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"

Permission on Stages

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

        stages:
          1:
            block_id: "ia:elitefantasy:fish_destroyed_sand_2"
            permission: "unearth.test1"
          2:
            block_id: "ia:elitefantasy:fish_destroyed_sand_3"
            permission: "unearth.test2"

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.

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

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 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.

        stages:
          1:
            block_id: "or:white_stripped_log"
            delay: 6
            tool_anim_on_delay: true

Sequence in Stages

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

  block:
    black_bricks_test:
      base: "ia:painter:black_bricks"
      tool:
        - "mc:air"
      transformation:
        stages:
          1:
            block_id: "ia:painter:blue_bricks"
            sequence: #Each step is executed in sequence, followed by step 1.
              20: #delay step 2
                block_id: "ia:painter:yellow_bricks" # step 2
              40: #delay step 3
                furniture_id: "ia:painter:paint_mixer_2" # step 3
              60: #delay step 4
                block_id: "ia:painter:red_bricks" # step 4
          2:
            block_id: "ia:painter:white_bricks" #does not interfere with the sequence, a click is required to execute this stage
          3:
            block_id: "ia:painter:green_bricks"

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

        stages:
          1:
            block_id: "ia:painter:white_bricks" # step 1
            sequence:
              100:
                block_id: "ia:painter:yellow_bricks" # step 4
              10:
                block_id: "ia:painter:pink_bricks" # step 2
              20:
                block_id: "ia:painter:lime_bricks" # step 3

Example of logs

[20:32:11 INFO]: handleStage applied for ia:painter:white_bricks in 67070
[20:32:11 INFO]: handleStage in Location{world=world,x=-429.0,y=92.0,z=401.0} - TICK: 67070
[20:32:11 INFO]: Stage 0 has 3 sequence steps.
[20:32:11 INFO]: handleStage applied for ia:painter:pink_bricks
[20:32:11 INFO]: handleStage in Location{world=world,x=-429.0,y=92.0,z=401.0} - TICK: 67080
[20:32:12 INFO]: handleStage applied for ia:painter:lime_bricks
[20:32:12 INFO]: handleStage in Location{world=world,x=-429.0,y=92.0,z=401.0} - TICK: 67090
[20:32:16 INFO]: handleStage applied for ia:painter:yellow_bricks
[20:32:16 INFO]: handleStage in Location{world=world,x=-429.0,y=92.0,z=401.0} - TICK: 67170
[20:32:16 INFO]: Sequence completed in Location{world=world,x=-429.0,y=92.0,z=401.0}

Tools Configurations

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

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.

anim=<item_id>
delayAnim=<number> 
#These are the ticks at which the tool will continue with its animation item when you stop painting.
      tool:
        - "nexo:black_brush;anim=nexo:z_black_brush_animation;delayAnim=15"

Sounds on Tools

      tool:
        - "nexo:black_brush;sound=mc:item.brush.brushing.generic"

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.

      tool:
        - "or:white_brush;delay=6"

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:
        - "nexo:black_large_roller;replaceOnBreak=nexo:large_paint_roller"

Permission Per Tool

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

      tool:
        - "ia:painter:blue_brush;permission=unearth.webo1"
        - "ia:painter:blue_roller;permission=unearth.webo2"
        - "ia:painter:blue_spray_can;permission=unearth.webo3"
        - "ia:painter:blue_large_roller;permission=unearth.webo4"

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