Crate Block Engine

Crate Block Engine

Choose how a crate is shown in the world, from a plain block to an animated custom model.

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The engine decides how the crate is shown in the world: a Vanilla Block, a Vanilla Model with custom model data, or an animated model from Model Engine or Better Model.

Editor > Crates > Crate

#Vanilla Block

This is the default engine for a crate, and it's the simplest option. With this engine, you can select a specific block to act as your crate block.

Editor > Crates > Crate

#Crate Blocks

For the vanilla crate block, you can set any block available in Minecraft. Certain blocks, like chests, ender chests, shulker boxes, and trapped chests, will also include their default vanilla opening animations.

Select a Vanilla Block

If you can't find the block you are looking for in the Selection menu, you can specify it in the crate's config manually.

#Player Heads

When you select Player Head as the crate material type, you can specify a value for the head to replicate.

Chat input for the Player Head

#Getting the Head Value

If you are using Paper, hold the player head in your main hand and run the /paper dumpitem command. This will return the value of the skull, which you can then use as the value for the crate.

Player Head Value

#In-Game Preview

The following is an example of using TNT as the vanilla block crate type.

Vanilla Crate Block

#Vanilla Model

With the Vanilla model, you can assign custom model data to your material, allowing you to use a custom model for your crate. However, due to the limitations of this engine, it cannot display animations. The crate will only appear in its static form.

Editor > Crates > Crate

When you right-click this option, a menu will appear where you can set the material and custom model data for the item. To easily check the material and custom model data of an item (if you're using Paper), the best way is to use the /paper dumpitem command while holding the item in your main hand.

#Material

The material is the vanilla item your model is applied to, and it is the item the crate is displayed as. Your resource pack applies the model to a specific material, so this has to be set to that same one, otherwise the custom data below has nothing to resolve against.

Editor > Crates > Crate > Engine

#Custom Data

The custom data is the value that points to the model inside your resource pack. Typing a number sets the Custom Model Data of the material, which is how custom models are selected on every supported version.

Editor > Crates > Crate > Engine

On 1.21.4 and newer, the same option also accepts an Item Model instead, described in the Item Model (1.21.4+) section further down.

#Scale

The scale is a size multiplier for the model, where 1.0 is the model's normal size.

Editor > Crates > Crate > Engine

#Position and Rotation

If your model isn't positioned correctly, don't worry. You can adjust it using the "offset" and "rotation degrees" options. These allow you to fine-tune the position and orientation of the model to ensure it displays perfectly.

Editor > Crates > Crate > Engine

Each axis has its own offset, so the model can be moved on all three of them.

#Item Model (1.21.4+)

On servers running 1.21.4 or newer, the "Custom Data" option also accepts an Item Model value as an alternative to Custom Model Data. Typing a number is treated as Custom Model Data, while typing a namespaced key (e.g. minecraft:example) is treated as an Item Model. Only one of the two can be set at a time, setting one automatically clears the other.

#In-Game Preview

The following is an example of using the Water Elemental crate model.

Vanilla Model Block

#Model Engine

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This feature is only available in the premium version of Phoenix Crates.

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This engine type requires Model Engine 4 (4.0.3 or newer) to be installed.

With this engine, you can use models imported via Model Engine as your crate models. We've streamlined the process to make it as simple as possible, allowing you to edit your models directly through the in-game editor, making your life easier.

Editor > Crates > Crate

#Model Name

The first step is to assign the model name for your crate. The model name is the ID of the model you've imported via Model Engine. For example, if the model ID is bat_crate, you should select the bat_crate bbmodel

Editor > Crates > Crate > Engine

#Scale

You can adjust the scale of the model, between 0.1 and 10.

Editor > Crates > Crate > Engine

#Animations

  • Idle animation: The default animation when the crate is inactive.
  • First opening phase: The initial stage of the crate opening.
  • Second opening phase: The middle stage of the crate opening.
  • Third opening phase: The final stage of the crate opening.
  • Close animation: The animation that plays when the crate closes.

All these options are configured separately through their respective items. There's also an option to set a delay, allowing you to sync the animations if they occur later than the default timing. This ensures that the particles and animations look smoother and more cohesive.

#In-Game Preview

The following is an example of using the Fire Elemental crate model using Model Engine 4.

Model Engine Block

#Better Model

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This engine type requires Better Model to be installed.

With this engine, you can use models imported via Better Model as your crate models. We've streamlined the process to make it as simple as possible, allowing you to edit your models directly through the in-game editor, making your life easier.

Editor > Crates > Crate

#Model Name

The first step is to assign the model name for your crate. The model name is the ID of the model you've imported via Better Model. For example, if the model ID is bat_crate, you should select the bat_crate bbmodel

Editor > Crates > Crate > BetterModel

#Scale

You can adjust the scale of the model, between 0.1 and 10.

Editor > Crates > Crate > BetterModel

#Animations

  • Idle animation: The default animation when the crate is inactive.
  • First opening phase: The initial stage of the crate opening.
  • Second opening phase: The middle stage of the crate opening.
  • Third opening phase: The final stage of the crate opening.
  • Close animation: The animation that plays when the crate closes.

All these options are configured separately through their respective items. There's also an option to set a delay, allowing you to sync the animations if they occur later than the default timing. This ensures that the particles and animations look smoother and more cohesive.

#In-Game Preview

The following is an example of using the Fire Elemental crate model using Better Model.

Better Model Block

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