Structure States (Premium)
The states option lets a structure play different decorations depending on what is happening to it.
A state is an effect, not a separate physical structure or an inventory. It is useful for adding a quiet idle glow, an interaction cue or a crafting animation.
Example
options:
states:
idle:
type: particle
particle: END_ROD
amount: 2
active:
type: sound
sound: BLOCK_AMETHYST_BLOCK_CHIME
volume: 1
pitch: 1
hold: 20
crafting:
type: particle
particle: SOUL_FIRE_FLAME
amount: 8
success:
type: sound
sound: ENTITY_PLAYER_LEVELUP
volume: 1
pitch: 1
hold: 30
disabled:
type: sound
sound: BLOCK_BEACON_DEACTIVATE
volume: 1
pitch: 1
Each entry uses a regular decoration, so a state can also be a group of particles and sounds.
State names
| State | When it is used |
|---|---|
idle | When the instance is created or loaded, and after temporary states end. |
active | On player interaction with the structure. |
crafting | When a valid crafting event begins. |
success | After a successful recipe result is played. |
error | Available for addon/explicit transitions; not every failed recipe triggers it automatically. |
disabled | When the structure is broken. |
hold is in server ticks. For temporary states it controls how long before Structory returns to idle. The standard hold for active, success and error is 20 ticks; set it explicitly to change the time.
If you want a continuous ambient effect, use a scheduled particle decoration under options.particle. An idle state by itself plays its decoration on transition; it does not automatically schedule particles forever.