Items

Making custom items in Mythic Mobs is quite easy. Unlike mobs and skills however, items made with this plugin do not come with any special or unique options. Any items you create with MythicMobs could also be created by Minecraft commands, though making the items using the MythicMobs configurations is much more comfortable.

Of the following options available for items, only internal_name and Id are required. All other options/attributes are completely optional.

You can make any number of files in the \plugins\MythicMobs\Items folder, and they can be named anything you like as long as the file ends in .yml.

Breaking Down The Item Configuration

Internal_Name

This string will be how your item is referenced internally in MythicMobs and can be any name you like. Must be alphanumeric, NO SPACES ALLOWED.

example_item:

Id

The base material to use for your item, it can be any valid material that's listed here.

example_item:
  Id: leather_chestplate

Template

Items can use Templating like mobs, while referencing other items.

MyItem:
  Template: MyOtherItem
MyOtherItem:
  Template: YetAnotherItem, AndAnotherOne

Display

Sets the display name of the item.

example_item:
  Id: leather_chestplate
  Display: <green>An Example Item</green>

Lore

Sets the lore of the item. You can generate a random number using {min-max}, <random.#to#>, or <random.float.#to#>.

example_item:
  Id: leather_chestplate
  Display: <green>An Example Item</green>
  Lore:
    - <rainbow>This line is a rainbow</rainbow>
    - <red>This line should be red</red>
    - This is a random generated number > <random.-1to50>
    - <gradient:#5e4fa2:#f79459>A really nice gradient</gradient>
    - There are some symbols, like <&sq>, that should never be put as is into a configuration. Use a placeholder!

ItemName

Used to set the item_name item component.
Unlike Display, it is not italic, does not count as a custom name for anvil or predicate checks, and suppports the same color formatting as Display.

DirtyDiamond:
  Id: diamond
  ItemName: <#DAA06D>Dirt

CustomModelData

Sets the CustomModelData component on the item. Model is also another alias for CustomModelData.

In addition to a regular number, other data types can be specified by prefixing the value with type/, similar to NBT. CustomModelData can also be a list.

example_item:
  Id: leather_chestplate
  Display: <green>An Example Item</green>
  CustomModelData: 5
example_item:
  Id: leather_chestplate
  CustomModelData:
  - float/1,2,3
  - string/something
  - boolean/true

MaxDurability

Changes the maximum number of uses an item has. Note: Must be an unstackable item.

example_item:
  Id: diamond_sword
  MaxDurability: 600

Durability

Sets the amount of durability to take off the item. The below example sets a Diamond Sword to have 1461 durability since by default it has 1561.

example_item:
  Id: diamond_sword
  Durability: 100
  Display: <green>An Example Item</green>

Attributes

Special field that allows the addition of item attributes to certain armor slots. See Item Attributes.

example_item:
  Id: leather_chestplate
  Display: <green>An Example Item</green>
  Attributes:
    Chest:
      Health: 25

Amount

Sets the default amount of items to give when this item is being called by the plugin.

example_item:
  Id: leather_chestplate
  Display: <green>An Example Item</green>
  Amount: 1

Hidden

If true the item will be left out of command suggestions, /mm items list, and the item browser menu. Useful for template items and internal utility items. The item stays fully usable by its internal name. Defaults to false.

Note that this is a top-level item key, not an Options: key.

example_item:
  Id: leather_chestplate
  Hidden: true

Options

A special field that comes with numerous sub-options. See Item Options.

example_item:
  Id: leather_chestplate
  Display: <green>An Example Item</green>
  Options:
    AppendType: true
    Color: 255,0,0

Enchantments

Any items can have any enchantments(s). A list of available enchantments can be found here. See also enchantments page on how to configure item enchantments.

example_item:
  Id: leather_chestplate
  Display: <green>An Example Item</green>
  Options:
    Color: 255,0,0
  Enchantments:
    - PROTECTION_ENVIRONMENTAL:2
    - THORNS:3

Hide

Special field that allows to hide specific things from the item tooltip. All possible flags can be found:

If the server version is <1.20.5, you can also use HIDE_POTION_EFFECTS

example_item:
  Id: leather_chestplate
  Display: <green>An Example Item</green>
  Attributes:
    Chest:
      Health: 25
  Enchantments:
    - THORNS:3
  Options:
    Color: 255,0,0
  Hide:
    - ATTRIBUTES
    - ENCHANTS

PotionEffects

Sets the potion effects of the item. These effects won't do anything if the base item is not a potion, splash_potion, lingering_potion, or tipped_arrow. See Potions.

example_item:
  Id: potion
  Display: <#f99cb3>Pink potion
  Options:
    Color: 249,156,179
  PotionEffects:
    - CONFUSION 100 2
Effects Attributes Aliases Description Default
duration d The duration of the effect 60
level l the level of the effect. The actual level will be this one +1 0
ambientparticles ambient, a Whether ambient particles should be present false
hasparticles particles, p Whether particles should be present true
hasicon icon, i Whether the effect icon should be displayed true

BannerLayers

Sets the banner layers of a banner or a shield. See Banner Layers.

example_item:
  Id: yellow_banner
  BannerLayers:
    - RED BASE
    - WHITE CURLY_BORDER
    - WHITE STRIPE_CENTER

CanPlaceOn

Sets what blocks this item can be placed on, if the player is in adventure mode.
Entries can be block ids, with or without the minecraft: namespace, or block tags prefixed with #, which add every block in the tag. Quote tags, since # starts a comment in YAML.

MyCoolAnvil:
  Id: ANVIL
  CanPlaceOn:
  - diamond_block
  - '#minecraft:logs'

CanBreak

Sets what blocks this item can break, if the player is in adventure mode. Accepts the same entries as CanPlaceOn.

MyCoolStick:
  Id: STICK
  CanBreak:
  - grass_block
  - diamond_block
  - obsidian
  - '#minecraft:wool'

BlockStates

Allows you to specify the block states of items

TestBlockStates:
  Material: OAK_SLAB
  Display: 'Waterlogged Slab'
  Options:
    Placeable: true # Crucible Option
  BlockStates:
  - type top
  - waterlogged true

Glider

Allows item to be used as an elytra.
Used to handle the glider component of an item.

MyItem:
  Glider: true

The value is not read: the item glides as long as the key is present, so Glider: false still applies it. Remove the key entirely to disable gliding.

Group

Sets the group the item is in for /mm items browse.

example_item:
  Id: leather_chestplate
  Display: <green>An Example Item</green>
  Group: 'Armor'

NBT

Sets what NBT tags to put on your items. This allows cross-over with a lot of other plugins, or just for storing custom information.

Before you add an NBT tag to your items, you have to know SNBT formatting. A tag value's type can be changed by adding a prefix to the tag value:

Prefixes int/ float/ double/ byte/ bool/ boolean/

Let's convert this snbt: {name1:123,name2:"sometext1",name3:{subname1:456,subname2:"sometext2"}} to mythic formatting:

example_item:
  Id: STICK
  NBT:
    name1: int/123
    name2: sometext1
    name3:
      subname1: int/456
      subname2: sometext2
#An item with MYTHIC_TYPE tag
example_item:
  Id: stick
  NBT:
    MYTHIC_TYPE: example_item
example_item:
  Id: diamond_sword
  NBT:
    CanDestroy:
      - stone
      - dirt
    Base:
      ATag: int/20
      SomeOtherTag: something
    SomeModifier:
      Value: double/0.25
      CanDoThis: boolean/true
    Denizen NBT:
      somedenizentag: a_string
another_example_item:
  Id: diamond_sword
  NBT:
    Base:
      ATag: 20
      SomeOtherTag: something
    GemSlots:
      RedGem: 0
    Denizen NBT:
      somedenizentag: a_string

Trim

Sets the trim of the item.

example_item:
  Material: GOLDEN_CHESTPLATE
  Options:
    Trim:
      Material: iron
      Pattern: wild

Firework

Sets several firework or firework_charge items. See firework for a break-down for each of its options.

example_item:
  Id: firework
  Firework:
    Colors:
    - 255,0,255
    - 0,0,0
    FadeColors:
    - 200,0,0
    Flicker: true
    Trail: true

Book

Set of options for books

SomeBook:
  Id: WRITTEN_BOOK
  Title: <green>How to make YouTube Videos
  Author: CarsonJF
  Pages:
  - "Page 1"
  - "Page 2\n\nwith some other lines"
  - "Page 3"

AttackRange

Changes the item's attack range. Used to handle the attack_range component of an item.

AMythicItem:
  AttackRange:
    Min: 0
    Max: 4
    MinCreative: 0
    MaxCreative: 5
    HitboxMargin: 0.3
    MobFactor: 1

Consumable

Allows item to be eaten. Includes customizable animations and sounds.
Used to handle the consumable component of an item.

MyExampleItem:
  Consumable:
    ConsumeSeconds: 3
    HasParticles: false
    Animation: SPEAR
    Sound: item.crossbow.quick_charge_3
    ConsumeEffects:
    # The following are SPECIAL MECHANICS and are the only ones that you can use in this field
    - potion{type=absorption;d=200}
    - randomteleport{radius=5}
    - removePotion{type=wither}
    - clearAllEffects
    - sound{sound=entity.ghast.scream}     

DeathProtection

If present, this item protects the holder from dying by restoring a single health point, like a Totem of Undying does.
Used to handle the death_protection component of an item.

MyTotemItem:
  DeathProtection:
    ConsumeEffects: # Same as Consumable's
    - potion{type=absorption;d=200}
    - randomteleport{radius=5}
    - removePotion{type=wither}
    - clearAllEffects
    - sound{sound=entity.ghast.scream}     

Food

Used to handle the food component of an item.
Required Consumable to be set in order to actually consume a non-consumable item.

MyThiccApple:
  Material: apple
  Display: 'Red Delicious'
  Food:
    Nutrition: 10
    Saturation: 20
    CanAlwaysEat: false
NetheritePops:
  Material: NETHERITE_SCRAP
  Display: 'Delicious Scraps'
  Consumable:
    ConsumeSeconds: 0.5
    HasParticles: true
    Animation: EAT
  Food:
    Nutrition: 20
    Saturation: 20
    CanAlwaysEat: true

Equippable

Used to handle the equippable item component of an item

Tag Description Default
Model The resource location of the equipment model to use when equipped. If a namespace is not used, it will default to minecraft:
Slot The slot to put the item on. If not specified, the plugin will try to "guess" it based on whether the base material contains any of the following strings: _HELMET, _CHESTPLATE, _LEGGINGS, _BOOTS or SHIELD
CameraOverlay The resource location of the overlay texture to use when equipped. If a namespace is not used, it will default to minecraft:
Dispensable Whether the item can be dispensed by using a dispenser true
Swappable Whether the item can be equipped into the relevant slot by right-clicking true
DamageOnHurt Whether this item is damaged when the wearing entity is damaged true
EquipSound The sound to play when the item is equipped item.armor.equip_generic
EntityTypes A list of Entity Types that can equip this item
EquipOnInteract Whether using the item on a mob equips it onto that mob (1.21.5+) false
CanBeSheared Whether shears can remove the item from a mob wearing it (1.21.6+) false
ShearSound The sound to play when the item is sheared off (1.21.6+) item.shears.snip
KING_HELMET:
  Id: PAPER
  Display: '&dKing Helmet'
  Equippable:
    Model: yourNamespace:thePathToYourCustomModel
    Slot: HEAD
    CameraOverlay: yournamespace:thePathToYourTexture
    Dispensable: true
    Swappable: true
    DamageOnHurt: true
    EquipSound: "item.armor.equip_iron"
    EntityTypes: 
      - "PLAYER"
    EquipOnInteract: true
    CanBeSheared: true
    ShearSound: "entity.sheep.shear"

UseCooldown

Used to handle the use_cooldown item component of an item

Tag Description Default
CooldownGroup The unique resource location to identify this cooldown group. If present, the item is included in a cooldown group and no longer shares cooldowns with its base item type, but instead with any other items that are part of the same cooldown group. If a namespace is not used, it will default to minecraft:
CooldownSeconds The cooldown duration in seconds. Must be an integer, so the cooldown cannot be defined up to the tick
ExampleItem:
  Material: STICK
  UseCooldown:
    CooldownGroup: coolwands # write only in lowercase!
    CooldownSeconds: 3

Tool

Used to handle the tool item component of an item

Tag Description Default
DamagePerBlock The amount of durability to remove each time a block is broken with this tool. Must be a non-negative integer
DefaultMiningSpeed The default mining speed of this tool, used if no rule overrides it 1.0
Rules A list of rules for the tool
Rule Attributes Description Default
materials A comma separated list of materials and block tags for which this rule applies. Tags are prefixed with # and can use any namespace, like #minecraft:logs. A single entry without # is also tried as a vanilla tag
speed If the material being mined matches, overrides the default mining speed 1.0
isCorrectForBlock If the material being mined matches, overrides whether or not this tool is considered correct to mine at its most efficient speed, and to drop items if the block's loot table requires it false
OBSIDIAN_BREAKER:
  Id: COD
  Display: '&8Obsidian Breaker'
  Tool:
    DamagePerBlock: 1
    DefaultMiningSpeed: 0.0
    Rules:
      - materials: "OBSIDIAN,CRYING_OBSIDIAN"
        speed: 10000.0
        isCorrectForBlock: true
TREE_BREAKER:
  Id: COD
  Display: '&aTree Breaker'
  Tool:
    DamagePerBlock: 1
    DefaultMiningSpeed: 0.0
    Rules:
      - materials: "completes_find_tree_tutorial" # Example of a Tag being used
        speed: 10000.0
        isCorrectForBlock: true
LUMBER_AXE:
  Id: IRON_AXE
  Tool:
    Rules:
      - materials: "#minecraft:logs,STONE"
        speed: 8
        isCorrectForBlock: true

TooltipStyle

Used to handle the tooltip style of an item.
The resource location of the custom sprites for the tooltip background and frame which references textures /assets/<namespace>/textures/gui/sprites/tooltip/<id>_background and /assets/<namespace>/textures/gui/sprites/tooltip/<id>_frame, which can be used with a TooltipStyle's value of :

ExampleItem:
  Id: STONE_SWORD
  TooltipStyle: minecraft:verycooltooltip

Spawner

Configure the options for a SPAWNER item

TestSpawner:
  Material: SPAWNER
  Display: 'Testing Spawner'
  Spawner:
    Delay: 0
    MinSpawnDelay: 20
    MaxSpawnDelay: 80
    RequiredPlayerRange: 16
    SpawnCount: 4
    SpawnRange: 8
    MaxNearbyEntities: 8
    Mobs:
    - Type: TestingDummy
      Weight: 5
      MinBlockLight: 10
      MaxBlockLight: 10
      MinSkyLight: 10
      MaxSkyLight: 10

DropOptions

Allows the item to be inherently dropped with specific FancyDrops Options

LegendarySword:
  Id: DIAMOND_SWORD
  Display: '<red>Legendary Sword'
  DropOptions:
    # Default drop settings for this item
    DropGlowColor: GOLD
    DropBeamColor: '#FFA500' # Orange beam
    DropLootsplosion: true
    DropHologram: true
    DropVFX: true
    DropVFXMaterial: DIAMOND
    DropVFXData: 0
    DropVFXColor: '#55FF55'
    DropBillboarding: CENTER
    DropBrightness: 15
    DropClientSide: false

Repairable

Sets which items can repair this one in an anvil. Also repairs equipped items in the body slot of a tamed wolf.
Used to handle the repairable component of an item.
Accepts a list of item ids, a single item id, or an item tag prefixed with #. Entries without a namespace are assumed to be minecraft:.

MySword:
  Id: DIAMOND_SWORD
  Repairable:
  - EMERALD
  - GOLD_INGOT

MyOtherSword:
  Id: DIAMOND_SWORD
  Repairable: '#planks'

Not to be confused with Options.Repairable, which instead controls whether the item can be repaired at all. Setting that option to false maxes out the item's repair cost, which stops the anvil before it ever checks these materials, so the two should not be combined.

Rarity

Sets the rarity of the item.
Can be COMMON, UNCOMMON, RARE and EPIC

TheMusical:
  Rarity: EPIC
  Material: COMPASS

PiercingWeapon

Available on Minecraft 1.21.11 and newer. Allows an item's melee attack to pierce targets. Knockback controls whether targets are knocked back, while Dismounts controls whether hit targets are dismounted.

Used to handle the piercing_weapon item component.

MyThiccSpear:
  PiercingWeapon:
    Knockback: true
    Dismounts: false
    Sound: item.crossbow.shoot
    HitSound: entity.arrow.hit_player

KineticWeapon

Available on Minecraft 1.21.11 and newer. Allows the item to perform a kinetic charge attack. Its condition groups control when the attack can damage, knock back, or dismount a target.

Used to handle the kinetic_weapon item component.

Tag Description Default
ContactCooldownTicks The cooldown, in ticks, before the weapon can make contact with a target again 10
DelayTicks The delay, in ticks, before the kinetic attack begins 0
ForwardMovement The amount of forward movement applied during the attack 0.0
DamageMultiplier The multiplier applied to the attack's damage 1.0
Sound The sound played when the kinetic attack is used Optional
HitSound The sound played when the kinetic attack hits a target Optional
DamageConditions Conditions under which the attack can damage a target
KnockbackConditions Conditions under which the attack can knock back a target
DismountConditions Conditions under which the attack can dismount a target

DamageConditions, KnockbackConditions, and DismountConditions use the following options:

Condition Attribute Description Default
MaxDurationTicks The maximum attack duration, in ticks, during which the condition can apply Required
MinSpeed The minimum speed required for the condition to apply 0.0
MinRelativeSpeed The minimum speed relative to the target required for the condition to apply 0.0
MyThiccSpear:
  KineticWeapon:
    ContactCooldownTicks: 10
    DelayTicks: 5
    ForwardMovement: 0.9
    DamageMultiplier: 1.25
    Sound: item.mace.smash_ground
    HitSound: item.mace.smash_air
    DamageConditions:
      MaxDurationTicks: 20
      MinSpeed: 0.6
      MinRelativeSpeed: 0.3
    KnockbackConditions:
      MaxDurationTicks: 10
      MinSpeed: 0.4
      MinRelativeSpeed: 0.2
    DismountConditions:
      MaxDurationTicks: 5
      MinSpeed: 0.2
      MinRelativeSpeed: 0.1

OminousBottleAmplifier

Sets the amplifier of the Bad Omen effect granted by an ominous bottle.

MyThiccOminousBottle:
  Type: OMINOUS_BOTTLE
  OminousBottleAmplifier: 4

PotDecorations

Sets the items displayed on each face of a decorated pot. This also supports dropping custom sherds.

Used to handle the pot_decorations item component.

MyThiccPot:
  PotDecorations:
    Back: brick
    Left: arms_up_pottery_sherd
    Right: skull_pottery_sherd
    Front: prize_pottery_sherd

UseRemainder

Sets the item that remains after this item is used. Only works with Vanilla Items.

Item:
  Id: pumpkin_pie
  UseRemainder: sugar

To leave more than one item behind, use a section with Item and Amount:

StewPot:
  Id: mushroom_stew
  UseRemainder:
    Item: bowl
    Amount: 2

Weapon

Makes the item act as a weapon. ItemDamagePerAttack is the durability lost per attack, and DisableBlockingForSeconds is how long a blocking item is disabled when attacked.

Used to handle the weapon item component.

MyThiccWeapon:
  Id: stick
  Weapon:
    ItemDamagePerAttack: 2
    DisableBlockingForSeconds: 0.5

Enchantability

Sets the item's enchantability value for the enchanting table.

MyThiccEnchant:
  Enchantability: 5

BreakSound

Sets the sound played when the item runs out of durability and breaks.

MyThiccBreakSound:
  BreakSound: "minecraft:block.glass.break"

JukeboxPlayable

Sets the song played when the item is inserted into a jukebox.

Used to handle the jukebox_playable item component.

MyThiccJukeboxSong:
  Id: fermented_spider_eye  
  JukeboxPlayable: "minecraft:thirteen"

NoteBlockSound

Sets the sound played by a note block when this item is in a player head placed above it.

Used to handle the note_block_sound item component.

MyThiccNoteHead:
  Id: player_head
  NoteBlockSound: "minecraft:block.note_block.harp"

BlocksAttacks

Allows the item to block attacks. Damage reduction entries select affected damage types and control the blocked amount and angle. ItemDamage controls durability damage taken while blocking.

Used to handle the blocks_attacks item component.

Tag Description Default
BlockDelaySeconds The delay, in seconds, before blocking becomes active 0.0
DisableCooldownScale Scales the cooldown applied when the item is disabled by an attack. If set to 0, this item can never be disabled by attacks. 1.0
DamageReductions A list of rules that control which damage is blocked and by how much All damage is fully blocked
ItemDamage Controls the durability damage dealt to the blocking item Required
HitBlockSound The sound played when an attack is successfully blocked None
DisabledSound The sound played when blocking is disabled None
BypassedBy A damage type or damage-type tag that bypasses this component None

Each entry in DamageReductions supports the following options:

Damage Reduction Attribute Description Default
Type A list of damage types to which the rule applies All damage types
Base A fixed amount used when calculating the blocked damage Required
Factor A multiplier used when calculating the blocked damage Required
HorizontalBlockingAngle The horizontal angle, in degrees, within which the attack can be blocked 90.0

ItemDamage supports the following options:

Item Damage Attribute Description Default
Threshold The incoming damage threshold used when calculating durability damage 0.0
Base A fixed amount used when calculating durability damage 0.0
Factor A multiplier used when calculating durability damage 1.5
MyThiccShield:
  Id: stick
  BlocksAttacks:
    BlockDelaySeconds: 0
    DisableCooldownScale: 1

    DamageReductions:
    - Type: "#minecraft:is_projectile"
      Base: 0
      Factor: 1
      HorizontalBlockingAngle: 90

    - Type:
      - "minecraft:player_attack"
      - "minecraft:mob_attack"
      Base: 0
      Factor: 0.8
      HorizontalBlockingAngle: 90

    ItemDamage:
      Threshold: 0
      Base: 0
      Factor: 1.5

    HitBlockSound: "minecraft:item.shield.block"
    DisabledSound: "minecraft:item.shield.break"
    BypassedBy: "#minecraft:bypasses_shields"

UseEffects

Controls what happens while a player is holding right-click to use the item. (1.21.11+)

Used to handle the use_effects item component.

MyThiccEffect:
  Id: stick
  UseEffects:
    CanSprint: true #Defauts to `false`
    InteracVibrations: false #Defaults to `true`
    SpeedMultiplier: 1.0 #Defaults to `0.2`

SwingAnimation

Controls the item's attack swing animation. (1.21.11+)

Used to handle the swing_animation item component.

MyThiccSwing:
  Id: stick
  SwingAnimation:
    Type: WHACK #Defaults to `WHACK` but `NONE` and `STAB` are also available
    Duration: 12 #Defaults to `6`. Measured in Ticks.

MinimumAttackCharge

A single value from 0.0 to 1.0. The item cannot attack until the attack cooldown has rechaged to at least this fraction. Vanilla spears use 1.0, so they only attack at full charge. (1.21.11+)

Used to handle the minimum_attack_charge item component

MyThiccCharge:
  Id: stick
  MinimumAttackCharge: 1.0

UnsetComponents

Removes data components the base item has by default, like the food of a steak. Entries are component ids, the minecraft: namespace is optional. A removed component stays removed even if another MythicMobs option of the item sets it. custom_data cannot be removed, since Mythic stores its item data there. (Paper 1.21.3+)

InedibleSteak:
  Id: cooked_beef
  UnsetComponents:
  - food
  - consumable

DamageResistant

Makes the item resistant to every damage type in a damage type tag, the way netherite resists fire: a dropped item is not destroyed by that damage. The # is optional. Also accepted as Options.DamageResistant. (1.21.2+)

DamageResistant: is_fire does the same as Options.FireResistant. Use only one of the two: when both are set, DamageResistant is used and an error is logged.

Used to handle the damage_resistant item component.

BlastProofDiamond:
  Id: diamond
  DamageResistant: '#minecraft:is_explosion'

PaintingVariant

Sets which painting a painting item places instead of a random one. The minecraft: namespace is optional. Also accepted as Options.PaintingVariant. (1.21.5+)

Used to handle the painting/variant item component.

SunsetPainting:
  Id: painting
  PaintingVariant: sunset

MythicCrucible painting items set this automatically for the painting they define.

Compostable

Lets the item be put into a composter. Layers is how many levels each item adds, or the id of a vanilla compost chance like minecraft:compostable/medium. It can be left out when the base item is already compostable, keeping its vanilla value. (26.3+)

Used to handle the compostable item component.

CompostableLeaf:
  Id: paper
  Compostable:
    Layers: minecraft:compostable/medium

CookingFuel

Lets the item be burned as fuel in a furnace, smoker or blast furnace. (26.3+)

Used to handle the cooking_fuel item component.

Tag Description Default
BurnTime The burn time in ticks, or a vanilla burn time id like minecraft:cooking/time_coal The base item's burn time. Required if the base item is not a fuel
SpeedMultiplier How fast items cook while it burns, or a vanilla id The base item's value, otherwise minecraft:cooking/speed_default, which is doubled in smokers and blast furnaces
Ember:
  Id: paper
  CookingFuel:
    BurnTime: 1600
    SpeedMultiplier: 1.5

BrewingFuel

Lets the item fuel a brewing stand. (26.3+)

Used to handle the brewing_fuel item component.

Tag Description Default
Uses How many brews one item powers, or a vanilla id like minecraft:brewing/uses_default The base item's uses. Required if the base item is not a brewing fuel
SpeedMultiplier How fast potions brew, or a vanilla id The base item's value, otherwise minecraft:brewing/speed_default
FlameDust:
  Id: paper
  BrewingFuel:
    Uses: 20

Examples

More item examples can be found in the Examples section.

Updated Oct 16, 2026