Config Examples

Furniture

unearth:
  furniture:
    fish_destroyed_1:
      no_protect: false #If true, the furniture will not protected by protections plugins
      base: "ia:elitefantasy:fish_destroyed_sand_1" #Item base
      tool: #With which tool do you want to make the change, if you want to use your hand, remove it.
        - ia:elitefantasy:copper_shovel
      transformation:
        stages: #The stages are as to what next model it will change to
          1:
            furniture_id: "ia:elitefantasy:fish_destroyed_sand_2"
            # remove_item_main_hand: true
            # reduce_item_main_hand: 1
            # only_one_drop: true
            # reduce_durability: 100
            # reduce_usages_ia: 1
          2:
            furniture_id: "ia:elitefantasy:fish_destroyed_sand_3"
          3:
            drops: #Which item do you want to drop when you reach the last state
              - "ia:elitefantasy:fish_destroyed_3;1;100"
            #only_one_drop: true
            remove: true #Eliminate the furniture from the floor

furniture_random_id

Only 1 random piece of furniture is selected from the list to be the stage 1

<furniture_id;chance> The sum of all the listed probabilities must equal 100

This supports up to two decimal places in the probability, for example, 0.01

Block

block_random_id

Only 1 random piece of furniture is selected from the list to be the stage 1

<block_id;chance> The sum of all the listed probabilities must equal 100

This supports up to two decimal places in the probability, for example, 0.01

Interaction Mode

INTERACT

INTERACT_SHIFT

Some more examples

reduce_item

reduce_item_inventory - instead of taking the items from your hand, it takes it from your inventory

batch_item_inventory - if set to true, it will take items from your inventory in batches rather than taking all of the items in your inventory. e.g. if reduce_item_inventory is set to 9, it will take 9 of the items from your inventory each time you click when batch_item_inventory is set to TRUE

other example of batch

this is the block

two scenarios

scenario 1:

reduce_item_inventory: 9 batch_item_inventory: false

When I right click block it will take all 64 apples, divide it by 9 and give me 7 apple crates and 1 apple

scenario 2:

reduce_item_inventory: 9 batch_item_inventory: true

When I right click block it will take only 9 apples and give me 1 crate. I keep to keep clicking for it to take apples in groups ("batches") of nine to turn into crate

Drops & Items_add

"<item_id>;<quantity>;<probability>"

This can be used to drop various items

Another Example

In this example, it's a simple swap, clicking switches the model to off or on state, either one or the other :)

Permission on Stages

If the player does not have the specified permission, they will not do anything.

Multiple Base

This allows you to create configurations with multiple bases, making it easier to create configurations, it is important to specify at the end “mc:example;example_1” as it will end up being the id “mc:example_example_1” and will fix errors.

Sounds in Stages

Delay on Stages

This is used to add delay when swapping blocks, for example when clicking it will take 1 second to swap, works on tool and stage.

Execute Commands

If the command isn't run from the console, the player will run it

Region Conditions

Types Available
Description

whitelist

Works only within the regions on the list

blacklist

Foesn't work within the regions on the list

only_global

Works only outside WorldGuard regions (no list argument)

deny_global

It only works inside WorldGuard regions (no list argument)

This only will works on regions hospital & house

This only works if you're inside a region, but not inside the spawn or safe_zone

Food Feature

You can use this to make cake decorations

Sequence in Stages

This only supports some features, the list is <furniture/block>_id, <furniture/block>_random_id, execute_commands, and etc

The sequence system is a way to add animations such as wait times between stages, allowing for greater customization when creating things.

For example, here, first 20 will be executed, then after another 20 ticks, 40 will be executed, and then after another 60, like a kind of timeline

For example, in this example here, first ia:painter:white_bricks will be executed, then ia:painter:pink_bricks, then ia:painter:lime_bricks, and finally ia:painter:yellow_bricks

Example of logs

execute_commands works here too!

remove

This will immediately cancel the sequence

large example of a lot of features

Timed Interaction

Option
Description

collect_window

It is the time available for interaction

outcomes

A list of possible outcomes depending on who you interact with

Remember the previous Block/Furniture

On apply changes

To retrieve the block that existed before it was transformed, you must use um:previous id

Tools Configurations

Affect more than one 1x1 area

depth, deep, size

if you add a value and do not add the others, it will automatically set the others to 1

durability will be subtracted depending on the number of blocks being replaced

Item Animations on Tools

The animations for example are when you are interacting, you can use another item to simulate that you are painting it or something like that.

Sounds on Tools

Delay on Tools

This is used to add delay when swapping blocks, for example when clicking it will take 1 second to swap, works on tool and stage.

replaceOnBreak

This will allow that for example, when the item you are using loses all its durability, you can give another item with a broken model or something like that that you can reuse instead of crafting another one.

Permission Per Tool

If the player does not have the specified permission, they will not do anything.

TintFurniture Tool

Unique CraftEngine examples

Change the BlockState of Craftengine Block

Change the Variant of Craftengine Furniture

Last updated