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Hardcoded item properties (Java Edition)

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Contents

Hardcoded item properties are aspects of items which are tied to the IDs and cannot be customized fully via the use of commands or data packs.

Many of the properties associated with items in the game have been made controllable with the newly-introduced data component format; this intends to track things that are not currently controllable via components, item tags, recipes, advancements, enchantments and trades (though may be in future).

Item stacks properties

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Most item instances in the game are through item stacks. An item stack is defined by its id, count and components.

Count

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The count of an item is the easiest to control, and can largely be controlled even in Survival mode. Changing commands and components gives you more freedom to control it, although items with a count higher than their max_stack_size have some side effects and it is not possible, even with commands, to exceed a count of 99 or be less than 1.

However, the count is rarely used to affect the property of an item stack. Exceptions include the weight of the item in a bundle to test if it is full, the weight of the item in a container to be used by comparators, and using the item in trades. It is possible to control the quantity of items needed for a trade by commands and datapacks, the weight of the item in container is partially controlled by max_stack_size, and in bundles, in addition to being partially controlled by max_stack_size, it is also by bees and by bundle_contents. Furthermore, most uses of item stacks that do not depend on their count cannot be controlled to have to need it.

Components

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Some components are partially controlled by changes made to the item in Survival mode. All components are strongly controlled by commands, although not entirely, as valid data is still required.

It is also possible to control the components of future item instances via datapacks, such as controlling the components of items in a loot table, the components of the result of many recipes (but not all, especially when the recipe result depends on the ingredient components), the components of the gives in villager trade, or the components of items that are in structures but are not part of a loot table (such as some chests in secret rooms of the woodland mansion).

However, there are origins of items that are not controlled by datapacks or commands, thus making it impossible to control the initial components of these items without mods (although it is possible to test when these items are originated and change their components later using datapacks).

Changes to an item's stack properties, depending on whether or not a certain component has it, can vary considerably. In some cases, the component affects all items that possess it and is highly customizable. In other cases, the component only affects stack items with certain IDs, or the component doesn't have much customizable data. Furthermore, some components affect more than one item property, making it impossible to activate only some of them.

Sometimes, properties that can be controlled by components have a lower priority than properties that depend on the item's ID, to the point that being used on certain items partially or completely loses its effect.

Default components

Default components are components that are defined for each item ID. If an item stack does not have a component defined in the component field, but has it as its default component, it will consider the value of its default component. If it has the component in the component field, it will consider the value of the component field.

With commands and datapacks, this control only extends to additional components, not default components. Default components depend solely on the item's ID and cannot be customized.

It is possible to remove a component of an item stack with ![component name]. However, this will modify the item's data, adding a new component that serves to remove the previous one. This can impact, for example, comparisons of item data via commands, or picking up a block with a mouse click (since the block is only selected from your inventory if it doesn't have additional components).

Furthermore, some aspects of the items depend on their default component. For example, knowing which spawn egg will be picked up when clicking on an entity, or the villager controlling the number of items in the inventory to know whether to drop it.

Often, an item's stack property depends on its ID. Sometimes it depends only on its ID, and other times it depends on both its ID and its components or count. The main objective of this article is to describe the item properties that depend on their ID; however, not all will be covered, as some item properties that depend on their ID are actually controlled by data packs and not hardcoded.

Note that all these properties, being controlled by ID and not by component, cannot be made so that only some item stacks possess them, because when adding an ID, all item stacks with the same ID will share it. Thus, customizing properties by component instead of ID is more powerful. Due to this and the impossibility of registering new IDs, it is possible that data pack projects will not be viable because they do not have enough items to define properties with different IDs.

Item tags

Many of an item's properties depend exclusively on it belonging to a certain item tag. Sometimes an item tag is used to describe a property that can also be changed at another time; for example, using a tag in a vanilla datapack file would allow you to directly use the item IDs there. However, there are item properties that can only be manipulated without mods by adding them to a tag. See item tag.

Recipes

Recipes can control the properties of items to be used in the manufacture of others. Although largely customizable, there are still some limitations, especially when considering the components of the ingredients for the final result. See recipes.

Enchantment definition

When defining an enchantment, it is necessary to define the items in supported_items and primary_items to specify which items can be crafted at the anvil and the enchanting table, respectively. See enchantment definition.

Mixed properties

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Some properties may depend on the item's id, component, and count. Below is a list of these properties that can be controlled by data packs or commands.

Trade

Trade can be controlled either by commands (with /data, editing villager data) or by villager trade definition. With them, you define the properties of an item stack, which can be trade for another by the villagers.

Item predicate

The item predicate is a subpredicate of predicates. Predicates can be used to test if a certain item satisfies a certain condition, and if so, contribute to the activation a certain loot table or advancement trigger. Loot tables are used to obtain items at various times. Advancement triggers, in addition to being used to receive advancements, are also used to unlock recipes.

Predicates are even more important for customizations, being used in commands or in advancement triggers to activate functions. Some commands like /execute (if|unless) items ... are also very important in testing items and have an effect. Although we can use such commands to simulate a hardcoded item property or inhibit properties of certain items, this will hardly be done in a completely similar way, and the hardcoded properties will continue to exist, only being inhibited or copied.

Code structure

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There are at least three ways in which the game code describes the properties of an item associated with its ID.

Item.Properties

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In class Item.Properties, the game defines a series of functions that can be applied to an item and change its properties. However, the vast majority of these properties ultimately only modify the item's default data components.

A complete list of default components in 1.21.11 can be seen at misode/mcmeta. The list for 26.3 Snapshot 1 can be found here.

A notable exception is the craftRemainder property, which defines which item will remain in a recipe when using the item as a recipe. See below for a list of all craft reminders:

Item Craft remainder Vanilla use
πŸ‘ Image
Milk Bucket
πŸ‘ Image
Bucket
Cake recipe.
πŸ‘ Image
Lava Bucket
πŸ‘ Image
Bucket
Fuel remainder in smelting.
πŸ‘ Image
Water Bucket
πŸ‘ Image
Bucket
None.
πŸ‘ Image
Honey Bottle
πŸ‘ Image
Glass Bottle
Honey block and sugar recipes.
πŸ‘ Image
Dragon's Breath
πŸ‘ Image
Glass Bottle
Ingredient remainder in brewing.[note 1]

All craft remainder can also be used in custom recipes via data packs. In code is also used in the craft display item, however it apparently hasn't been implemented in the game​[more information needed].

Adding some tags, such as #wooden_trapdoors, to one of the items above, allow to use it as fuel and have the crafting remainder after. In the book and banner cloning recipe, the cloned item remains if it doesn't have a craft remainder[note 2]; if it does have a crafting remainder, the crafting remainder takes priority. Therefore, when placing one of the above items with a source in the book cloning recipe, instead of keeping the item, it will keep its crafting remainder.

Another exception is the item descriptionId, which can be minecraft.item.<id> or minecraft.block.<id>. Although its primary use is for the item name, the item_name default component, this description id is also used for other things, such as potion names and disc fragment descreipition.

The last exception is the requiredFeatures propertie, although it's not important in the current version. It serves to list which experiments must be active to use a certain item in many cases. Currently, no item is exclusive to any experiment; thus, all have this property with its default value VANILLA_SET.

Most of the Item.Properties applied to items are applied from the item's registered in Items.

Item subclasses (code structure)

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In the item package, there are many classes that define properties for a certain item or a certain set of items; these classes extend the Item class. A large part of the hardcoded item properties come from here.

These classes have [something]Item as their name, such as DyeItem, HoeItem, and NameTagItem.

In many cases, when an item is registered in Items, it is already created as a new instance of one of these classes.

Some of them are abstract classes, not having any item that is restricted as a new instance of that class; however, these classes are extended by other classes, and so on until reaching a class that is at least one item, which is then restricted as a new instance of the class.

Most of the properties of an item defined as belonging to a specific subclass are defined within the subclass itself. However, sometimes in other classes, instanceof is used to test if a certain item is an item of that class, and thus new properties can be defined for the item.

The table below shows the classes that extend Item and the IDs of the items that are restricted as instances of them (in Items).

See Β§ Item subclasses for details.

Class Items (id)
AirItem air
ArmorStandItem armor_stand
ArrowItem arrow
AxeItem wooden_axe, copper_axe, stone_axe, golden_axe, iron_axe, diamond_axe
BannerItem white_banner, orange_banner, magenta_banner, light_blue_banner, yellow_banner, lime_banner, pink_banner, gray_banner, light_gray_banner, cyan_banner, purple_banner, blue_banner, brown_banner, green_banner, red_banner, black_banner
BedItem white_bed, orange_bed, magenta_bed, light_blue_bed, yellow_bed, lime_bed, pink_bed, gray_bed, light_gray_bed, cyan_bed, purple_bed, blue_bed, brown_bed, green_bed, red_bed, black_bed
BlockItem
BoatItem cherry_boat, birch_chest_boat, birch_boat, acacia_chest_boat, acacia_boat, spruce_chest_boat, spruce_boat, pale_oak_chest_boat, pale_oak_boat, oak_chest_boat, oak_boat, mangrove_chest_boat, mangrove_boat, jungle_chest_boat, jungle_boat, dark_oak_chest_boat, dark_oak_boat, cherry_chest_boat, bamboo_raft, bamboo_chest_raft
BoneMealItem bone_meal
BottleItem glass_bottle
BowItem bow
BrushItem brush
BucketItem bucket, water_bucket, lava_bucket
BundleItem bundle, white_bundle, orange_bundle, magenta_bundle, light_blue_bundle, yellow_bundle, lime_bundle, pink_bundle, gray_bundle, light_gray_bundle, cyan_bundle, purple_bundle, blue_bundle, brown_bundle, green_bundle, red_bundle, black_bundle
CompassItem compass
CrossbowItem crossbow
DebugStickItem debug_stick
DiscFragmentItem disc_fragment_5
DoubleHighBlockItem
DyeItem white_dye, orange_dye, magenta_dye, light_blue_dye, yellow_dye, lime_dye, pink_dye, gray_dye, light_gray_dye, cyan_dye, purple_dye, blue_dye, brown_dye, green_dye, red_dye, black_dye
EggItem egg, blue_egg, brown_egg
EmptyMapItem map
EndCrystalItem end_crystal
EnderEyeItem ender_eye
EnderpearlItem ender_pearl
ExperienceBottleItem experience_bottle
FireChargeItem fire_charge
FireworkRocketItem firework_rocket
FishingRodItem fishing_rod
FlintAndSteelItem flint_and_steel
FoodOnAStickItem carrot_on_a_stick, warped_fungus_on_a_stick
GameMasterBlockItem command_block, repeating_command_block, chain_command_block, structure_block, jigsaw, test_block, test_instance_block
GlowInkSacItem glow_ink_sac
HangingEntityItem painting
HangingSignItem warped_hanging_sign, spruce_hanging_sign, pale_oak_hanging_sign, oak_hanging_sign, mangrove_hanging_sign, jungle_hanging_sign, dark_oak_hanging_sign, crimson_hanging_sign, cherry_hanging_sign, birch_hanging_sign, bamboo_hanging_sign, acacia_hanging_sign
HoeItem wooden_hoe, copper_hoe, stone_hoe, golden_hoe, iron_hoe, diamond_hoe
HoneycombItem honeycomb
InkSacItem ink_sac
InstrumentItem goat_horn
Item All, see Java_Edition_data_values/Items
ItemFrameItem item_frame
KnowledgeBookItem knowledge_book
LeadItem lead
LingeringPotionItem lingering_potion
MaceItem mace
MapItem filled_map
MinecartItem minecart, chest_minecart, furnece_minecart, tnt_minecart, hopper_minecart, command_block_minecart
MobBucketItem pufferfish_bucket, salmon_bucket, cod_bucket, tropical_fish_bucket, axolotl_bucket, tadpole_bucket
NameTagItem name_tag
PlaceOnWaterBlockItem lily_pad, frogspawn
PlayerHeadItem player_head
PotionItem potion
ProjectileWeaponItem
ScaffoldingBlockItem scaffolding
ShearsItem shears
ShieldItem shield
ShovelItem wooden_shovel, copper_shovel, stone_shovel, golden_shovel, iron_shovel, diamond_shovel
SignItem warped_sign, spruce_sign, pale_oak_sign, oak_sign, mangrove_sign, jungle_sign, dark_oak_sign, crimson_sign, cherry_sign, birch_sign, bamboo_sign, acacia_sign
SmithingTemplateItem
SnowballItem snowball
SolidBucketItem powder_snow_bucket
SpawnEggItem
SpectralArrowItem spectral_arrow
SplashPotionItem splash_potion
SpyglassItem spyglass
StandingAndWallBlockItem torch, soul_torch, copper_torch, tube_coral_fan, brain_coral_fan, bubble_coral_fan, fire_coral_fan, horn_coral_fan, dead_tube_coral_fan, dead_brain_coral_fan, dead_bubble_coral_fan, dead_fire_coral_fan, dead_horn_coral_fan, redstone_torch, skeleton_skull, wither_skeleton_skull, zombie_head, creeper_head, dragon_head, piglin_head
ThrowablePotionItem
TippedArrowItem tipped_arrow
TridentItem trident
WindChargeItem wind_charge
WritableBookItem writable_book
WrittenBookItem written_book

Items class member access

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In many parts of the game's code, within many contexts, direct access to an item's restricted area is used, by Items member access, allowing to determine a property of that item.

In certain cases, this item call only serves to create the vanilla datapack, for example by creating item tags, recipes, loot tables and trades. Therefore, this is a property that can be fully controlled by datapacks. However, it's worth noting that many of these properties that we can fully control through data packs (and not through components) can only be controlled by the item's ID, not by its components.

Furthermore, in some cases, it creates a new instance of the item. This could be due to an item origin not controlled by a loot table (such as equipment or wither flowers), a visual effect (such as using items in a GUI), or some other use (such as a mob using an item as a projectile). In these cases, we are not strictly talking about an item property, as we are not discussing how a pre-existing item modifies the game.[note 3]

The table below shows all the classes that has a Items memmber access, and the number of uses in each class. According to the code of 26.1.

Legend:

  • red The background indicates that all items within that class are used only for generating the vanilla datapack/resourepack.
  • yellowThe background indicates that all items within them are a new instance, representing an item's origin, visual use, etc., and not a property of a pre-existing item.

See Β§ Items member access, for details of the classes without note

Class Note Usages
EntityEquipmentPredicate 1
TriggerInstance Vanilla datapack 2
BlockModelGenerators Vanilla resourcepack 39
ItemModelGenerators Vanilla resourcepack 493
ItemStatisticsList Gui 1
GameModeIcon Gui 3
BeaconScreen Gui 5
BlastFurnaceScreen Gui 3
CartographyTableScreen Gui 3
CreativeModeInventoryScreen Gui 1
FurnaceScreen Gui 4
SmokerScreen Gui 1
CraftingRecipeBookComponent Gui 6
TabInfo Gui 1
ClientLevel 2
ClientPacketListener Display 1
CobwebProvider Particle 1
SlimeProvider Particle 1
SnowballProvider Particle 1
AbstractClientPlayer 1
ItemInHandRenderer 8
LevelEventHandler Particle 2
AbstractSkeletonRenderer 2
DrownedRenderer 1
LivingEntityRenderer 1
WitchRenderer 1
AvatarRenderer 2
CuboidItemModelWrapper 1
Charge 1
CauldronInteractions 48
DispenseItemBehavior 81
BuiltInRegistries New instance 1
VanillaAdventureAdvancements Vanilla datapack 59
VanillaHusbandryAdvancements Vanilla datapack 100
VanillaNetherAdvancements Vanilla datapack 25
VanillaStoryAdvancements Vanilla datapack 26
VanillaTheEndAdvancements Vanilla datapack 7
BlockLootSubProvider Vanilla datapack 10
TradeRebalanceChestLoot Trade rebalance datapack 95
VanillaArchaeologyLoot Vanilla datapack 77
VanillaBlockInteractLoot Vanilla datapack 5
VanillaBlockLoot Vanilla datapack 54
VanillaChargedCreeperExplosionLoot Vanilla datapack 5
VanillaChestLoot Vanilla datapack 703
VanillaEntityInteractLoot Vanilla datapack 1
VanillaEntityLoot Vanilla datapack 116
VanillaEquipmentLoot Vanilla datapack 13
VanillaFishingLoot Vanilla datapack 20
VanillaGiftLoot Vanilla datapack 75
VanillaPiglinBarterLoot Vanilla datapack 19
VanillaShearingLoot Vanilla datapack 5
RecipeProvider Vanilla datapack 41
VanillaRecipeProvider Vanilla datapack 1,482
VanillaItemTagsProvider Vanilla datapack 495
ServerGamePacketListenerImpl New instance 1
AgeableMob 1
Entity 3
EntityType New instance 20
Leashable New instance 2
LivingEntity 6
Mob 25
CelebrateVillagersSurvivedRaid New instance 1
CrossbowAttack 3
TradeWithVillager 3
UseBonemeal 3
WorkAtComposter 6
BegGoal 1
OfferFlowerGoal New instance 1
RangedBowAttackGoal 2
RangedCrossbowAttackGoal 2
RemoveBlockGoal New instance 1
Bucketable 1
Armadillo 1
Axolotl 3
Camel 1
AbstractCow 2
MushroomCow 4
AbstractChestedHorse 4
AbstractHorse 9
Horse 1
Llama 2
SkeletonTrapGoal New instance 1
ZombieHorse New instance 1
Cod New instance 1
Pufferfish New instance 1
Salmon New instance 1
TropicalFish New instance 1
Fox New instance 7
FoxEatBerriesGoal New instance 2
Tadpole New instance 1
Goat 4
CopperGolem 2
IronGolem 1
SnowGolem 2
AbstractNautilus New instance 1
Panda 1
Pig 2
Sheep 1
Sniffer New instance 1
Wolf 3
EndCrystal New instance 1
WitherBoss New instance 1
ArmorStand 3
GlowItemFrame New instance 1
ItemFrame New instance 1
LeashFenceKnotEntity 2
Painting New instance 2
Creeper 1
CrossbowAttackMob 1
EnderMan New instance 1
Monster New instance 1
Strider 3
Vex New instance 1
Witch New instance 3
Illusioner 2
Pillager 6
Vindicator New instance 2
Piglin 9
PiglinAi 4
PiglinBrute 2
AbstractSkeleton 5
Bogged 1
WitherSkeleton New instance 1
Drowned 7
DrownedTridentAttackGoal 1
Husk New instance 1
Zombie 4
ZombieVillager 1
ZombifiedPiglin New instance 2
Villager 5
VillagerProfession 4
WanderingTrader 4
Player 3
EyeOfEnder New instance 1
FireworkRocketEntity 2
FishingHook 2
ProjectileUtil 1
Arrow New instance 2
SpectralArrow New instance 1
ThrownTrident New instance 1
Fireball New instance 1
Snowball New instance 1
ThrownEgg New instance 1
ThrownEnderpearl New instance 1
ThrownExperienceBottle New instance 1
ThrownLingeringPotion New instance 1
ThrownSplashPotion New instance 1
Raid 1
Minecart New instance 2
MinecartChest New instance 2
MinecartCommandBlock New instance 2
MinecartFurnace New instance 2
MinecartHopper New instance 2
MinecartSpawner New instance 2
MinecartTNT New instance 2
AnvilMenu 1
PotionSlot 4
CartographyTableMenu 9
EnchantmentMenu 5
FurnaceFuelSlot 1
GrindstoneMenu 2
BottleItem New instance 2
BucketItem New instance 1
CompassItem New instance 1
CreativeModeTabsItem New instance 1,696
CrossbowItem 3
FoodOnAStickItem New instance 1
HoeItem New instance 1
Item 2
Items 1,517
ItemStack 4
ItemStackTemplate New instance 1
MapItem New instance 1
PotionItem 1
ProjectileWeaponItem 2
PotionBrewing 61
BlastingRecipe New instance 1
CampfireCookingRecipe New instance 1
DyeRecipe New instance 1
ImbueRecipe New instance 1
Ingredient 1
ShapedRecipe New instance 1
ShapelessRecipe New instance 1
SmeltingRecipe New instance 1
SmithingTransformRecipe New instance 1
SmithingTrimRecipe New instance 1
SmokingRecipe New instance 1
StonecutterRecipe New instance 1
TransmuteRecipe New instance 1
EnchantmentHelper 5
Enchantments New instance 1
TradeRebalanceVillagerTrades Trade rebalance datapack 171
VillagerTrades Vanilla datapack 625
BambooSaplingBlockBlock New instance 1
BeehiveBlockBlock 5
BeetrootBlockBlock New instance 1
BubbleColumnBlockBlock New instance 1
CandleCakeBlockBlock 2
CarrotBlockBlock New instance 1
CaveVinesBlockBlock New instance 1
CaveVinesPlantBlockBlock New instance 1
ChiseledBookShelfBlockBlock 2
ComposterBlockBlock 117
ComposterBlock.OutputContainerBlock 1
CropBlock New instance 1
LightBlock 1
NetherWartBlock New instance 1
PotatoBlock New instance 1
PowderSnowBlock 2
PumpkinBlock 2
RespawnAnchorBlock 1
SimpleWaterloggedBlock New instance 1
SweetBerryBushBlock New instance 2
TntBlock 3
TorchflowerCropBlock New instance 1
TripWireBlock 1
WeatheringCopperGolemStatueBlock 1
WitherSkullBlock 1
AbstractFurnaceBlockEntity 7
BrewingStandBlockEntity 5
DecoratedPotBlockEntity New instance 1
DecoratedPotPatterns 24
FuelValues 15
PotDecorations 3
VaultConfig 1
Bootstrap New instance 3
EndCityPiece New instance 1
EmptyFluid New instance 1
LavaFluid New instance 1
WaterFluid New instance 1
EnchantRandomlyFunction 3
ExplorationMapFunction 1
FillPlayerHead 1
SetEnchantmentsFunction 2
SetStewEffectFunction 1

Item class

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This section needs expansion.
 
You can help by expanding it.

onUseTick(...)

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onUseTick
Declaration Header

public void

Parameters

Level level, LivingEntity livingEntity, ItemStack itemStack, int ticksRemaining

Empty, for most items, it doesn't add any properties. However, it can add properties with its implementations, see below.

Uses tree

  • Item.onUseTick(...)
    • ItemStack.onUseTick(...): Calls the method implemented in the item stack as item, after properties relating to consumable and kinetic_waapon components.
      • LivingEntity.updateUsingItem(...): Called at the beginning, in the ServerPlayer implementation after activating using_item tiger criteria.
        • LivingEntity.updatingUsingItem(): Calls if the item stack used remains in the same hand of the entity.
          • LivingEntity.tick(): Called at the beginning after super.tick() (i.e., activated in each ticks after the common updates of all entities but before the other specific updates of living entity).
          • LivingEntity.releaseUsingItem(): Called only if the useItem.useOnRelease(). It only affects crossbow, see Β§ useOnRelease(...).

Implementations

onDestroyed(...)

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onDestroyed
Declaration Header

public void

Parameters

ItemEntity itemEntity

Used for items to drop their contents to be destroyed. By default, nothing happens, having an effect only on instances of classes that implement it, see below.

Uses tree

  • Item.onDestroyed(...)
    • ItemStack.onDestroyed(...): This method simply calls onDestroyed(...) implemented in the item stack as item.
      • ItemEntity.hurtServer(...): Only called when the hurt is not ignored and the item's health is less than or equal to zero after reviewing the hurt.

Implementations

canDestroyBlock(...)

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canDestroyBlock
Declaration Header

public boolean

Parameters

ItemStack itemStack, BlockState state, Level level, BlockPos pos, LivingEntity user

Retrona false iff the user is a player in the creation (has instabuild) and the item has the tool component with can_destroy_blocks_in_creative false.

Note that this method depends exclusively on the component and is not hardcoded. However, the method still has an implementation.

Uses tree

  • Item.canDestroyBlock(...)
    • ItemStack.canDestroyBlock(...): This method simply calls canDestroyBlock(...) implemented in the item stack as item.
      • ServerPlayerGameMode.destroyBlock(...): Initially, it returns false if the player cannot destroy the block in that position. However, it is still possible for it to return false later in other situations. If it does not return false, the player destroys the block, in addition to some other possible effects (such as dropping).

Implementations

useOn(...)

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useOn
Declaration Header

public InteractionResult

Parameters

UseOnContext context

It only returns the interaction result PASS. However, in implementations, in addition to the side effects (the core of the method), it can return interaction results such as FAIL and SUCCESS. These returns can have some subsequent effect as shown in the tree below.

Uses tree

  • Item.useOn(...)
    • ItemStack.useOn(...): See below.
      • ServerPlayerGameMode.useItemOn(...): See below.
        • ServerGamePacketListenerImpl.handleUseItemOn(...): See below.
      • GameTestHelper.useBlock(...) and placeAt(...): Used in GameTest.
    • PlaceOnWaterBlockItem.use(...): See Β§ PlaceOnWaterBlockItem.

Description of the methods:

  • ItemStack.useOn(...): If the player is in adventure mode and the item stack does not have the can_place_on component corresponding to the clicked block, it returns fail.
Otherwise, call the method implemented in the item stack as item. If the method returns SUCCESS increases the item used statistic by one. Returns the return value of the called method.
  • ServerPlayerGameMode.useItemOn(...): Returns falls if the block being hit is exclusive of a unenabled experiment. The current version 1.21.11 does not have such blocks in the game.
If the player is in the spectator mode: if the block has a menu, open the menu and return CONSUME, otherwise return PASS.
If the player is not sneaking or doesn't have items in either hand:
  • The player will attempt to use the item, or the empty hand, on the block. However, for this use, the previous method will not be used, but rather state.useItemOn(...), which is a method controlled by the block (state). Sometimes this method will give different results depending on the item used; see Β§ Items member access for details.
  • If the interaction returns any success, item_used_on_block is activated and the method is completed, returning the same result.
  • If the interaction returns TRY_WITH_EMPTY_HAND and the interacting hand is the mainhand, the player attempts to interact with the block using the state.useWithoutItem(...) method.
    • If the interaction returns any success, default_block_use is activated the method is completed, returning the same result.
  • If neither state.useItemOn(...) nor state.useWithoutItem(...) returns success, the method continues.
If the item stack is empty or in cooldown, return PASS.
Finally, the ItemStack.useOn(...) method is called. If the player is in creative mode, the stack item quantity is restored, preventing any loss due to the called method. If the return is successful, the item_used_on_block is activated. Returns the return of the called method.
In DemoMode, output demo reminder and return PASS, if demo timer has end. Otherwise, it calls the supermethod, so the method will proceed normally.
  • ServerGamePacketListenerImpl.handleUseItemOn: Initially, it tests if the interaction is allowed, if positive, call the method. If the return of the called method is successful, the any_block_use is activated.
If the interaction is unsuccessful, the interaction direction is up, the interacted block is at its maximum height, and the item is a Β§ BlockItem or Β§ BucketItem instance with non-empty fluid and is not on cooldown, then send the system error message in action bar with the translation of build.tooHigh with the maximum height value of the dimension.
If the return of the called method is SUCCESS or SUCCESS_SERVER, the player swings the hand used.

Implementations

* The implementation uses a supermethod, calling that method.

use(...)

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finishUsingItem(...)

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isBarVisible(...)

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getBarWidth(...)

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getBarColor(...)

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overrideStackedOnOther(...)

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overrideOtherStackedOnMe(...)

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getAttackDamageBonus(...)

[edit | edit source]

getItemDamageSource(...)

[edit | edit source]

hurtEnemy(...)

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postHurtEnemy(...)

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mineBlock(...)

[edit | edit source]

interactLivingEntity(...)

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inventoryTick(...)

[edit | edit source]

onCraftedPostProcess(...)

[edit | edit source]

getUseAnimation(...)

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getUseDuration(...)

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releaseUsing(...)

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appendHoverText(...)

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getTooltipImage(...)

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getName(...)

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isFoil(...)

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useOnRelease(...)

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getDefaultInstance()

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canFitInsideContainerItems()

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shouldPrintOpWarning(...)

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Item subclasses

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Only subsections marked with an asterisk (*) aren't empty.

AirItem

[edit | edit source]
AirItem
Class AirItem
Items
{
 "title": "AirItem",
 "rows": [
 {
 "field": "AirItem",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite air.png article, displayed as 16x16px|link=Air|alt=|class=pixel-image|)</span>(link to Air article, displayed as <span class=\"sprite-text\">Air</span>)</span>\n</div>",
 "label": "Items"
 }
 ],
 "invimages": [],
 "images": []
}

Air has a block descriptionId, meaning its translation key is minecraft.block.air. However, unlike other items with this descriptionId, aor is not an instance of BlockItem, because AirItem does not extend BlockItem.

getName(...)

Overrides method in Item

Defined ignoring the item stack components, therefore, it is always a translation of minecraft.block.air regardless of the component item_name.

This has an effect on stacked items that are treated as if they were air (for example, items with a count of 0).

Note that many other properties of the air item are defined elsewhere in the code. See Β§ Items member access.

ArmorStandItem

[edit | edit source]
ArmorStandItem
Class ArmorStandItem
Items
{
 "title": "ArmorStandItem",
 "rows": [
 {
 "field": "ArmorStandItem",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite armor-stand.png article, displayed as 16x16px|link=Armor Stand|alt=|class=pixel-image|)</span>(link to Armor Stand article, displayed as <span class=\"sprite-text\">Armor Stand</span>)</span>\n</div>",
 "label": "Items"
 }
 ],
 "invimages": [],
 "images": []
}

useOn(...)

Overrides method in Item

If the interaction involves clicking on the dowm side of a block, it fails.

The target position for placing the armor stand is the bottom center of the block next to the interacted block, in the direction of the interacted face. The game simulates the hitbox of an armor stand in this position; if the hitbox collides with a block or intersects with an (no spectator) entity hitbox, the interaction fails.

The game attempts to obtain the armor stand, based on the item's components custom_name, custom_data, and entity_data. If it cannot be generated, the interaction fails.

In case of the armor stand is generated, apply in the following order:

  • the armor stand rotates 202.5Β° according to the player's rotation, but rounds its rotation down to some multiple of 45Β°;
  • the sound event armor stand place (entity.armor_stand.place) is played;
  • produce the game event entity_place;
  • shrink one item of the item stack.

The interaction returns success given no aforementioned fails occur.

ArrowItem

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AxeItem

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BannerItem

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BedItem

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This section describes content that will likely be removed in a future update of Java Edition.
 
This content has been removed in development versions for Java Edition 26.3, but the full update removing it has not been released yet.
Note: Class removed in 26.3-snap1. Beds are now just BlockItem.


ArmorStandItem
Class ArmorStandItem
Items
{
 "title": "ArmorStandItem",
 "rows": [
 {
 "field": "ArmorStandItem",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite beds.png article, displayed as 16x16px|link=Beds|alt=|class=pixel-image|)</span>(link to Beds article, displayed as <span class=\"sprite-text\">Beds</span>)</span>\n</div>",
 "label": "Items"
 }
 ],
 "invimages": [],
 "images": []
}

placeBlock(...)

Overrides method in BlockItem

Set the block with update flags of 26 instead of 11.

BlockItem

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This section needs expansion.
 
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BlockItem
Class BlockItem
Items
Implementations
{
 "title": "BlockItem",
 "rows": [
 {
 "field": "BlockItem",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Implementations"
 }
 ],
 "invimages": [],
 "images": []
}

Each item in this class is associated with a block, defined in Items. With few exceptions, the item has the same id as the associated block and minecraft.block.<id> is the item's descriptionId.

Item overrides methods

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useOn(...)

Overrides method in Item

Try placing the block with place(...) (see Β§ Place for details).

If the result of place is any success and the item does not have the component consumable, return that result from place. Otherwise, use the item (see Β§ use(...)) and return the result of use.

shouldPrintOpWarning(...)

Overrides method in Item

If the player has Permission level gamemaster (level 2) and the item has the component block_entity_data, it returns true if the block entity id is command_block, lectern, sign, hanging_sing, mob_spawner, or trial_spawner. Otherwise, it returns false.

canFitInsideContainerItems()

Overrides method in Item

Returns false if the associated block is an instance of ShulkerBoxBlock, in other words, one of the 17 shulker boxes.

onDestroyed(...)

Overrides method in Item

Set the container component of the entity item to empty. If the component existed previously, drop all the item stacks it contained at the entity item's position.

Place

[edit | edit source]

Block by item

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This section needs expansion.
 
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There are two methods in BlockItem related to associating the item with its associated block and vice-versa:

  • getBlock(): Returns the block this.block, defined when registering the item in Items.
  • registerBlocks(...): Put the pair (this.getBlock(), item) in map. Used only with the Item.BY_BLOCK map.

In Items, ItemBlocks are registered using either the registerBlock(...) method or the createBlockItemWithCustomItemName(...) method.

In registerBlock() given a block, an item is created with the same id, and with the block description id, after that registerBlocks is used to save the block and item in Item.BY_BLOCK. There are some variations, which can be summarized as: adding default components to the item (by Β§ Item.Properties), making the item a different class, a subclass of ItemBlock and put alternative blocks in Item.BY_BLOCK.

Only two items have alternate blocks:

However, in Β§ StandingAndWallBlockItem, there is an override of registerBlocks(...), adding the wallblock corresponding to each item in the list.

In createBlockItemWithCustomItemName(...) the item's ID is defined separately and uses the item's description ID. Items can have other default components, but it is always a BlockItem and not a subclass. Below is the complete list of items registered with this method:

Item Item id Block Block id
πŸ‘ Image
Resin Clump
resin_clump πŸ‘ Image
Resin Clump
resin_clump
πŸ‘ Image
Redstone Dust
redstone πŸ‘ Image
Redstone Wire
redstone_wire
πŸ‘ Image
String
string πŸ‘ Image
Tripwire
tripwire
πŸ‘ Image
Wheat Seeds
wheat_seeds πŸ‘ Image
Wheat
wheat
πŸ‘ Image
Cocoa Beans
cocoa_beans πŸ‘ Image
Cocoa
cocoa
πŸ‘ Image
Pumpkin Seeds
pumpkin_seeds πŸ‘ Image
Pumpkin Stem
pumpkin_stem
πŸ‘ Image
Melon seeds
melon_seeds πŸ‘ Image
Melon Stem
melon_stem
πŸ‘ Image
Nether Wart
nether_wart πŸ‘ Image
Nether Wart
nether_wart
πŸ‘ Image
Carrot
carrot πŸ‘ Image
Carrots
carrots
πŸ‘ Image
Potato
potato πŸ‘ Image
Potatoes
potatoes
πŸ‘ Image
Torchflower Seeds
torchflower_seeds πŸ‘ Image
Torchflower
torchflower
πŸ‘ Image
Pitcher Pod
pitcher_pod πŸ‘ Image
Pitcher Crop
pitcher_crop
πŸ‘ Image
Beetroot Seeds
beetroot_seeds πŸ‘ Image
beetroots
beetroots
πŸ‘ Image
Sweet Berries
sweet_berries πŸ‘ Image
Sweet Berry Bush
sweet_berry_bush
πŸ‘ Image
Glow Berries
glow_berries πŸ‘ Image
Cave Vines
cave_vines

Resin clump and nether wart has the same ID but it still has different ID descriptions.

The method registerBlocks(...) is only used in Items, however getBLock() has many more uses.

[...]

The Item.BY_BLOCK map is used in the Item.byBlock(...) method, where for each block it searches for its associated item, and if it doesn't exist, it associates it with the air item. This method is used only in Block.asItem() which returns the item associated with the block. The Block.asItem() method, however, has multiple uses.

[...]

Usage in instanceof

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BoatItem

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BoneMealItem

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BottleItem

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BowItem

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BrushItem

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BucketItem

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BundleItem

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CompassItem

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CrossbowItem

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DebugStickItem

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DiscFragmentItem

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DiscFragmentItem
Class DiscFragmentItem
Items
{
 "title": "DiscFragmentItem",
 "rows": [
 {
 "field": "DiscFragmentItem",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite disc-fragment.png article, displayed as 16x16px|link=Disc Fragment|alt=|class=pixel-image|)</span>(link to Disc Fragment article, displayed as <span class=\"sprite-text\">Disc Fragment</span>)</span>\n</div>",
 "label": "Items"
 }
 ],
 "invimages": [],
 "images": []
}

appendHoverText(...)

Overrides method in Item

Define the first line of the tooltip as the translation of item.minecraft.disc_fragment.desc in gray (
 #AAAAAA
).

This line cannot be hidden by the tooltip_display component, except to completely hide the tooltip with hide_tooltip set to true.

DispensibleContainerItem

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DoubleHighBlockItem

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DyeItem

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DyeItem
Class DyeItem
Items
Implements
SignApplicator
{
 "title": "DyeItem",
 "rows": [
 {
 "field": "DyeItem",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "<div class=\"hlist \" ><code>SignApplicator</code>\n</div>",
 "label": "Implements"
 }
 ],
 "invimages": [],
 "images": []
}

Each item has a default dye component, defined in Items.

When two sheep, cats, or dogs breed, take the color of each parent (the color of the wool or the color of the collar) and search all items that have the component dye of that color as a default and try to create the first recipe for each pair. If the result of some of these recipes is an item with the component dye, that color will be used for the offspring; otherwise, a random color from the parents is added.

Thus, the color of these animals depends on the hardcoded property of the dyes, and the color can only be edited along with the item's recipes. Only dyes have the component dye by default, and each value of the component exists in exactly one dye.

interactLivingEntity(...)

Overrides method in Item

The interaction is only successful, instead of pass, when the interacting entity is a non-sheared live sheep of a different color than the dye component and the item stack has a dye component.

In case of success, the sound dye use is played, set the sheep color and shrink the item stack by one.

tryApplyToSign(...)

Overrides method in SignApplicator

If the stack item does not contain the dye component, it returns false.

Try changing the text color on the sign, on the side being interacted with, to the color of the dye.

In case of success, the dye used sound is played and returns true. Otherwise, returns false.

EggItem

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EmptyMapItem

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EndCrystalItem

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EnderEyeItem

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EnderpearlItem

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ExperienceBottleItem

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FireChargeItem

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FireworkRocketItem

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FishingRodItem

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FlintAndSteelItem

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FoodOnAStickItem

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GameMasterBlockItem

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GlowInkSacItem

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HangingEntityItem

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HangingSignItem

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HoeItem

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HoneycombItem

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InkSacItem

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InstrumentItem

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ItemFrameItem

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KnowledgeBookItem

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LeadItem

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LingeringPotionItem

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MaceItem

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MapItem

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MinecartItem

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MobBucketItem

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NameTagItem

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NameTagItem
Class NameTagItem
Items
{
 "title": "NameTagItem",
 "rows": [
 {
 "field": "NameTagItem",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite name-tag.png article, displayed as 16x16px|link=Name Tag|alt=|class=pixel-image|)</span>(link to Name Tag article, displayed as <span class=\"sprite-text\">Name Tag</span>)</span>\n</div>",
 "label": "Items"
 }
 ],
 "invimages": [],
 "images": []
}

interactLivingEntity(...)

Overrides method in Item

The interaction will only be successful, instead of pass, when:

If the entity is alive, sets its CustomName to be the same as the name tag. If the entity is a mob, also sets PersistenceRequired true. Shrink the item stack of the item by one.

Note: This method is only called for living entities, so it ends up being a redundant under certain conditions. Even though the ender dragon is a living entity, this method is never called by it because when trying to interact with it, the EnderDragonPart is actually being interacted, which is not a living entity.

PlaceOnWaterBlockItem

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PlayerHeadItem

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PotionItem

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PotionItem
Class PotionItem
Items
Implementations
  • SplashPotionItem
  • ThrowablePotionItem
  • LingeringPotionItem
{
 "title": "PotionItem",
 "rows": [
 {
 "field": "PotionItem",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite potion.png article, displayed as 16x16px|link=Potion|alt=|class=pixel-image|)</span>(link to Potion article, displayed as <span class=\"sprite-text\">Potion</span>)</span>\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite splash-potion.png article, displayed as 16x16px|link=Splash Potion|alt=|class=pixel-image|)</span>(link to Splash Potion article, displayed as <span class=\"sprite-text\">Splash Potion</span>)</span>\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite lingering-potion.png article, displayed as 16x16px|link=Lingering Potion|alt=|class=pixel-image|)</span>(link to Lingering Potion article, displayed as <span class=\"sprite-text\">Lingering Potion</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<div class=\"hlist \" >\n* <code>SplashPotionItem</code>\n* <code>ThrowablePotionItem</code>\n* <code>LingeringPotionItem</code>\n</div>",
 "label": "Implementations"
 }
 ],
 "invimages": [],
 "images": []
}

useOn(...)

Overrides method in Item

The interaction will only be successful, instead of pass, when:

  • the face of the interacted block was not directed downward,
  • the block is in the #convertable_to_mud tag, and
  • the potion's content is water.

In case of success, apply in the following order:

  1. Play the generic splash sound event (entity.generic.splash),
  2. Set glass bottle in hand,
  3. Send splash particles,
  4. Play the bottle empty sound event (item.bottle.empty),
  5. Produce the game event fluid_place,
  6. Convert the block to mud.

getName(...)

Overrides method in Item

If the item has the component potion_contents, the name name is defined from it. The item uses the translation key item.minecraft.<item type>.effect.<potion name>, where <potion name> is the custom name of the potion contents, if available, and otherwise is the name of the potion in potion contents (see Potion Β§ Item data), if available. If nether is available, is "empty".

This name will replace the name defined by item_name. However, it can still be replaced by the custom_name, if available.

Usage in instanceof

[edit | edit source]

The class PotionItem has one instanceof usage. This usage occurs in PotionBrewing.expectPotion(...) to validate the method that adds container recipes.

In vanilla, this method adds the brewing recipes that transform potions into splash potions and splash potions into lingering potions. If the source item or the destination item is not an instance of PotionItem, it throws an IllegalArgumentException, immediately aborting the method and logging the error Expected a potion, got: <item ID>.

However, currently, this doesn't affect the vanilla game at all, because besides the vanilla container recipes already being potions, it's not possible to customize them. Although this may affect mods and possible future customizations (as already exists in Bedrock Edition).

ProjectileItem

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ProjectileWeaponItem

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ScaffoldingBlockItem

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ShearsItem

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ShieldItem

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ShieldItem
Class ShieldItem
Items
{
 "title": "ShieldItem",
 "rows": [
 {
 "field": "ShieldItem",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite shield.png article, displayed as 16x16px|link=Shield|alt=|class=pixel-image|)</span>(link to Shield article, displayed as <span class=\"sprite-text\">Shield</span>)</span>\n</div>",
 "label": "Items"
 }
 ],
 "invimages": [],
 "images": []
}

getName(...)

Overrides method in Item

If the item has the component base_color, the name is defined from it. The item uses the translation key item.minecraft.shield.<color>.

This name will replace the name defined by item_name component. However, it can still be replaced by the custom_name component, if available.

ShovelItem

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SignItem

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SmithingTemplateItem

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SmithingTemplateItem
Class SmithingTemplateItem
Items
{
 "title": "SmithingTemplateItem",
 "rows": [
 {
 "field": "SmithingTemplateItem",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 }
 ],
 "invimages": [],
 "images": []
}

New SmithingTemplateItem

[edit | edit source]

Each instance of SmithingTemplateItem has a series of class-specific attributes, which are defined by SmithingTemplateItem(...). However, these attributes are not defined separately for each item; instead, they are defined by the createNetheriteUpgradeTemplate(...) and createArmorTrimTemplate(...) methods, where respectively defines the attributes of netherite upgrade and of all armor trims. In Items, only the item components are defined (by Β§ Item.Properties, which in this case is only the rarity component).

These methods use the createTrimmableArmorIconList(), createTrimmableMaterialIconList(), createNetheriteUpgradeIconList(), and createNetheriteUpgradeMaterialList() auxiliary methods, and many auxiliary constants to create these attributes. Below is the complete table of these attributes:

Attribute Items Value
appliesTo Armor Trim Text component format {"translate":"item.minecraft.smithing_template.armor_trim.applies_to",color:"blue"}
Text in en_us "Armor" (
 Blue
)
Netherite Upgrade Text component format {"translate":"item.minecraft.smithing_template.netherite_upgrade.applies_to",color:"blue"}
Text in en_us "Diamond Equipment" (
 Blue
)
ingredients Armor Trim Text component format {"translate":"item.minecraft.smithing_template.armor_trim.ingredients",color:"blue"}
Text in en_us "Ingots & Crystals" (
 Blue
)
Netherite Upgrade Text component format {"translate":"item.minecraft.smithing_template.netherite_upgrade.ingredients",color:"blue"}
Text in en_us "Netherite Ingot" (
 Blue
)
baseSlotDescription Armor Trim Text component format {"translate":"item.minecraft.smithing_template.armor_trim.base_slot_description"}
Text in en_us "Add a piece of armor" (
 White
)
Netherite Upgrade Text component format {"translate":"item.minecraft.smithing_template.netherite_upgrade.base_slot_description"}
Text in en_us "Add diamond armor, weapon, or tool" (
 White
)
additionsSlotDescription Armor Trim Text component format {"translate":"item.minecraft.smithing_template.armor_trim.additions_slot_description"}
Text in en_us "Add ingot or crystal" (
 White
)
Netherite Upgrade Text component format {"translate":"item.minecraft.smithing_template.netherite_upgrade.additions_slot_description"}
Text in en_us "Add Netherite Ingot" (
 White
)
baseSlotEmptyIcons Armor Trim Asset ID
  • container/slot/helmet
  • container/slot/chestplate
  • container/slot/leggings
  • container/slot/boots
Textures
Netherite Upgrade Asset ID
  • container/slot/helmet
  • container/slot/sword
  • container/slot/chestplate
  • container/slot/pickaxe
  • container/slot/leggings
  • container/slot/axe
  • container/slot/boots
  • container/slot/hoe
  • container/slot/shovel
  • container/slot/nautilus_armor
  • container/slot/spear
Textures
additionalSlotEmptyIcons Armor Trim Asset ID
  • container/slot/ingot
  • container/slot/redstone_dust
  • container/slot/lapis_lazuli
  • container/slot/quartz
  • container/slot/diamond
  • container/slot/esmerald
Textures
Netherite Upgrade Asset ID
  • container/slot/ingot
Textures

Asset ID refers to textures file path in /assets/minecraft/textures/gui/sprites/.

Append hover text

[edit | edit source]

public void appendHoverText(...)

Overrides method in Item

Add the following lines to the beginning of the item's tooltip, in order:

  • "Smithing Template" (
     Gray
    )
    • {"translate":"item.minecraft.smithing_template",color:"gray"}
  • Empty line
    • {"text":""}
  • "Applies to:" (
     Gray
    )
    • {"translate":"item.minecraft.smithing_template.applies_to",color:"gray"}
  • Space append to appliesTo
    • [{"text":" "},appliesTo]
  • "Ingredients:" (
     Gray
    )
    • {"translate":"item.minecraft.smithing_template.ingredients",color:"gray"}
  • Space append to ingredients
    • [{"text":" "},ingredients]

Smithing table screen

[edit | edit source]

There are 4 methods that always give the assigned values ​​of the sprint items, namely getBaseSlotDescription(), getAdditionSlotDescription(), getBaseSlotEmptyIcons(), and getAdditionalSlotEmptyIcons(). All of them are used only in the SmithingScreen class. This class defines the behavior of the menu slots in the smithing table, controlling both the sprint that appears in empty slots and the tooltip when hovering the mouse over an empty slot. Furthermore, this class uses two instanceof of SmithingTemplateItem (and in no other class of the code is it used instanceof of SmithingTemplateItem).

Slot background

Slots 0, 1, and 2 of the menu use a rendering of their variable background given by a list of identifiers (asset IDs), defined by the class CyclingSlotBackground. With each tick update:

  • If the icons list is different from the old icons list, update the icons list and reset the index of the list to zero.
  • If the current list is not empty:
    • Increase the tick count by one.
    • If the tick count is a multiple of 30, increase the index of the identifier by one; return to zero if it exceeds the limit of the list.

And when render the slot background:

  • If the list is empty or the slot is not empty: do nothing.
  • If the tick count is greater than 30 and fewer than t + a < 4.0, where t is how many ticks have passed the last multiple of 30: render the previous icon (one index lower or the last one in the list if the index is zero) with 1–(t+a)/4.0 transparency.​[more information needed]
  • Renderize the current index with (t+a)/4.0 of transparency.

Note that in this way each icon occupies the slot for 30 ticks and has a smooth transition of 4 ticks.

In SmithingScreen, each tick updates the tick of CyclingSlotBackground, from slots 0, 1, and 2, with a list that may vary:

  • For slot 0, a list of two elements is always used; these are: container/slot/smithing_template_armor_trim and container/slot/smithing_template_netherite_upgrade.
  • For slot 1, if there is no instance of SmithingTemplateItem in slot 0, the list is empty. If there is, it is the baseSlotEmptyIcons of the item.
  • For slot 2, if there is no instance of SmithingTemplateItem in slot 0, the list is empty. If there is, it is the additionalSlotEmptyIcons of the item.

Boarding Tooltips

Depending on the mouse position, among other factors, the switcher table menu renders a tooltip.

  • Mouse over a rectangular area around the arrow: if the recipe has an error (has items in slots 0, 1, and 3 but no result): "Item can't be upgraded this way" (
     White
    )
    • {"translate":"container.upgrade.error_tooltip"}
    • When there is a recipe error, it also renders a red X above the arrow:
  • If the mouse is in slot 0 and it is empty: "Add Smithing Template" (
     White
    )
    • {"translate":"container.upgrade.missing_template_tooltip"}
  • If the mouse is in slot 1, it is not empty, and slot 0 has an instance of SmithingTemplateItem: the baseSlotDescription from item in slot 0.
  • If the mouse is in slot 2, it is not empty, and slot 0 has an instance of SmithingTemplateItem: the additionsSlotDescription from item in slot 0.
  • In any other case: it does not render a menu tooltip (although it continues to render item tooltips normally).

SnowballItem

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SolidBucketItem

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SpawnEggItem

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SpectralArrowItem

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SplashPotionItem

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SpyglassItem

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StandingAndWallBlockItem

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ThrowablePotionItem

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TippedArrowItem

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TridentItem

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WindChargeItem

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WritableBookItem

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WritableBookItem
Class WritableBookItem
Items
{
 "title": "WritableBookItem",
 "rows": [
 {
 "field": "WritableBookItem",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite book-and-quill.png article, displayed as 16x16px|link=Book and Quill|alt=|class=pixel-image|)</span>(link to Book and Quill article, displayed as <span class=\"sprite-text\">Book and Quill</span>)</span>\n</div>",
 "label": "Items"
 }
 ],
 "invimages": [],
 "images": []
}

use(...)

Overrides method in Item

Open item GUI and increases the used statistic by one. Always returns successful.

Note:

The item GUI depends on the components writable_book_content and written_book_content. Therefore:

  • If the item does not have either component: nothing is opened, but there is still an increase in statistics and usage animation.
  • If the item has only one of these components: the corresponding GUI opens.
  • If both components are present: both GUIs open, but the written book content GUI completely overlays the writable book content GUI, which the player can see briefly on the screen.

Therefore, the GUI are entirely dependent on the components and independent of the item ID. However, it is only possible to open them with the book and quill and written book, since only these items attempt to open the GUI.

WrittenBookItem

[edit | edit source]
WrittenBookItem
Class WrittenBookItem
Items
{
 "title": "WrittenBookItem",
 "rows": [
 {
 "field": "WrittenBookItem",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite written-book.png article, displayed as 16x16px|link=Written Book|alt=|class=pixel-image|)</span>(link to Written Book article, displayed as <span class=\"sprite-text\">Written Book</span>)</span>\n</div>",
 "label": "Items"
 }
 ],
 "invimages": [],
 "images": []
}

use(...)

Overrides method in Item

Completely identical to WritableBookItem; see the Β§ WritableBookItem.



Items member access

[edit | edit source]

Blocks

Entity


Misc

CauldronInteractions

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DispenseItemBehavior

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This section needs expansion.
 
You can help by expanding it.
DispenseItemBehavior
Class DispenseItemBehavior
Items
Package net.minecraft.core.dispenser
{
 "title": "DispenseItemBehavior",
 "rows": [
 {
 "field": "DispenseItemBehavior",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.core.dispenser</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

bootStrap()

Defines the item's behavior when dispenser. The behaviors OptionalDispenseItemBehavior() and DefaultDispenseItemBehavior() are largely defined uniquely for each item.

Item Behavior
πŸ‘ Image
Arrow
ProjectileBehavior
πŸ‘ Image
Tipped Arrow
πŸ‘ Image
Spectral Arrow
πŸ‘ Image
Eggs
πŸ‘ Image
Snowball
πŸ‘ Image
Bottle o' Enchanting
πŸ‘ Image
Splash Potion
πŸ‘ Image
Lingering Potion
πŸ‘ Image
Firework Rocket
πŸ‘ Image
Fire Charge
πŸ‘ Image
Wind Charge
πŸ‘ Image
Armor Stand
DefaultDispenseItemBehavior
πŸ‘ Image
Chest
OptionalDispenseItemBehavior
πŸ‘ Image
Boats
BoatDispenseItemBehavior
πŸ‘ Image
Boats with chest
πŸ‘ Image
Lava Bucket
filledBucketBehavior
πŸ‘ Image
Water Bucket
πŸ‘ Image
Powder Snow Bucket
πŸ‘ Image
Bucket of aquatic mob
πŸ‘ Image
Bucket
DefaultDispenseItemBehavior
πŸ‘ Image
Flint and Steel
OptionalDispenseItemBehavior
πŸ‘ Image
Bone Meal
OptionalDispenseItemBehavior
πŸ‘ Image
Wither Skeleton Skull
OptionalDispenseItemBehavior
πŸ‘ Image
Shulker Boxes
shulkerBoxDispenseBehavior
πŸ‘ Image
Glass Bottle
OptionalDispenseItemBehavior
πŸ‘ Image
Glowstone
OptionalDispenseItemBehavior
πŸ‘ Image
Shears
ShearsDispenseItemBehavior
πŸ‘ Image
Brush
OptionalDispenseItemBehavior
πŸ‘ Image
Honeycomb
OptionalDispenseItemBehavior
πŸ‘ Image
Potion
DefaultDispenseItemBehavior
πŸ‘ Image
Minecart
MinecartDispenseItemBehavior
πŸ‘ Image
Minecart with Chest
πŸ‘ Image
Minecart with Furnace
πŸ‘ Image
Minecart with TNT
πŸ‘ Image
Minecart with Hopper
πŸ‘ Image
Minecart with Command Block

AnvilMenu

[edit | edit source]
AnvilMenu
Class AnvilMenu
Items
Package net.minecraft.world.inventory
{
 "title": "AnvilMenu",
 "rows": [
 {
 "field": "AnvilMenu",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite enchanted-book.png article, displayed as 16x16px|link=Enchanted book|alt=|class=pixel-image|)</span>(link to Enchanted book article, displayed as <span class=\"sprite-text\">Enchanted book</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.inventory</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

createResult()

If the anvil input is an enchanted book, it will initially consider any enchantment as compatible. However, if the enchantment is the same or does it conflict with any enchantment in the current list of enchantments in the result, it will no longer be considered compatible.

In other words, it's as if the enchanted book were in supported_items for all enchantment definition, when we consider the anvil.

PotionSlot

[edit | edit source]
PotionSlot
Class PotionSlot
Items
Package net.minecraft.world.inventory
Outer Class BrewingStandMenu
{
 "title": "PotionSlot",
 "rows": [
 {
 "field": "PotionSlot",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.inventory</code>",
 "label": "Package"
 },
 {
 "field": "<code>BrewingStandMenu</code>",
 "label": "Outer Class"
 }
 ],
 "invimages": [],
 "images": []
}

mayPlaceItem(...)

Returns true only if it is one of the four items listed above. Used to determine which items can be placed in the portion slot of the brewing stand.

It is also used in quickMoveStack, so that these items are attempted to be moved from the inventory to the potion slot with a quick click (click + Shift). Notes:

  • If the item is in the #brewing_fuel tag, it will attempt to enter the fuel slot and not the potion slot (even if it fails to enter the fuel slot). Technically, the same would occur with ingredients, however, ingredients are also hardcoded and don't have intersection.
  • This prevents quick clicking from moving them between storage slots and hotbar slots and vice versa, when the brewing stand menu is open. Even if the itens fails to move to the potion slot.

CartographyTableMenu

[edit | edit source]
CartographyTableMenu
Class CartographyTableMenu
Items
Package net.minecraft.world.inventory
{
 "title": "CartographyTableMenu",
 "rows": [
 {
 "field": "CartographyTableMenu",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.inventory</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

mayPlace(...)

Defined when adding slot 1, within the CartographyTableMenu(...) method.

Returns true only if it is one of the three items listed above. Used to determine which items can be placed in the slot 1 of the cartography table.

setupResultSlot(...)

Used to define the result item of the cartography table:

  • If the mapStack (item in slot 0) does not have a mapData (data associated with its map_id component), it will not yield any results.
  • If it's paper and the mapData is not locked and has a scale less than 4, the resulting is one copy of the mapStack with the map_post_processing component set to 1 (SCALE).
  • If it's glass and the mapData is not locked, the resulting is one copy of the mapStack with the map_post_processing component set to 0 (LOCK).
  • If it's empty map, the resulting is two copy of the mapStack.

Note: It's possible to use the cartography table regardless of the mapStack ID; it only needs to have the map_id component with data. However, when retrieving an item that the ID isn't filled_map with the map_post_processing component, the game crashes[2]. However, using the empty map still works for item duplication.

quickMoveStack(...)

When using the quick click (click + Shift) in the inventory with the cartography table menu is open, it attempts to move these items to slot 1. Notes:

  • If the item has the map_id component, it attempts to move it to slot 0 and does not go to slot 1 (even if it fails to go to slot 0).
  • This prevents quick clicking from moving them between storage slots and hotbar slots and vice versa, when the cartography table menu is open. Even if the itens fails to move to the slot 1.

EnchantmentMenu

[edit | edit source]
EnchantmentMenu
Class EnchantmentMenu
Items
Package net.minecraft.world.inventory
{
 "title": "EnchantmentMenu",
 "rows": [
 {
 "field": "EnchantmentMenu",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite book.png article, displayed as 16x16px|link=Book|alt=|class=pixel-image|)</span>(link to Book article, displayed as <span class=\"sprite-text\">Book</span>)</span>\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite lapis-lazuli.png article, displayed as 16x16px|link=Lapis Lazuli|alt=|class=pixel-image|)</span>(link to Lapis Lazuli article, displayed as <span class=\"sprite-text\">Lapis Lazuli</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.inventory</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

πŸ‘ ItemSprite lapis-lazuli.png: Sprite image for lapis-lazuli in Minecraft
mayPlace(...)

Defined when adding slot 1, within the EnchantmentMenu(...) method.

Only lapis lazuli can be placed in the slot 1 of enchantment table.

πŸ‘ ItemSprite book.png: Sprite image for book in Minecraft
clickMenuButton(...)

Right before a book is enchanted on an enchantment table, it becomes an enchanted book.

πŸ‘ ItemSprite book.png: Sprite image for book in Minecraft
getEnchantmentList(...)

When creating a list of enchantments to enchant a book on an enchantment table, remove one enchantment at random if the list has more than one enchantment.

πŸ‘ ItemSprite lapis-lazuli.png: Sprite image for lapis-lazuli in Minecraft
quickMoveStack(...)

When using the quick click ( + click) in the inventory with the enchantment table menu is open, it attempts to move the lapis lazuli to slot 1. This prevents quick clicking from moving the lapis lazuli to slot 0.

FurnaceFuelSlot

[edit | edit source]
FurnaceFuelSlot
Class FurnaceFuelSlot
Items
Package net.minecraft.world.inventory
{
 "title": "FurnaceFuelSlot",
 "rows": [
 {
 "field": "FurnaceFuelSlot",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite bucket.png article, displayed as 16x16px|link=Bucket|alt=|class=pixel-image|)</span>(link to Bucket article, displayed as <span class=\"sprite-text\">Bucket</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.inventory</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

isBucket(...)

Check if the item is a bucket. Used twice to determine the behavior of the fuel slot (the lower left slot in blocks furnace, smoker, and blast furnace):

  • In mayPlace(...), to allow the bucket to be used in the fuel slot, even if it is not fuel (it is possible for it to be if it is added to a certain tag).
    • This does not change the quick move. Because what is tested to determine if an item can have a quick move to the fuel slot is whether it is a fuel.
  • In getMaxStackSize(...), to limit the maximum number of buckets in the fuel slot to one.

GrindstoneMenu

[edit | edit source]
GrindstoneMenu
Class GrindstoneMenu
Items
Package net.minecraft.world.inventory
{
 "title": "GrindstoneMenu",
 "rows": [
 {
 "field": "GrindstoneMenu",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite enchanted-book.png article, displayed as 16x16px|link=Enchanted Book|alt=|class=pixel-image|)</span>(link to Enchanted Book article, displayed as <span class=\"sprite-text\">Enchanted Book</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.inventory</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

removeNonCursesFrom(...)

When using an enchanted book on the grindstone, after all non-curses enchantments have been removed, if the enchanted book does not retain an (curse) enchantment, it is transmuted into a book.

BeehiveBlock

[edit | edit source]
BeehiveBlock
Class BeehiveBlock
Items
Package net.minecraft.world.level.block
{
 "title": "BeehiveBlock",
 "rows": [
 {
 "field": "BeehiveBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite shears.png article, displayed as 16x16px|link=Shears|alt=|class=pixel-image|)</span>(link to Shears article, displayed as <span class=\"sprite-text\">Shears</span>)</span>\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite glass-bottle.png article, displayed as 16x16px|link=Glass Bottle|alt=|class=pixel-image|)</span>(link to Glass Bottle article, displayed as <span class=\"sprite-text\">Glass Bottle</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

useItemOn(...)

It encodes the interaction of an item on a bee nest and on a beehive.

If the honey level is less than 5, or the item is not one of those listed below, the interaction returns 'try with empathy hand', otherwise returns success. The interaction depends on the item:

  • If the item is a shears, apply in the following order:
    • drop the loot table harvest/beehive.json (3x πŸ‘ Image
      Honeycomb
      );
    • the sound event beehive shear (block.beehive.shear) is played;
    • causes one damage from the shear;
    • and produce the game event shear.
  • If is glass bottle, apply in the following order:
    • shrink the item by one;
    • the sound event bottle fill (item.bottle.fill) is played;
    • give the player a honey bottle, placing it in their hand if it's empty, otherwise try to put it in their inventory, if you can't, drop it;
    • and produce the game event fluid_pickup.

For both items, after that, increases the item used statistic by one and test if the beehive is in the smoke. If not, proceed in the following order:

  • if there is at least one bee in the hive, each bee in a 17x13x17 area around the hive becomes aggressive toward a random player in the same area;
  • all the bees leave the hive and become aggressive toward the player.

Then, even if the beehive is in the smoke, the honey level is reduced to zero.

CandleCakeBlock

[edit | edit source]
CandleCakeBlock
Class CandleCakeBlock
Items
Package net.minecraft.world.level.block
{
 "title": "CandleCakeBlock",
 "rows": [
 {
 "field": "CandleCakeBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite flint-and-steel.png article, displayed as 16x16px|link=Flint and Steel|alt=|class=pixel-image|)</span>(link to Flint and Steel article, displayed as <span class=\"sprite-text\">Flint and Steel</span>)</span>\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite fire-charge.png article, displayed as 16x16px|link=Fire Charge|alt=|class=pixel-image|)</span>(link to Fire Charge article, displayed as <span class=\"sprite-text\">Fire Charge</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

useItemOn(...)

When interacting with an flint and steel or a fire charge on a cake with candle or a cake with dyed candle, the method immediately returns PASS. The effect of these items on the cake is determined by useOn(...) in its classes (see Β§ useOn(...), Β§ FlintAndSteelItem and Β§ FireChargeItem).

This also prevents the player from trying to eat the cake, unlike all other items. Note that with these items, the player cannot eat the cake even if the candle is already lit.

ChiseledBookShelfBlock

[edit | edit source]
ChiseledBookShelfBlock
Class ChiseledBookShelfBlock
Items
Package net.minecraft.world.level.block
{
 "title": "ChiseledBookShelfBlock",
 "rows": [
 {
 "field": "ChiseledBookShelfBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite enchanted-book.png article, displayed as 16x16px|link=Enchanted Book|alt=|class=pixel-image|)</span>(link to Enchanted Book article, displayed as <span class=\"sprite-text\">Enchanted Book</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

addBook(...)

When adding an enchanted book to the chiseled bookshelf, use sound event block.chiseled_bookshelf.insert.enchanted () instead of block.chiseled_bookshelf.insert ().

Note: The items that can be added to the chiseled bookshelf are controlled by the tag #bookshelf_books, therefore it is not a hardcoded property.

removeBook(...)

When remove an enchanted book to the chiseled bookshelf, use sound event block.chiseled_bookshelf.pickup.enchanted () instead of block.chiseled_bookshelf.pickup ().

ComposterBlock

[edit | edit source]
ComposterBlock
Class ComposterBlock
Items
High
Package net.minecraft.world.level.block
{
 "title": "ComposterBlock",
 "rows": [
 {
 "field": "ComposterBlock",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

bootStrap()

Define compostable items. In other words, items that, when interacting with the composter, can increase its level and they can be used with a hopper, minecart with hopper, and dropper to increase the composter level.

When the composting is at level 0, all of these items will always increase its level to 1.

If the composting level are between 1 and 7, the chance of increasing its level depends on the item's group. For the low, low mid, mid, mid high, and higt groups, the chances are 30%, 50%, 65%, 85% and 100% respectively. After interacting:

  1. If increasing the level: produce the game event block_change;
  2. Player the sound event composter fill success (block.composter.fill_success) if increasing the level, or the sound event composter fill (block.composter.fill);
  3. Send composter particles;
  4. Increases the item used statistic by one;
  5. Shrink one item of the item stack;
  6. Return SUCCESS.

When the composter reaches level 7, it will automatically change to level 8 in 20 ticks. Interacting with it will have no effect, but return 'success' iff the item is compostable.

Compostable items can be place through the top face of a compost, with level < 7, using a hopper, minecart with hopper, and dropper. When an item is placed in the composter, try to increase the level, the following occurs 1, 2, and 3 above and it is removed from the internal slot.

When a villager inserts an item stack into the composter, it will only take effect if it is a compostable item (which is always the case since the items used are also hardcoded, see Β§ WorkAtComposter) and the composter is level < 7. When it takes effect, it attempts to increase the level and occurs 1, 2, and 5 above.

When interacting with the composter at level 8, the last level, regardless of what the player has on hand, the bone meal will be extracted and the composter will return to level 0.

OutputContainer

[edit | edit source]
OutputContainer
Class OutputContainer
Items
Package net.minecraft.world.level.block
Outer Class ComposterBlock
{
 "title": "OutputContainer",
 "rows": [
 {
 "field": "OutputContainer",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite bone-meal.png article, displayed as 16x16px|link=Bone Meal|alt=|class=pixel-image|)</span>(link to Bone Meal article, displayed as <span class=\"sprite-text\">Bone Meal</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 },
 {
 "field": "<code>ComposterBlock</code>",
 "label": "Outer Class"
 }
 ],
 "invimages": [],
 "images": []
}

canTakeItemThroughFace(...)

Returns whether a level 8 composter face can move an item to a hopper or minecart with hopper.

Returns true iff the face is dowm, the item to be removed is a bone meal, and no item has been removed from the container.

In practice, requiring the item to be bone meal doesn't change anything, as this is the only item that can be in the simple container, and this is hardcoded when generating the simple container. Although this may change with mods or future updates (such as composter extraction being controlled by a loot table).

Whenever a hopper is enabled and not full, it attempts to remove an item from the composter; even if it fails, the composter is emptied. For example, a hopper with a single redstone in each slot under a composter will empty it but won't extract anything.[3]

LightBlock

[edit | edit source]
LightBlock
Class LightBlock
Items
Package net.minecraft.world.level.block
{
 "title": "LightBlock",
 "rows": [
 {
 "field": "LightBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" ><span style=\"white-space:nowrap;\"><span class=\"nowrap\"><span class=\"sprite-file\" style=\"--vertical-align:middle\">(link to File:Invicon Light.png article, displayed as 16x16px|link=Light (block)|alt=|class=pixel-image|)</span>(link to Light (block) article, displayed as <span class=\"sprite-text\">Light</span>)</span></span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

getShape(...)

Define the light block shape. The shape depends on the context; if the player is holding the light item, it will be a full block; otherwise, it will be empty.

PowderSnowBlock

[edit | edit source]
PowderSnowBlock
Class PowderSnowBlock
Items
Package net.minecraft.world.level.block
{
 "title": "PowderSnowBlock",
 "rows": [
 {
 "field": "PowderSnowBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite leather-boots.png article, displayed as 16x16px|link=Leather Boots|alt=|class=pixel-image|)</span>(link to Leather Boots article, displayed as <span class=\"sprite-text\">Leather Boots</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

canEntityWalkOnPowderSnow(...)

Used in getCollisionShape(...) to help test whether the powder snow has a full block collision box.

Returns true iff the entity is in #powder_snow_walkable_mobs tag or the entity is a living entity and has a leather border in the feed slot.

By getCollisionShape(...) the powder snow's collision box is empty by default, but it can change depending on the context:

  • If it is being placed or the context does not have an entity: empty
  • If the entity is falling for more than 2.5 blocks: A column of 16Γ—14.4Γ—16 pixels
  • If the entity is a falling block: Full block (16Γ—16Γ—16)
  • If the entity is above the block, isn't sneaking and canEntityWalkOnPowderSnow(...): Full block (16Γ—16Γ—16)

PumpkinBlock

[edit | edit source]
PumpkinBlock
Class PumpkinBlock
Items
Package net.minecraft.world.level.block
{
 "title": "PumpkinBlock",
 "rows": [
 {
 "field": "PumpkinBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite shears.png article, displayed as 16x16px|link=Shears|alt=|class=pixel-image|)</span>(link to Shears article, displayed as <span class=\"sprite-text\">Shears</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

useItemOn(...)

When using a shears on a pumpkin, instead of returning 'try_with_empty_hand' like other items, returning 'success' and occurs:

  • Set direction as the direction of the interaction or in the opposite direction from the player if the interaction occurred on the y-axis,
  • Drop the loot table carve/pumpkin (4x πŸ‘ Image
    Pumpkin Seeds
    ), in direction,
  • Player the sound event pumpink carve (block.pumpkin.carve).
  • Convert the pumpkin into a carved pumpkin with the face given by direction,
  • Reduces the durability of the shear by 1,
  • Produce the game event shear,
  • Increases the item used statistic by one.

RespawnAnchorBlock

[edit | edit source]
RespawnAnchorBlock
Class RespawnAnchorBlock
Items
Package net.minecraft.world.level.block
{
 "title": "RespawnAnchorBlock",
 "rows": [
 {
 "field": "RespawnAnchorBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span style=\"white-space:nowrap;\"><span class=\"nowrap\"><span class=\"sprite-file\" style=\"--vertical-align:middle\">(link to File:Invicon Glowstone.png article, displayed as 16x16px|link=Glowstone|alt=|class=pixel-image|)</span>(link to Glowstone article, displayed as <span class=\"sprite-text\">Glowstone</span>)</span></span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

isRespawnFuel(...)

Used in useItemOn(...) to test if the item is fuel for the respawn anchor. Returns true iff the item is a glowstone.

In useOn(...), when use the glowstone on the respawn anchor with charge < 4, the following occurs:

  • Increase the anchor's charge by one
  • Produce the game event block_change,
  • Player the sound event respawn anchor charge (block.respawn_anchor.charge),
  • Shrink the item stack by one,
  • Retunr SUCCESS

If the player has glowstone in their offhand but in their mainhand, and is interacting with the mainhand, and the charge is less than 4, returns 'pass' instead of 'try with empty hand'. This prevents the setting respawn and exploding at the anchor at the same time.

SweetBerryBushBlock

[edit | edit source]
SweetBerryBushBlock
Class SweetBerryBushBlock
Items
Package net.minecraft.world.level.block
{
 "title": "SweetBerryBushBlock",
 "rows": [
 {
 "field": "SweetBerryBushBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite bone-meal.png article, displayed as 16x16px|link=Bone Meal|alt=|class=pixel-image|)</span>(link to Bone Meal article, displayed as <span class=\"sprite-text\">Bone Meal</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

useItemOn(...)

If the item stack is a bone meal and the sweet berry bush's age is not 3, the maximum, then return 'pass' instead of 'try with empty hand'. This causes the bone meal effect to be applied (see Β§ useOn(...) and Β§ BoneMealItem) and prevents the attempt to harvest the sweet berry bush.

TntBlock

[edit | edit source]
TntBlock
Class TntBlock
Items
Package net.minecraft.world.level.block
{
 "title": "TntBlock",
 "rows": [
 {
 "field": "TntBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite flint-and-steel.png article, displayed as 16x16px|link=Flint and Steel|alt=|class=pixel-image|)</span>(link to Flint and Steel article, displayed as <span class=\"sprite-text\">Flint and Steel</span>)</span>\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite fire-charge.png article, displayed as 16x16px|link=Fire Charge|alt=|class=pixel-image|)</span>(link to Fire Charge article, displayed as <span class=\"sprite-text\">Fire Charge</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

useItemOn(...)

If the item used in TNT is one of these:

  • If the tnt_explodes game rule is false:
    • Send in action bar "TNT explosion are disabled" ({"translate":"block.minecraft.tnt.disabled"}),
    • Return PASS
  • If the game rule is true:
    • Summon a primed TNT (with fuse 80) in the block's position,
    • Play the sound event tnt primed (entity.tnt.primed),
    • Produce the game event prime_fuse,
    • Set air block at the block's position,
    • If the item is flint and steel, reduces the durability by 1, else, shrink the item stack by one,
    • Increase the item used statistic by one,
    • Return SUCCESS.

Otherwise, it returns 'try with empty hand' (but currently TNT has no effect on useWithoutItem(...), thus is the same that return 'pass').

TripWireBlock

[edit | edit source]
TripWireBlock
Class TripWireBlock
Items
Package net.minecraft.world.level.block
{
 "title": "TripWireBlock",
 "rows": [
 {
 "field": "TripWireBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite shears.png article, displayed as 16x16px|link=Shears|alt=|class=pixel-image|)</span>(link to Shears article, displayed as <span class=\"sprite-text\">Shears</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

playerWillDestroy(...)

When a player destroys a tripwire, just before it is removed, if the item in mainhand is a shears:

  • Set the tripwire's disarmed to true and update the adjacent blocks,
  • Produce the game event shear.

After the tripwire is broken, it updates the neighboring blocks as if it still existed and was powered true. This causes the connected tripwire hook to recalculate its stats, considering this wire as "wireSource". If disarmed is false, the tipwire hook will set its powered to true (because has a connected tripwire that is powered and not disarmed). If disarmed is true, because the disarmed tripwire is the "wireSource", it will set the tripwire hood's attempt to false, and consequently set powered to false. In both cases, because there is a "wireSource", the tripwire hood will be recalculated its stats at 10 ticks (this time without a "wireSource", and probably resulting in both attempt and powered false).

In other words, unless there are other tripwire interfering:

  • Destroy a tripwire without shears: the connected tripwire hooks immediately set powered true and remain attempt true. After 10 ticks they set powered and attempt to false.
  • Destroy a tripwire with shears: the tripwire hooks immediately set attempt to false and remain powered false.

WeatheringCopperGolemStatueBlock

[edit | edit source]
WeatheringCopperGolemStatueBlock
Class WeatheringCopperGolemStatueBlock
Items
Package net.minecraft.world.level.block
{
 "title": "WeatheringCopperGolemStatueBlock",
 "rows": [
 {
 "field": "WeatheringCopperGolemStatueBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite honeycomb.png article, displayed as 16x16px|link=Honeycomb|alt=|class=pixel-image|)</span>(link to Honeycomb article, displayed as <span class=\"sprite-text\">Honeycomb</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

useItemOn(...)

When using an item that is not in #axes in the copper golem statue, exposed copper golem statue, weathered copper golem statue, or oxidized copper golem statue:

  • If the item is a honeycomb, return PASS. Thus, the use of the item will depend on the HoneycombItem.useOn(...) (see Β§ useOn(...) and Β§ HoneycombItem)
  • Else, update the golem pose and return SUCCESS.

If the item is in the tag #axes:

  • If the block is (unaffected) copper golem statue it will try to generate a copper golem, if successful it will return SUCCESS.
  • Else, return PASS.

WitherSkullBlock

[edit | edit source]
WitherSkullBlock
Class WitherSkullBlock
Items
Package net.minecraft.world.level.block
{
 "title": "WitherSkullBlock",
 "rows": [
 {
 "field": "WitherSkullBlock",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span style=\"white-space:nowrap;\"><span class=\"nowrap\"><span class=\"sprite-file\" style=\"--vertical-align:middle\">(link to File:Invicon Wither Skeleton Skull.png article, displayed as 16x16px|link=Wither Skeleton Skull|alt=|class=pixel-image|)</span>(link to Wither Skeleton Skull article, displayed as <span class=\"sprite-text\">Wither Skeleton Skull</span>)</span></span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

canSpawnMob(...)

Used to test if an item to be dispensed can be helpful in spawning the wither. For the item to be dispensed as a block, it is necessary that, in addition to this method returning true, that the pos (the target where the dispenser attempts to place the block) is air, cave air or void air.

Returns true if all the points below occur:

πŸ‘ BlockSprite red-wool.png: Sprite image for red-wool in Minecraft
πŸ‘ BlockSprite red-wool.png: Sprite image for red-wool in Minecraft
πŸ‘ BlockSprite red-wool.png: Sprite image for red-wool in Minecraft
πŸ‘ Image
πŸ‘ Image
πŸ‘ Image
πŸ‘ Image
πŸ‘ Image
πŸ‘ Image

Requiring the item to be a wither skeleton skull is circular, since only the wither skeleton skull has the behavior in the dispenser to try to spawn the wither, and this behavior is also hardcoded (see Β§ DispenseItemBehavior). However, this property may be effective if in the future it becomes possible to customize item behaviors in the dispenser.

AbstractFurnaceBlockEntity

[edit | edit source]
AbstractFurnaceBlockEntity
Class AbstractFurnaceBlockEntity
Items
Package net.minecraft.world.level.block.entity
{
 "title": "AbstractFurnaceBlockEntity",
 "rows": [
 {
 "field": "AbstractFurnaceBlockEntity",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block.entity</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

Define the behavior of block entity associated with a furnace, blast furnace and smoker.

πŸ‘ Invicon Wet Sponge.png: Sprite image for Wet Sponge in Minecraft
πŸ‘ ItemSprite bucket.png: Sprite image for bucket in Minecraft
burn(...)

Used at the end of the smelting process, to add the result to output slot (slot 2).

After adding the result to output slot, if the item in ingredient slot (slot 0) is a wet sponge and the item in fuel slot (slot 1) is a bucket, set a water bucket in fuel slot.

After that, shrink 1 item from ingredient slot.

πŸ‘ ItemSprite bucket.png: Sprite image for bucket in Minecraft
πŸ‘ ItemSprite water-bucket.png: Sprite image for water-bucket in Minecraft
canTakeItemThroughFace(...)

Tests whether the container item can be take by a hopper or minecart with hopper. Returns true only if the face is the down. If it's the fuel slot (slot 1), the item must also be a bucket or a bucket of water.

Note: the down face only gives access to fuel and output slots (slots 1 and 2), so only items from the slots can be take.

πŸ‘ ItemSprite bucket.png: Sprite image for bucket in Minecraft
canPlaceItem(...)

Tests whether a hopper, minecart with hopper or a dropper can place item in the container.

It always returns true for ingredient slot (slot 0) and always returns false for output slots (slot 2).

For fuel slot (slot 1), it returns true if the item is fuel (see Β§ FuelValues) or if the item is a bucket but there is no bucket already in the slot.

Note: the up face only gives access to ingredient slot (slot 0), and the side faces only give access to fuel slot (slot 1).

BrewingStandBlockEntity

[edit | edit source]
BrewingStandBlockEntity
Class BrewingStandBlockEntity
Items
Package net.minecraft.world.level.block.entity
{
 "title": "BrewingStandBlockEntity",
 "rows": [
 {
 "field": "BrewingStandBlockEntity",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block.entity</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

Define the behavior of block entity associated with a brewing stand.

canPlaceItem(...)

Tests whether a hopper, minecart with hopper or dropper can place item in the container.

  • If it's slot 3, it returns if the item is a potion brewing ingredient (see Β§ PotionBrewing),
  • If it's slot 4, it return true if the item is in the tag #brewing fuel,
  • If it's a potion slot (slot 0, 1 or 2), return true if the item is a potion, splash potion, lingering potion, or a glass bottle and the slot is empty

Note: the up face only gives access to slot 3; the side faces only give access to slots 0, 1, 2 and 4; and the down face only give access to slots 0, 1, 2 and 3.

πŸ‘ ItemSprite glass-bottle.png: Sprite image for glass-bottle in Minecraft
canTakeItemThroughFace(...)

Tests whether the item in the container can be take by a hopper or minecart with hopper.

Returns true only if the slot is not the slot 3, or if the slot is 3 and the item is a glass bottle.

This was probably intended to take the glass bottle that could be obtained by using a single dragon's breath in slot 3, however, due to a bug, the craft remainder doesn't work in this situation[note 1]. Currently, it's only possible to place a glass bottle in slot 3 via command (like /item).

Note: The down face not give access to slot 4, since the hoppers only try to take items from the down face, they should never take items from slot 4.

DecoratedPotPatterns

[edit | edit source]
This section describes content that will likely be removed in a future update of Java Edition.
 
This content has been removed in development versions for Java Edition 26.3, but the full update removing it has not been released yet.
Note: Access to the item in 26.3-snap1 has been removed; it now uses the registry.
DecoratedPotPatterns
Class DecoratedPotPatterns
Items
Package net.minecraft.world.level.block.entity
{
 "title": "DecoratedPotPatterns",
 "rows": [
 {
 "field": "DecoratedPotPatterns",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block.entity</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

ITEM_TO_POT_TEXTURE

Associates each item id[note 4] with a decorated pot pattern, which is associated with a texture in assets\minecraft\textures\entity\decorated_pot\<assetId>.png.

Used for decorated pot block model, with the pot_decorations component. Used in the special item model, type decorated_pot.

For items that do not have a pattern or when they is empty in one side, the texture decorated_pot_side is used; therefore, this property currently has no effect on the brick.

Item Pattern Asset ID Texture
πŸ‘ Image
Brick
blank decorated_pot_side πŸ‘ Image
πŸ‘ Image
Angler Pottery Sherd
angler angler_pottery_pattern πŸ‘ Image
πŸ‘ Image
Archer Pottery Sherd
archer archer_pottery_pattern πŸ‘ Image
πŸ‘ Image
Arms Up Pottery Sherd
arms_up arms_up_pottery_pattern πŸ‘ Image
πŸ‘ Image
Blade Pottery Sherd
blade blade_pottery_pattern πŸ‘ Image
πŸ‘ Image
Brewer Pottery Sherd
brewer brewer_pottery_pattern πŸ‘ Image
πŸ‘ Image
Burn Pottery Sherd
burn burn_pottery_pattern πŸ‘ Image
πŸ‘ Image
Danger Pottery Sherd
danger danger_pottery_pattern πŸ‘ Image
πŸ‘ Image
Explorer Pottery Sherd
explorer explorer_pottery_pattern πŸ‘ Image
πŸ‘ Image
Flow Pottery Sherd
flow flow_pottery_pattern πŸ‘ Image
πŸ‘ Image
Friend Pottery Sherd
friend friend_pottery_pattern πŸ‘ Image
πŸ‘ Image
Guster Pottery Sherd
guster guster_pottery_pattern πŸ‘ Image
πŸ‘ Image
Heart Pottery Sherd
heart heart_pottery_pattern πŸ‘ Image
πŸ‘ Image
Heartbreak Pottery Sherd
heartbreak heartbreak_pottery_pattern πŸ‘ Image
πŸ‘ Image
Howl Pottery Sherd
howl howl_pottery_pattern πŸ‘ Image
πŸ‘ Image
Miner Pottery Sherd
miner miner_pottery_pattern πŸ‘ Image
πŸ‘ Image
Mourner Pottery Sherd
mourner mourner_pottery_pattern πŸ‘ Image
πŸ‘ Image
Plenty Pottery Sherd
plenty plenty_pottery_pattern πŸ‘ Image
πŸ‘ Image
Prize Pottery Sherd
prize prize_pottery_pattern πŸ‘ Image
πŸ‘ Image
Scrape Pottery Sherd
scrape scrape_pottery_pattern πŸ‘ Image
πŸ‘ Image
Sheaf Pottery Sherd
sheaf sheaf_pottery_pattern πŸ‘ Image
πŸ‘ Image
Shelter Pottery Sherd
shelter shelter_pottery_pattern πŸ‘ Image
πŸ‘ Image
Skull Pottery Sherd
skull skull_pottery_pattern πŸ‘ Image
πŸ‘ Image
Snort Pottery Sherd
snort snort_pottery_pattern πŸ‘ Image

FuelValues

[edit | edit source]
FuelValues
Class FuelValues
Items
Package net.minecraft.world.level.block.entity
{
 "title": "FuelValues",
 "rows": [
 {
 "field": "FuelValues",
 "label": "Class"
 },
 {
 "field": "(values exceeds 1000 characters...)",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block.entity</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

vanillaBurnTimes(...)

Used to set the time and which items can be used as fuel. Added both directly to items, item tags, and blocks as items (See Β§ BlockItem).

When an item appears twice, for example because it's in a tag, the last value is used, according to the table below.

Adding any item to tag #non_flammable_wood causes it to cease being a fuel item.

Only lava bucket, block of coal, blaze rod, coal, charcoal, dried kelp block, bamboo and scaffolding have times that cannot be added to any other item via tags.

Note that the higher up in the table, or when it doesn't belong to the table, the more customizable the item is, as its value can be substituted from a tag. Ironically, most hardcoded fuels have less customizable fuel time than other items. Tags with a green or orange background are the most suitable for adding items, as they can change a greater number of items. Items below these tags cannot have the fuel value given by them. Tags with an orange background are also used in other places, however, they are only used in the vanilla datapack, making it easy to substitute other uses.

Many fuel times exist for both items and tags, but some are exclusive to items, giving items with that time a unique property. Times marked in dark green are unique to a certain item, while light green times are unique to items, but more than one item has that time. There are also times unique to tags, marked in gray.

Only items bamboo mosaic, bamboo mosaic stairs, and bamboo mosaic slab are hardcoded fuel items and can be as customizable as a non-hardcoded fuel item and do not have a unique time.

Items Time
Base Unit Ticks
πŸ‘ Image
Lava Bucket
100 20000
πŸ‘ Image
Block of Coal
80 16000
πŸ‘ Image
Blaze Rod
12 2400
πŸ‘ Image
Coal
8 1600
πŸ‘ Image
Charcoal
8 1600
πŸ‘ BlockSprite logs.png: Sprite image for logs in Minecraft
#logs
3⁄2 300
πŸ‘ BlockSprite bamboo-blocks.png: Sprite image for bamboo-blocks in Minecraft
#bamboo_blocks
3⁄2 300
πŸ‘ BlockSprite planks.png: Sprite image for planks in Minecraft
#planks
3⁄2 300
πŸ‘ Image
Bamboo Mosaic
3⁄2 300
πŸ‘ BlockSprite wooden-stairs.png: Sprite image for wooden-stairs in Minecraft
#wooden_stairs
3⁄2 300
πŸ‘ Image
Bamboo Mosaic Stairs
3⁄2 300
πŸ‘ BlockSprite wooden-slabs.png: Sprite image for wooden-slabs in Minecraft
#wooden_slabs
3⁄4 50
πŸ‘ Image
Bamboo Mosaic Slab
3⁄4 50
πŸ‘ BlockSprite wooden-trapdoors.png: Sprite image for wooden-trapdoors in Minecraft
#wooden_trapdoors
3⁄2 300
πŸ‘ BlockSprite wooden-pressure-plates.png: Sprite image for wooden-pressure-plates in Minecraft
#wooden_pressure_plates
3⁄2 300
πŸ‘ BlockSprite shelves.png: Sprite image for shelves in Minecraft
#wooden_shelves
3⁄2 300
πŸ‘ BlockSprite wooden-fences.png: Sprite image for wooden-fences in Minecraft
#wooden_fences
3⁄2 300
πŸ‘ BlockSprite fence-gates.png: Sprite image for fence-gates in Minecraft
#fence_gates
3⁄2 300
πŸ‘ Image
Note Block
3⁄2 300
πŸ‘ Image
Bookshelf
3⁄2 300
πŸ‘ Image
Chiseled Bookshelf
3⁄2 300
πŸ‘ Image
Lectern
3⁄2 300
πŸ‘ Image
Jukebox
3⁄2 300
πŸ‘ Image
Chest
3⁄2 300
πŸ‘ Image
Trapped Chest
3⁄2 300
πŸ‘ Image
Crafting Table
3⁄2 300
πŸ‘ Image
Daylight Detector
3⁄2 300
πŸ‘ ItemSprite banners.png: Sprite image for banners in Minecraft
#banners
3⁄2 300
πŸ‘ Image
Bow
3⁄2 300
πŸ‘ Image
Fishing Rod
3⁄2 300
πŸ‘ Image
Ladder
3⁄2 300
πŸ‘ ItemSprite signs.png: Sprite image for signs in Minecraft
#signs
1 200
πŸ‘ ItemSprite hanging-signs.png: Sprite image for hanging-signs in Minecraft
#hanging_signs
4 800
πŸ‘ Image
Wooden Shovel
1 200
πŸ‘ Image
Wooden Sword
1 200
πŸ‘ Image
Wooden Spear
1 200
πŸ‘ Image
Wooden Hoe
1 200
πŸ‘ Image
Wooden Axe
1 200
πŸ‘ Image
Wooden Pickaxe
1 200
πŸ‘ BlockSprite wooden-doors.png: Sprite image for wooden-doors in Minecraft
#wooden_doors
1 200
πŸ‘ ItemSprite boats.png: Sprite image for boats in Minecraft
#boats
6 1200
πŸ‘ BlockSprite wool.png: Sprite image for wool in Minecraft
#wool
1⁄2 100
πŸ‘ BlockSprite wooden-buttons.png: Sprite image for wooden-buttons in Minecraft
#wooden_buttons
1⁄2 100
πŸ‘ Image
Stick
1⁄2 100
πŸ‘ BlockSprite saplings.png: Sprite image for saplings in Minecraft
#saplings
1⁄2 100
πŸ‘ Image
Bowl
1⁄2 100
πŸ‘ BlockSprite carpets.png: Sprite image for carpets in Minecraft
#wool_carpets
1⁄3 + 0.005 67
πŸ‘ Image
Dried Kelp Block
20 + 0.005 4001
πŸ‘ Image
Crossbow
3⁄2 300
πŸ‘ Image
Bamboo
1⁄4 50
πŸ‘ Image
Dead Bush
1⁄2 100
πŸ‘ Image
Short Dry Grass
1⁄2 100
πŸ‘ Image
Tall Dry Grass
1⁄2 100
πŸ‘ Image
Scaffolding
1⁄4 50
πŸ‘ Image
Loom
3⁄2 300
πŸ‘ Image
Barrel
3⁄2 300
πŸ‘ Image
Cartography Table
3⁄2 300
πŸ‘ Image
Fletching Table
3⁄2 300
πŸ‘ Image
Smithing Table
3⁄2 300
πŸ‘ Image
Composter
3⁄2 300
πŸ‘ Image
Azalea
1⁄2 100
πŸ‘ Image
Flowering Azalea
1⁄2 100
πŸ‘ Image
Mangrove Roots
3⁄2 300
πŸ‘ Image
Leaf Litter
1⁄2 100

The fuel list is used in:

  • AbstractFurnaceMenu.quickMoveStack(...): Used to allow fuel o be moved from the inventory to the fuel slot (slot 1) with a quick click (click + Shift), in any furnace.
    • If the item can smelt, it will attempt to go to the ingredient slot (slot 0), and not to the fuel slot (slot 1).
    • This also prevents quick clicking from moving fuel to the between storage slots (slots 3–29) and hotbar slots (slots 30–38) and vice versa, when the any furnace menu is open. Even if the fuel fails to move to the fuel slot.
  • FurnaceFuelSlot.mayPlace(...): Used to enable fuel to be placed in the fuel slot, by the menu, in any furnace.
  • AbstractFurnaceBlockEntity.canPlaceItem(...): Used to enable fuel to be placed in the fuel slot, by hopper, minecart with hopper and dropper, in any furnace.
  • AbstractFurnaceBlockEntity.getBurnDuration(...): Return the burn duration time (in ticks)
    • Used in serverTick(...), so that if the block is not lit, it has fuel, an ingredient, and the recipe is available, then:
      • it defines the litTimeRemaining and the litTotalTime;
      • if it is greater than 0, it consumes the fuel (shrinks 1 item from the item stack and leaves the craft remaining if it is the last one), set the lit true (included for effects in this same metody).
    • In implementations SmokerBlockEntity and BlastFurnaceBlockEntity, returns half the time (rounding down). However, in the vanilla datapack, the recipes in that block take 100 ticks instead of 200 ticks, so the quantity of smelted items is approximately the same (it changes slightly for items in #wool_carpets tag and for the dried kelp block, where in the furnace it is respectively 0.335 and 20.005 items and in smoker and blast furnace it is respectively 0.33 and 20 items).

PotDecorations

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PotDecorations
Class PotDecorations
Items
Package net.minecraft.world.level.block.entity
{
 "title": "PotDecorations",
 "rows": [
 {
 "field": "PotDecorations",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite brick.png article, displayed as 16x16px|link=Brick|alt=|class=pixel-image|)</span>(link to Brick article, displayed as <span class=\"sprite-text\">Brick</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block.entity</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

getItem(...)

Returns the i-th item from the list sherds given when set the pot_decorations component. If i is greater or equal than the size of sherds, returns empty. If the i-th item is a brick, returns empty; otherwise, returns the item itself.

Used to define the component pot_decorations internally. Therefore, the items stack decorated_pot[pot_decorations=[]] and decorated_pot[pot_decorations=[brick,brick,brick,brick]] are the same. The same applies to stone[pot_decorations=[stone]] and stone[pot_decorations=[stone,brick]].

However, sometimes when using the component it does the opposite (it considers the empty space as a brick):

  • save the component NBT (except if in completely empty),
  • add itens in tooltip,
  • the drop of the decorated pot block (with {"type":"dynamic","name":"sherds"} loot table),
  • the side with the empty item uses the same texture as the brick (see Β§ DecoratedPotPatterns).

VaultConfig

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VaultConfig
Class VaultConfig
Items
Package net.minecraft.world.level.block.entity.vault
{
 "title": "VaultConfig",
 "rows": [
 {
 "field": "VaultConfig",
 "label": "Class"
 },
 {
 "field": "<div class=\"hlist \" >\n*<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:ItemSprite trial-key.png article, displayed as 16x16px|link=Trial Key|alt=|class=pixel-image|)</span>(link to Trial Key article, displayed as <span class=\"sprite-text\">Trial Key</span>)</span>\n</div>",
 "label": "Items"
 },
 {
 "field": "<code>net.minecraft.world.level.block.entity.vault</code>",
 "label": "Package"
 }
 ],
 "invimages": [],
 "images": []
}

VaultConfig()

Define the default key_item in the config in vault block entity as trial key. So the tiral key can open vaults whose key_item has not been changed.

However, it is possible to change the key_item using commands, this key property only applies to default vaults.

AgeableMob

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Entity

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LivingEntity

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CrossbowAttack

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TradeWithVillager

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UseBonemeal

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WorkAtComposter

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BegGoal

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BowAttackGoal

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RangedCrossbowAttackGoal

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Bucketable

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Armadillo

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Axolotl

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Camel

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AbstractCow

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MushroomCow

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AbstractChestedHorse

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AbstractHorse

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Horse

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Llama

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CopperGolem

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IronGolem

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SnowGolem

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Panda

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Sheep

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ArmorStand

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LeashFenceKnotEntity

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Creeper

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CrossbowAttackMob

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Strider

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Illusioner

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Pillager

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Piglin

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PiglinAi

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PiglinBrute

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AbstractSkeleton

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Bogged

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Drowned

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DrownedTridentAttackGoal

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Zombie

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ZombieVillager

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Villager

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VillagerProfession

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WanderingTrader

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Player

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FireworkRocketEntity

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FishingHook

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ProjectileUtil

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EntityEquipmentPredicate

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ClientLevel

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AbstractClientPlayer

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ItemInHandRenderer

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AbstractSkeletonRenderer

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DrownedRenderer

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LivingEntityRenderer

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WitchRenderer

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AvatarRenderer

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CuboidItemModelWrapper

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Charge

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PotionBrewing

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Ingredient

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CrossbowItem

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EnchantmentHelper

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Item (member access)

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ItemStack

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ItemStackTemplate

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ProjectileWeaponItem

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EnchantRandomlyFunction

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ExplorationMapFunction

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FillPlayerHead

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SetEnchantmentsFunction

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SetStewEffectFunction

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Old article stub

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This section represents the former body of the article.
 
Keep it until all listed information is documented elsewhere on the article. The article was not originally collapsed.

History

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This section is missing information about: History before Java Edition 26.1 Snapshot 1 and after Java Edition 26.2 Snapshot 1
 
Please expand the section to include this information. Further details may exist on the talk page.
Java Edition
1.20.524w09aItem NBT has been effectively removed, being replaced by the new data component format. Some hardcoded properties of items have also been migrated to this system.​[more information needed]
26.1snap3The bundle_contents component can now handle errors in the weight,[note 5] considering the weight equal to error and keeping its data. Previously, the component was only deleted. Therefore, instances of BundleItem considers it as full for the purpose of displaying the bar. However, it continues to delete items when trying to remove an item from the bundle, transfer an item, or view the tooltip.
The eggs() method has been removed from SpawnEggItem and added new use of instanceof of SpawnEggItem in DispenseItemBehavior. Previously, the eggs() was only used in DispenseItemBehavior to set the behavior of the spawn eggs in the dispenser. However, it only saved one spawn egg for each id in the default entity_data; in practice, this did not change anything, given that there does not exist two spawn eggs with the same id in the default entity_data, but this could affect mods and future additions to the game.

The spawn egg behavior is now given to any instance of SpawnEggItem that has an entity_data component. Previously, a dispenser failed to activate with spawn egg without entity_data. Spawn egg without entity_data has now been dropped.

Added ItemStackTemplate class with reference to Items.AIR

Items stack with invalid data[note 6] are now considered empty for many uses of the bundle_contents, container, and charged_projectiles components, meaning that items which rely on these components treat such stacks as empty, even though the invalid data may still exist in the data component. For example:
  • A shulker box with an item stack with invalid data appears as Air x0 in the tooltip, and when placing the block on the ground, the item stack disappears.
  • Placing an arrow with invalid data in a crossbow appears as Projectile: [Air] in the tooltip, and shoot does not generate any projectile.
  • Placing an item stack with invalid data in a bundle does not drop anything when you try to remove it with a click (although it empties the bundle), and trying to view the bundle's tooltip crashes the game because it cannot render an empty item[4].
snap5 Instances of DyeItem are no longer associated with a dyeColor; instead, each dye has the default dye component. Therefore, their methods use the dye component from item stack, instead of DyeColor, and pass or return false if the component does not exist. Thus, the tryApplyToSign() SignApplicator method has a ItemStack parameter.
The methods getDyeColor() and byColor(...) have been removed from DyeItem, due to the dye component.
All uses of instanceof of DyeItem have been removed, due to the dye component.
Added the item golden dandelion as a new BlockItem instance.
Added the block golden dandelion as a new FlowerBlock instance. Thus adding the propeidae hardcoded of the item golden dandelion to set the stew effects when feeding a brown mooshroom.
Added potted golden dandelion, a new instance of FlowerPotBlock. Thus, through the useItemOn(...) method in FlowerPotBlock, which import the BlockItem, the golden dandelion has the hardcoded property of interacting with the flower pot.
Add new Items member access in AgeableMob, Camel, AbstractChestedHorse, Horse, and Panda classes for properties of the golden dandelion.
In AbstractHorse and Llama, added hay bale Items member access, for testing as a possible food. Previously, the Blocks class was used with the asItem() method. Furthermore, these classes require that the animal not be age-locked in order to use a hardcoded food to increase the age.
The classes FireworkRocketRecipe, FireworkStarRecipe, FireworkStarFadeRecipe, MapExtendingRecipe, and ShieldDecorationRecipe no longer have member access to Items.

The items in these recipes are controlled by datapacks, no longer being a hardcoded item properties, except for ShieldDecorationRecipe; see details below. For the vanilla datapack, the items are controlled by VanillaRecipeProvider.

The classes MapCloningRecipe and TippedArrowRecipe, which previously had access to members of Items, have been removed.

The recipes previously coded by these classes are now coded by the classes TransmuteRecipeBuilder and ImbueRecipe, respectively. The items in these recipes are controlled by datapacks, no longer being a hardcoded item propeties. For the vanilla datapack, the items are controlled by VanillaRecipeProvider.

The classes BannerDuplicateRecipe, and ShieldDecorationRecipe, those that uses instanceof of BannerItem have been changed

Now, in addition to using instanceof BannerItem to test if an item is a banner, it also checks if the item is in the banner field of the recipe. Furthermore, the result and the shield ingredient are now entirely controlled by datapacks. Previously, the result of banner duplication was a copy of the non-empty pattern banner ingredient, the shield ingredient was the minecraft:shield item, and the result of shield decoration was an incremented copy of the shield ingredient.

snap6

In the class AgeableMob the golden dandelion is referenced by the new canUseGoldenDandelion(...) method instead of mobInteract(...). The new method is used twice: in mobInteract(...), for the same behavior as before, and in the class Tadpole.

The implementation of the saveToBucketTag(...) and loadFromBucketTag(...) methods in the Axolotl and Tadpole classes has changed to now save and load the AgeLocked tag and, just for the tadpole, the Age tag. This changes the hardcoded property of the water bucket, bucket of axolotl and bucket of tadpole items, as they use these methods.
snap7In the class AgeableMob the method setAgeLocked(...), activated only with the golden dandelion, now set persistence required when locked the age.
snap8The method isValidBonemealTarget(...) used in BoneMealItem has been modified in several classes: AzaleaBlock, BambooSaplingBlock, BambooStalkBlock, BigDripleafBlock, BigDripleafStemBlock, GrassBlock, GrowingPlantBodyBlock, HangingMossBlock, MushroomBlock, NetherFungusBlock, NyliumBlock, PitcherCropBlock (indirectly), RootedDirtBlock, SaplingBlock, SweetBerryBushBlock, TallDryGrassBlock and TallGrassBlock
The method performBonemeal(...) used in BoneMealItem has been modified in BambooStalkBlock, BigDripleafBlock, GrassBlock, GrowingPlantHeadBlock, NyliumBlock (indirectly) and PitcherCropBlock (indirectly)
The interaction result when using BoneMealItem and grow crop is now PASS for the client and SUCCESS_SERVER for the server. Previously it was always SUCCESS.

The cauldron interactions list has been moved from CauldronInteraction to the new class CauldronInteractions.

Brown mooshrooms now only receive the suspicious effect from BlockItem if they are not babies. Because of this, the golden dandelion agge locked is now applied to baby brown mooshrooms.
snap10The bindPlayerMobs(...) method of LeadItem hears some changes: early return pass if no leashable entities found in area, split LeashFenceKnotEntity.getOrCreateKnot(...) into LeashFenceKnotEntity.getKnot(...) and LeashFenceKnotEntity.createKnot(...) for explicit control, activeKnot.playPlacementSound() moved to post-loop (only plays on success), discard newly created knot if no entity was successfully leashed
The releaseUsing(...) method of TridentItem now only activates the spin attack if the player is not a passenger.
The method makeAgeLockedParticle(...) in AgeableMob has undergone significant changes. Now, the position and type of particle depend on whether the age is locked. Previously, the particle happy_villager was used.
pre1In Items, when registering items with the default components damage_resistant, blocks_attacks, and provides_banner_patterns, the method Properties.delayedComponent(...) is now used instead of Properties.component(...). This makes the items more sensitive to changes in data_pakcs.
pre2 The method registerBlock(...) in items registered with receive their requiredFeatures matching from the associated block. Previously, this was done in a BlockItem method.
The method requiredFeatures() has been removed from BlockItem. However, most instances of BlockItem will remain copied requiredFeatures from the associated block, except for those defined by createBlockItemWithCustomItemName(...).
In Properties: the method fireResistant(), which adds the default damage_resistant component with tag is_fire, now uses the method delayedComponent(...) and the method spawnEgg(...), in addition to adding entity_data with the entity's id, and adding requiredFeatures equal to the entity.
The method requiredFeatures() has been removed from SpawnEggItem.
pre3 In AgeableMob, when setting age locked data, the age is defined according to getBabyStartAge(), which by default is -24000 and for the sniffer -48000. Previously it was always -24000.
26.2snap1 Added items sulfur, potent sulfur, sulfur slab, sulfur stairs, sulfur wall, polished sulfur block, polished sulfur slab, polished sulfur stairs, polished sulfur wall, sulfur bricks, sulfur brick slab, sulfur brick stairs, sulfur brick wall, cinnabar, cinnabar slab, cinnabar stairs, cinnabar wall, polished cinnabar block, polished cinnabar slab, polished cinnabar stairs, polished cinnabar wall, cinnabar bricks, cinnabar brick slab, cinnabar brick stairs and cinnabar brick wall as new instances of BlockItem
Added the item sulfur cube bucket as a new MobBucketItem instance
Added SulfurCube class, with 3 Items member access: sulfur cube bucket, bucket and shears.
Colored items, such as wool and dyed shulker box, are referenced as ColorCollection<Item>, instead of 16 separate instances. Similarly, copper items, such as copper block and chiseled copper, are referenced as CopperCollection<Item>, instead of 8 separate instances. This modified many classes, but only in the code organization, and not in game properties.
Added override of the emptyContents(...) method in MobBucketItem, which returns true if the fluid is empty and a supermethod otherwise.
The new sulfur cube bucket item has the behavior filledBucketBehavior in DispenseItemBehavior
The tryShearEntity(...) method in ShearsDispenseItemBehavior now checks if the shearable entity is alive before shearing it. Previously, this test was performed using the readyForShearing() method on each entity.

Notes

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  1. ↑ a b With two or more dragon's breath in the brewing stand, after the brewing process, a glass bottle drops as an entity. However, with one dragon's breath in the brewing stand, the glass bottle is consumed and cannot be retrieved.[1]
  2. ↑ If the material in the book cloning recipe has the component written_book_content, it will also remains.
  3. ↑ It is possible for certain properties of item A to cause the creation of a new instance of item B, but in these cases it will be a property of item A and not item B.
  4. ↑ Uses instances of ItemIds rather than Items.
  5. ↑ An error in the weight of the bundle_counts component, in addition to invalid count data, occurs when the weight exceeds 231-1 (equivalent to 231-1 stacks). This can happen by using /give to generate items with many layers of the bundle_counts component, and then using /data to place these items in the bundle.
  6. ↑ This happens when: the count is greater than max_stack_size; has a component max_damage and max_stack_size > 1; has component bundle_contents, container, or charged_projectiles that has an item stack with count greater than max_item_stack; or has bundle_contents with a weight error.

References

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