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

Block

unearth:
  block:
    fish_destroyed_1:
      no_protect: false #If true, the block will not protected by protections plugin
      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:
            block_id: "ia:elitefantasy:fish_destroyed_sand_2"
          2:
            block_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"
            remove: true #Eliminate the block from the floor

Some more examples

Drops & Items_add

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

This can be used to drop various items

          3:
            drops: #Which item do you want to drop when you reach the last state
              - "ia:elitefantasy:fish_destroyed_3;1;35"
              - "mc:stone;1-13;:65"
              - "mc:charcoal;1-6:95"
            #only_one_drop: true
            remove: true #Eliminate the furniture from the floor

          3:
            items_add: #the item will be added to the inventory instead of dropping it
              - "ia:elitefantasy:fish_destroyed_3;1;35"
              - "mc:stone;1-13;:65"
              - "mc:charcoal;1-6:95"
            #only_one_add: true

Another Example

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

    big_lantern_on:
      base: "ia:elitefantasy:big_lantern_on" #Item base
      transformation:
        stages: #The stages are as to what next model it will change to
          1:
            furniture_id: "ia:elitefantasy:big_lantern_off"
    big_lantern_off:
      base: "ia:elitefantasy:big_lantern_off" #Item base
      transformation:
        stages: #The stages are as to what next model it will change to
          1:
            furniture_id: "ia:elitefantasy:big_lantern_on"

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 “white_stripped_log_1_example_1” and will fix errors.

unearth:
  block:
    white_stripped_log_1:
      base:
        - "mc:stripped_oak_log;1"
        - "mc:stripped_spruce_log;2"
        - "mc:stripped_birch_log;3"
        - "mc:stripped_jungle_log;4"
        - "mc:stripped_acacia_log;5"
        - "mc:stripped_dark_oak_log;6"
        - "mc:stripped_mangrove_log;7"
        - "mc:stripped_cherry_log;8"
        - "mc:stripped_warped_log;9"
        - "or:white_stripped_log;10"
        - "or:orange_stripped_log;11"
        - "or:magenta_stripped_log;12"
        - "or:light_blue_stripped_log;13"
        - "or:lime_stripped_log;14"
        - "or:yellow_stripped_log;15"
        - "or:pink_stripped_log;16"
        - "or:gray_stripped_log;17"
        - "or:light_gray_stripped_log;18"
        - "or:cyan_stripped_log;19"
        - "or:purple_stripped_log;20"
        - "or:blue_stripped_log;21"
        - "or:brown_stripped_log;22"
        - "or:green_stripped_log;23"
        - "or:red_stripped_log;24"
        - "or:black_stripped_log;25"
      tool:
        - "or:white_brush"
      transformation:
        stages:
          1:
            block_id: "or:white_stripped_log"
            reduce_durability: 1

Affect more than one 1x1 area

      tool:
        - "or:white_brush;depth=1;size=3;deep=3"
      transformation:
        stages:
          1:
            block_id: "or:white_stripped_log"
            reduce_durability: 1

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

Sounds & Item Animations

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

delayAnim=<number> 
#These are the ticks at which the tool will continue with its animation item when you stop painting.
      tool:
        - "ia:elitefantasy:big_brush;anim=mc:stone;delayAnim=3;sound=mc:block.sand.break"

Sounds in Stages

unearth:
  block:
    white_stripped_log_1:
      transformation:
        stages:
          1:
            sounds:
              - sound: "minecraft:block.sand.break"
                volume: 1.0
                pitch: 1.0
                delay: 0

Delay

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.

unearth:
  block:
    white_stripped_log_1:
      base: "mc:stripped_oak_log"
      tool:
        - "or:white_brush;delay=6"
      transformation:
        stages:
          1:
            block_id: "or:white_stripped_log"
            reduce_durability: 1
            #delay: 6
            #tool_anim_on_delay: true

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.

      tool:
        - "or:white_brush;replaceOnBreak=or:large_paint_roller"

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