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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​

StateWhen it is used
idleWhen the instance is created or loaded, and after temporary states end.
activeOn player interaction with the structure.
craftingWhen a valid crafting event begins.
successAfter a successful recipe result is played.
errorAvailable for addon/explicit transitions; not every failed recipe triggers it automatically.
disabledWhen 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.