Items
Along with blocks, items are a key component of most mods. While blocks make up the level around you, items exist within inventories.
Creating an Item
Basic Items
Basic items that need no special functionality (think sticks or sugar) do not need custom classes. You can create an item by instantiating the Item
class with an Item$Properties
object. This Item$Properties
object can be made via the constructor and customized by calling its methods. For instance:
Method | Description |
---|---|
tab |
Sets which CreativeModeTab this item is under. Must be called if this item is meant to be shown on the creative menu. Vanilla tabs can be found in the class CreativeModeTab . |
durability |
Sets the maximum damage value for this item. If it is over 0 , two item properties “damaged” and “damage” are added. |
stacksTo |
Sets the maximum stack size. You cannot have an item that is both damageable and stackable. |
setNoRepair |
Makes this item impossible to repair, even if it is damageable. |
craftRemainder |
Sets this item’s container item, the way that lava buckets give you back an empty bucket when they are used. |
addToolType |
Adds a pair of ToolType (SHOVEL , AXE , PICKAXE ) and harvest level (0 for Wood/Gold, 1 for Stone, 2 for Iron, 3 for Diamond). |
The above methods are chainable, meaning they return this
to facilitate calling them in series.
Advanced Items
Setting the properties of an item as above only works for simple items. If you want more complicated items, you should subclass Item
and override its methods.
Registering an Item
Items must be registered to function.