Skip to main content
A prop is a model you place in the world: chairs, tables, lamps, beds, doors, signs. Props are one type of element, and there’s no limit on how many kinds you can add.
Props used to be called furniture. type: furniture, the furniture: section in config.yml and /li furniture still work.

A first prop

items/props/ruby_chair.yml
Only model is needed. Everything below is optional. A piece with only a texture: is drawn flat, like a dropped item. The model’s front faces north, the same as in Blockbench’s default view and in other furniture plugins (Nexo, ItemsAdder), so models you bought work as they are. When placed, the front faces the player who placed it. The hitbox (what you bump into and click) is worked out from the model’s shape. See Prop hitboxes to change it.

Placing and turning

list
default:"floor"
Where it can go: floor, wall, ceiling, or any. Write one or a list: placement: [floor, ceiling].
text
  • 4: quarter turns.
  • 8: quarter turns and diagonals.
  • free: any angle.
  • none: always faces the same way.
Defaults to 8 for one-block pieces and 4 for bigger ones, since their solid parts have to sit on the block grid.
boolean
default:"false"
Sneak and right-click with an empty hand to turn it.
list
Only placeable on these blocks: on: [grass_block, dirt, lodeitems:planter].
list
Never placeable on these blocks.
text
At most this many of it close together: 3 (within 16 blocks) or 3 in 32.

The placement hologram

While a player sneaks with a prop’s item in hand, a see-through copy shows where it would go: green if it fits, red if it doesn’t.
boolean
default:"true"
false turns the hologram off for this prop. To turn it off for every prop, or change how see-through it is, see config.yml.
Placing fires a normal block-place event, so protection plugins can refuse it.

How it looks

dyeable: true lets players right-click it with a dye to colour it. Draw the model’s textures in greyscale.

Sitting and sleeping

position
x,y,z in blocks from the floor point of the piece. Add a yaw to face the seat another way: 0,0.5,0 90. Use seats: with a list for benches and sofas.
boolean, cell or section
Makes it a real bed: right-click to sleep, and the night skips like in vanilla.

Light

A light can’t be inside a solid part of the hitbox, where players would walk into it. With the short form, the light goes in the cell just above.

Storage

Doors

States

Right-clicking moves to the next state. Each state can change the model and the light:

Sofas that join up

Pieces in the same group change their model to match their neighbours, the way stairs do:
Draw the corner models with the model’s front facing north like the rest. By default the corner’s extra side (the second backrest of an inner corner, the post of an outer one) is on the right as seen sitting, on the model’s east (+x) side. That’s how Nexo’s and most bought sofa models are drawn. If yours turn the other way, set corners: left. LodeItems turns the corner model a quarter for the mirrored corner, so one model covers both. The piece next to a corner treats the corner as part of its row, so it gets no armrest on that side. That works for both kinds of corner: the usual L with the backrests outside, and the other way round with the backrests inside. Pieces already placed update their shape when something next to them is placed, broken or turned.

Growing plants

Text and music

Breaking and drops

number
default:"1"
Hits needed to break it in survival. In creative it breaks at once; in adventure mode it can’t be broken.
text or section
default:"self"
section

Using props

Right-click does the first thing that applies, in this order: turn it (sneaking, empty hand) → bone meal → dye → jukebox → bed → seat → storage → door → next state → light toggle. Sneaking with an item in hand places that item against the piece instead. Protection plugins can block using props just like they block opening chests. Props also take every item option for their item, and events like interact, place and break.

Commands

Good to know

  • Each prop is saved inside the world, in the chunk it stands in. Props survive restarts, chunk unloads, WorldEdit copies and backups without a separate database.
  • Props whose config you delete stay in the world as they are.
  • Props behind walls are hidden from players who can’t see them, which keeps busy rooms fast. See config.yml.
  • With ModelEngine installed, modelengine: <blueprint> draws a piece with an animated ModelEngine model.