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đŸ•šī¸ Furniture Behaviors

Introduction​

A behavior gives furniture something to do — open a storage GUI, display an item, emit light. Without one, furniture is purely visual: you can place it, sit on it, and break it.

Behaviors are modular. Attach one, or combine several on the same piece. They follow the furniture's lifecycle automatically — no extra wiring needed.

Assigning a behavior​

You attach a behavior to a piece of furniture under its behavior or behaviors field:

furniture:
default:my_furniture:
behavior:
type: simple_storage_furniture
title: "My Chest" # GUI title, supports MiniMessage (default "<lang:container.chest>")
rows: 3 # number of rows, 1~6 (default 1)
sounds:
open: minecraft:block.iron_trapdoor.open
close: minecraft:block.iron_trapdoor.close

Composite behaviors​

To give one piece of furniture more than one behavior, list them under behaviors. The example below combines storage and lighting on a single piece:

furniture:
default:lit_cabinet:
behaviors:
- type: simple_storage_furniture
title: "Cabinet"
rows: 2
sounds:
open: minecraft:block.barrel.open
close: minecraft:block.barrel.close
- type: glowing_furniture
lights:
- 0,0.5,0 15 # shorthand: "x,y,z level"
warning

Combining behaviors — keep in mind:

  • If your furniture switches between variants, each behavior applies its own per-variant config independently.
  • Not all behavior combinations are tested. If something doesn't work as expected, reach out to support.