• Forums

Navigation

  • Home
  • Style Guide
  • Getting Started
    • Home
    • Structuring Your Mod
    • Forge Update Checker
    • Debug Profiler
  • Concepts
    • Sides
    • Resources
    • Data
    • Registries
    • Mod Lifecycle
    • Internationalization and Localization
  • Blocks
    • Home
    • BlockStates
    • Interaction
  • Block Entities
    • Home
    • Renderer
  • Items
    • Home
      • Creating an Item
      • Registering an Item
    • Loot Modification
  • Models
    • Intro to Models
    • Model Files
    • BlockStates
      • Intro to BlockState JSON
    • Coloring Textures
    • Item Properties
    • Advanced Models
      • BakedModel
      • Perspective
      • Item Overrides
  • Rendering
    • BlockEntityWithoutLevelRenderer
  • Data Generation
    • Introduction
    • Model Providers
  • Events
    • Basic Usage
  • Networking
    • Home
    • Overview
    • SimpleImpl
    • Entities
  • Data Storage
    • Capabilities
    • Saved Data
  • Utilities
    • Recipes
    • Tags
  • Effects
    • Particles
    • Sounds
  • Conventions
    • Versioning
    • Locations
  • Advanced Topics
    • Access Transformers
  • Contributing to Forge
    • Getting Started
    • PR Guidelines
  • Legacy Versions
    • Home
    • Porting to 1.17

Items

Along with blocks, items are a key component of most mods. While blocks make up the level around you, items exist within inventories.

Creating an Item

Basic Items

Basic items that need no special functionality (think sticks or sugar) do not need custom classes. You can create an item by instantiating the Item class with an Item$Properties object. This Item$Properties object can be made via the constructor and customized by calling its methods. For instance:

Method Description
tab Sets which CreativeModeTab this item is under. Must be called if this item is meant to be shown on the creative menu. Vanilla tabs can be found in the class CreativeModeTab.
durability Sets the maximum damage value for this item. If it is over 0, two item properties “damaged” and “damage” are added.
stacksTo Sets the maximum stack size. You cannot have an item that is both damageable and stackable.
setNoRepair Makes this item impossible to repair, even if it is damageable.
craftRemainder Sets this item’s container item, the way that lava buckets give you back an empty bucket when they are used.
addToolType Adds a pair of ToolType (SHOVEL, AXE, PICKAXE) and harvest level (0 for Wood/Gold, 1 for Stone, 2 for Iron, 3 for Diamond).

The above methods are chainable, meaning they return this to facilitate calling them in series.

Advanced Items

Setting the properties of an item as above only works for simple items. If you want more complicated items, you should subclass Item and override its methods.

Registering an Item

Items must be registered to function.

Built with MkDocs using a custom theme. Hosted by Read the Docs.
Enable Dark Theme