Items

Global Settings

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.

Settings:

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: [heroes:itemtab, irons_spellbooks:spellbook_equipment, irons_spellbooks:spellbook_materials, irons_spellbooks:spellbook_scrolls, kubejs:tab, m_ten:marshy, 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, palladium:palladium_mods, palladium:technology, timeclock:timeclock] 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
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: caelus:fall_flying, forge:block_reach, forge:entity_gravity, forge:entity_reach, forge:nametag_distance, forge:step_height_addition, forge:swim_speed, irons_spellbooks:blood_magic_resist, irons_spellbooks:blood_spell_power, irons_spellbooks:cast_time_reduction, irons_spellbooks:cooldown_reduction, irons_spellbooks:eldritch_magic_resist, irons_spellbooks:eldritch_spell_power, irons_spellbooks:ender_magic_resist, irons_spellbooks:ender_spell_power, irons_spellbooks:evocation_magic_resist, irons_spellbooks:evocation_spell_power, irons_spellbooks:fire_magic_resist, irons_spellbooks:fire_spell_power, irons_spellbooks:holy_magic_resist, irons_spellbooks:holy_spell_power, irons_spellbooks:ice_magic_resist, irons_spellbooks:ice_spell_power, irons_spellbooks:lightning_magic_resist, irons_spellbooks:lightning_spell_power, irons_spellbooks:mana_regen, irons_spellbooks:max_mana, irons_spellbooks:nature_magic_resist, irons_spellbooks:nature_spell_power, irons_spellbooks:spell_power, irons_spellbooks:spell_resist, irons_spellbooks:summon_damage, 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 /

Example:

{"max_stack_size":64,"creative_mode_tab":"minecraft:decorations","rarity":"epic","is_fire_resistant":false,"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}]}}

Overview

GeckoLib 4

Palladium


GeckoLib Armor

Settings:

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, grave.core:titanium, minecraft:leather, m_ten:ov_jacket, minecraft:turtle, minecraft:chainmail, minecraft:iron, minecraft:netherite, grave.core:dino_thunder] 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

Example:

{"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

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.

Example:

{"type":"palladium:default"}

Block Item

Item for a block, duh

Settings:

Setting Type Description Required Fallback Value
block ResourceLocation ID of the block that this item is for true /

Example:

{"type":"palladium:block_item","block":"test:test_block"}

Armor

Settings:

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, grave.core:titanium, minecraft:leather, m_ten:ov_jacket, minecraft:turtle, minecraft:chainmail, minecraft:iron, minecraft:netherite, grave.core:dino_thunder] 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 /

Example:

{"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"}

Sword

Settings:

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, heroes:blood, minecraft:gold, minecraft:stone, heroes:perma_frost, minecraft:wood, minecraft:iron, heroes:combined_ice, minecraft:netherite, heroes:blue_ice, heroes:ice, heroes:packed_ice] 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 /

Example:

{"type":"palladium:sword","tier":"minecraft:diamond","base_damage":3,"attack_speed":-2.4}

Pickaxe

Settings:

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, heroes:blood, minecraft:gold, minecraft:stone, heroes:perma_frost, minecraft:wood, minecraft:iron, heroes:combined_ice, minecraft:netherite, heroes:blue_ice, heroes:ice, heroes:packed_ice] 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 /

Example:

{"type":"palladium:pickaxe","tier":"minecraft:diamond","base_damage":1,"attack_speed":-2.8}

Axe

Settings:

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, heroes:blood, minecraft:gold, minecraft:stone, heroes:perma_frost, minecraft:wood, minecraft:iron, heroes:combined_ice, minecraft:netherite, heroes:blue_ice, heroes:ice, heroes:packed_ice] 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 /

Example:

{"type":"palladium:axe","tier":"minecraft:diamond","base_damage":6,"attack_speed":-3.0}

Shovel

Settings:

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, heroes:blood, minecraft:gold, minecraft:stone, heroes:perma_frost, minecraft:wood, minecraft:iron, heroes:combined_ice, minecraft:netherite, heroes:blue_ice, heroes:ice, heroes:packed_ice] 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 /

Example:

{"type":"palladium:shovel","tier":"minecraft:diamond","base_damage":1.5,"attack_speed":-3.0}

Hoe

Settings:

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, heroes:blood, minecraft:gold, minecraft:stone, heroes:perma_frost, minecraft:wood, minecraft:iron, heroes:combined_ice, minecraft:netherite, heroes:blue_ice, heroes:ice, heroes:packed_ice] 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 /

Example:

{"type":"palladium:hoe","tier":"minecraft:diamond","base_damage":-2,"attack_speed":-1.0}

Shield

Settings:

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 /

Example:

{"type":"palladium:shield","use_duration":72000,"repair_ingredient":{"tag":"minecraft:wool"}}

Bow

Settings:

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 /

Example:

{"type":"palladium:bow","velocity":3.0,"inaccuracy":1.0,"use_duration":72000,"projectiles":"minecraft:arrows","held_projectiles":"minecraft:arrows"}

Crossbow

Settings:

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 /

Example:

{"type":"palladium:crossbow","velocity_multiplier":1.0,"inaccuracy":1.0,"use_duration":72000,"projectiles":"minecraft:arrows","held_projectiles":"minecraft:arrows"}

Flux Capacitor (Energy Containing Item)

Settings:

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 /

Example:

{"type":"palladium:flux_capacitor","capacity":500000,"max_input":1000,"max_output":1000}

Projectile Item

If added to the item tag for a bow or a crossbow, this item type can used as ammunitation to shoot pre-defined projectiles.

Settings:

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 /

Example:

{"type":"palladium:projectile","entity_type":"palladium:custom_projectile","entity_data":{}}