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Crafting Option

The crafting option lets you turn on crafting for a structure. You can adjust a few sections depending on what the structure needs.

Each crafting setup has Recipe Slots where you place the items needed to create something.


How to craft

Once all ingredient requirements for the recipe are fulfilled, simply Right Click the main block of the structure instance to begin crafting.

Make sure the structure is eligible to craft that specific recipe. If multiple recipes share the same ingredients and are valid for the structure, one of them will be selected at random.

To be eligible, the Crafting must have either the Recipe's key or group inside of recipe-slots and recipe-group


Field Explanation

ParameterTypeDescriptionDefault
insertCrafting DecorationVisual or functional element shown when inserting an itemnull
resultCrafting DecorationDecoration shown when crafting is completednull
placeCrafting DecorationDecoration shown when placing an item into a slotnull
takeCrafting DecorationDecoration shown when taking an item from a slotnull
consumeCrafting DecorationDecoration shown when an item is consumed during craftingnull
recipe-slotsRecipe Slot LayoutLayout configuration for where recipe items should be placednull
recipe-groupList<String>List of recipe group keys to unlock grouped recipesDEFAULT
recipesList<String>List of direct recipe keys to unlock specific recipesempty

Recipe Slot Layout

it is a list of offsets, calculated from EAST direction and the center of structure's main block
each offset will make the block a RecipeSlot which can hold item ingredients.

You can Right Click a Recipe Slot to insert/take items
You can Shift Right Click to avoid this action

Show YAML example
crafting:
recipe-slots:
offsets: #slots are ordered from up (first) to bottom (last)
- "-3 0.0 0"
- "-2 0.0 2"
- "-2 0.0 -2"
- "2 0.0 -2"
- "2 0.0 2"
- "0 0.0 3"
- "0.0 0.0 -3"
- "3 0.0 0.0"

Crafting Decoration

The crafting decoration is an animation triggered when a specific crafting event occurs.
It combines particles and sounds to enhance visual and audio feedback.

Sections

  • particle: Defines the particle effect (type, amount, position, etc.)
  • sound: Defines the sound effect (type, volume, pitch)

Refer to the Particle Option for a list of available particle types.

Show YAML example
section: #example insert
particle:
type: FLAME
particle: SOUL_FIRE_FLAME
amount: 10
count: 1
center-offset: "0 0 0"
speed: 0
sound:
type: ENTITY_BLAZE_SHOOT
volume: 1
pitch: 0