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๐Ÿ”ง Item Settings

Introductionโ€‹

Unlike data, the contents within settings pertain to special mechanisms processed by the plugin.

Typesโ€‹

fuel_timeโ€‹

Determines how many ticks can be burned.

fuel_time: 100

tagsโ€‹

Tags used in recipes.

tags:
- "default:palm_logs"
- "minecraft:logs"
- "minecraft:logs_that_burn"

equipmentโ€‹

Apply the equipment to this item.

equipment:
#
# Required Argument
#
asset_id: default:topaz

#
# Optional Argument. Defaults to the global client_bound_model option in config.yml
#
client_bound_model: true

#
# Optional Arguments on 1.21.2 and above
# Option 'slot' is required for these options to work
#
slot: head # head / chest / legs / feet / body (animal armor) / saddle
# The resource location of the overlay texture to use when equipped. The directory this refers to is assets/<namespace>/textures/<id>.
camera_overlay: "namespace:id"
# Whether the item can be dispensed by using a dispenser.
dispensable: true
# Whether this item is damaged when the wearing entity is damaged.
damage_on_hurt: true
# Whether the item can be equipped into the relevant slot by right-clicking.
swappable: true
# >= 1.21.5
# Whether this item can be equipped onto a target mob by pressing use on it (as long as this item can be equipped on the target at all)
equip_on_interact: true

repairableโ€‹

Decides if the item can be repaired through crafting table/anvil. (Default: true)

repairable: true

# Detailed repair configuration (overrides the simple boolean above)
repairable:
crafting_table: true
anvil_repair: false
anvil_combine: true

anvil_repair_itemโ€‹

Determines how much durability a given item provides when repairing.

anvil_repair_item:
- target: "#topaz_tools" # use tags
amount: 20 # restores fixed durability
- target:
- "minecraft:iron_pickaxe"
- "minecraft:shears"
percent: 0.25 # 0.25 = 25%, restores n% total durability

renameableโ€‹

Determines if the item can be renamed in anvil. (Default: true)

renameable: false

allowed_projectilesโ€‹

Determines which item can be loaded into crossbows and bows

allowed_projectiles:
- gun_world:gun_ammo
- minecraft:ender_pearl

projectileโ€‹

Creates a custom projectile entity based on the item. It supports trident, arrow, snowball and more.

projectile:
display:
item: default:topaz_trident # the item to display
translation: 0,0,0
rotation: 1,1,1,1
display_transform: NONE
scale: 0.5
sounds:
throw: minecraft:item.trident.throw
hit_entity: minecraft:item.trident.hit
hit_block: minecraft:item.trident.hit_ground
# Whether to ignore the Infinity enchantment when used as ammunition
ignore_infinity_enchantment: false
# Whether the projectile can be picked up after hitting a target
pickupable: true
# Whether to remove the projectile upon impact
remove_on_hit: false
# Whether the projectile is affected by gravity
gravity: true
# Projectile velocity
velocity: 1
# Base damage
damage: 10
# The number of times this arrow can pierce through an entity
pierce_level: 5
tip

Any sound configuration supports advanced configuration formats

sounds:
throw:
id: minecraft:item.trident.throw
pitch: 0.9~1
volume: 1

hit_block and hit_entity support changing the sound type based on the hit target.

sounds:
hit_block:
default: minecraft:item.trident.hit
overrides:
minecraft:stone: minecraft:item.trident.hit_stone
default:palm_log: minecraft:item.trident.hit_log

The way you model directly affects the rotation arguments in the configuration file.

No matter which modeling method you use, the most important thing is to make the sharp part of the trident in the position shown in the picture above to ensure the best hitting point.

dyeableโ€‹

Decides if the item can be dyed in crafting tables. (Default: undefined)

dyeable: true

foodโ€‹

Plugin-based alternative implementation for the food component.

food:
nutrition: 5 # 0~20, integer
saturation: 3.5 # 0~10, float
caution

Better to use food components on a 1.20.5+ server

consume_replacementโ€‹

Set the return item after consuming the item. For example, after the player drinks the water bottle, the empty bottle will be returned. (Default: null)

consume_replacement: minecraft:apple

craft_remainder / craft_remaining_itemโ€‹

Choose whether items should return other items when the crafting recipe is finished.

Returns a fixed item

craft_remainder: bucket
craft_remainder:
type: fixed
item: bucket
count: 1

Consumes a certain amount of durability

craft_remainder:
type: hurt_and_break
damage: 1

Select the remaining items according to the recipe

craft_remainder:
type: recipe_based
terms:
- recipes:
- test:test1
- test:test3
craft_remainder:
type: hurt_and_break
- recipes:
- test:test2
craft_remainder: minecraft:stone

fuel_remainderโ€‹

Returned after being consumed as fuel. Only applies to items with a stack size of 1

fuel_remainder: paper

invulnerableโ€‹

invulnerable:
- lava
- fire
- fire_tick
- block_explosion # respawn anchor
- entity_explosion # creeper, tnt
- lightning
- contact # cactus

enchantableโ€‹

This option lets you block certain items from being used on the enchantment table. Tip: setting it to true wonโ€™t magically make unenchantable items enchantable. (Default: true)

enchantable: false

compost_probabilityโ€‹

This setting controls how likely it is for composting to succeed (Default: 0.5).

compost_probability: 0.5

respect_repairable_componentโ€‹

This controls if the items listed in repairable component can fix this item in anvil gui. (Default: false)

respect_repairable_component: false

dye_colorโ€‹

This determines what color it provides in the dyeing recipe.

dye_color: 255,140,0

firework_colorโ€‹

This determines what color it provides in the firework star fade recipe.

firework_color: 255,140,0

ingredient_substituteโ€‹

This determines which vanilla items this item can serve as an equivalent substitute for within the recipe system.

ingredient_substitute:
- minecraft:leather
- minecraft:paper

hat_height (require CustomNameplates)โ€‹

This determines the impact of hat height on nametag height

hat_height: 1.5

keep_on_death_chanceโ€‹

Determines the probability of keeping this item after death.

keep_on_death_chance: 0.2 # 0~1

destroy_on_death_chanceโ€‹

Determines the probability of this item being destroyed upon death.

destroy_on_death_chance: 0.5 # 0~1

drop_displayโ€‹

Used to control whether the names of dropped items are displayed, as well as what content is shown.

drop_display: false # If globally enabled, can be individually disabled for specific items.
drop_display: true # Displays the entity name based on the item name.
# Custom display name. <arg:count> represents the quantity, <name> represents the item name.
drop_display: "<arg:count>x <name>"

glow_colorโ€‹

Make items glow and display colors.

# black, dark_blue, dark_green, dark_aqua, dark_red, dark_purple, gold, gray, dark_gray, blue, green, aqua, red, light_purple, yellow, white
glow_color: white