Skip to content

GitLab

  • Projects
  • Groups
  • Snippets
  • Help
    • Loading...
  • Help
    • Help
    • Support
    • Community forum
    • Submit feedback
    • Contribute to GitLab
  • Sign in
MythicCrucible MythicCrucible
  • Project overview
    • Project overview
    • Details
    • Activity
  • Issues 51
    • Issues 51
    • List
    • Boards
    • Labels
    • Service Desk
    • Milestones
  • Operations
    • Operations
    • Incidents
  • Analytics
    • Analytics
    • Repository
    • Value Stream
  • Wiki
    • Wiki
  • Members
    • Members
  • Activity
  • Create a new issue
  • Issue Boards
Collapse sidebar
  • MythicCraft
  • MythicCrucibleMythicCrucible
  • Wiki
    • Furniture
  • Options

Last edited by finder1793 2 years ago
Page history

Options

Furniture Options

Just like with Mobs, Furniture can have options to customize how they behave and can be placed.

TestFurniture:
  Id: IRON_NUGGET
  Display: 'Probably a Chair'
  Model:
  Type: FURNITURE
  Furniture:
    Material: 
    Model:
    Placement:
    Health:
    Barriers:
    Lights:
    Seats:

Material: [Item Material]

  * The vanilla item to represent the furniture WHEN PLACED!
  * This is not the same as Id in the item's base config, which will define how it looks in the inventory, or when placed in an item frame.

Model: [CustomModelData#]

  * The Model under Display represents the Model held IN HAND!
  * The Custom Model Data # the one below furniture is used to represent the furniture WHEN PLACED!
  * This is not the same as model in the item's base config, which will define how it looks in the inventory, or when placed in an item frame.

Placement: [FLOOR/HANGING/CEILING/WALL]

  * The way the furniture is meant to be placed.
  * FLOOR - the item is to be placed like a block, on the ground or off the side face of a block.
  * HANGING - the item is to be placed like an item frame or painting, against a wall
  * CEILING - the item is to be placed like glow berries, from a ceiling
  * WALL - similar to hanging, except the item orientation (the invisible frame) is in the same orientation as FLOOR (on the bottom face of the block, facing up)

  * defaults to FLOOR

Health: [number]

  * How many times the frame or barrier will need clicked before "breaking."

Barriers: [value]

  * The placement of barriers to make up the "hitbox" of the furniture.
  * format is in relation to the itemframe of the model.
  * light and barriers cannot share the same coordinate, and the furniture cannot be placed in a way that overlaps anything besides air. this includes rotating the furniture.
Barriers:
  - 0,0,0 #will place a barrier at the same block as the frame
  - 0,1,0 #will place a barrier above the frame by 1 block

Lights: [value]

  * The placement of light source blocks to make up the "light source" of the furniture.
  * format is in relation to the itemframe of the model.
  * light and barriers cannot share the same coordinate, and the furniture cannot be placed in a way that overlaps anything besides air. this includes rotating the furniture.
Lights:
  - 0,0,0 15 #will place a light block at the same block as the frame with a light level of 15
  - 0,1,0 10 #will place a light block above the frame by 1 block with a light level of 10

Seats: [value]

  * The placement of seat mount points to make up the "seating positions" of the furniture.
  * format is in relation to the itemframe of the model.
  * seats can overlap light and barriers.
Seats:
- 0,1,0,180,0 #will place a seat one block above the frame with a rotation clip of 180 degrees

See also Furniture states

Clone repository
Home
Changelogs
Commands / Permissions
API
FAQ / Common Issues
Guides

Usage
  • Installation
  • Items
    • Item Options
    • Item Skills
    • Item Durability
  • Augments
  • Item Sets
  • Crafting Recipes
    • Workbenches
  • Item Updater
  • Ammo System / Guns
  • Dynamic Lore Generation
  • World Generation
  • Loot Generation

ResourcePack Generator

Item Types
  • Blocks
  • Furniture
    • Paint Brush
  • Bags
  • Hats
  • Augments

Mechanics
  • Mechanics
  • Targeters
  • Triggers
  • Conditions

Placeholders
  • Placeholders