====== Adding an Item ====== ==== Introduction ==== Adding a basic item is one of the first steps in modding. You're going to need to create an '''' object, register it, and give it a texture. To add additional behavior to the item you will need a custom class. In this tutorial and all future ones, the “tutorial” namespace is used as a placeholder. If you have a separate modid, feel free to use it instead. ==== Registering an Item ==== First, create an instance of '''' and store it as a static final field. The constructor takes in an ''.'' (or a ''FabricItemSettings'' unless versions since 1.20.5) instance, which is used to set item properties such as the durability, and stack count. public class ExampleMod implements ModInitializer { // an instance of our new item // for versions below 1.20.4 public static final class_1792 CUSTOM_ITEM = new class_1792(new FabricItemSettings()); // for versions since 1.20.5 public static final class_1792 CUSTOM_ITEM = new class_1792(new class_1792.class_1793()); [...] } You'll use the vanilla registry system for registering new content. The basic syntax is ''#(Registry Type, , Content)''. Registry types are stored as static fields in the '''' or '''' class, and the identifier is what labels your content. Content is an instance of whatever you're adding. This can be called anywhere as long as it occurs during initialization. public class ExampleMod implements ModInitializer { // an instance of our new item public static final class_1792 CUSTOM_ITEM = new class_1792(new class_1792.class_1793()); @Override public void onInitialize() { class_2378.method_10230(class_7923.field_41178, new class_2960("tutorial", "custom_item"), CUSTOM_ITEM); } } Your new item has now been added to Minecraft. Run the run config ''Minecraft Client'' or ''runClient'' Gradle task to see it in action, execute the command ''/give @s tutorial:custom_item'' in game. {{:tutorial:2019-02-17_16.50.44.png?400|}} For simplicity, you can simplify your code as following: public class ExampleMod implements ModInitializer { // an instance of our new item public static final class_1792 CUSTOM_ITEM = class_2378.method_10230(class_7923.field_41178, new class_2960("tutorial", "custom_item"), new class_1792(new class_1792.class_1793())); @Override public void onInitialize() { } } ==== Adding Item textures ==== Registering a texture for an item requires an item model json file and a texture image. You're going to need to add these to your resource directory. The direct path of each is: Item model: .../resources/assets/tutorial/models/item/custom_item.json Item texture: .../resources/assets/tutorial/textures/item/custom_item.png Our example texture can be found [[https://i.imgur.com/CqLSMEQ.png|here]]. If you registered your item properly in the first step, your game will complain about a missing texture file in a fashion similar to this: [Server-Worker-1/WARN]: Unable to load model: 'tutorial:custom_item#inventory' referenced from: tutorial:custom_item#inventory: java.io.FileNotFoundException: tutorial:models/item/custom_item.json It conveniently tells you exactly where it expects your asset[s] to be found-- when in doubt, check the log. A basic item model template is: { "parent": "item/generated", "textures": { "layer0": "tutorial:item/custom_item" } } The parent of your item changes how it's rendered in the hand and comes in useful for things like block items in the inventory. "item/handheld" is used for tools that are held from the bottom left of the texture. textures/layer0 is the location of your image file. Final textured result: {{:tutorial:item_texture.png?400|}} ==== Creating an Item class ==== To add additional behavior to the item you will need to create an Item class. The default constructor requires an Item.Settings object. public class CustomItem extends class_1792 { public CustomItem(class_1793 settings) { super(settings); } } A practical use-case for a custom item class would be making the item play a sound when you use it: public class CustomItem extends class_1792 { public CustomItem(class_1793 settings) { super(settings); } @Override public class_1271 method_7836(class_1937 world, class_1657 user, class_1268 hand) { user.method_5783(class_3417.field_14983, 1.0F, 1.0F); return class_1271.method_22427(user.method_5998(hand)); } } Replace the old object with an instance of your new item class: public class ExampleMod implements ModInitializer { // an instance of our new item public static final CustomItem CUSTOM_ITEM = new CustomItem(new class_1792.class_1793()); [...] } If you did everything correctly, using the item should now play a sound. ==== What if I want to change the stack size of my item? ==== For this you would use ''maxCount(int size)'' inside ''Item.Settings'' to specify the max stack size. Note that if your item is damageable you cannot specify a maximum stack size or the game will throw a RuntimeException. public class ExampleMod implements ModInitializer { // An instance of our new item, where the maximum stack size is 16 public static final CustomItem CUSTOM_ITEM = new CustomItem(new class_1792.class_1793().maxCount(16)); [...] } ==== Make your item become fuel, or compostable ==== If you want to make it a fuel so that it can be used in a furnace, you can use ''FuelRegistry'', for example: public class ExampleMod implements ModInitializer { [...] @Override public void onInitialize() { [...] FuelRegistry.INSTANCE.add(CUSTOM_ITEM, 300) } } Similarly, you can use a ''CompostingChanceRegistry'' to make it compostable in a composter. ==== Next Steps ==== [[tutorial:itemgroup|Add your item to your own ItemGroup]].