How to Make an Item

Works with

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.


Properties Values
Tool texture: The texture of your tool
Item model:

Select the model to be used with this item. The model only defines the visual look.

  • Normal: The default rendering of items in Minecraft
  • Tool: TThe rendering used by Vanilla tools
  • Custom - A custom JSON or OBJ model you made and imported into MCreator.

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.


Properties Values
Name in GUI This is the name that shows in Minecraft

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

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

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




  • 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 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:

  • 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.

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.
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 use animation duration

This value is the number of ticks the animation of its usage will take.

Advanced properties


Properties Values
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.
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

Properties Values
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.

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.

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 with a custom model

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