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.
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.
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 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.
How common rare enchantments can be enchanted on this tool. The higher the enchantability, the better enchantments you will get when enchanting the tool.
Item destroy speed
Destroy speed parameter controls how fast this item destroys the blocks.
- 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.
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.
This displays the animation when the item is used.
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.
Is this item a food?
Check this box to enable the item to be a food item.
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.
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.
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.
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.
On this page, you can find multiple triggers triggered with different actions 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.
You can also use
Player finishes using item for food items to run an event after the food is eaten.
Making an item mod element
If you prefer to watch the video, you can find the wiki page above summarized in a video: