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Minecraft:Item components

From SAS Gaming Wiki
Revision as of 20:30, 9 April 2026 by SyncBot (talk | contribs) (Fix template calls: add MC/ prefix)
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Script error: No such module "Exclusive". Item components are Minecraft:JSON formatted for items in Minecraft:add-ons used to change how your item looks and functions in the world, and also have NBT components that also work on vanilla items.

Applying components

They are applied within the

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Template:Redr field, components can also be applied to vanilla items, but unlike custom items they are limited to a few components.

Component types

minecraft:allow_off_hand

Allows the item to be placed in the offhand but does not allow use of the item.

It has no field, it must be a boolean value being either

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Example: <syntaxhighlight lang="json" copy> "minecraft:allow_off_hand": true </syntaxhighlight>

minecraft:block_placer

Allows the item to place blocks when used, if used in survival the item is consumed.

The available fields are:

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    • Defines the block that will be positioned.
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    • Defines whether the item will replace the block, it can be
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    • Defines whether the block placement through this item will be aligned while holding the interaction button down, it can be
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    • List of block descriptors that contain blocks this item can be used on. If left blank, all blocks will be allowed. This also applies to Creative mode.

Example: <syntaxhighlight lang="json" copy> "minecraft:block_placer": {

   "block": "wiki:custom_block",
   "replace_block_item": true,
   "aligned_placement": true,
   "use_on": [
       "minecraft:dirt",
       "wiki:custom_dirt"
   ]

} </syntaxhighlight>

minecraft:bundle_interaction

Enables the Minecraft:bundle interface and functionality on the item. The item must have the [[#minecraft:storage_item|

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The available fields are:

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    • Sets the maximum number of visible item stacks between 1 and 64 from the pack tooltip going from right to left.

Example: <syntaxhighlight lang="json" copy> "minecraft:bundle_interaction": {

   "num_viewable_slots": 12

} </syntaxhighlight>

minecraft:compostable

Allows an item to be used in a Minecraft:composter.

The available fields are:

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    • Sets the chance to increase the level of the compost can be a value between 0 and 100.

Example: <syntaxhighlight lang="json" copy> "minecraft:compostable": {

   "composting_chance": 50 // 50% chance to increase compost bin level

} </syntaxhighlight>

minecraft:cooldown

Cooldown component. After use, all items in a specified "cooldown category" become unusable for a period of time specified in the component. The item must have the [[#minecraft:use_modifiers|

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The available fields are:

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    • The item's cooldown category.
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    • The cooldown duration (in seconds) that items with a matching category will take to charge before becoming usable again, if this value is a negative number the item will become unusable.
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    • Defines the action to which the cooldown applies, in a mutually exclusive manner. The cooldown of one type of action does not affect the other. This can be:
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Template:Redr — activates the cooldown only when using the item, allowing other actions.

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Template:Redr — activates cooldown when attacking, preventing further attacks until time runs out. Example: <syntaxhighlight lang="json" copy> "minecraft:cooldown": {

   "category": "spear",
   "duration": 1.0,
   "type": "attack"

} </syntaxhighlight>

minecraft:damage

Defines how much extra damage the item deals in an attack, the value must be positive.

The available fields are:

  • Any positive number, the actual damage is always the set value + 1, values between 0 and 32.767 are read.

Example: <syntaxhighlight lang="json" copy> "minecraft:damage": 10 </syntaxhighlight>

minecraft:damage_absorption

Causes the item to absorb damage that would otherwise be dealt to the entity wearing it. For this to happen, the item must have the [[#minecraft:durability|

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The available fields are:

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    • List of damage deals (such as
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   "absorbable_causes": ["all"]

} </syntaxhighlight>

minecraft:digger

Determine how quickly an item can break specific blocks.

The available fields are:

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    • List of blocks to break, with correlated extraction speeds.
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Template:Redr — which block the item will break, and you can put the

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Template:Redr entry for a Minecraft:molang query.

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    • Defines whether the item should be affected if the efficiency enchantment is applied to it. Can be
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Template:Redr. Example: <syntaxhighlight lang="json" copy> "minecraft:digger": {

   "use_efficiency": true,
   "destroy_speeds": [
       {
           "block": {
               "tags": "q.any_tag('stone', 'metal')" // Note that not all blocks have tags; you may need to list many blocks.
           },
           "speed": 6
       },
       {
           "block": "minecraft:grass_block",
           "speed": 7
       }
   ]

} </syntaxhighlight>

minecraft:display_name

Sets the text displayed when an item's name is displayed.

The available fields are:

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    • It can be any word for fixed text, or a translation key that must be specified in the language file.

Example: <syntaxhighlight lang="json" copy> "minecraft:display_name": {

   "value": "secret weapon"

} </syntaxhighlight> Example with translation key: <syntaxhighlight lang="json" copy> "minecraft:display_name": {

   "value": "item.snowball.name"

} </syntaxhighlight>

minecraft:durability

It sets the item's durability and also allows the item to be repaired with the combination of the same item on the crafting table and on the Minecraft:grindstone and on the Minecraft:anvil. When breaking a block, durability is not spent, requiring the use of the Script API, however, it loses durability when attack any Minecraft:mob, losing 2 durability points. If you use the [[#minercraft:wearable|

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The available fields are:

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    • An object that has
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    • Sets the total durability of the item with a minimum value of 0 and a maximum of 32767. Values greater than this are considered negative and do not work.

Example: <syntaxhighlight lang="json" copy> "minecraft:durability": {

   "damage_chance": {
       "min": 0,
       "max": 100
   },
   "max_durability": 100

} </syntaxhighlight>

minecraft:durability_sensor

Allows an item to emit sound effects and particles when reaching a specific level of durability.

The available fields are:

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Template:Redr: Base object to place the sub fields.

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Template:Redr: A value at which the effect will be emitted when it is less than or equal to the set value.

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Template:Redr: The particle effect to be emitted.

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Template:Redr: The sound effect to be emitted. Example: <syntaxhighlight lang="json" copy> "minecraft:durability_sensor": {

 "durability_thresholds": [
   {
     "durability": 100,
     "particle_type": "minecraft:explosion_manual",
     "sound_event": "blast"
   },
   {
     "durability": 5,
     "sound_event": "raid.horn"
    }
   ]

} </syntaxhighlight>

minecraft:dyeable

Allows an item to be dyed in a Minecraft:cauldron with water like leather armor, when dyed it uses the

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The available fields are:

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    • Optional color to use by default before player dyes item, needs to be a color in hexadecimal format.

Example: <syntaxhighlight lang="json" copy> "minecraft:dyeable": {

   "default_color": "#ffffff"

} </syntaxhighlight>

minecraft:enchantable

Determines whether the item can be enchanted and which enchantments can be applied to the item.

The available fields are:

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    • Which enchantments can be applied, the only non-existent category is for Minecraft:mace enchantments, for this you must use the
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    • The minimum enchantment value is 0 and the maximum is 256, it determines the enchantability of the item, influencing the quality and quantity of potential enchantments. Higher values increase the chance of granting more powerful enchantments. See Enchantability for vanilla values.

Example: <syntaxhighlight lang="json" copy> "minecraft:enchantable": {

   "slot": "sword",
   "value": 10

} </syntaxhighlight>

minecraft:entity_placer

Allows the item to place specific entitys into the world.

The available fields are:

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    • List of block descriptors that contain blocks on which the Minecraft:dispenser can use this item. If left blank, all blocks will be allowed.
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    • The entity the item will place on.
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    • List of block descriptors that contain blocks this item can be used on. If left blank, all blocks are allowed.

Example: <syntaxhighlight lang="json" copy> "minecraft:entity_placer": {

 "entity": "minecraft:spider",
 "dispense_on": [
   "minecraft:dirt"
 ],
 "use_on": [
   "minecraft:dirt"
 ]

} </syntaxhighlight>

minecraft:fire_resistant

Determines whether items should be able to resist Minecraft:fire and Minecraft:lava instead of being destroyed like any netherite item.

The available fields are:

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    • It can be
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   "value": true

} </syntaxhighlight>

minecraft:food

Allows the item to be edible as a Minecraft:food. It requires the [[#minecraft:use_modifiers|

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The available fields are:

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    • If
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    • The value that is added to the player's nutrition when the item is used, which can be a negative value, with a maximum of
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    • A 32-bit integer value that defines the saturation modification value that uses the calculation ({{#vardefine: out
 | nutrition * saturation_modifier * 2

}}{{#vardefine: out

 | {{#var: out}}

}}{{#vardefine: out

 | {{#var: out}}

}}{{#vardefine: out

 | {{#var: out}}

}}{{#vardefine: out

 | {{#var: out}}

}}{{#vardefine: out

 | {{#var: out}}

}}{{#vardefine: out

 | {{#var: out}}

}}{{#var: out}}) applying the saturation value.

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    • When used, converts to the item specified by the string in this field, as with stew.

Example: <syntaxhighlight lang="json" copy> "minecraft:food": {

   "can_always_eat": false,
   "nutrition": 3,
   "saturation_modifier": 0.6,
   "using_converts_to": "bowl"

} </syntaxhighlight>

minecraft:fuel

Allows the item to be used as fuel in a smelting block such as a furnace used to smelt other items.

The available fields are:

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    • How long, in seconds, this fuel will smelt items in a furnace, minimum value being
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   "duration": 3.0

} </syntaxhighlight>

minecraft:glint

Determines whether the item has the enchantment glint like an enchanted golden apple.

It has no field, it must be a boolean value being either

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Example: <syntaxhighlight lang="json" copy> "minecraft:glint": false </syntaxhighlight>

minecraft:hand_equipped

Determines whether an item is rendered as a Minecraft:tool while in hand.

It has no field, it must be a boolean value being either

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Example: <syntaxhighlight lang="json" copy> "minecraft:hand_equipped": true </syntaxhighlight>

minecraft:hover_text_color

Determines the color of the item name overriding the rarity.

It has no field, it needs to be a string value with the color name, you can see all possible values here.

Example: <syntaxhighlight lang="json" copy> "minecraft:hover_text_color": "minecoin_gold" </syntaxhighlight>

minecraft:icon

Determines the icon to represent the item in the UI and elsewhere, if

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The available fields if object are:

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Template:Redr: This object contains the different textures that can be used for the item's icon. Armor textures and finish palettes can also be specified here, all specified in the

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      • The default icon for the item.
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      • The icon overlay for when your item has a trim, by default it uses the icon corresponding to the slot defined in the [[#minecraft:wearable|
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      • The color palette that the armor ornament will use for a certain material type must be a direct path to the texture.
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      • The texture displayed behind the item preview with the [[#minecraft:bundle_interaction|
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      • The texture displayed in front of the item preview with the [[#minecraft:bundle_interaction|
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Example with string: <syntaxhighlight lang="json" copy> "minecraft:icon": "wiki:custom_item" </syntaxhighlight> Example with object: <syntaxhighlight lang="json" copy> "minecraft:icon": {

   "textures": {
       "default": "wiki:custom_item",
       "icon_trim": "wiki:custom_item_trim",
       "emerald_palette": "textures/trims/color_palettes/redstone_palette",
       "bundle_open_back": "bundle_blue_open_back",
       "bundle_open_front": "bundle_blue_open_front"
   }

} </syntaxhighlight>

minecraft:interact_button

This component determines whether the interaction button is displayed on touch controls and what text is displayed on the button. When set to

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It has no field, it must be a boolean value being either

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Template:Redr or

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Template:Redr or a string with a text or translation key.

Example with string: <syntaxhighlight lang="json" copy> "minecraft:interact_button": "Use this custom item" </syntaxhighlight> Example as boolean: <syntaxhighlight lang="json" copy> "minecraft:interact_button": true </syntaxhighlight>

minecraft:kinetic_weapon

This item component is used to replicate the charged attack used on Minecraft:spears. Allows an item to inflict damage and other effects with each tick while in use, to all unobstructed targets found in a straight line from the user's field of vision. Damage is calculated based on the speed of the user and the target projected onto the line of sight; the faster the user and the target move towards each other, the greater the final damage. After applying "

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The available fields are:

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    • Mark to wait before applying damage and effects.
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    • Defines the range along the view vector where entities can be reached.
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    • Defines the range used when the user is in Creative mode.
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    • Defines the extra tolerance in raycast for detecting entities.
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    • Multiply the sum of the projected speeds.
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    • Add to the multiplied sum of the projected speeds.
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    • Conditions that must be met for the damage to be applied.
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    • Conditions that must be met for repulsion to be applied.
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    • Conditions that must be met for riders to be dismounted.

The fields available in

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    • Time, in ticks, during which the effect can be applied after the
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    • Minimum user speed (projected onto the display vector via a dot product) required for the effect to be applied.
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    • Minimum relative speed of the user relative to the target (projected onto the view vector via a dot product) required for the effect to be applied.

Example: <syntaxhighlight lang="json" copy> "minecraft:kinetic_weapon": {

  "delay": 12,
  "reach": {
     "min": 2.0,
     "max": 4.5
  },
  "creative_reach": {
     "min": 2.0,
     "max": 7.5
  },
  "hitbox_margin": 0.25,
  "damage_multiplier": 0.95,
  "damage_conditions": {
     "max_duration": 225,
     "min_relative_speed": 4.6
  },
  "knockback_conditions": {
     "max_duration": 90,
     "min_speed": 5.1
  },
  "dismount_conditions": {
     "max_duration": 50,
     "min_speed": 11.0
  }
}

</syntaxhighlight>

minecraft:liquid_clipped

Determines whether an item interacts with liquid blocks when used. When interacting with liquid, outline selection cannot highlight any blocks below it. The interaction occurs within the liquid block, not on its sides.

It has no field, it must be a boolean value being either

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Example: <syntaxhighlight lang="json" copy> "minecraft:liquid_clipped": true </syntaxhighlight>

minecraft:max_stack_size

Determines how many of the same item can be stacked.

The available fields are:

  • There are no fields, it must be a number with a minimum of 1 and a maximum of 64.

Example: <syntaxhighlight lang="json" copy> "minecraft:max_stack_size": 64 </syntaxhighlight>

minecraft:piercing_weapon

This item component is used to replicate the jab attack used in Minecraft:spears. Allows the item to damage all entities detected in a straight line along the user's field of vision. Items with this component cannot destroy blocks, as the attack action always takes priority.

The available fields are:

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    • Defines the range along the view vector where entities can be reached.
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    • Defines the extra tolerance in raycast for detecting entities.
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    • Defines the range used when the user is in Creative mode.

Example: <syntaxhighlight lang="json" copy> "minecraft:piercing_weapon": {

 "reach": {
   "min": 2.0,
   "max": 4.5
 },
 "creative_reach": {
   "min": 2.0,
   "max": 7.5
 },
 "hitbox_margin": 0.25

} </syntaxhighlight>

minecraft:projectile

Projectile item component. Projectile items are fired like an arrow.

The available fields are:

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    • Sets the time a projectile needs to charge to cause a critical hit.
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    • The entity to fire as a projectile. If no namespace is specified, it is assumed to be
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Template:Redr. Example: <syntaxhighlight lang="json" copy> "minecraft:projectile": {

   "minimum_critical_power": 1.25,
   "projectile_entity": "arrow"

} </syntaxhighlight>

minecraft:rarity

Represents the item's difficulty to obtain by changing the color of its name text. This component has no effect if [[#minecraft:hover_text_color|

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It has no field, it must be a string value being

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Template:Redr for the white name,

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Template:Redr for the yellow name,

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Template:Redr for the aqua blue name and

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Template:Redr for the light purple name.

Example: <syntaxhighlight lang="json" copy> "minecraft:rarity": "rare" </syntaxhighlight>

minecraft:record

Allows the item to play a sound like a music disc when used in a Minecraft:jukebox, when used the item always turns its name color to aqua blue.

The available fields are:

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    • Redstone signal intensity for use in comparator blocks can be any value including negative values, but only values from
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    • Duration of the sound event in seconds, can be any value.
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    • Sound event type, if it is a sound from a vanilla music album, the name of the album's author will be added, only vanilla sound events are allowed for use.

Example: <syntaxhighlight lang="json" copy> "minecraft:record": {

 "comparator_signal": 1,
 "duration": 5,
 "sound_event": "ambient.tame"

} </syntaxhighlight>

minecraft:repairable

Determines which items can be used to repair a specified item, as well as the amount of durability the specified items will repair. By default, any item that has durability can be repaired by itself; setting it to repair in this component will override the vanilla calculation.

The available fields are:

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Template:Redr: List of item entries to repair.

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      • How much durability is repaired, can be an integer value or a Minecraft:Molang expression, being able to use
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      • The item used to repair the item that has the component.

Example: <syntaxhighlight lang="json" copy> "minecraft:repairable":{

   "repair_items": [
       {
           "items":[
               "minecraft:diamond"
           ],
           "repair_amount": 10
       },
       {
           "items":[
               "minecraft:stick"
           ],
           "repair_amount": "math.random(1,10)"
       },
       {
           "items":[
               "minecraft:apple"
           ],
           "repair_amount": "math.min(q.remaining_durability + c.other->q.remaining_durability + math.floor(q.max_durability /20), c.other->q.max_durability)"
       }
   ]

} </syntaxhighlight>

minecraft:shooter

Used to shoot projectiles like a Minecraft:bow. Must have the [[#minecraft:use_modifiers|

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The available fields are:

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      • Indicates the item identifier. The item must have the component [[#minecraft:projectile|
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      • Can be
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      • Can be
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      • Can be
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    • Can be
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    • Determines how long the weapon can be drawn before it is automatically released.
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   "ammunition": [
       {
           "item": "custom_projectile",
           "use_offhand": true,
           "search_inventory": true,
           "use_in_creative": true
       }
   ],
   "max_draw_duration": 1.0,
   "scale_power_by_draw_duration": true,
   "charge_on_draw": false

} </syntaxhighlight>

minecraft:should_despawn

Determines whether an item should eventually despawn while floating in the world.

It has no field, it must be a boolean value being either

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Example: <syntaxhighlight lang="json" copy> "minecraft:should_despawn": true </syntaxhighlight>

minecraft:stacked_by_data

Determines whether the same item with different auxiliary values can be stacked. Additionally, it determines whether the item's actors can be merged while floating in the world.

It has no field, it must be a boolean value being either

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Example: <syntaxhighlight lang="json" copy> "minecraft:stacked_by_data": true </syntaxhighlight>

minecraft:storage_item

Allows the item to act as a container and store other items as a Minecraft:bundle. The item must not stack for this component to work.

The available fields are:

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    • Determines whether other storage items can be placed in the container can be
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    • Defines the items that are allowed exclusively in the container. If empty or omitted, all items are allowed in the container.
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    • Defines items that are not allowed exclusively in the container.
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    • Sets the number of slots in the container to a minimum of 1 and a maximum of 64.
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    • An integer.

Example: <syntaxhighlight lang="json" copy> "minecraft:storage_item": {

   "max_slots": 64,
   "allow_nested_storage_items": true,
   "banned_items": [
       "minecraft:shulker_box",
       "minecraft:undyed_shulker_box"
   ]

} </syntaxhighlight>

minecraft:storage_weight_limit

Sets the maximum allowed total weight of all items in the storage item container. The item must have the [[#minecraft:storage_item|

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  • To calculate the weight of an item, divide 64 by the maximum number of stacked items. If there are 64, each item weighs 1. If there are 16, each item weighs 4. If there are 1, each item weighs 64.

The available fields are:

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    • An integer.

Example: <syntaxhighlight lang="json" copy> "minecraft:storage_weight_limit": {

   "max_weight_limit": 64

} </syntaxhighlight>

minecraft:storage_weight_modifier

Sets the additional weight the item adds when it is inside another storage item.

The available fields are:

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    • An integer between 0 and 64 a value of 0 does not allow the item to be used in a storage item.

Example: <syntaxhighlight lang="json" copy> "minecraft:storage_weight_modifier": {

   "weight_in_storage_item": 4

} </syntaxhighlight>

minecraft:swing_duration

Determines the duration, in seconds, of the player's arm swing animation when drawing, attacking, or using an item. It only affects the visuals and does not impact the frequency of attacks or the game mechanics.

The available fields are:

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    • The duration in seconds of the arm's swing.

Example: <syntaxhighlight lang="json" copy> "minecraft:swing_duration": {

 "value": 1.05

} </syntaxhighlight>

minecraft:swing_sounds

Allows you to cancel user-generated swing sounds and emit sounds defined in the component; only vanilla sounds are allowed for use.

The available fields are:

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    • Sound played when an attack misses or does not cause damage due to invulnerability.
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    • Sound played when an attack hits.
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    • Sound played when an attack hits and deals critical damage.

Example: <syntaxhighlight lang="json" copy> "minecraft:swing_sounds": {

 "attack_miss": "item.spear.attack_miss",
 "attack_hit": "item.spear.attack_hit"

} </syntaxhighlight>

minecraft:tags

Sets the tag for an item, which can be vanilla or custom, for the list of vanilla tags see item tag.

The available fields are:

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    • List of tags that the item has.

Example: <syntaxhighlight lang="json" copy> "minecraft:tags": {

   "tags": [
       "custom_tag"
   ]

} </syntaxhighlight>

minecraft:throwable

Defines throwable items, such as a Minecraft:snowball. The item must have the [[#minecraft:projectile|

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The available fields are:

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    • Whether the item should use the arm swing animation when thrown can be either
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    • The scale at which the throwing power increases, which can be negative, ending up throwing the item in the opposite direction.
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    • The maximum time to throw the throwable item, it can be negative if it is negative it throws instantly.
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    • The maximum power to throw the throwable item, which can be negative.
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    • The minimum time to throw the throwable item, can be negative if it is negative it throws instantly.
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    • Whether or not the power of the throw increases with the duration of the charge. It can be
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   "do_swing_animation": false,
   "launch_power_scale": 1.0,
   "max_draw_duration": 0.0,
   "max_launch_power": 1.0,
   "min_draw_duration": 0.0,
   "scale_power_by_draw_duration": false

} </syntaxhighlight>

minecraft:use_animation

Defines which animation will happen when using the item.

The available fields are:

  • There are no fields, it must be a string value and can be
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Template:Redr. Example: <syntaxhighlight lang="json" copy> "minecraft:use_animation": "eat" </syntaxhighlight>

minecraft:use_modifiers

Modifies usage effects, including the time it takes for an item to be used and the player's speed when used in combination with components such as Shooter, Throwable, or Food.

The available fields are:

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    • Modifier value to scale players' movement speed when the item is in use, sensing a value between 0 and 1.
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    • How long in seconds it takes to use the item.
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    • Controls whether an item vibrates when it starts or stops being used; can be
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    • Defines the sound to be played when starting to use the item only vanilla sounds are allowed for use.

Example: <syntaxhighlight lang="json" copy> "minecraft:use_modifiers": {

 "movement_modifier": 0.5,
 "use_duration": 1.0,
 "emit_vibrations": false,
 "start_sound": "item.spear.use"

} </syntaxhighlight>

minecraft:wearable

Determines where the item can be used. If any slot other than the hand slot is selected, the maximum item stack value is set to 1.

The available fields are:

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    • Defines the slot in which the item can be used, which can be
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    • How much protection the item will provide the player when used. Displayed in the item's tooltip.
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    • Determines whether or not to hide the player's location on locator maps and in the locator bar when used. Can be either
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Template:Redr. Example: <syntaxhighlight lang="json" copy> "minecraft:wearable": {

   "slot": "slot.armor.chest",
   "protection": 10,
   "hides_player_location": false

} </syntaxhighlight>

Custom components

Custom item components allow for custom items to take advantage of script API capabilities. Custom components are registered in scripts using the method

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Custom components can be added to items the same way as any other component, using the namespaced Minecraft:identifier the component was registered with. Custom components can have arguments of any type, which will be passed to scripts as the second argument.

Examples: <syntaxhighlight lang=json copy> "example_namespace:example_component": "foo", "example_namespace:example_component2": 4, "example_namespace:example_component3": [ "hello", "world" ], "example_namespace:example_component4": true, "example_namespace:example_component5": {

 "stuff": 4

} </syntaxhighlight>

In scripts, the custom component object can have methods added to listen to any amount of the following events<ref>Template:Cite</ref>:

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Template:Redr: Called when the item hits an entity and is about to take durability damage.

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Template:Redr: Called when the item is eaten by an entity.

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Template:Redr: Called when the item is used to mine a block.

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Template:Redr: Called when the item is used by a player.

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Template:Redr: Called when the item is used on a block.

NBT Components

Item NBT components are a little different from regular components, they are stored internally by the game and can only be modified by commands like

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The available NBT components are

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minecraft:can_place_on

Controls what types of blocks this block can be placed on. This allows blocks to be placed in adventure mode without the use of Minecraft:allow blocks.

Example: Template:Cmd

minecraft:can_destroy

Controls what types of blocks this item can destroy.

Example: Template:Cmd

minecraft:item_lock

Locks the item in the player's inventory depending on the chosen mode. Having the

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Template:Redr.<ref>Template:Cite</ref>

lock_in_inventory

The texture used on the item.

Prevents the item from being dropped, removed from inventory, used as a crafting ingredient, placed in a Minecraft:bundle, or renamed on an Minecraft:anvil. It displays a yellow triangle in the top corner of the item.

Example: Template:Cmd

lock_in_slot

The texture used on the item.

Prevents the item from being moved or removed from its slot in the player's inventory, dropped, placed stacked, and used as a crafting ingredient. It displays a red triangle in the top corner of the item.

Example: Template:Cmd

keep_on_death

Prevents the item from being dropped when the entity dies.

Example: Template:Cmd

History

Template:Message boxTemplate:Article other Template:HistoryTable

References

<references group="">

 </references>

External links

More information about components

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