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042e5905304db72844b2b8969f3c418fdeeef1ef07367aa6788279df3358db913ccb90a0a4185a6bdd4a47bc2f818e8c2428e452549b3d946c792b7f8114f133ee
@ItsSpyce
ItsSpyce / pipes.js
Created January 17, 2018 20:04
Summ Thiq Pipes
// A quick writeup as to what custom pipes might look like in JS. This is basically a plugin version of BuildCraft's pipe system.
// On any container, you can place a piston that points to the container (i.e.: chest, furnace, etc).
// Chests can output and input items from any side.
// Furnaces can only receive smeltable items from the top, fuel from bottom, and only output from side faces.
// Pipes are glass blocks. They act as standard pipes. Stained glass blocks can only transport to other stained glass blocks of the same color OR standard pipes.
// Modifying blocks can be placed between the pipes to add flow mechanics:
// Diamond blocks act as gates. You can place up to 9 different blocks per stained color. Those that match no criteria will pass through any pipe that has no filter at random.
// Gold blocks speed up the item.
// Obsidian acts as a teleporting block. The obsidian must have a sign at the end of it in the format:
// [TX:0] (sends on channel 0. Max of 65535, min of 0)
@ItsSpyce
ItsSpyce / flat_white.css
Last active June 12, 2017 17:50
flat_white.css
@import url('https://fonts.googleapis.com/css?family=Open+Sans|PT+Sans');
/*
* Skeleton V2.0.4
* Copyright 2014, Dave Gamache
* www.getskeleton.com
* Free to use under the MIT license.
* http://www.opensource.org/licenses/mit-license.php
* 12/29/2014
/* IMPORT CSS FROM GITHUB */
@import url("https://rawgit.com/0mniscient/Discord-Themes/master/css/Discord%20Reborn.css");
/*
/*
---------------------------------------------------------------------------------------------------------------------------------------------
IMPORTANT: CHANGE DISCORDS THEME TO DARK THEME IN APPEARANCE SETTINGS FOR THIS THEME TO WORK!
---------------------------------------------------------------------------------------------------------------------------------------------
*/
@ItsSpyce
ItsSpyce / textures.json
Created July 25, 2016 22:14
Example JSON embedded within Welt for the ITextureService
"textures": [
{
"Grass": { // the service will look for a type 'GrassBlock' within an assembly.
"index": 0, // the texture index within TextureMap to be binded to.
"default": "grass_top", // if no textures are found for it, this will be the default texture
"side": "grass_side", // the texture to use for XIncreasing, XDecreasing, ZIncreasing, and ZDecreasing
"top": "grass_top", // the texture to use for YIncreasing
"bottom": "dirt", // the texture to use for YDecreasing
"shader": "Block_Shaders\\grass" // the shader used for the block on each pass. TODO: implement that...
},
float4x4 World;
float4x4 View;
float4x4 Projection;
float3 CameraPosition;
float WaveTime;
Texture Texture1;
sampler Texture1Sampler = sampler_state {
using System;
using System.Drawing;
using System.Windows.Forms;
using SharpDX;
using SharpDX.Direct3D;
using SharpDX.DXGI;
using SharpDX.Windows;
using D3D11 = SharpDX.Direct3D11;
namespace Syhno.Game.Eureka.Engine
15w35b: a list (varint for size, one varint per entry) of possible block state
ids (type = x >> 4, meta = x & 15), and an array of indices pointing to state
ids in the list (varint representing the number of bits per block, varint for
the raw data array length, one long per data array element)
stream.WriteUByte(WindowId);
stream.WriteString(InventoryType);
stream.WriteString(new Chat(WindowTitle).ToString());
stream.WriteUByte(SlotCount);
if (InventoryType == "EntityHorse")
stream.WriteInt(EntityId.GetValueOrDefault());
return mode;
public class BenchWindow : IGameWindow
{
public event PropertyChangedEventHandler PropertyChanged;
public byte Id => 1;
public string TechnicalName => "minecraft:crafting_table";
public short Length => 10;
}