... | ... | @@ -24,7 +24,25 @@ Furniture drops are defined under the furniture `Drops` section. This uses the s |
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By default the furniture will drop itself when broken if there is no Drops field defined. You can make the furniture drop nothing by setting `Drops: []` or `DropSelf: false`
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### Extra Blocks
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Type-Specific Options
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---------------------
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### DISPLAY
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- `Height` - The height of the display entity used for rendering. Defaults to 1.
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- `Width` - The width of the display entity used for rendering. Defaults to 1.
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- `Billboard` - `FIXED`, `CENTER`, `HORIZONRAL`, `VERTICAL`
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- `Brightness` - How bright the object is. Defaults to max.
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- `InterpolationDelay` - The interpolation delay when the model changes.
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- `InterpolationDuration` - The duration over which the model changes (useful for state changes)
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- `Transform` - How the item is rendered. Defaults to `FIXED` which matches item frame rendering. Can also be `GROUND`, `GUI`, `HEAD`, `FIRSTPERSON_LEFTHAND`, `FIRSTPERSON_RIGHTHAND`, `THIRDPERSON_LEFTHAND`, `THIRDPERSON_RIGHTHAND`
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- `Scale` - Changes the scaling sizes of the displayed item. Defaults to `.5,.5,.5` which matches item frame rendering.
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### ITEM_FRAME
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- `GlowingFrame` - Whether the frame should be a glowing frame which renders the furniture at 100% brightness at all times. Defaults to false.
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Extra Parts
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-----------
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Furniture can be configured with several special extras that are placed in the world along with it:
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#### Barrier Blocks (in a `Barriers` list)
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... | ... | @@ -41,21 +59,30 @@ Furniture can be configured with several special extras that are placed in the w |
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Extra blocks are configured from the perspective of an object placed when the player is facing **yaw = 0**, and are rotated accordingly depending on how the furniture is placed.
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Type-Specific Options
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Furniture States
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Furniture States are other states that furniture can be swapped into using the `furnitureState` mechanic.
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### DISPLAY
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- `Height` - The height of the display entity used for rendering. Defaults to 1.
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- `Width` - The width of the display entity used for rendering. Defaults to 1.
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- `Billboard` - `FIXED`, `CENTER`, `HORIZONRAL`, `VERTICAL`
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- `Brightness` - How bright the object is. Defaults to max.
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- `InterpolationDelay` - The interpolation delay when the model changes.
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- `InterpolationDuration` - The duration over which the model changes (useful for state changes)
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- `Transform` - How the item is rendered. Defaults to `FIXED` which matches item frame rendering. Can also be `GROUND`, `GUI`, `HEAD`, `FIRSTPERSON_LEFTHAND`, `FIRSTPERSON_RIGHTHAND`, `THIRDPERSON_LEFTHAND`, `THIRDPERSON_RIGHTHAND`
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- `Scale` - Changes the scaling sizes of the displayed item. Defaults to `.5,.5,.5` which matches item frame rendering.
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This allows you to create dynamic furniture, such as:
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- Crops that grow
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- A lamp that turns on or off
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- Drawers that open and close
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### ITEM_FRAME
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- `GlowingFrame` - Whether the frame should be a glowing frame which renders the furniture at 100% brightness at all times. Defaults to false.
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States are placed under a `States` section like so:
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```
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TestFurniture:
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Furniture:
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Model: 1
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DefaultState: <name>
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States:
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<name_2>:
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Model: 2
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<name_3>:
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Model: 3
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```
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Each state can use any of the regular furniture options, and also `Lights: false` to turn light blocks off. When the `furnitureState` mechanic is called, the furniture will morph into the given state.
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The `DefaultState` (defaults to "DEFAULT") allows you to set the name of the base version of the furniture for referencing in mecahnics.
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Example Configuration
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