Particles and Decorations
The particle option defines reusable visual and sound effects for a structure. Some keys have special meaning during crafting (insert, place, take, consume and result); other names, such as ambient, are yours to choose.
A simple example
options:
particle:
insert:
type: sound
sound: BLOCK_AMETHYST_BLOCK_CHIME
volume: 1
pitch: 1
result:
type: particle
particle: END_ROD
amount: 5
speed: 0.02
primary and secondary are useful reusable names when referenced by other effects. They are not automatically triggered by every event.
Particle shapes (26.2)
A particle decoration can draw more than one point:
| Shape | Appearance |
|---|---|
POINT | Legacy particle effect at one location. |
LINE / BEAM | A straight line / energized beam along a direction. |
RING / ORBIT | Horizontal circle. |
SPHERE | Particle sphere. |
HELIX / DOUBLE_HELIX | One or two rising spirals. |
SPIRAL / VORTEX | Tapering spiral effects. |
PULSE | Expanding and contracting ring. |
WAVE | Wave along a chosen direction. |
BOX | Rectangular wireframe. |
STRUCTURE_OUTLINE | The outside silhouette of the structure's actual layout, not just its bounding box. |
Floating ring
options:
particle:
core-ring:
type: particle
particle: END_ROD
shape: RING
amount: 1
speed: 0
radius: 1.15
density: 40
offset: "0 1.35 0"
duration: 80
period: 1
animated: true
animation-speed: 0.25
continuity: true
schedule: true
schedule-period: 80
schedule-delay: 0
density controls how many points make up a shape (clamped to 1–256); amount is the particle count at each point. Increasing both can be expensive.
radius and height determine the dimensions. direction defines the axis for line-like shapes. rotation-speed controls the rotating phase; start-angle and end-angle determine the angular sweep.
Structure outline
options:
particle:
outline:
type: particle
particle: END_ROD
shape: STRUCTURE_OUTLINE
amount: 1
density: 36
duration: 60
period: 2
The outline follows the exposed outer footprint and surface of the real multiblock layout, including its rotation. Interior/shared edges are excluded. Its geometry is cached per structure, orientation and density and refreshed when structures are reloaded. You don't need to configure radius or height for this shape.
Regular geometric shapes are centered on the structure's center block when played there. STRUCTURE_OUTLINE instead uses block edges to stay aligned with the layout.
Timing: two different controls
Rendering duration is controlled by the particle decoration itself:
| Key | Meaning |
|---|---|
duration | How long one effect runs, in ticks. |
period | Ticks between draws while that effect is active. |
animated | Enables moving/traversing points on supported shapes. |
animation-speed | Rate of traversal. |
continuity | true = loop/wrap; false = back-and-forth progression. |
Repeating the entire effect is configured on the named entry:
| Key | Meaning |
|---|---|
schedule: true | Automatically replay the effect for a live structure instance. |
schedule-period | How frequently it starts, in ticks. |
schedule-delay | Delay before the scheduled effect starts. |
Avoid setting schedule-period shorter than duration unless overlapping effects are intentional. When animated: true and duration: 0, Structory derives a finite run length from the animation speed; duration: 0 does not mean an endless particle task.
Sounds and groups
options:
particle:
result:
type: decorations
sound:
type: sound
sound: ENTITY_PLAYER_LEVELUP
volume: 1
pitch: 1
at: 0
spark:
type: particle
particle: END_ROD
amount: 8
at: 10
The optional at value is a delay in ticks. Leave it out to play that child immediately.
To reuse an existing effect:
options:
particle:
primary:
type: particle
particle: SOUL_FIRE_FLAME
amount: 2
consume:
type: instance
key: primary
Other supported decorations include boxsized and flame; they have their own pages in this section.
Performance
Start with amount: 1, moderate density and period: 2 or higher. The approximate work per draw rises with amount × density × active instances. Large scheduled effects running on dozens of altars are much costlier than one-off crafting effects.
For a working combination of a ring, double helix and animated model, use the bundled Diamond Core Reactor example.