⚙️ Item Settings
Unlike data, the contents within settings pertain to special mechanisms processed by the plugin.
fuel-time
Determines how many ticks can be burned
fuel-time: 100

tags
See 📖 Recipes
tags:
- "default:palm_logs"
- "minecraft:logs"
- "minecraft:logs_that_burn"
equippable (1.21.2+)
Please note that the equippable
in 🔢 Item Data and the equippable
in ⚙️ Item Settings are not the same. The equippable
in settings
automatically generates the relevant JSON files for the user and have a wide version support, whereas the equippable
within data
requires the user to manually create the JSON files in the resource pack and is only supported in version 1.21.2 and above.
Methods of creating custom armor using leather combined with shaders will never be supported. Utilizing core shaders often results in poorer compatibility with client shaders. Moreover, this approach is not considered stable or reliable by the developers of Minecraft, and we should strive to avoid the excessive use of core shaders.
equippable:
#
# Required Arguments
#
# The slot to put the item on
slot: head # head / chest / legs / feet / body / main_hand / off_hand / saddle
# The directory this refers to is assets/<namespace>/equipment/<id>.json
asset-id: topaz
# In practice, you only need to select the entries you wish to use
# from the options below and configure them accordingly. Please be
# aware that when multiple items share the same asset-id, you must
# ensure that their texture paths are consistent; otherwise, it may
# result in errors for one of the items.
#
# Supported Equipment Layers
#
# value: A namespaced id pointing to a texture for this layer.
# namespace:path resolves to assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png.
humanoid: "minecraft:topaz"
humanoid-leggings: "minecraft:topaz"
llama-body: "minecraft:topaz"
horse-body: "minecraft:topaz"
wolf-body: "minecraft:topaz"
wings: "minecraft:topaz"
pig-saddle: "minecraft:topaz"
strider-saddle: "minecraft:topaz"
camel-saddle: "minecraft:topaz"
horse-saddle: "minecraft:topaz"
donkey-saddle: "minecraft:topaz"
mule-saddle: "minecraft:topaz"
skeleton-horse-saddle: "minecraft:topaz"
zombie-horse-saddle: "minecraft:topaz"
happy-ghast-saddle: "minecraft:topaz"
# You can also set it up as a block like this
humanoid:
texture: "minecraft:leather"
# supports color
dyeable:
color-when-undyed: -6265536 # leather color
# for elytra texture
use-player-texture: false
# Or in a list format to support multiple layers
humanoid:
- texture: "minecraft:layer_1"
- texture: "minecraft:layer_2"
#
# Optional Arguments
#
# 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

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

anvil-repair-item
Determines how much durability a given item provides when repairing
anvil-repair-item:
- target: "#topaz_tools"
amount: 20 # restores fixed durability
- target:
- "minecraft:iron_pickaxe"
- "minecraft:shears"
percent: 0.25 # 0.25 = 25%, restores n% total durability
renameable
Determines if the item can be renamed in anvil. (Default: true)
renameable: false
projectile
Creates a custom projectile entity based on the item. It supports trident
, arrow
, snowball
and more.
projectile:
item: default:topaz_trident # the item to display
translation: 0,0,0
rotation: 1,1,1,1
display-transform: NONE
scale: 0.5

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.
dyeable
Decides if the item(leather armor or wolf armor) can be dyed in crafting tables. (Default: true)
dyeable: true

food
food:
nutrition: 5 # 0~20, integer
saturation: 3.5 # 0~10, float
Better to use food
components on a 1.20.5+ server
consume-replacement
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-remaining-item
Choose whether items should return other items when the crafting recipe is finished. This option only works for custom items with a max stack size of 1
craft-remaining-item: bucket

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

enchantable
This option lets you block certain items from being used on the enchantment table. Tip: setting it to true
won’t magically make unenchantable items enchantable. (Default: true)
enchantable: false
compost-probability
This setting controls how likely it is for composting to succeed (Default: 0.5)
compost-probability: 0.5
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