.
  4. ppitu replied to ppitu's topic in Modder Support
    How i shloud create HALF property? public static final DirectionProperty HALF = Half.; Something like that?
  5. ppitu replied to ppitu's topic in Modder Support
    public class SlateTrigonousBlock extends Block{ public static final DirectionProperty FACING = HorizontalBlock.HORIZONTAL_FACING; private static final VoxelShape SHAPE_N = Stream.of( Block.makeCuboidShape(0, 0, 0, 16, 1, 16), Block.makeCuboidShape(0, 1, 1, 16, 2, 16), Block.makeCuboidShape(0, 2, 2, 16, 3, 16), Block.makeCuboidShape(0, 3, 3, 16, 4, 16), Block.makeCuboidShape(0, 4, 4, 16, 5, 16), Block.makeCuboidShape(0, 5, 5, 16, 6, 16), Block.makeCuboidShape(0, 6, 6, 16, 7, 16), Block.makeCuboidShape(0, 7, 7, 16, 8, 16), Block.makeCuboidShape(0, 8, 8, 16, 9, 16), Block.makeCuboidShape(0, 0, 0, 1, 1, 1), Block.makeCuboidShape(0, 9, 9, 16, 10, 16), Block.makeCuboidShape(0, 10, 10, 16, 11, 16), Block.makeCuboidShape(0, 11, 11, 16, 12, 16), Block.makeCuboidShape(0, 12, 12, 16, 13, 16), Block.makeCuboidShape(0, 13, 13, 16, 14, 16), Block.makeCuboidShape(0, 14, 14, 16, 15, 16), Block.makeCuboidShape(0, 15, 15, 16, 16, 16) ).reduce((v1, v2) -> {return VoxelShapes.combineAndSimplify(v1, v2, IBooleanFunction.OR);}).get(); public static final VoxelShape SHAPE_W = Stream.of( Block.makeCuboidShape(0, 0, 0, 16, 1, 16), Block.makeCuboidShape(1, 1, 0, 16, 2, 16), Block.makeCuboidShape(2, 2, 0, 16, 3, 16), Block.makeCuboidShape(3, 3, 0, 16, 4, 16), Block.makeCuboidShape(4, 4, 0, 16, 5, 16), Block.makeCuboidShape(5, 5, 0, 16, 6, 16), Block.makeCuboidShape(6, 6, 0, 16, 7, 16), Block.makeCuboidShape(7, 7, 0, 16, 8, 16), Block.makeCuboidShape(8, 8, 0, 16, 9, 16), Block.makeCuboidShape(0, 0, 15, 1, 1, 16), Block.makeCuboidShape(9, 9, 0, 16, 10, 16), Block.makeCuboidShape(10, 10, 0, 16, 11, 16), Block.makeCuboidShape(11, 11, 0, 16, 12, 16), Block.makeCuboidShape(12, 12, 0, 16, 13, 16), Block.makeCuboidShape(13, 13, 0, 16, 14, 16), Block.makeCuboidShape(14, 14, 0, 16, 15, 16), Block.makeCuboidShape(15, 15, 0, 16, 16, 16) ).reduce((v1, v2) -> {return VoxelShapes.combineAndSimplify(v1, v2, IBooleanFunction.OR);}).get(); public static final VoxelShape SHAPE_S = Stream.of( Block.makeCuboidShape(0, 0, 0, 16, 1, 16), Block.makeCuboidShape(0, 1, 0, 16, 2, 15), Block.makeCuboidShape(0, 2, 0, 16, 3, 14), Block.makeCuboidShape(0, 3, 0, 16, 4, 13), Block.makeCuboidShape(0, 4, 0, 16, 5, 12), Block.makeCuboidShape(0, 5, 0, 16, 6, 11), Block.makeCuboidShape(0, 6, 0, 16, 7, 10), Block.makeCuboidShape(0, 7, 0, 16, 8, 9), Block.makeCuboidShape(0, 8, 0, 16, 9, 8), Block.makeCuboidShape(15, 0, 15, 16, 1, 16), Block.makeCuboidShape(0, 9, 0, 16, 10, 7), Block.makeCuboidShape(0, 10, 0, 16, 11, 6), Block.makeCuboidShape(0, 11, 0, 16, 12, 5), Block.makeCuboidShape(0, 12, 0, 16, 13, 4), Block.makeCuboidShape(0, 13, 0, 16, 14, 3), Block.makeCuboidShape(0, 14, 0, 16, 15, 2), Block.makeCuboidShape(0, 15, 0, 16, 16, 1) ).reduce((v1, v2) -> {return VoxelShapes.combineAndSimplify(v1, v2, IBooleanFunction.OR);}).get(); public static final VoxelShape SHAPE_E = Stream.of( Block.makeCuboidShape(0, 0, 0, 16, 1, 16), Block.makeCuboidShape(0, 1, 0, 15, 2, 16), Block.makeCuboidShape(0, 2, 0, 14, 3, 16), Block.makeCuboidShape(0, 3, 0, 13, 4, 16), Block.makeCuboidShape(0, 4, 0, 12, 5, 16), Block.makeCuboidShape(0, 5, 0, 11, 6, 16), Block.makeCuboidShape(0, 6, 0, 10, 7, 16), Block.makeCuboidShape(0, 7, 0, 9, 8, 16), Block.makeCuboidShape(0, 8, 0, 8, 9, 16), Block.makeCuboidShape(15, 0, 0, 16, 1, 1), Block.makeCuboidShape(0, 9, 0, 7, 10, 16), Block.makeCuboidShape(0, 10, 0, 6, 11, 16), Block.makeCuboidShape(0, 11, 0, 5, 12, 16), Block.makeCuboidShape(0, 12, 0, 4, 13, 16), Block.makeCuboidShape(0, 13, 0, 3, 14, 16), Block.makeCuboidShape(0, 14, 0, 2, 15, 16), Block.makeCuboidShape(0, 15, 0, 1, 16, 16) ).reduce((v1, v2) -> {return VoxelShapes.combineAndSimplify(v1, v2, IBooleanFunction.OR);}).get(); public SlateTrigonousBlock() { super(Block.Properties.create(Material.ROCK) .hardnessAndResistance(2.5f, 10.0f) .harvestLevel(0) .harvestTool(ToolType.PICKAXE) .sound(SoundType.STONE) ); this.setDefaultState(this.getStateContainer().getBaseState().with(FACING, Direction.NORTH)); } @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { switch (state.get(FACING)) { case SOUTH: return SHAPE_S; case WEST: return SHAPE_W; case EAST: return SHAPE_E; case NORTH: return SHAPE_N; default: return SHAPE_N; } } @Override public boolean isNormalCube(BlockState state, IBlockReader worldIn, BlockPos pos) { return false; } @Override public BlockState getStateForPlacement(BlockItemUseContext context) { return this.getDefaultState().with(FACING, context.getPlacementHorizontalFacing().getOpposite()); } @Override public BlockState rotate(BlockState state, Rotation rot) { return state.with(FACING, rot.rotate(state.get(FACING))); } @Override public BlockState mirror(BlockState state, Mirror mirrorIn) { return state.rotate(mirrorIn.toRotation(state.get(FACING))); } @Override protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) { builder.add(FACING); } } This my code, i use VoxelShape to create my figure.
  6. ppitu replied to ppitu's topic in Modder Support
    I create something like stairs but i create my own figure in blockbench and i try to put this in top/bottom position.And i dont now how to get value of half
  7. How can I get from blockstate half? I'm already geting facing and I can't take half. @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { switch (state.get(FACING)) { case SOUTH: return SHAPE_S; case WEST: return SHAPE_W; case EAST: return SHAPE_E; case NORTH: return SHAPE_N; default: return SHAPE_N; } }

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