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Version: 1.20.5 - 1.20.6

Tools & Armor

Tools are items whose primary use is to break blocks. Many mods add new tool sets (for example copper tools) or new tool types (for example hammers).

Custom Tool Sets

A tool set typically consists of five items: a pickaxe, an axe, a shovel, a hoe and a sword. (Swords aren't tools in the classical sense, but are included here for consistency as well.) All of those items have their corresponding class: PickaxeItem, AxeItem, ShovelItem, HoeItem and SwordItem, respectively. The class hierarchy of tools looks as follows:

Item
- TieredItem
- DiggerItem
- AxeItem
- HoeItem
- PickaxeItem
- ShovelItem
- SwordItem

TieredItem is a class that contains helpers for items with a certain Tier (read on). DiggerItem contains helpers for items that are designed to break blocks. Note that other items usually considered tools, such as shears, are not included in this hierarchy. Instead, they directly extend Item and hold the breaking logic themselves.

To create a standard set of tools, you must first define a Tier. For reference values, see Minecraft's Tiers enum. This example uses copper tools, you can use your own material here and adjust the values as needed.

// We place copper somewhere between stone and iron.
public static final Tier COPPER_TIER = new SimpleTier(
// The tag that determines what blocks this tool cannot break. See below for more information.
MyBlockTags.INCORRECT_FOR_COPPER_TOOL,
// Determines the level of this tool. Since this is an int, there is no good way to place our tool between stone and iron.
// NeoForge introduces the TierSortingRegistry to solve this problem, see below for more information. Use a best-effort approximation here.
// Stone is 1, iron is 2.
1,
// Determines the durability of the tier.
// Stone is 131, iron is 250.
200,
// Determines the mining speed of the tier. Unused by swords.
// Stone uses 4, iron uses 6.
5f,
// Determines the attack damage bonus. Different tools use this differently. For example, swords do (getAttackDamageBonus() + 4) damage.
// Stone uses 1, iron uses 2, corresponding to 5 and 6 attack damage for swords, respectively; our sword does 5.5 damage now.
1.5f,
// Determines the enchantability of the tier. This represents how good the enchantments on this tool will be.
// Gold uses 22, we put copper slightly below that.
20,
// Determines the repair ingredient of the tier. Use a supplier for lazy initializing.
() -> Ingredient.of(Tags.Items.INGOTS_COPPER)
);

Now that we have our Tier, we can use it for registering tools. All tool constructors have the same four parameters.

//ITEMS is a DeferredRegister<Item>
public static final Supplier<SwordItem> COPPER_SWORD = ITEMS.register("copper_sword", () -> new SwordItem(
// The tier to use.
COPPER_TIER,
// The item properties. We don't need to set the durability here because TieredItem handles that for us.
new Item.Properties().attributes(
// There are `createAttributes` methods in either the class or subclass of each DiggerItem
SwordItem.createAttributes(
// The tier to use.
COPPER_TIER,
// The type-specific attack damage bonus. 3 for swords, 1.5 for shovels, 1 for pickaxes, varying for axes and hoes.
3,
// The type-specific attack speed modifier. The player has a default attack speed of 4, so to get to the desired
// value of 1.6f, we use -2.4f. -2.4f for swords, -3f for shovels, -2.8f for pickaxes, varying for axes and hoes.
-2.4f,
)
)
));
public static final Supplier<AxeItem> COPPER_AXE = ITEMS.register("copper_axe", () -> new AxeItem(...));
public static final Supplier<PickaxeItem> COPPER_PICKAXE = ITEMS.register("copper_pickaxe", () -> new PickaxeItem(...));
public static final Supplier<ShovelItem> COPPER_SHOVEL = ITEMS.register("copper_shovel", () -> new ShovelItem(...));
public static final Supplier<HoeItem> COPPER_HOE = ITEMS.register("copper_hoe", () -> new HoeItem(...));

Tags

When creating a Tier, it is assigned a block tag containing blocks that will not drop anything if broken with this tool. For example, the minecraft:incorrect_for_stone_tool tag contains blocks like Diamond Ore, and the minecraft:incorrect_for_iron_tool tag contains blocks like Obsidian and Ancient Debris. To make it easier to assign blocks to their incorrect mining levels, a tag also exists for blocks that need this tool to be mined. For example, the minecraft:needs_iron_tool tag containslike Diamond Ore, and the minecraft:needs_diamond_tool tag contains blocks like Obsidian and Ancient Debris.

You can reuse one of the incorrect tags for your tool if you're fine with that. For example, if we wanted our copper tools to just be more durable stone tools, we'd pass in BlockTags#INCORRECT_FOR_STONE_TOOL.

Alternatively, we can create our own tag, like so:

// This tag will allow us to add these blocks to the incorrect tags that cannot mine them
public static final TagKey<Block> NEEDS_COPPER_TOOL = TagKey.create(BuiltInRegistries.BLOCK.key(), new ResourceLocation(MOD_ID, "needs_copper_tool"));

// This tag will be passed into our tier
public static final TagKey<Block> INCORRECT_FOR_COPPER_TOOL = TagKey.create(BuiltInRegistries.BLOCK.key(), new ResourceLocation(MOD_ID, "incorrect_for_cooper_tool"));

And then, we populate our tag. For example, let's make copper able to mine gold ores, gold blocks and redstone ore, but not diamonds or emeralds. (Redstone blocks are already mineable by stone tools.) The tag file is located at src/main/resources/data/mod_id/tags/blocks/needs_copper_tool.json (where mod_id is your mod id):

{
"values": [
"minecraft:gold_block",
"minecraft:raw_gold_block",
"minecraft:gold_ore",
"minecraft:deepslate_gold_ore",
"minecraft:redstone_ore",
"minecraft:deepslate_redstone_ore"
]
}

Then, for our tag to pass into the tier, we can provide a negative constraint for any tools that are incorrect for stone tools but within our copper tools tag. The tag file is located at src/main/resources/data/mod_id/tags/blocks/incorrect_for_cooper_tool.json:

{
"values": [
"#minecraft:incorrect_for_stone_tool"
],
"remove": [
"#mod_id:needs_copper_tool"
]
}

Finally, we can pass our tag into our tier creation, as seen above.

If you want to check if a tool can make a block state drop its blocks, call Tool#isCorrectForDrops. The Tool can be obtained by calling ItemStack#get with DataComponents#TOOL.

Custom Tools

Custom tools can be created by adding a Tool data component (via DataComponents#TOOL) to the list of default components on your item via Item.Properties#component. DiggerItem is an implementation which takes in a Tier, as explained above, to construct the Tool. DiggerItem also provides a convience method called #createAttributes to supply to Item.Properties#attributes for your tool, such as the modified attack damage and attack speed.

A Tool contains a list of Tool.Rules, the default mining speed when holding the tool (1 by default), and the amount of damage the tool should take when mining a block (1 by default). A Tool.Rule contains three pieces of information: a HolderSet of blocks to apply the rule to, an optional speed at which to mine the blocks in the set, and an optional boolean at which to determine whether these blocks can drop from this tool. If the optional are not set, then the other rules will be checked. The default behavior if all rules fail is the default mining speed and that the block cannot be dropped.

note

A HolderSet can be created from a TagKey via Registry#getOrCreateTag.

Creating a multitool-like item (i.e. an item that combines two or more tools into one, e.g. an axe and a pickaxe as one item) or any tool-like does not need to extend any of the existing TieredItems. It simply can be implemented using a combination of the following parts:

  • Adding a Tool with your own rules by setting DataComponents#TOOL via Item.Properties#component.
  • Adding attributes to the item (e.g. attack damage, attack speed) via Item.Properties#attributes.
  • Overriding IItemExtension#canPerformAction to determine what ToolActions the item can perform.
  • Calling IBlockExtension#getToolModifiedState if you want your item to modify the block state on right click based on the ToolActions.
  • Adding your tool to some of the minecraft:*_enchantable tags so that your item can have certain enchantments applied to it, or IItemExtension#canApplyAtEnchantingTable to check if the enchantment can be applied at all.

ToolActions

ToolActions are an abstraction over what a tool can and cannot do. This includes both left-click and right-click behavior. NeoForge provides default ToolActions in the ToolActions class:

  • Digging actions. These exist for all four DiggerItem types as mentioned above, as well as sword and shears digging.
  • Axe right-click actions for stripping (logs), scraping (oxidized copper) and unwaxing (waxed copper).
  • Shear actions for harvesting (honeycombs), carving (pumpkins) and disarming (tripwires).
  • Actions for shovel flattening (dirt paths), sword sweeping, hoe tilling, shield blocking, and fishing rod casting.

To create your own ToolActions, use ToolAction#get - it will create a new ToolAction if needed. Then, in a custom tool type, override IItemExtension#canPerformAction as needed.

To query if an ItemStack can perform a certain ToolAction, call IItemStackExtension#canPerformAction. Note that this works on any Item, not just tools.

Armor

Similar to tools, armor uses a tier system (although a different one). What is called Tier for tools is called ArmorMaterial for armors. Like above, this example shows how to add copper armor; this can be adapted as needed. However, unlike Tiers, ArmorMaterials need to be registered. For the vanilla values, see the ArmorMaterials class.

// We place copper somewhere between chainmail and iron.
public static final ArmorMaterial COPPER_ARMOR_MATERIAL = new ArmorMaterial(
// Determines the defense value of this armor material, depending on what armor piece it is.
Util.make(new EnumMap<>(ArmorItem.Type.class), map -> {
map.put(ArmorItem.Type.BOOTS, 2);
map.put(ArmorItem.Type.LEGGINGS, 4);
map.put(ArmorItem.Type.CHESTPLATE, 6);
map.put(ArmorItem.Type.HELMET, 2);
map.put(ArmorItem.Type.BODY, 4);
}),
// Determines the enchantability of the tier. This represents how good the enchantments on this armor will be.
// Gold uses 25, we put copper slightly below that.
20,
// Determines the sound played when equipping this armor.
// This is wrapped with a Holder.
SoundEvents.ARMOR_EQUIP_GENERIC,
// Determines the repair item for this armor.
() -> Ingredient.of(Tags.Items.INGOTS_COPPER),
// Determines the texture locations of the armor to apply when rendering
// This can also be specified by overriding 'IItemExtension#getArmorTexture' on your item if the armor texture needs to be more dynamic
List.of(
// Creates a new armor texture that will be located at:
// - 'assets/mod_id/textures/models/armor/copper_layer_1.png' for the outer texture
// - 'assets/mod_id/textures/models/armor/copper_layer_2.png' for the inner texture (only legs)
new ArmorMaterial.Layer(
new ResourceLocation(MOD_ID, "copper")
),
// Creates a new armor texture that will be rendered on top of the previous at:
// - 'assets/mod_id/textures/models/armor/copper_layer_1_overlay.png' for the outer texture
// - 'assets/mod_id/textures/models/armor/copper_layer_2_overlay.png' for the inner texture (only legs)
// 'true' means that the armor material is dyeable; however, the item must also be added to the 'minecraft:dyeable' tag
new ArmorMaterial.Layer(
new ResourceLocation(MOD_ID, "copper"), "_overlay", true
)
),
// Returns the toughness value of the armor. The toughness value is an additional value included in
// damage calculation, for more information, refer to the Minecraft Wiki's article on armor mechanics:
// https://minecraft.wiki/w/Armor#Armor_toughness
// Only diamond and netherite have values greater than 0 here, so we just return 0.
0,
// Returns the knockback resistance value of the armor. While wearing this armor, the player is
// immune to knockback to some degree. If the player has a total knockback resistance value of 1 or greater
// from all armor pieces combined, they will not take any knockback at all.
// Only netherite has values greater than 0 here, so we just return 0.
0
);

And then, we use that armor material in item registration.

//ITEMS is a DeferredRegister<Item>
public static final Supplier<ArmorItem> COPPER_HELMET = ITEMS.register("copper_helmet", () -> new ArmorItem(
// The armor material to use.
COPPER_ARMOR_MATERIAL,
// The armor type to use.
ArmorItem.Type.HELMET,
// The item properties where we set the durability.
// ArmorItem.Type is an enum of five values: HELMET, CHESTPLATE, LEGGINGS, BOOTS, and BODY.
// BODY is used for non-player entities like wolves or horses.
// Vanilla armor materials determine this by using a base value and multiplying it with a type-specific constant.
// The constants are 13 for BOOTS, 15 for LEGGINGS, 16 for CHESTPLATE, 11 for HELMET, and 16 for BODY.
// If we don't want to use these ratios, we can set the durability normally.
new Item.Properties().durability(ArmorItem.Type.HELMET.getDurability(15))
));
public static final Supplier<ArmorItem> COPPER_CHESTPLATE = ITEMS.register("copper_chestplate", () -> new ArmorItem(...));
public static final Supplier<ArmorItem> COPPER_LEGGINGS = ITEMS.register("copper_leggings", () -> new ArmorItem(...));
public static final Supplier<ArmorItem> COPPER_BOOTS = ITEMS.register("copper_boots", () -> new ArmorItem(...));

When creating your armor texture, it is a good idea to work on top of the vanilla armor texture to see which part goes where.