piss command
Modby peacefull02
This mod lets you urinate using the /piss command
Type
Mod
CurseForge Downloads
283
CurseForge ID
1644398
Last Updated
Aug 22, 2026
Description
/piss mod
This mod adds the /piss command, which triggers the player to urinate. The effect is visible to all players (everything is handled on the server; there is almost no client-side code).
Features
- Type the command /piss to start urinating.
- Hold down Shift to stop it early.
- Typing /piss again also stops the current urination.
- The stream moves in the direction of the player’s line of sight and reacts to collisions with blocks.
- The stream reacts to entities: when it hits a target, it stops on the target, and the visual trail moves with it for a short time.
- Urination automatically stops after about 5 seconds, as well as when the player dies or leaves the game.
- The effect is processed on the server and is visible to other players.
How the Projectile Works (Every Server Tick)
Parabola, not physics. Launch point — the player’s hips (player.position().add(0, 0.8, 0)), initial velocity — in the direction of the player’s gaze (player.getLookAngle(), velocity ~0.5–0.7), gravity ~0.05/tick². We sample the parabolic trajectory at ~12 points with a large step size—the jet’s cubes are sparsely distributed.
Glass blocks instead of particles. The jet is a Display.BlockDisplay pool containing a full block of yellow glass (Panes.GLASS_BLOCK, scale ~0.13, no rotation—the transformation is global and static), with one block per visible point on the parabola. Every tick, the pool is adjusted to the number of points, and the entities move (setPos) rather than being recreated; setPosRotInterpolationDuration(4) smooths and slows down the movement on the client. Particles are not used.
Hit point. Using the same parabolic segments—level.clip(new ClipContext(from, to, ClipContext.Block.COLLIDER, ClipContext.Fluid.NONE, player)) for blocks, plus ProjectileUtil.getEntityHitResult(...) for entities (the segment is clipped by the block hit, and the player itself and Display entities of the jet stream are excluded from the predicate). First hit = landing point; we do not sample the parabola further.
Ghost block (puddle). At the point of impact, spawn a Display.BlockDisplay with a flat panel (NOT a cross-shaped one): YELLOW_STAINED_GLASS_PANE with both opposite sides set to true, facing the player (rotated around the Y-axis by -yRot). The world is NOT modified; by definition, display entities have no collisions.
- Fade-in interpolation: upon spawn, duration is 12 ticks; one tick later — the target transformation is “lower and wider” (scale.y → ~0.15). If this is set at the spawn tick, the client will receive both states in a single packet and will not animate them.
- After 12 ticks (0.6 s) — entity.discard(). A new puddle is spawned every 4 ticks (GHOST_INTERVAL).
- Hitting an entity: the puddle “sticks” — it remembers the target and the offset from its position, and reposition itself behind it every tick (setPosRotInterpolationDuration(2) for smoothness).
Stopping the stream: timer (100 ticks = 5 s), repeated /piss (toggle), Shift (player.isShiftKeyDown() on the server—no client-side keybind required), death, logout, or dimension change. The command does not send any messages to chat or the action bar.
License
This project is licensed under the Softboundless Mod License 1.0.
Modification, redistribution, forks, ports, and modpack usage are generally permitted. However, use in third-party Minecraft modpacks using the Freakland name is restricted.
See LICENSE for the full terms.
Recommended Gear
AffiliateHardware and extras that pair well with this mod.
As an Amazon Associate I earn from qualifying purchases.
Screenshots
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