These settings apply to ALL item types. Keep in mind that if fields are not required, you do NOT need to write them into your json.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| type | ResourceLocation | Item Type, each come with new different settings. Listed below on this page. | false | palladium:default |
| max_stack_size | Integer | Max stack size for an itemstack. Range: 1-64 | false | 64 |
| max_damage | Integer | Max damage for an item. Must be greater then or equal 0. | false | 0 |
| creative_mode_tab | ResourceLocation | ID of the creative mode tab the item is supposed to appear in. Fore more precise placements, check the "Custom Items" page on the wiki. Possible values: [another_furniture:another_furniture, armoroftheages:armoroftheages, armourers_workshop:main, armourers_workshop:painting_tools, biomesoplenty:main, biomeswevegone:biomes_weve_gone, biomeswevegone:biomes_weve_gone_wood, chiselsandbits:bits, chiselsandbits:clipboard, chiselsandbits:main, croptopia:croptopia, customnpcs:cnpcs, dawnoftimebuilder:dot_tab, decocraft:bathroom, decocraft:clutter, decocraft:comfort, decocraft:crafting, decocraft:flags, decocraft:food, decocraft:hobby, decocraft:kitchen, decocraft:laundry, decocraft:lighting, decocraft:medieval, decocraft:patreon, decocraft:pets, decocraft:seasonal, decocraft:shops, decocraft:signs, decocraft:storage, decocraft:surface, decocraft:tech, decocraft:toys, decocraft:wall_decor, doomsday_decoration:doomsday_decoration, doomsday_decoration:doomsday_decoration_block, doomsday_decoration:doomsday_decorationcar, fetzisasiandeco:fetzisasiandeco_framed_block_tab, fetzisasiandeco:fetzisasiandeco_tab, framedblocks:framed_blocks, furnish:furnish, furniture:furniture, furnitury:mod_creative_tab, gardentrails:gt_tab, kubejs:tab, lfs_samurais_n_ninjas:lfs_samurais_n_ninjas, manors_bounty:manors_bounty, manors_bounty:manors_bounty_building, manors_bounty:manors_bounty_natrual_products, manors_bounty:manors_bounty_processed_products, manors_bounty_machine:manors_bounty_machine_tab, mcwbiomesoplenty:tab, mcwbridges:mcwbridges, mcwbyg:tab, mcwdoors:mcwbridges, mcwfences:fenceitemgroup, mcwfurnitures:furnitures, mcwholidays:christmas, mcwholidays:mcwholidays, mcwlights:mcwlights, mcwpaths:pathsitemgroup, mcwroofs:mcwroofs, mcwstairs:mcwstairs, mcwtrpdoors:mcwtrpdoors, mcwwindows:mcwwindows, minecraft:building_blocks, minecraft:colored_blocks, minecraft:combat, minecraft:food_and_drinks, minecraft:functional_blocks, minecraft:hotbar, minecraft:ingredients, minecraft:inventory, minecraft:natural_blocks, minecraft:op_blocks, minecraft:redstone_blocks, minecraft:search, minecraft:spawn_eggs, minecraft:tools_and_utilities, moa_decor_art:mo_aarte, moa_decor_bath:mo_abath, moa_decor_cookery:mo_acocina, moa_decor_electronics:moaelectronicos, moa_decor_garden_:mo_ajardin, moa_decor_holidays:mo_afestividades, moa_decor_lights:moa_luces, moa_decor_science:mo_aciencia, moa_decor_toys:moa_toys, ninjago:ninjago_blocks, ninjago:ninjago_items, ninjago:ninjago_robes, ninjago:ninjago_weapons, palladium:palladium_mods, palladium:technology, pamhc2crops:crops_tab, pamhc2foodcore:foodcore_tab, pamhc2foodextended:foodextended_tab, pamhc2trees:trees_tab, power_extractor:power_extractor, reddensstonelantern:reddens_deco, refurbished_furniture:creative_tab, spartanweaponry:arrows_bolts, spartanweaponry:basic, spartanweaponry:modded, tanukidecor:tab, useless_sword:useless_sword_compatibility, useless_sword:useless_sword_tab, yuushya:catering, yuushya:electrical_appliance, yuushya:extra_blocks, yuushya:extra_shapes, yuushya:fabric, yuushya:furniture, yuushya:infrastructure, yuushya:item, yuushya:lighting, yuushya:living_being, yuushya:signs, yuushya:stone, yuushya:store, yuushya:structure, yuushya:traffic, yuushya:window, yuushya:wood, yuushya_modelling:modelling] | false | / |
| rarity | String | Rarity of the item, influences the item name's color. Possible values: [common, uncommon, rare, epic] | false | / |
| is_fire_resistant | Boolean | Whether or not the item will survive being thrown into fire/lava. | false | false |
| should_render_model | Boolean | If false, the item model will be ignored (except in the inventory). In first person, the player's arm will render instead. This allows a render layer to be applied in place of a less-dynamic item model. | false | true |
| tooltip | Component[] | Tooltip lines. Can be array of primitive strings or more complex text component | false | / |
| attribute_modifiers | AttributeModifier[] | Attribute modifiers when having the item equipped. You first specify the slot ("all" for every slot, other options: [mainhand, offhand, feet, legs, chest, head]), then an array for different modifiers. Possible attributes: combatroll:count, combatroll:distance, combatroll:recharge, forge:block_reach, forge:entity_gravity, forge:entity_reach, forge:nametag_distance, forge:step_height_addition, forge:swim_speed, minecraft:generic.armor, minecraft:generic.armor_toughness, minecraft:generic.attack_damage, minecraft:generic.attack_knockback, minecraft:generic.attack_speed, minecraft:generic.flying_speed, minecraft:generic.follow_range, minecraft:generic.knockback_resistance, minecraft:generic.luck, minecraft:generic.max_health, minecraft:generic.movement_speed, minecraft:horse.jump_strength, minecraft:zombie.spawn_reinforcements, palladium:destroy_speed, palladium:fall_resistance, palladium:flight_flexibility, palladium:flight_speed, palladium:heroic_flight_type, palladium:jump_power, palladium:leaping, palladium:levitation_speed, palladium:punch_damage | false | / |
| food | FoodProperties | Settings to make this item edible. The only required field in this json part is the mob_effect IF you add any effect | false | / |
{"max_stack_size":64,"creative_mode_tab":"minecraft:decorations","rarity":"epic","is_fire_resistant":false,"should_render_model":true,"tooltip":["Line 1",{"translate":"example.line2.translation_key","color":"#BCD42A","underlined":true}],"attribute_modifiers":{"all":[{"attribute":"minecraft:generic.max_health","amount":2,"operation":0,"uuid":"f98db25e-91cb-45ca-ba40-5526ff2cd180"}],"chest":[{"attribute":"minecraft:generic.movement_speed","amount":4,"operation":1,"uuid":"3a4df804-2be2-4002-a829-eaf29a629cac"}]},"food":{"nutrition":5,"saturation_modifier":0.6,"meat":false,"can_always_eat":false,"fast":false,"effects":[{"mob_effect":"minecraft:strength","duration":40,"amplifier":1,"ambient":false,"visible":true,"show_icon":true,"probability":1.0}]}}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| slot | Type | The slot the item will fit in. Possible values: [helmet, chestplate, leggings, boots] | true | / |
| armor_material | ArmorMaterial | Armor material, which defines certain characteristics about the armor. Open armor_materials.html for seeing how to make custom ones. Possible values: [minecraft:diamond, minecraft:gold, minecraft:leather, minecraft:turtle, minecraft:chainmail, minecraft:iron, minecraft:netherite] | true | / |
| armor_model | ResourceLocation | Path to geckolib model file. Required bones: [armorHead, armorBody, armorRightArm, armorLeftArm, armorRightLeg, armorLeftLeg, armorRightBoot, armorLeftBoot]. | false | / |
| armor_texture | TextureReference | Location of the armor texture. Can also use a dynamic texture using #. | false | / |
| armor_animations | ResourceLocation | ID of the animations that will be used. | false | / |
| armor_animation_controller | List | Names of controllers for the animation. | false | / |
| hide_second_player_layer | Boolean | If enabled, the second player layer will be hidden when worn (only on the corresponding body part) | false | false |
{"type":"geckolib:armor","slot":"chest","armor_material":"minecraft:diamond","armor_model":"palladium:test_model.geo.json","armor_texture":"example:textures/models/armor/example_armor.png","armor_animations":"palladium:animations/test_animation.animation.json","armor_animation_controller":[{"name":"controller_name","animation":"animation_name","transition_tick_time":10,"triggers":{"trigger_name":"animation_name"}}],"hide_second_player_layer":true}
Default Item Type, you don't need to specify that you want this one, leaving 'type' out of the json will make it fall back to this one.
{"type":"palladium:default"}
Item for a block, duh
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| block | ResourceLocation | ID of the block that this item is for | true | / |
{"type":"palladium:block_item","block":"test:test_block"}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| slot | Type | The slot the item will fit in. Possible values: [helmet, chestplate, leggings, boots] | true | / |
| armor_material | ArmorMaterial | Armor material, which defines certain characteristics about the armor. Open armor_materials.html for seeing how to make custom ones. Possible values: [minecraft:diamond, minecraft:gold, minecraft:leather, minecraft:turtle, minecraft:chainmail, minecraft:iron, minecraft:netherite] | true | / |
| armor_renderer | ResourceLocation | Location of the armor renderer file. Doesn't need to be specified, it will automatically look for one in a path corresponding to the item's ID: A 'test:item' will look for the armor renderer file at 'assets/test/palladium/armor_renderers/item.json'. | false | / |
| openable | Boolean | Marks the armor piece as openable. | false | false |
| opening_time | Integer | Determines the time the item needs for it to be fully opened. Leave at 0 for instant. Needs 'openable' to be enabled to take effect. | false | 0 |
| opened_sound | ResourceLocation | Sound that is played when the suit has been fully opened. | false | / |
| closed_sound | ResourceLocation | Sound that is played when the suit has been fully closed. | false | / |
| opening_toggle_sound | ResourceLocation | Sound that is played when opening button has been pressed. | false | / |
{"type":"palladium:armor","slot":"chest","armor_material":"minecraft:diamond","armor_renderer":"test:item_renderer","openable":false,"opening_time":10,"opened_sound":"minecraft:item.armor.equip_leather","closed_sound":"minecraft:item.armor.equip_leather","opening_toggle_sound":"minecraft:item.armor.equip_leather"}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| tier | Tier | Tool tier, which defines certain characteristics about the tool. Open tool_tiers.html for seeing how to make custom ones. Possible values: [minecraft:diamond, minecraft:gold, minecraft:stone, ninjago:gold, ninjago:obsidian, minecraft:wood, minecraft:iron, minecraft:netherite] | true | / |
| base_damage | Integer | Base value for the damage. For reference: swords usually have 3 | true | / |
| attack_speed | Float | Base value for the attack speed. For reference: swords usually have -2.4 | true | / |
{"type":"palladium:sword","tier":"minecraft:diamond","base_damage":3,"attack_speed":-2.4}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| tier | Tier | Tool tier, which defines certain characteristics about the tool. Open tool_tiers.html for seeing how to make custom ones. Possible values: [minecraft:diamond, minecraft:gold, minecraft:stone, ninjago:gold, ninjago:obsidian, minecraft:wood, minecraft:iron, minecraft:netherite] | true | / |
| base_damage | Integer | Base value for the damage. For reference: pickaxes usually have 1 | true | / |
| attack_speed | Float | Base value for the attack speed. For reference: pickaxes usually have -2.8 | true | / |
{"type":"palladium:pickaxe","tier":"minecraft:diamond","base_damage":1,"attack_speed":-2.8}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| tier | Tier | Tool tier, which defines certain characteristics about the tool. Open tool_tiers.html for seeing how to make custom ones. Possible values: [minecraft:diamond, minecraft:gold, minecraft:stone, ninjago:gold, ninjago:obsidian, minecraft:wood, minecraft:iron, minecraft:netherite] | true | / |
| base_damage | Integer | Base value for the damage. For reference: axes usually have roughly 6 | true | / |
| attack_speed | Float | Base value for the attack speed. For reference: axes usually have roughly -3.0 | true | / |
{"type":"palladium:axe","tier":"minecraft:diamond","base_damage":6,"attack_speed":-3.0}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| tier | Tier | Tool tier, which defines certain characteristics about the tool. Open tool_tiers.html for seeing how to make custom ones. Possible values: [minecraft:diamond, minecraft:gold, minecraft:stone, ninjago:gold, ninjago:obsidian, minecraft:wood, minecraft:iron, minecraft:netherite] | true | / |
| base_damage | Integer | Base value for the damage. For reference: shovels usually have 1.5 | true | / |
| attack_speed | Float | Base value for the attack speed. For reference: shovels usually have -3.0 | true | / |
{"type":"palladium:shovel","tier":"minecraft:diamond","base_damage":1.5,"attack_speed":-3.0}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| tier | Tier | Tool tier, which defines certain characteristics about the tool. Open tool_tiers.html for seeing how to make custom ones. Possible values: [minecraft:diamond, minecraft:gold, minecraft:stone, ninjago:gold, ninjago:obsidian, minecraft:wood, minecraft:iron, minecraft:netherite] | true | / |
| base_damage | Integer | Base value for the damage. For reference: iron has -2, diamond has -3 | true | / |
| attack_speed | Float | Base value for the attack speed. For reference: iron has -1.0, diamond has 0.0 | true | / |
{"type":"palladium:hoe","tier":"minecraft:diamond","base_damage":-2,"attack_speed":-1.0}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| use_duration | Integer | Amount of ticks the shield can be actively held for | false | 72000 |
| repair_ingredient | Ingredient | The ingredient needed to repair the shield in an anvil. Can be null for making it non-repairable | false | / |
{"type":"palladium:shield","use_duration":72000,"repair_ingredient":{"tag":"minecraft:wool"}}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| velocity | Float | Velocity multiplier for the shot projectile | false | 3.0 |
| inaccuracy | Float | Inaccuracy for the shot projectile | false | 1.0 |
| use_duration | Integer | Amount of ticks the bow can be used for | false | 72000 |
| projectiles | ResourceLocation | Item tag which contains all items that can be shot. By default all Minecraft arrows | false | minecraft:arrows |
| held_projectiles | ResourceLocation | Item tag which contains all items that can be shot by being in the off hand. Can be left out to fallback to the 'projectiles' option | false | / |
{"type":"palladium:bow","velocity":3.0,"inaccuracy":1.0,"use_duration":72000,"projectiles":"minecraft:arrows","held_projectiles":"minecraft:arrows"}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| velocity_multiplier | Float | Velocity multiplier for the shot projectile, works differently to the bow one. | false | 1.0 |
| inaccuracy | Float | Inaccuracy for the shot projectile | false | 1.0 |
| use_duration | Integer | Amount of ticks the bow can be used for | false | 72000 |
| projectiles | ResourceLocation | Item tag which contains all items that can be shot. By default all Minecraft arrows | false | minecraft:arrows |
| held_projectiles | ResourceLocation | Item tag which contains all items that can be shot by being in the off hand. Can be left out to fallback to the 'projectiles' option | false | / |
{"type":"palladium:crossbow","velocity_multiplier":1.0,"inaccuracy":1.0,"use_duration":72000,"projectiles":"minecraft:arrows","held_projectiles":"minecraft:arrows"}
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| capacity | Integer | Max amount of energy the item can hold | true | / |
| max_input | Integer | Maximum amount of energy the item can be inserted with during one insertion. Using 0 makes the item not accept any energy | true | / |
| max_output | Integer | Maximum amount of energy the item can extract with during one withdrawal. Using 0 makes the item not extract any energy | true | / |
{"type":"palladium:flux_capacitor","capacity":500000,"max_input":1000,"max_output":1000}
If added to the item tag for a bow or a crossbow, this item type can used as ammunitation to shoot pre-defined projectiles.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| entity_type | ResourceLocation | ID of the entity type that should be shot. Only projectile entity works, like arrows, snowballs, or Palladium's custom projectile | false | palladium:custom_projectile |
| entity_data | CompoundTag | Custom NBT data for the shot entity | false | / |
{"type":"palladium:projectile","entity_type":"palladium:custom_projectile","entity_data":{}}