Making a New Item
An item is an object that can be held in the hand, you can use it as well. It can also have a custom damage value.
|Tool texture:||The texture of your tool|
Select the model to be used with this item. The model only defines the visual look.
When making custom models, JSON is recommended due to vanilla support for this model type.
|Special information:||This will add text like how enchantments show.|
|Enable glowing effect:||Checking this check box will always enable the glowing effect on your tool, the same way enchantments work.|
|Glowing effect condition:||
If a condition is specified, the item will only glow in case this condition is passed. This will be ignored if the glow effect is disabled.
|Name in GUI||This is the name that shows in Minecraft|
The rarity affects only the color of the item's name.
|Creative tab||This is the creative tab you can find this item in creative mode.|
|Max stack size||This is how many of your item can fit in a stack|
|Item destroy speed||
Destroy speed parameter controls how fast this item destroys the blocks.
|Damage vs mob/animal||
You can activate melee damage for your item with this parameter, and set a value of damage.
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:
|Is item immune to fire?||
This parameter controls if the item is immune to fire, like Netherite stuff.
NOTE: 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.|
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 use animation duration||
This value is the number of ticks the animation of its usage will take.
|Bind this item to GUI||This parameter will bind your item to the selected GUI. When selected, it will automatically make the code to open the GUI when the player right-clicks on the item. If you make a procedure, items won't be saved inside the item.|
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 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.
On this page, you can find multiple triggers triggered with different actio0njs and execute a procedure to do more actions.
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.
Making an item mod element
If you prefer to watch the video, you can find the wiki page above summarized in a video: