How to Make an Item

Works with
Section

Before you start

You will need to make a texture either by an editing program such as Gimp or Paint.net, or you can simply use the embedded editor. If you need help making it, go to Making a new Texture.

Creation and naming

  • First, go to the workspace.
  • Next click on Create new element.
  • Type the name of your block. Names must not be repeated! The end-user will not see this name, so name it something that you can identify. One way you can prevent your block name from being repeated is to put the mod type before your mod name, Example: BlockSteel or ItemEnderStick.
  • Click next.

Visual

Item texture

Click the box to select the texture you imported earlier.

Item 3D model

You can use Blockbench to create JSON models using the block/item workspace. OBJ files are also supported.

Special information about the item

This is the lore text for the item, similar to how potions display extra information about the item under the item display name.

Enable item glow effect

Check this box if you want the item to shine like enchantment books or potions.

Make item glow

You can use a procedure to make a condition when the glow effect should glow by returning true.

Item states

Read this Wiki page to know more about custom item states

Properties

In-game name

This is the name that shows in Minecraft

Rarity

The rarity affects only the color of the item's name.

  • Common: White
  • Uncommon: Yellow
  • Rare: Aqua
  • Epic: Light Purple

Creative inventory tab

This is the creative tab you can find this item in creative mode.

Max stack size

This is how many of your items can fit in a stack.

Enchantability

How common rare enchantments can be enchanted on this tool. The higher the enchantability, the better enchantments you will get when enchanting the tool.

   Tools:     Armor:     Other:
  • Wooden tools: 15
  • Stone tools: 5
  • Iron tools: 14
  • Gold tools: 22
  • Diamond tools: 10
  • Netherite tools 15
  • Leather armor: 15
  • Chainmail armor: 12
  • Iron armor: 9
  • Gold armor: 25
  • Diamond armor: 10
  • Netherite armor: 15
  • Books: 1

Item destroy speed

Destroy speed parameter controls how fast this item destroys the blocks.

Typical values:

  • 1 - normal item
  • 1.5 sword
  • 2> harvesting tool

Damage vs mob/animal

You can activate melee damage for your item with this parameter, and set a value of the damage.

Item use count/durability

This parameter controls the durability of the item (how many times the item can be used).

Set this value to 0 to disable the use count mechanic on the given item.

Vanilla values for reference:

  • Gold: 32 uses:
  • Wood: 59 uses.
  • Stone: 131 uses.
  • Iron: 250 uses.
  • Diamond: 1561 uses.
  • Netherite: 2031 uses.
  • Fishing rod: 64 uses.
  • Flint and steel: 64 uses.
  • Carrot on a stick: 25 uses.
  • Shears: 238 uses.
  • Trident 250 uses.
  • Crossbow: 326 uses.
  • Shield: 336 uses.
  • Bow: 384 uses.
  • Elytra: 432 uses.

Is item immune to fire?

This parameter controls if the item is immune to fire, like Netherite stuff. Only available in Minecraft 1.16.x and higher

Can destroy any block?

Check this box if you want it to destroy any block even bedrock.

Does the item stay in the crafting grid when crafted?

Check this if you want the item to stay on the crafting table.

Damage the item instead, when crafting

If "stay in the grid" is enabled, you can enable this parameter to deal damage to this tool instead of keeping it with its current durability.

Recipe remainder

This is the item that will be replaced when used in crafting tables. This means the item will be part of the recipe but will be replaced with another item.

Item animation

This displays the animation when the item is used.

  • eat
  • block
  • bow
  • crossbow
  • drink
  • none
  • spear

Item use duration

This value controls how long the item takes to complete the use cycle. This value is measured in ticks (20 ticks per second).

Use non-negative numbers (1 or higher) for food items to be edible. 

Food Properties

Is this item a food?

Check this box to enable the item to be a food item.

Nutritional value

This controls how many food bars the food fills. Each 1 is half a food item on the HUD screen. The default value is 4.

Saturation

This controls how long the player stays with a filled food bar before becoming hungry again. The default value is 0.3.

Eating item result

This will act the same way as a buck of milk or mushroom soup when eaten, a item will be given back to the player.

Is this food meat?

Check this box if you want to feed wolves the food to heal them.

Is always edible?

This makes the food always edible similar to how potion items can always be used.

Advanced properties

Inventory

Bind this item to GUI

This parameter will bind your item to the selected GUI. When selected, it will automatically make the code open the GUI when the player right-clicks on the item. If you make a procedure, items won't be saved inside the item.

Size inventory

Number of slots inside your GUI. (Biggest slot ID in the GUI + 1)

Max stack size

The maximal number of items in one stack.

Custom dispenser behavior

Enable custom dispense behavior

If this option is checked, the item won't be dropped by dispensers with the default action but will call the "Dispense successfully if" and "On dispense attempt with result" procedures instead.

Dispense successfully if

This condition determines if dispense is completed. If the condition fails, the dispenser will play the fail effect. The value of this procedure is passed to "On dispense attempt with the result" as the "success" dependency.

On dispense attempt with result

This procedure determines what happens to the item after attempting at being dispensed. If nothing is selected or the selected procedure does not return item stack, the current itemstack used for dispensing will shrink in size by 1 in case of dispense success.

You can use this procedure to consume the item, damage it, or replace it with another item.

Triggers

On this page, you can find multiple triggers triggered with different actions and execute a procedure to do more actions.

The itemstack dependency will always be an instance of this tool.

It can notably be used to make a hammer using the "When block destroyed with tool" trigger.

You can also use Player finishes using item for food items to run an event after the food is eaten.

Video tutorial

Making an item mod element

If you prefer to watch the video, you can find the wiki page above summarized in a video:

Item states / item properties



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