Crucible allows people to create "furniture", custom objects that can be placed in the world. These custom objects can be interacted with in different ways, and can also utilize skills!
Items that are configured to be furniture will have their corresponding furniture object placed in the world where the player is looking when right-clicked, and will drop the original item when broken by default (unless configured otherwise).
Furniture objects are rendered using custom modeled objects placed in either Item Frames or Armor Stands.
Furniture Options
All options are placed under a Furniture
section on an item, like so:
ExampleFurniture:
Id: IRON_NUGGET
Type: FURNITURE
Model: 5
Furniture:
Material: GOLD_NUGGET
Model: 6
Base Options
Type
The type of the entity that will be used to display the Furniture's Material
. Defaults to DISPLAY
on 1.19.4+, or ITEM_FRAME
on lower versions
Furniture:
Type: DISPLAY
Material
The base material of the Furniture. If used on its own, the Furniture will only display this item as if it was placed in an Item Frame, but with the Model
Option and an accompanying ResourcePack, custom models can be displayed
Furniture:
Material: BRICK
Model
The CustomModelData value of the Furniture's Material
Furniture:
Material: BRICK
Model: 12
Health
The amount of times a piece of Furniture can be hit within a short timespan before breaking
Defaults to 1
Furniture:
Health: 3
Hitbox
The dimension of the Interaction Entity that will make up the hitbox of the Furniture. The hitbox will not be solid or repel entities, but can be interacted with.
Defaults to 1
x1
if not barriers are present, or 0
x0
if they are
Furniture:
Hitbox:
Height: 1
Width: 1
CanRotate
If the Furniture can be rotated if right clicked while sneaking
Defaults to true
Furniture:
CanRotate: false
GlowingItem
If the Furniture should be glowing
Defaults to false
Furniture:
GlowingItem: true
DropSelf
If the Furniture should drop itself once broken
Defaults to true
in most cases and to false
if some Drops
have been specified
Furniture:
DropSelf: false
Color
The RGB color for the furniture to use. Only works on colorable items
Furniture:
Color: 44,224,223
Placement
Where 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
Furniture:
Placement: FLOOR
Barriers
A list of relative coordinates where barriers will be placed. Useful to make a solid hitbox for the Furniture. Can be used with the Hitbox
Option, and if both are present then both the Hitbox and the Barrier will act as the Furniture's Hitbox
- The
x
is left/right - The
y
is up/down - The
z
is forward/backward The barriers rotates with the Furniture, and a Furniture cannot be placed or rotated if doing so would overlaps one of its barriers with anything but air blocks.
Furniture:
Barriers:
- 0,0,0 # Will be placed on the same block as the base of the Furniture
- 0,1,0 # Will be placed one block above the base of the Furniture
- 0,0,1 # Will be placed one block "forward" the base of the Furniture, based on the Furniture's rotation
Lights
A list of relative coordinates and an integer value that determines where the light sources will be placed and their light level. Useful to make the "light sources" of the Furniture
- The
x
is left/right - The
y
is up/down - The
z
is forward/backward - The
INTEGER
value is for the light level of the light block The light blocks rotates with the Furniture, and a Furniture cannot be placed or rotated if doing so would overlaps one of its light blocks with anything but air blocks. A light block and a barrier cannot be placed on the same spot.
Furniture:
Lights:
- -1,0,0 # Will be placed one block "to the right" the base of the Furniture, based on the Furniture's rotation
- 0,-1,0 # Will be placed one block below the base of the Furniture
- 0,0,-1 # Will be placed one block "backward" the base of the Furniture, based on the Furniture's rotation
Seats
A list of relative coordinates where the Seats of the Furniture will be placed. Players can use them by right clicking the Furniture.
- The
x
is left/right - The
y
is up/down - The
z
is forward/backward A Seat can overlap barriers and light sources of the Furniture and every kind of block present in the world when rotated. If multiple seats are created, when a player right clicks on a furniture the closest free spot, if any, will be selected as the seat
Furniture:
Seats:
- 0,1,0,0,0 # A seat will be placed on block above the base of the Furniture
Type-Specific Options
Display
-
Height
- The height of the display entity used for rendering. Defaults to 1. -
Width
- The width of the display entity used for rendering. Defaults to 1. -
Billboard
-FIXED
,CENTER
,HORIZONRAL
,VERTICAL
-
Brightness
- How bright the object is. Defaults to max. -
InterpolationDelay
- The interpolation delay when the model changes. -
InterpolationDuration
- The duration over which the model changes (useful for state changes) -
Transform
- How the item is rendered. Defaults toFIXED
which matches item frame rendering. Can also beGROUND
,GUI
,HEAD
,FIRSTPERSON_LEFTHAND
,FIRSTPERSON_RIGHTHAND
,THIRDPERSON_LEFTHAND
,THIRDPERSON_RIGHTHAND
-
Scale
- Changes the scaling sizes of the displayed item. Defaults to.5,.5,.5
which matches item frame rendering.
Item_Frame
-
GlowingFrame
- Whether the frame should be a glowing frame which renders the furniture at 100% brightness at all times. Defaults to false.
Drops
Furniture drops are defined under the furniture Drops
section. This uses the standard MythicMobs drop table format.
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
.
If DropSelf
is set to true
and some Drops
have been specified, then both the Furniture and the Drops will be dropped.
Furniture:
Drops:
- oak_planks 4
- oak_log 2
Furniture States
Furniture States are other states that furniture can be swapped into using the SetFurnitureState
mechanic.
This allows you to create dynamic furniture, such as:
- Crops that grow
- A lamp that turns on or off
- Drawers that open and close
States are placed under a States
section like so:
TestFurniture:
Furniture:
Model: 1
DefaultState: <name>
States:
<name_2>:
Model: 2
<name_3>:
Model: 3
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.
The DefaultState
(defaults to "DEFAULT") allows you to set the name of the base version of the furniture for referencing in mecahnics.
Examples
TestFurniture:
Id: IRON_NUGGET
Display: 'Probably a Chair'
Type: FURNITURE
Furniture:
Material: GOLD_NUGGET
Model: 5
Health: 3
Barriers:
- 0,0,0
Lights:
- 0,2,0 15
Seats:
- 0,0.9,0,0,0
FurnitureSkills:
- sound{s=entity.chicken.egg} @self ~onBlockPlace
- sound{s=entity.chicken.egg} @self ~onInteract
- sound{s=entity.zombie.break_wooden_door} @self ~onBlockBreak
- sound{s=block.lever.click} @self ~onBlockRotate
- sound{s=entity.zombie.attack_wooden_door} @self ~onDamaged
TestFurnitureStates:
Id: BRICK
Model: 2
Display: 'Test States'
Type: FURNITURE
Furniture:
Material: BRICK
Model: 2
Barriers:
- 0,0,0
DefaultState: BROKEN
States:
HALF_REPAIRED:
Model: 3
GlowingFrame: true
REPAIRED:
Model: 4
Lights: true
GlowingFrame: true
GlowingItem: true
FurnitureSkills:
- setFurnitureState{state=BROKEN} ~onInteract
?furnitureState{s=REPAIRED}
- setFurnitureState{state=REPAIRED} ~onInteract
?furnitureState{s=HALF_REPAIRED}
- setFurnitureState{state=HALF_REPAIRED} ~onInteract
?furnitureState{s=BROKEN}```