Decoration Behaviours

Example of some behaviours for decorations:

Example

id: mynamespace:clown_horn
vanillaItem: minecraft:paper
itemResource:
  models:
    default: mynamespace:custom/misc/clown_horn
behaviour:
  animation:
    model: mynamespace:mymodel
    autoplay: myAnimationName
  container:
    name: Example Container
    size: 9
    purge: false
    openAnimation: openAnimation
    closeAnimation: closeAnimation
  lock:
    key: minecraft:tripwire_hook
    consumeKey: false
    discard: false
    unlockAnimation: unlockAnimation
    command: "say Unlocked"
  seat:
    - offset: [0.0, 0.0, 0.0]
      direction: 0.0
  showcase:
    - offset: [0.0, 0.0, 0.0]
      scale: [1.0, 1.0, 1.0]
      rotation: [0.0, 0.0, 0.0, 1.0]
      type: item
      filterItems: null
      filterTags: null
  cosmetic:
    slot: head
    model: mynamespace:clown_backpack_animated
    autoplay: idle
    scale: [1.5, 1.5, 1.5]
    translation: [0.0, 0.5, 0.0]
{
  "id": "mynamespace:clown_horn",
  "vanillaItem": "minecraft:paper",
  "itemResource": {
    "models": {
      "default": "mynamespace:custom/misc/clown_horn"
    }
  },
  "behaviour": {
    "animation": {
      "model": "mynamespace:mymodel",
      "autoplay": "myAnimationName"
    },
    "container": {
      "name": "Example Container",
      "size": 9,
      "purge": false,
      "openAnimation": "openAnimation",
      "closeAnimation": "closeAnimation"
    },
    "lock": {
      "key": "minecraft:tripwire_hook",
      "consumeKey": false,
      "discard": false,
      "unlockAnimation": "unlockAnimation",
      "command": "say Unlocked"
    },
    "seat": [
      {
        "offset": [0.0, 0.0, 0.0],
        "direction": 0.0
      }
    ],
    "showcase": [
      {
        "offset": [0.0, 0.0, 0.0],
        "scale": [1.0, 1.0, 1.0],
        "rotation": [0.0, 0.0, 0.0, 1.0],
        "type": "item",
        "filterItems": null,
        "filterTags": null
      }
    ],
    "cosmetic": {
      "slot": "head",
      "model": "mynamespace:clown_backpack_animated",
      "autoplay": "idle",
      "scale": [1.5, 1.5, 1.5],
      "translation": [0.0, 0.5, 0.0]
    }
  }
}

Behaviours


animation behaviour

Defines an animation behaviour for decorations. Supports ajmodel/bbmodels.

Models are placed in data/mynamespace/filament/model/mymodel.bbmodel.

You would reference it as mynamespace:mymodel in the model field.

Configurable Fields

  • model: The name of the animated model associated with this animation (if applicable).
  • autoplay: The name of the animation to autoplay (if specified).

Example

animation:
  model: mynamespace:mymodel
  autoplay: myAnimationName
{
  "animation": {
    "model": "mynamespace:mymodel",
    "autoplay": "myAnimationName"
  }
}

container behaviour

Defines a container behaviour for decorations.

Dropper/Hopper support is not implemented yet as of filament 0.10.7

Allows to create chests, trashcans, etc.

Works with the animation behaviour to play an animation defined in the bbmodel/ajmodel.

Configurable Fields

  • name: The name displayed in the container UI.
  • size: The size of the container, has to be 5 slots or a multiple of 9, up to 6 rows of 9 slots.
  • purge: Indicates whether the container's contents should be cleared when no player is viewing the inventory.
  • openAnimation: The name of the animation to play when the container is opened (if applicable).
  • closeAnimation: The name of the animation to play when the container is closed (if applicable).
  • canPickup: Flag whether the container will not drop its items when broken but store it as component in the dropped item
  • hopperDropperSupport: Flag whether hoppers/droppers can interact with this container

Example

container:
  name: Example Container
  size: 9
  purge: false
  openAnimation: openAnimation
  closeAnimation: closeAnimation
{
  "container": {
    "name": "Example Container",
    "size": 9,
    "purge": false,
    "openAnimation": "openAnimation",
    "closeAnimation": "closeAnimation"
  }
}

lock behaviour

This behaviour runs a command, optionally with a key item.

It's similar to the execute item-behaviour or interact_execute decoration behaviour.

The command will only run once if a key is specified, the key can be empty to always run the commands/animations on interaction. The repeatable flag can be set to overwrite this.

The command or commands are run as player but with elevated permissions, optionally at the decoration block itself.

Configurable Fields

  • key: The identifier of the key required to unlock. Optional, if left empty the unlockAnimation will play (if applicable) and the commands will be run and the decoration will be discarded based on the discard flag.
  • consumeKey: Determines whether the key should be consumed upon unlocking.
  • discard: Specifies whether the decoration should be destroyed after interacting with it.
  • unlockAnimation: Name of the animation to play upon successful unlocking with a key (if applicable).
  • command: Command to execute when the lock is successfully unlocked (if specified).
  • commands: List of commands to execute when the lock is successfully unlocked (if specified).
  • atBlock: false/true flag whether the command should be run at the blocks' position

interact_execute behaviour

This behaviour runs a command, plays an animation and runs a command once the animation finished.

It behaves similar to the lock behaviour, but will always It's similar to the execute item-behaviour or interact_execute decoration behaviour.

The command will only run once if a key is specified, the key can be empty to always run the commands/animations on interaction. The repeatable flag can be set to overwrite this.

The command or commands are run as player but with elevated permissions, optionally at the decoration block itself.

Configurable Fields

  • key: The identifier of the item held by player required to run commands/animations. Optional, if left empty the animation will play (if applicable) and the commands will be run and the decoration will be discarded based on the discard flag.
  • consumeKey: Determines whether the key should be consumed upon unlocking.
  • discard: Specifies whether the decoration should be destroyed after interacting with it.
  • animation: Name of the animation to play when interacting.
  • animationPost: Name of animation to player after the first one ended
  • command: Command to execute when the lock is successfully unlocked (if specified).
  • commands: List of commands to execute when interacted with
  • atBlock: false/true flag whether the command should be run at the blocks' position
  • commandPostAnimation: Command to run when the first animation stops playing
  • commandsPostAnimation: List of commands to run when the first animation stops playing

seat behaviour

Defines a seating behaviour for decorations.

For chairs, benches, etc.

Configurable Fields

  • offset: The player seating offset.
  • direction: The rotation offset of the seat in degrees. Defaults to 180

Single seat

seat:
  - offset: [0.0, 0.0, 0.0]
    direction: 0.0
{
  "seat": [
    {
      "offset": [0.0, 0.0, 0.0],
      "direction": 0.0
    }
  ]
}

showcase behaviour

Defines a showcase behaviour for decorations.

Allows you to create shelves / item-frame like decorations.

Configurable Fields

  • offset: Offset for positioning the showcased item.
  • scale: Scale of the showcased item.
  • rotation: Rotation of the showcased item.
  • type: Type to display, block for blocks (block display), item for items (item display), dynamic uses blocks if possible, otherwise item (block/item display).
  • filterItems: Items to allow.
  • filterTags: Items with given item tags to allow.

Single item showcase

showcase:
  - offset: [0.0, 0.0, 0.0]
    scale: [1.0, 1.0, 1.0]
    rotation: [0.0, 0.0, 0.0, 1.0]
    type: item
    filterItems:
      - minecraft:paper
    filterTags:
      - minecraft:tag_example
{
  "showcase": [
    {
      "offset": [0.0, 0.0, 0.0],
      "scale": [1.0, 1.0, 1.0],
      "rotation": [0.0, 0.0, 0.0, 1.0],
      "type": "item",
      "filterItems": ["minecraft:paper"],
      "filterTags": ["minecraft:tag_example"]
    }
  ]
}

cosmetic behaviour

Defines cosmetic behaviours for decorations, supporting animated Blockbench models for chestplates and simple item models.

Cosmetics are worn on the player using item display entities (except for the head slot)

Configurable Fields

  • slot: The equipment slot for the cosmetic (head or chest).
  • model: Optional, the resource location of the animated blockbench or animated-java model for the cosmetic.
  • autoplay: Optional, the name of the animation to autoplay, which should be loopable.
  • scale: Scale of the chest cosmetic. Defaults to [1 1 1]
  • translation: Translation of the chest cosmetic. Defaults to [0 0 0].

Backpack

cosmetic:
  slot: chest
  model: mynamespace:clown_backpack_animated
  autoplay: idle
  scale: [1.5, 1.5, 1.5]
  translation: [0.0, 0.5, 0.0]
{
  "cosmetic": {
    "slot": "chest",
    "model": "mynamespace:clown_backpack_animated",
    "autoplay": "idle",
    "scale": [1.5, 1.5, 1.5],
    "translation": [0.0, 0.5, 0.0]
  }
}

flammable behaviour

Makes the block flammable.

Configurable Fields

  • burn: Burn. Defaults to 5
  • spread Fire spread chance. Defaults to 20