XiaoMoMi Plugins
中文维基
CraftEngine
CraftEngine
  • Plugin Wiki
    • 🏭️ CraftEngine
      • 📍 Atlas [MUST READ]
      • 🗺️ Mipmap [MUST READ]
      • ➕️ Add New Contents
        • 📄 Templates [MUST READ]
          • 🟢 Argument Types
        • 🏭️ Model Generation
        • 🪇 Events
        • ⚖️ Conditions
        • 📖 Recipes
        • 💎 Loot Table
        • 🪑 Furniture
          • ⚙️ Furniture Settings
          • 🕹️ Furniture Behaviors
          • 📍 Furniture Placement
        • 🗡️ Items
          • 🔢 Item Data
            • 🔢 Client Bound Item Data
          • ⚙️ Item Settings
          • 🕹️ Item Behaviors
            • 🪑 Furniture Item
            • 🧱 Block Item
              • 🌊 Liquid Collision Block Item
          • 🟰 Item Models
            • 📐 Model
              • 🎨 Tint
            • 🧩 Composite
            • ⚖️ Condition
            • 📡 Range Dispatch
            • ✅ Select
            • 👻 Special
        • 🧱 Blocks
          • ⚙️ Block Settings
            • 🏷️ Useful Tags
          • 🔣 Block States
            • 🏷️ Properties
          • 🕹️ Block Behaviors
            • 💦 Concrete Powder Block
            • 🟨 Falling Block
            • 🍁 Leaves Block
            • 🎍 Vertical Crop Block
            • 🌽 Crop Block
            • 🌴 Sapling Block
            • 🪻 Bush Block
            • 🪓 Strippable Block
            • 🚟 Hanging Block
            • 🌿 Grass Block
            • 🌊 On Liquid Block
            • 🌊 Near Liquid Block
            • 💡 Lamp Block
          • 🫑 Block Entities
        • 🖼️ Images
        • 😀 Emoji
        • ㊙️ Fonts
        • 📂 Category
        • 🔊 Sounds
        • 🌍 Server Lang (i18n)
        • 🌎️ Client Lang (lang)
        • 🗃️ Vanilla Loots
        • 🔠 Global Variables
      • 🔢 Number Format
      • ✏️ Text Format
        • 🔗 Chain Arguments
      • 📦️ Resource Pack
        • ⚔️ File Conflict
        • 🛜 Host
      • 🐚 Commands
      • 🔌 Compatibility
        • 🐌 External Item Providers
        • 🪓 WorldEdit / FAWE
        • 🅿️ PlaceholderAPI
        • ⚛️ Axiom
        • 🟢 AdvancedSlimePaper
        • 🖌️ World Painter
        • ⌨️ Skript
        • 👔 Supported Levelers
      • 📔 Worldgen Datapack Tutorial
        • 🪨 Ore Vein
        • 🌳 Tree
        • 🌺 Surface Decoration
        • 🏰 Structure
      • ⌨️ API
      • 🗂️ Misc
        • 📓 Config Format Changelog
        • ❓️ Common Questions
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On this page
  • fuel-time
  • tags
  • equippable (1.21.2+)
  • repairable
  • anvil-repair-item
  • renameable
  • projectile
  • dyeable
  1. Plugin Wiki
  2. 🏭️ CraftEngine
  3. ➕️ Add New Contents
  4. 🗡️ Items

⚙️ Item Settings

Unlike data, the contents within settings pertain to special mechanisms processed by the plugin.

Previous🔢 Client Bound Item DataNext🕹️ Item Behaviors

Last updated 25 days ago

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.
  humanoid: "minecraft:topaz"
  humanoid-leggings: "minecraft:topaz"
  llama-body: "minecraft:topaz"
  horse-body: "minecraft:topaz"
  wolf-body: "minecraft:topaz"
  wings: "minecraft:topaz"
  
  # 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.

dyeable

dyeable: true

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.

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

leather armor
wolf armor