package net.minecraft.world.item; import java.util.List; import java.util.Optional; import java.util.function.BiFunction; import java.util.function.Function; import java.util.function.UnaryOperator; import net.minecraft.core.Direction; import net.minecraft.core.Registry; import net.minecraft.core.component.DataComponents; import net.minecraft.core.registries.BuiltInRegistries; import net.minecraft.core.registries.Registries; import net.minecraft.resources.ResourceKey; import net.minecraft.resources.ResourceLocation; import net.minecraft.sounds.SoundEvents; import net.minecraft.tags.BannerPatternTags; import net.minecraft.tags.DamageTypeTags; import net.minecraft.tags.ItemTags; import net.minecraft.util.Unit; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.EquipmentSlot; import net.minecraft.world.entity.animal.ChickenVariants; import net.minecraft.world.food.Foods; import net.minecraft.world.item.alchemy.PotionContents; import net.minecraft.world.item.component.Bees; import net.minecraft.world.item.component.BlockItemStateProperties; import net.minecraft.world.item.component.BlocksAttacks; import net.minecraft.world.item.component.BundleContents; import net.minecraft.world.item.component.ChargedProjectiles; import net.minecraft.world.item.component.Consumables; import net.minecraft.world.item.component.CustomData; import net.minecraft.world.item.component.DamageResistant; import net.minecraft.world.item.component.DeathProtection; import net.minecraft.world.item.component.DebugStickState; import net.minecraft.world.item.component.Fireworks; import net.minecraft.world.item.component.InstrumentComponent; import net.minecraft.world.item.component.ItemContainerContents; import net.minecraft.world.item.component.MapDecorations; import net.minecraft.world.item.component.MapItemColor; import net.minecraft.world.item.component.OminousBottleAmplifier; import net.minecraft.world.item.component.SuspiciousStewEffects; import net.minecraft.world.item.component.Weapon; import net.minecraft.world.item.component.WritableBookContent; import net.minecraft.world.item.enchantment.ItemEnchantments; import net.minecraft.world.item.equipment.ArmorMaterials; import net.minecraft.world.item.equipment.ArmorType; import net.minecraft.world.item.equipment.EquipmentAssets; import net.minecraft.world.item.equipment.Equippable; import net.minecraft.world.item.equipment.trim.TrimMaterials; import net.minecraft.world.level.block.BeehiveBlock; import net.minecraft.world.level.block.Block; import net.minecraft.world.level.block.Blocks; import net.minecraft.world.level.block.LightBlock; import net.minecraft.world.level.block.TestBlock; import net.minecraft.world.level.block.entity.BannerPatternLayers; import net.minecraft.world.level.block.entity.PotDecorations; import net.minecraft.world.level.block.state.properties.TestBlockMode; import net.minecraft.world.level.material.Fluids; public class Items { public static final Item AIR = registerBlock(Blocks.AIR, AirItem::new); public static final Item STONE = registerBlock(Blocks.STONE); public static final Item GRANITE = registerBlock(Blocks.GRANITE); public static final Item POLISHED_GRANITE = registerBlock(Blocks.POLISHED_GRANITE); public static final Item DIORITE = registerBlock(Blocks.DIORITE); public static final Item POLISHED_DIORITE = registerBlock(Blocks.POLISHED_DIORITE); public static final Item ANDESITE = registerBlock(Blocks.ANDESITE); public static final Item POLISHED_ANDESITE = registerBlock(Blocks.POLISHED_ANDESITE); public static final Item DEEPSLATE = registerBlock(Blocks.DEEPSLATE); public static final Item COBBLED_DEEPSLATE = registerBlock(Blocks.COBBLED_DEEPSLATE); public static final Item POLISHED_DEEPSLATE = registerBlock(Blocks.POLISHED_DEEPSLATE); public static final Item CALCITE = registerBlock(Blocks.CALCITE); public static final Item TUFF = registerBlock(Blocks.TUFF); public static final Item TUFF_SLAB = registerBlock(Blocks.TUFF_SLAB); public static final Item TUFF_STAIRS = registerBlock(Blocks.TUFF_STAIRS); public static final Item TUFF_WALL = registerBlock(Blocks.TUFF_WALL); public static final Item CHISELED_TUFF = registerBlock(Blocks.CHISELED_TUFF); public static final Item POLISHED_TUFF = registerBlock(Blocks.POLISHED_TUFF); public static final Item POLISHED_TUFF_SLAB = registerBlock(Blocks.POLISHED_TUFF_SLAB); public static final Item POLISHED_TUFF_STAIRS = registerBlock(Blocks.POLISHED_TUFF_STAIRS); public static final Item POLISHED_TUFF_WALL = registerBlock(Blocks.POLISHED_TUFF_WALL); public static final Item TUFF_BRICKS = registerBlock(Blocks.TUFF_BRICKS); public static final Item TUFF_BRICK_SLAB = registerBlock(Blocks.TUFF_BRICK_SLAB); public static final Item TUFF_BRICK_STAIRS = registerBlock(Blocks.TUFF_BRICK_STAIRS); public static final Item TUFF_BRICK_WALL = registerBlock(Blocks.TUFF_BRICK_WALL); public static final Item CHISELED_TUFF_BRICKS = registerBlock(Blocks.CHISELED_TUFF_BRICKS); public static final Item DRIPSTONE_BLOCK = registerBlock(Blocks.DRIPSTONE_BLOCK); public static final Item GRASS_BLOCK = registerBlock(Blocks.GRASS_BLOCK); public static final Item DIRT = registerBlock(Blocks.DIRT); public static final Item COARSE_DIRT = registerBlock(Blocks.COARSE_DIRT); public static final Item PODZOL = registerBlock(Blocks.PODZOL); public static final Item ROOTED_DIRT = registerBlock(Blocks.ROOTED_DIRT); public static final Item MUD = registerBlock(Blocks.MUD); public static final Item CRIMSON_NYLIUM = registerBlock(Blocks.CRIMSON_NYLIUM); public static final Item WARPED_NYLIUM = registerBlock(Blocks.WARPED_NYLIUM); public static final Item COBBLESTONE = registerBlock(Blocks.COBBLESTONE); public static final Item OAK_PLANKS = registerBlock(Blocks.OAK_PLANKS); public static final Item SPRUCE_PLANKS = registerBlock(Blocks.SPRUCE_PLANKS); public static final Item BIRCH_PLANKS = registerBlock(Blocks.BIRCH_PLANKS); public static final Item JUNGLE_PLANKS = registerBlock(Blocks.JUNGLE_PLANKS); public static final Item ACACIA_PLANKS = registerBlock(Blocks.ACACIA_PLANKS); public static final Item CHERRY_PLANKS = registerBlock(Blocks.CHERRY_PLANKS); public static final Item DARK_OAK_PLANKS = registerBlock(Blocks.DARK_OAK_PLANKS); public static final Item PALE_OAK_PLANKS = registerBlock(Blocks.PALE_OAK_PLANKS); public static final Item MANGROVE_PLANKS = registerBlock(Blocks.MANGROVE_PLANKS); public static final Item BAMBOO_PLANKS = registerBlock(Blocks.BAMBOO_PLANKS); public static final Item CRIMSON_PLANKS = registerBlock(Blocks.CRIMSON_PLANKS); public static final Item WARPED_PLANKS = registerBlock(Blocks.WARPED_PLANKS); public static final Item BAMBOO_MOSAIC = registerBlock(Blocks.BAMBOO_MOSAIC); public static final Item OAK_SAPLING = registerBlock(Blocks.OAK_SAPLING); public static final Item SPRUCE_SAPLING = registerBlock(Blocks.SPRUCE_SAPLING); public static final Item BIRCH_SAPLING = registerBlock(Blocks.BIRCH_SAPLING); public static final Item JUNGLE_SAPLING = registerBlock(Blocks.JUNGLE_SAPLING); public static final Item ACACIA_SAPLING = registerBlock(Blocks.ACACIA_SAPLING); public static final Item CHERRY_SAPLING = registerBlock(Blocks.CHERRY_SAPLING); public static final Item DARK_OAK_SAPLING = registerBlock(Blocks.DARK_OAK_SAPLING); public static final Item PALE_OAK_SAPLING = registerBlock(Blocks.PALE_OAK_SAPLING); public static final Item MANGROVE_PROPAGULE = registerBlock(Blocks.MANGROVE_PROPAGULE); public static final Item BEDROCK = registerBlock(Blocks.BEDROCK); public static final Item SAND = registerBlock(Blocks.SAND); public static final Item SUSPICIOUS_SAND = registerBlock(Blocks.SUSPICIOUS_SAND); public static final Item SUSPICIOUS_GRAVEL = registerBlock(Blocks.SUSPICIOUS_GRAVEL); public static final Item RED_SAND = registerBlock(Blocks.RED_SAND); public static final Item GRAVEL = registerBlock(Blocks.GRAVEL); public static final Item COAL_ORE = registerBlock(Blocks.COAL_ORE); public static final Item DEEPSLATE_COAL_ORE = registerBlock(Blocks.DEEPSLATE_COAL_ORE); public static final Item IRON_ORE = registerBlock(Blocks.IRON_ORE); public static final Item DEEPSLATE_IRON_ORE = registerBlock(Blocks.DEEPSLATE_IRON_ORE); public static final Item COPPER_ORE = registerBlock(Blocks.COPPER_ORE); public static final Item DEEPSLATE_COPPER_ORE = registerBlock(Blocks.DEEPSLATE_COPPER_ORE); public static final Item GOLD_ORE = registerBlock(Blocks.GOLD_ORE); public static final Item DEEPSLATE_GOLD_ORE = registerBlock(Blocks.DEEPSLATE_GOLD_ORE); public static final Item REDSTONE_ORE = registerBlock(Blocks.REDSTONE_ORE); public static final Item DEEPSLATE_REDSTONE_ORE = registerBlock(Blocks.DEEPSLATE_REDSTONE_ORE); public static final Item EMERALD_ORE = registerBlock(Blocks.EMERALD_ORE); public static final Item DEEPSLATE_EMERALD_ORE = registerBlock(Blocks.DEEPSLATE_EMERALD_ORE); public static final Item LAPIS_ORE = registerBlock(Blocks.LAPIS_ORE); public static final Item DEEPSLATE_LAPIS_ORE = registerBlock(Blocks.DEEPSLATE_LAPIS_ORE); public static final Item DIAMOND_ORE = registerBlock(Blocks.DIAMOND_ORE); public static final Item DEEPSLATE_DIAMOND_ORE = registerBlock(Blocks.DEEPSLATE_DIAMOND_ORE); public static final Item NETHER_GOLD_ORE = registerBlock(Blocks.NETHER_GOLD_ORE); public static final Item NETHER_QUARTZ_ORE = registerBlock(Blocks.NETHER_QUARTZ_ORE); public static final Item ANCIENT_DEBRIS = registerBlock(Blocks.ANCIENT_DEBRIS, new Item.Properties().fireResistant()); public static final Item COAL_BLOCK = registerBlock(Blocks.COAL_BLOCK); public static final Item RAW_IRON_BLOCK = registerBlock(Blocks.RAW_IRON_BLOCK); public static final Item RAW_COPPER_BLOCK = registerBlock(Blocks.RAW_COPPER_BLOCK); public static final Item RAW_GOLD_BLOCK = registerBlock(Blocks.RAW_GOLD_BLOCK); public static final Item HEAVY_CORE = registerBlock(Blocks.HEAVY_CORE, new Item.Properties().rarity(Rarity.EPIC)); public static final Item AMETHYST_BLOCK = registerBlock(Blocks.AMETHYST_BLOCK); public static final Item BUDDING_AMETHYST = registerBlock(Blocks.BUDDING_AMETHYST); public static final Item IRON_BLOCK = registerBlock(Blocks.IRON_BLOCK); public static final Item COPPER_BLOCK = registerBlock(Blocks.COPPER_BLOCK); public static final Item GOLD_BLOCK = registerBlock(Blocks.GOLD_BLOCK); public static final Item DIAMOND_BLOCK = registerBlock(Blocks.DIAMOND_BLOCK); public static final Item NETHERITE_BLOCK = registerBlock(Blocks.NETHERITE_BLOCK, new Item.Properties().fireResistant()); public static final Item EXPOSED_COPPER = registerBlock(Blocks.EXPOSED_COPPER); public static final Item WEATHERED_COPPER = registerBlock(Blocks.WEATHERED_COPPER); public static final Item OXIDIZED_COPPER = registerBlock(Blocks.OXIDIZED_COPPER); public static final Item CHISELED_COPPER = registerBlock(Blocks.CHISELED_COPPER); public static final Item EXPOSED_CHISELED_COPPER = registerBlock(Blocks.EXPOSED_CHISELED_COPPER); public static final Item WEATHERED_CHISELED_COPPER = registerBlock(Blocks.WEATHERED_CHISELED_COPPER); public static final Item OXIDIZED_CHISELED_COPPER = registerBlock(Blocks.OXIDIZED_CHISELED_COPPER); public static final Item CUT_COPPER = registerBlock(Blocks.CUT_COPPER); public static final Item EXPOSED_CUT_COPPER = registerBlock(Blocks.EXPOSED_CUT_COPPER); public static final Item WEATHERED_CUT_COPPER = registerBlock(Blocks.WEATHERED_CUT_COPPER); public static final Item OXIDIZED_CUT_COPPER = registerBlock(Blocks.OXIDIZED_CUT_COPPER); public static final Item CUT_COPPER_STAIRS = registerBlock(Blocks.CUT_COPPER_STAIRS); public static final Item EXPOSED_CUT_COPPER_STAIRS = registerBlock(Blocks.EXPOSED_CUT_COPPER_STAIRS); public static final Item WEATHERED_CUT_COPPER_STAIRS = registerBlock(Blocks.WEATHERED_CUT_COPPER_STAIRS); public static final Item OXIDIZED_CUT_COPPER_STAIRS = registerBlock(Blocks.OXIDIZED_CUT_COPPER_STAIRS); public static final Item CUT_COPPER_SLAB = registerBlock(Blocks.CUT_COPPER_SLAB); public static final Item EXPOSED_CUT_COPPER_SLAB = registerBlock(Blocks.EXPOSED_CUT_COPPER_SLAB); public static final Item WEATHERED_CUT_COPPER_SLAB = registerBlock(Blocks.WEATHERED_CUT_COPPER_SLAB); public static final Item OXIDIZED_CUT_COPPER_SLAB = registerBlock(Blocks.OXIDIZED_CUT_COPPER_SLAB); public static final Item WAXED_COPPER_BLOCK = registerBlock(Blocks.WAXED_COPPER_BLOCK); public static final Item WAXED_EXPOSED_COPPER = registerBlock(Blocks.WAXED_EXPOSED_COPPER); public static final Item WAXED_WEATHERED_COPPER = registerBlock(Blocks.WAXED_WEATHERED_COPPER); public static final Item WAXED_OXIDIZED_COPPER = registerBlock(Blocks.WAXED_OXIDIZED_COPPER); public static final Item WAXED_CHISELED_COPPER = registerBlock(Blocks.WAXED_CHISELED_COPPER); public static final Item WAXED_EXPOSED_CHISELED_COPPER = registerBlock(Blocks.WAXED_EXPOSED_CHISELED_COPPER); public static final Item WAXED_WEATHERED_CHISELED_COPPER = registerBlock(Blocks.WAXED_WEATHERED_CHISELED_COPPER); public static final Item WAXED_OXIDIZED_CHISELED_COPPER = registerBlock(Blocks.WAXED_OXIDIZED_CHISELED_COPPER); public static final Item WAXED_CUT_COPPER = registerBlock(Blocks.WAXED_CUT_COPPER); public static final Item WAXED_EXPOSED_CUT_COPPER = registerBlock(Blocks.WAXED_EXPOSED_CUT_COPPER); public static final Item WAXED_WEATHERED_CUT_COPPER = registerBlock(Blocks.WAXED_WEATHERED_CUT_COPPER); public static final Item WAXED_OXIDIZED_CUT_COPPER = registerBlock(Blocks.WAXED_OXIDIZED_CUT_COPPER); public static final Item WAXED_CUT_COPPER_STAIRS = registerBlock(Blocks.WAXED_CUT_COPPER_STAIRS); public static final Item WAXED_EXPOSED_CUT_COPPER_STAIRS = registerBlock(Blocks.WAXED_EXPOSED_CUT_COPPER_STAIRS); public static final Item WAXED_WEATHERED_CUT_COPPER_STAIRS = registerBlock(Blocks.WAXED_WEATHERED_CUT_COPPER_STAIRS); public static final Item WAXED_OXIDIZED_CUT_COPPER_STAIRS = registerBlock(Blocks.WAXED_OXIDIZED_CUT_COPPER_STAIRS); public static final Item WAXED_CUT_COPPER_SLAB = registerBlock(Blocks.WAXED_CUT_COPPER_SLAB); public static final Item WAXED_EXPOSED_CUT_COPPER_SLAB = registerBlock(Blocks.WAXED_EXPOSED_CUT_COPPER_SLAB); public static final Item WAXED_WEATHERED_CUT_COPPER_SLAB = registerBlock(Blocks.WAXED_WEATHERED_CUT_COPPER_SLAB); public static final Item WAXED_OXIDIZED_CUT_COPPER_SLAB = registerBlock(Blocks.WAXED_OXIDIZED_CUT_COPPER_SLAB); public static final Item OAK_LOG = registerBlock(Blocks.OAK_LOG); public static final Item SPRUCE_LOG = registerBlock(Blocks.SPRUCE_LOG); public static final Item BIRCH_LOG = registerBlock(Blocks.BIRCH_LOG); public static final Item JUNGLE_LOG = registerBlock(Blocks.JUNGLE_LOG); public static final Item ACACIA_LOG = registerBlock(Blocks.ACACIA_LOG); public static final Item CHERRY_LOG = registerBlock(Blocks.CHERRY_LOG); public static final Item PALE_OAK_LOG = registerBlock(Blocks.PALE_OAK_LOG); public static final Item DARK_OAK_LOG = registerBlock(Blocks.DARK_OAK_LOG); public static final Item MANGROVE_LOG = registerBlock(Blocks.MANGROVE_LOG); public static final Item MANGROVE_ROOTS = registerBlock(Blocks.MANGROVE_ROOTS); public static final Item MUDDY_MANGROVE_ROOTS = registerBlock(Blocks.MUDDY_MANGROVE_ROOTS); public static final Item CRIMSON_STEM = registerBlock(Blocks.CRIMSON_STEM); public static final Item WARPED_STEM = registerBlock(Blocks.WARPED_STEM); public static final Item BAMBOO_BLOCK = registerBlock(Blocks.BAMBOO_BLOCK); public static final Item STRIPPED_OAK_LOG = registerBlock(Blocks.STRIPPED_OAK_LOG); public static final Item STRIPPED_SPRUCE_LOG = registerBlock(Blocks.STRIPPED_SPRUCE_LOG); public static final Item STRIPPED_BIRCH_LOG = registerBlock(Blocks.STRIPPED_BIRCH_LOG); public static final Item STRIPPED_JUNGLE_LOG = registerBlock(Blocks.STRIPPED_JUNGLE_LOG); public static final Item STRIPPED_ACACIA_LOG = registerBlock(Blocks.STRIPPED_ACACIA_LOG); public static final Item STRIPPED_CHERRY_LOG = registerBlock(Blocks.STRIPPED_CHERRY_LOG); public static final Item STRIPPED_DARK_OAK_LOG = registerBlock(Blocks.STRIPPED_DARK_OAK_LOG); public static final Item STRIPPED_PALE_OAK_LOG = registerBlock(Blocks.STRIPPED_PALE_OAK_LOG); public static final Item STRIPPED_MANGROVE_LOG = registerBlock(Blocks.STRIPPED_MANGROVE_LOG); public static final Item STRIPPED_CRIMSON_STEM = registerBlock(Blocks.STRIPPED_CRIMSON_STEM); public static final Item STRIPPED_WARPED_STEM = registerBlock(Blocks.STRIPPED_WARPED_STEM); public static final Item STRIPPED_OAK_WOOD = registerBlock(Blocks.STRIPPED_OAK_WOOD); public static final Item STRIPPED_SPRUCE_WOOD = registerBlock(Blocks.STRIPPED_SPRUCE_WOOD); public static final Item STRIPPED_BIRCH_WOOD = registerBlock(Blocks.STRIPPED_BIRCH_WOOD); public static final Item STRIPPED_JUNGLE_WOOD = registerBlock(Blocks.STRIPPED_JUNGLE_WOOD); public static final Item STRIPPED_ACACIA_WOOD = registerBlock(Blocks.STRIPPED_ACACIA_WOOD); public static final Item STRIPPED_CHERRY_WOOD = registerBlock(Blocks.STRIPPED_CHERRY_WOOD); public static final Item STRIPPED_DARK_OAK_WOOD = registerBlock(Blocks.STRIPPED_DARK_OAK_WOOD); public static final Item STRIPPED_PALE_OAK_WOOD = registerBlock(Blocks.STRIPPED_PALE_OAK_WOOD); public static final Item STRIPPED_MANGROVE_WOOD = registerBlock(Blocks.STRIPPED_MANGROVE_WOOD); public static final Item STRIPPED_CRIMSON_HYPHAE = registerBlock(Blocks.STRIPPED_CRIMSON_HYPHAE); public static final Item STRIPPED_WARPED_HYPHAE = registerBlock(Blocks.STRIPPED_WARPED_HYPHAE); public static final Item STRIPPED_BAMBOO_BLOCK = registerBlock(Blocks.STRIPPED_BAMBOO_BLOCK); public static final Item OAK_WOOD = registerBlock(Blocks.OAK_WOOD); public static final Item SPRUCE_WOOD = registerBlock(Blocks.SPRUCE_WOOD); public static final Item BIRCH_WOOD = registerBlock(Blocks.BIRCH_WOOD); public static final Item JUNGLE_WOOD = registerBlock(Blocks.JUNGLE_WOOD); public static final Item ACACIA_WOOD = registerBlock(Blocks.ACACIA_WOOD); public static final Item CHERRY_WOOD = registerBlock(Blocks.CHERRY_WOOD); public static final Item PALE_OAK_WOOD = registerBlock(Blocks.PALE_OAK_WOOD); public static final Item DARK_OAK_WOOD = registerBlock(Blocks.DARK_OAK_WOOD); public static final Item MANGROVE_WOOD = registerBlock(Blocks.MANGROVE_WOOD); public static final Item CRIMSON_HYPHAE = registerBlock(Blocks.CRIMSON_HYPHAE); public static final Item WARPED_HYPHAE = registerBlock(Blocks.WARPED_HYPHAE); public static final Item OAK_LEAVES = registerBlock(Blocks.OAK_LEAVES); public static final Item SPRUCE_LEAVES = registerBlock(Blocks.SPRUCE_LEAVES); public static final Item BIRCH_LEAVES = registerBlock(Blocks.BIRCH_LEAVES); public static final Item JUNGLE_LEAVES = registerBlock(Blocks.JUNGLE_LEAVES); public static final Item ACACIA_LEAVES = registerBlock(Blocks.ACACIA_LEAVES); public static final Item CHERRY_LEAVES = registerBlock(Blocks.CHERRY_LEAVES); public static final Item DARK_OAK_LEAVES = registerBlock(Blocks.DARK_OAK_LEAVES); public static final Item PALE_OAK_LEAVES = registerBlock(Blocks.PALE_OAK_LEAVES); public static final Item MANGROVE_LEAVES = registerBlock(Blocks.MANGROVE_LEAVES); public static final Item AZALEA_LEAVES = registerBlock(Blocks.AZALEA_LEAVES); public static final Item FLOWERING_AZALEA_LEAVES = registerBlock(Blocks.FLOWERING_AZALEA_LEAVES); public static final Item SPONGE = registerBlock(Blocks.SPONGE); public static final Item WET_SPONGE = registerBlock(Blocks.WET_SPONGE); public static final Item GLASS = registerBlock(Blocks.GLASS); public static final Item TINTED_GLASS = registerBlock(Blocks.TINTED_GLASS); public static final Item LAPIS_BLOCK = registerBlock(Blocks.LAPIS_BLOCK); public static final Item SANDSTONE = registerBlock(Blocks.SANDSTONE); public static final Item CHISELED_SANDSTONE = registerBlock(Blocks.CHISELED_SANDSTONE); public static final Item CUT_SANDSTONE = registerBlock(Blocks.CUT_SANDSTONE); public static final Item COBWEB = registerBlock(Blocks.COBWEB); public static final Item SHORT_GRASS = registerBlock(Blocks.SHORT_GRASS); public static final Item FERN = registerBlock(Blocks.FERN); public static final Item BUSH = registerBlock(Blocks.BUSH); public static final Item AZALEA = registerBlock(Blocks.AZALEA); public static final Item FLOWERING_AZALEA = registerBlock(Blocks.FLOWERING_AZALEA); public static final Item DEAD_BUSH = registerBlock(Blocks.DEAD_BUSH); public static final Item FIREFLY_BUSH = registerBlock(Blocks.FIREFLY_BUSH); public static final Item DRY_SHORT_GRASS = registerBlock(Blocks.SHORT_DRY_GRASS); public static final Item DRY_TALL_GRASS = registerBlock(Blocks.TALL_DRY_GRASS); public static final Item SEAGRASS = registerBlock(Blocks.SEAGRASS); public static final Item SEA_PICKLE = registerBlock(Blocks.SEA_PICKLE); public static final Item WHITE_WOOL = registerBlock(Blocks.WHITE_WOOL); public static final Item ORANGE_WOOL = registerBlock(Blocks.ORANGE_WOOL); public static final Item MAGENTA_WOOL = registerBlock(Blocks.MAGENTA_WOOL); public static final Item LIGHT_BLUE_WOOL = registerBlock(Blocks.LIGHT_BLUE_WOOL); public static final Item YELLOW_WOOL = registerBlock(Blocks.YELLOW_WOOL); public static final Item LIME_WOOL = registerBlock(Blocks.LIME_WOOL); public static final Item PINK_WOOL = registerBlock(Blocks.PINK_WOOL); public static final Item GRAY_WOOL = registerBlock(Blocks.GRAY_WOOL); public static final Item LIGHT_GRAY_WOOL = registerBlock(Blocks.LIGHT_GRAY_WOOL); public static final Item CYAN_WOOL = registerBlock(Blocks.CYAN_WOOL); public static final Item PURPLE_WOOL = registerBlock(Blocks.PURPLE_WOOL); public static final Item BLUE_WOOL = registerBlock(Blocks.BLUE_WOOL); public static final Item BROWN_WOOL = registerBlock(Blocks.BROWN_WOOL); public static final Item GREEN_WOOL = registerBlock(Blocks.GREEN_WOOL); public static final Item RED_WOOL = registerBlock(Blocks.RED_WOOL); public static final Item BLACK_WOOL = registerBlock(Blocks.BLACK_WOOL); public static final Item DANDELION = registerBlock(Blocks.DANDELION); public static final Item OPEN_EYEBLOSSOM = registerBlock(Blocks.OPEN_EYEBLOSSOM); public static final Item CLOSED_EYEBLOSSOM = registerBlock(Blocks.CLOSED_EYEBLOSSOM); public static final Item POPPY = registerBlock(Blocks.POPPY); public static final Item BLUE_ORCHID = registerBlock(Blocks.BLUE_ORCHID); public static final Item ALLIUM = registerBlock(Blocks.ALLIUM); public static final Item AZURE_BLUET = registerBlock(Blocks.AZURE_BLUET); public static final Item RED_TULIP = registerBlock(Blocks.RED_TULIP); public static final Item ORANGE_TULIP = registerBlock(Blocks.ORANGE_TULIP); public static final Item WHITE_TULIP = registerBlock(Blocks.WHITE_TULIP); public static final Item PINK_TULIP = registerBlock(Blocks.PINK_TULIP); public static final Item OXEYE_DAISY = registerBlock(Blocks.OXEYE_DAISY); public static final Item CORNFLOWER = registerBlock(Blocks.CORNFLOWER); public static final Item LILY_OF_THE_VALLEY = registerBlock(Blocks.LILY_OF_THE_VALLEY); public static final Item WITHER_ROSE = registerBlock(Blocks.WITHER_ROSE); public static final Item TORCHFLOWER = registerBlock(Blocks.TORCHFLOWER); public static final Item PITCHER_PLANT = registerBlock(Blocks.PITCHER_PLANT); public static final Item SPORE_BLOSSOM = registerBlock(Blocks.SPORE_BLOSSOM); public static final Item BROWN_MUSHROOM = registerBlock(Blocks.BROWN_MUSHROOM); public static final Item RED_MUSHROOM = registerBlock(Blocks.RED_MUSHROOM); public static final Item CRIMSON_FUNGUS = registerBlock(Blocks.CRIMSON_FUNGUS); public static final Item WARPED_FUNGUS = registerBlock(Blocks.WARPED_FUNGUS); public static final Item CRIMSON_ROOTS = registerBlock(Blocks.CRIMSON_ROOTS); public static final Item WARPED_ROOTS = registerBlock(Blocks.WARPED_ROOTS); public static final Item NETHER_SPROUTS = registerBlock(Blocks.NETHER_SPROUTS); public static final Item WEEPING_VINES = registerBlock(Blocks.WEEPING_VINES); public static final Item TWISTING_VINES = registerBlock(Blocks.TWISTING_VINES); public static final Item SUGAR_CANE = registerBlock(Blocks.SUGAR_CANE); public static final Item KELP = registerBlock(Blocks.KELP); public static final Item PINK_PETALS = registerBlock(Blocks.PINK_PETALS); public static final Item WILDFLOWERS = registerBlock(Blocks.WILDFLOWERS); public static final Item LEAF_LITTER = registerBlock(Blocks.LEAF_LITTER); public static final Item MOSS_CARPET = registerBlock(Blocks.MOSS_CARPET); public static final Item MOSS_BLOCK = registerBlock(Blocks.MOSS_BLOCK); public static final Item PALE_MOSS_CARPET = registerBlock(Blocks.PALE_MOSS_CARPET); public static final Item PALE_HANGING_MOSS = registerBlock(Blocks.PALE_HANGING_MOSS); public static final Item PALE_MOSS_BLOCK = registerBlock(Blocks.PALE_MOSS_BLOCK); public static final Item HANGING_ROOTS = registerBlock(Blocks.HANGING_ROOTS); public static final Item BIG_DRIPLEAF = registerBlock(Blocks.BIG_DRIPLEAF, Blocks.BIG_DRIPLEAF_STEM); public static final Item SMALL_DRIPLEAF = registerBlock(Blocks.SMALL_DRIPLEAF, DoubleHighBlockItem::new); public static final Item BAMBOO = registerBlock(Blocks.BAMBOO); public static final Item OAK_SLAB = registerBlock(Blocks.OAK_SLAB); public static final Item SPRUCE_SLAB = registerBlock(Blocks.SPRUCE_SLAB); public static final Item BIRCH_SLAB = registerBlock(Blocks.BIRCH_SLAB); public static final Item JUNGLE_SLAB = registerBlock(Blocks.JUNGLE_SLAB); public static final Item ACACIA_SLAB = registerBlock(Blocks.ACACIA_SLAB); public static final Item CHERRY_SLAB = registerBlock(Blocks.CHERRY_SLAB); public static final Item DARK_OAK_SLAB = registerBlock(Blocks.DARK_OAK_SLAB); public static final Item PALE_OAK_SLAB = registerBlock(Blocks.PALE_OAK_SLAB); public static final Item MANGROVE_SLAB = registerBlock(Blocks.MANGROVE_SLAB); public static final Item BAMBOO_SLAB = registerBlock(Blocks.BAMBOO_SLAB); public static final Item BAMBOO_MOSAIC_SLAB = registerBlock(Blocks.BAMBOO_MOSAIC_SLAB); public static final Item CRIMSON_SLAB = registerBlock(Blocks.CRIMSON_SLAB); public static final Item WARPED_SLAB = registerBlock(Blocks.WARPED_SLAB); public static final Item STONE_SLAB = registerBlock(Blocks.STONE_SLAB); public static final Item SMOOTH_STONE_SLAB = registerBlock(Blocks.SMOOTH_STONE_SLAB); public static final Item SANDSTONE_SLAB = registerBlock(Blocks.SANDSTONE_SLAB); public static final Item CUT_STANDSTONE_SLAB = registerBlock(Blocks.CUT_SANDSTONE_SLAB); public static final Item PETRIFIED_OAK_SLAB = registerBlock(Blocks.PETRIFIED_OAK_SLAB); public static final Item COBBLESTONE_SLAB = registerBlock(Blocks.COBBLESTONE_SLAB); public static final Item BRICK_SLAB = registerBlock(Blocks.BRICK_SLAB); public static final Item STONE_BRICK_SLAB = registerBlock(Blocks.STONE_BRICK_SLAB); public static final Item MUD_BRICK_SLAB = registerBlock(Blocks.MUD_BRICK_SLAB); public static final Item NETHER_BRICK_SLAB = registerBlock(Blocks.NETHER_BRICK_SLAB); public static final Item QUARTZ_SLAB = registerBlock(Blocks.QUARTZ_SLAB); public static final Item RED_SANDSTONE_SLAB = registerBlock(Blocks.RED_SANDSTONE_SLAB); public static final Item CUT_RED_SANDSTONE_SLAB = registerBlock(Blocks.CUT_RED_SANDSTONE_SLAB); public static final Item PURPUR_SLAB = registerBlock(Blocks.PURPUR_SLAB); public static final Item PRISMARINE_SLAB = registerBlock(Blocks.PRISMARINE_SLAB); public static final Item PRISMARINE_BRICK_SLAB = registerBlock(Blocks.PRISMARINE_BRICK_SLAB); public static final Item DARK_PRISMARINE_SLAB = registerBlock(Blocks.DARK_PRISMARINE_SLAB); public static final Item SMOOTH_QUARTZ = registerBlock(Blocks.SMOOTH_QUARTZ); public static final Item SMOOTH_RED_SANDSTONE = registerBlock(Blocks.SMOOTH_RED_SANDSTONE); public static final Item SMOOTH_SANDSTONE = registerBlock(Blocks.SMOOTH_SANDSTONE); public static final Item SMOOTH_STONE = registerBlock(Blocks.SMOOTH_STONE); public static final Item BRICKS = registerBlock(Blocks.BRICKS); public static final Item BOOKSHELF = registerBlock(Blocks.BOOKSHELF); public static final Item CHISELED_BOOKSHELF = registerBlock( Blocks.CHISELED_BOOKSHELF, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item DECORATED_POT = registerBlock( Blocks.DECORATED_POT, new Item.Properties().component(DataComponents.POT_DECORATIONS, PotDecorations.EMPTY).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item MOSSY_COBBLESTONE = registerBlock(Blocks.MOSSY_COBBLESTONE); public static final Item OBSIDIAN = registerBlock(Blocks.OBSIDIAN); public static final Item TORCH = registerBlock( Blocks.TORCH, (BiFunction)((block, properties) -> new StandingAndWallBlockItem(block, Blocks.WALL_TORCH, Direction.DOWN, properties)) ); public static final Item END_ROD = registerBlock(Blocks.END_ROD); public static final Item CHORUS_PLANT = registerBlock(Blocks.CHORUS_PLANT); public static final Item CHORUS_FLOWER = registerBlock(Blocks.CHORUS_FLOWER); public static final Item PURPUR_BLOCK = registerBlock(Blocks.PURPUR_BLOCK); public static final Item PURPUR_PILLAR = registerBlock(Blocks.PURPUR_PILLAR); public static final Item PURPUR_STAIRS = registerBlock(Blocks.PURPUR_STAIRS); public static final Item SPAWNER = registerBlock(Blocks.SPAWNER); public static final Item CREAKING_HEART = registerBlock(Blocks.CREAKING_HEART); public static final Item CHEST = registerBlock( Blocks.CHEST, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item CRAFTING_TABLE = registerBlock(Blocks.CRAFTING_TABLE); public static final Item FARMLAND = registerBlock(Blocks.FARMLAND); public static final Item FURNACE = registerBlock( Blocks.FURNACE, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item LADDER = registerBlock(Blocks.LADDER); public static final Item COBBLESTONE_STAIRS = registerBlock(Blocks.COBBLESTONE_STAIRS); public static final Item SNOW = registerBlock(Blocks.SNOW); public static final Item ICE = registerBlock(Blocks.ICE); public static final Item SNOW_BLOCK = registerBlock(Blocks.SNOW_BLOCK); public static final Item CACTUS = registerBlock(Blocks.CACTUS); public static final Item CACTUS_FLOWER = registerBlock(Blocks.CACTUS_FLOWER); public static final Item CLAY = registerBlock(Blocks.CLAY); public static final Item JUKEBOX = registerBlock(Blocks.JUKEBOX); public static final Item OAK_FENCE = registerBlock(Blocks.OAK_FENCE); public static final Item SPRUCE_FENCE = registerBlock(Blocks.SPRUCE_FENCE); public static final Item BIRCH_FENCE = registerBlock(Blocks.BIRCH_FENCE); public static final Item JUNGLE_FENCE = registerBlock(Blocks.JUNGLE_FENCE); public static final Item ACACIA_FENCE = registerBlock(Blocks.ACACIA_FENCE); public static final Item CHERRY_FENCE = registerBlock(Blocks.CHERRY_FENCE); public static final Item DARK_OAK_FENCE = registerBlock(Blocks.DARK_OAK_FENCE); public static final Item PALE_OAK_FENCE = registerBlock(Blocks.PALE_OAK_FENCE); public static final Item MANGROVE_FENCE = registerBlock(Blocks.MANGROVE_FENCE); public static final Item BAMBOO_FENCE = registerBlock(Blocks.BAMBOO_FENCE); public static final Item CRIMSON_FENCE = registerBlock(Blocks.CRIMSON_FENCE); public static final Item WARPED_FENCE = registerBlock(Blocks.WARPED_FENCE); public static final Item PUMPKIN = registerBlock(Blocks.PUMPKIN); public static final Item CARVED_PUMPKIN = registerBlock( Blocks.CARVED_PUMPKIN, (UnaryOperator)(properties -> properties.component( DataComponents.EQUIPPABLE, Equippable.builder(EquipmentSlot.HEAD).setSwappable(false).setCameraOverlay(ResourceLocation.withDefaultNamespace("misc/pumpkinblur")).build() )) ); public static final Item JACK_O_LANTERN = registerBlock(Blocks.JACK_O_LANTERN); public static final Item NETHERRACK = registerBlock(Blocks.NETHERRACK); public static final Item SOUL_SAND = registerBlock(Blocks.SOUL_SAND); public static final Item SOUL_SOIL = registerBlock(Blocks.SOUL_SOIL); public static final Item BASALT = registerBlock(Blocks.BASALT); public static final Item POLISHED_BASALT = registerBlock(Blocks.POLISHED_BASALT); public static final Item SMOOTH_BASALT = registerBlock(Blocks.SMOOTH_BASALT); public static final Item SOUL_TORCH = registerBlock( Blocks.SOUL_TORCH, (BiFunction)((block, properties) -> new StandingAndWallBlockItem(block, Blocks.SOUL_WALL_TORCH, Direction.DOWN, properties)) ); public static final Item GLOWSTONE = registerBlock(Blocks.GLOWSTONE); public static final Item INFESTED_STONE = registerBlock(Blocks.INFESTED_STONE); public static final Item INFESTED_COBBLESTONE = registerBlock(Blocks.INFESTED_COBBLESTONE); public static final Item INFESTED_STONE_BRICKS = registerBlock(Blocks.INFESTED_STONE_BRICKS); public static final Item INFESTED_MOSSY_STONE_BRICKS = registerBlock(Blocks.INFESTED_MOSSY_STONE_BRICKS); public static final Item INFESTED_CRACKED_STONE_BRICKS = registerBlock(Blocks.INFESTED_CRACKED_STONE_BRICKS); public static final Item INFESTED_CHISELED_STONE_BRICKS = registerBlock(Blocks.INFESTED_CHISELED_STONE_BRICKS); public static final Item INFESTED_DEEPSLATE = registerBlock(Blocks.INFESTED_DEEPSLATE); public static final Item STONE_BRICKS = registerBlock(Blocks.STONE_BRICKS); public static final Item MOSSY_STONE_BRICKS = registerBlock(Blocks.MOSSY_STONE_BRICKS); public static final Item CRACKED_STONE_BRICKS = registerBlock(Blocks.CRACKED_STONE_BRICKS); public static final Item CHISELED_STONE_BRICKS = registerBlock(Blocks.CHISELED_STONE_BRICKS); public static final Item PACKED_MUD = registerBlock(Blocks.PACKED_MUD); public static final Item MUD_BRICKS = registerBlock(Blocks.MUD_BRICKS); public static final Item DEEPSLATE_BRICKS = registerBlock(Blocks.DEEPSLATE_BRICKS); public static final Item CRACKED_DEEPSLATE_BRICKS = registerBlock(Blocks.CRACKED_DEEPSLATE_BRICKS); public static final Item DEEPSLATE_TILES = registerBlock(Blocks.DEEPSLATE_TILES); public static final Item CRACKED_DEEPSLATE_TILES = registerBlock(Blocks.CRACKED_DEEPSLATE_TILES); public static final Item CHISELED_DEEPSLATE = registerBlock(Blocks.CHISELED_DEEPSLATE); public static final Item REINFORCED_DEEPSLATE = registerBlock(Blocks.REINFORCED_DEEPSLATE); public static final Item BROWN_MUSHROOM_BLOCK = registerBlock(Blocks.BROWN_MUSHROOM_BLOCK); public static final Item RED_MUSHROOM_BLOCK = registerBlock(Blocks.RED_MUSHROOM_BLOCK); public static final Item MUSHROOM_STEM = registerBlock(Blocks.MUSHROOM_STEM); public static final Item IRON_BARS = registerBlock(Blocks.IRON_BARS); public static final Item CHAIN = registerBlock(Blocks.CHAIN); public static final Item GLASS_PANE = registerBlock(Blocks.GLASS_PANE); public static final Item MELON = registerBlock(Blocks.MELON); public static final Item VINE = registerBlock(Blocks.VINE); public static final Item GLOW_LICHEN = registerBlock(Blocks.GLOW_LICHEN); public static final Item RESIN_CLUMP = registerItem("resin_clump", createBlockItemWithCustomItemName(Blocks.RESIN_CLUMP)); public static final Item RESIN_BLOCK = registerBlock(Blocks.RESIN_BLOCK); public static final Item RESIN_BRICKS = registerBlock(Blocks.RESIN_BRICKS); public static final Item RESIN_BRICK_STAIRS = registerBlock(Blocks.RESIN_BRICK_STAIRS); public static final Item RESIN_BRICK_SLAB = registerBlock(Blocks.RESIN_BRICK_SLAB); public static final Item RESIN_BRICK_WALL = registerBlock(Blocks.RESIN_BRICK_WALL); public static final Item CHISELED_RESIN_BRICKS = registerBlock(Blocks.CHISELED_RESIN_BRICKS); public static final Item BRICK_STAIRS = registerBlock(Blocks.BRICK_STAIRS); public static final Item STONE_BRICK_STAIRS = registerBlock(Blocks.STONE_BRICK_STAIRS); public static final Item MUD_BRICK_STAIRS = registerBlock(Blocks.MUD_BRICK_STAIRS); public static final Item MYCELIUM = registerBlock(Blocks.MYCELIUM); public static final Item LILY_PAD = registerBlock(Blocks.LILY_PAD, PlaceOnWaterBlockItem::new); public static final Item NETHER_BRICKS = registerBlock(Blocks.NETHER_BRICKS); public static final Item CRACKED_NETHER_BRICKS = registerBlock(Blocks.CRACKED_NETHER_BRICKS); public static final Item CHISELED_NETHER_BRICKS = registerBlock(Blocks.CHISELED_NETHER_BRICKS); public static final Item NETHER_BRICK_FENCE = registerBlock(Blocks.NETHER_BRICK_FENCE); public static final Item NETHER_BRICK_STAIRS = registerBlock(Blocks.NETHER_BRICK_STAIRS); public static final Item SCULK = registerBlock(Blocks.SCULK); public static final Item SCULK_VEIN = registerBlock(Blocks.SCULK_VEIN); public static final Item SCULK_CATALYST = registerBlock(Blocks.SCULK_CATALYST); public static final Item SCULK_SHRIEKER = registerBlock(Blocks.SCULK_SHRIEKER); public static final Item ENCHANTING_TABLE = registerBlock(Blocks.ENCHANTING_TABLE); public static final Item END_PORTAL_FRAME = registerBlock(Blocks.END_PORTAL_FRAME); public static final Item END_STONE = registerBlock(Blocks.END_STONE); public static final Item END_STONE_BRICKS = registerBlock(Blocks.END_STONE_BRICKS); public static final Item DRAGON_EGG = registerBlock(Blocks.DRAGON_EGG, new Item.Properties().rarity(Rarity.EPIC)); public static final Item SANDSTONE_STAIRS = registerBlock(Blocks.SANDSTONE_STAIRS); public static final Item ENDER_CHEST = registerBlock(Blocks.ENDER_CHEST); public static final Item EMERALD_BLOCK = registerBlock(Blocks.EMERALD_BLOCK); public static final Item OAK_STAIRS = registerBlock(Blocks.OAK_STAIRS); public static final Item SPRUCE_STAIRS = registerBlock(Blocks.SPRUCE_STAIRS); public static final Item BIRCH_STAIRS = registerBlock(Blocks.BIRCH_STAIRS); public static final Item JUNGLE_STAIRS = registerBlock(Blocks.JUNGLE_STAIRS); public static final Item ACACIA_STAIRS = registerBlock(Blocks.ACACIA_STAIRS); public static final Item CHERRY_STAIRS = registerBlock(Blocks.CHERRY_STAIRS); public static final Item DARK_OAK_STAIRS = registerBlock(Blocks.DARK_OAK_STAIRS); public static final Item PALE_OAK_STAIRS = registerBlock(Blocks.PALE_OAK_STAIRS); public static final Item MANGROVE_STAIRS = registerBlock(Blocks.MANGROVE_STAIRS); public static final Item BAMBOO_STAIRS = registerBlock(Blocks.BAMBOO_STAIRS); public static final Item BAMBOO_MOSAIC_STAIRS = registerBlock(Blocks.BAMBOO_MOSAIC_STAIRS); public static final Item CRIMSON_STAIRS = registerBlock(Blocks.CRIMSON_STAIRS); public static final Item WARPED_STAIRS = registerBlock(Blocks.WARPED_STAIRS); public static final Item COMMAND_BLOCK = registerBlock(Blocks.COMMAND_BLOCK, GameMasterBlockItem::new, new Item.Properties().rarity(Rarity.EPIC)); public static final Item BEACON = registerBlock(Blocks.BEACON, new Item.Properties().rarity(Rarity.RARE)); public static final Item COBBLESTONE_WALL = registerBlock(Blocks.COBBLESTONE_WALL); public static final Item MOSSY_COBBLESTONE_WALL = registerBlock(Blocks.MOSSY_COBBLESTONE_WALL); public static final Item BRICK_WALL = registerBlock(Blocks.BRICK_WALL); public static final Item PRISMARINE_WALL = registerBlock(Blocks.PRISMARINE_WALL); public static final Item RED_SANDSTONE_WALL = registerBlock(Blocks.RED_SANDSTONE_WALL); public static final Item MOSSY_STONE_BRICK_WALL = registerBlock(Blocks.MOSSY_STONE_BRICK_WALL); public static final Item GRANITE_WALL = registerBlock(Blocks.GRANITE_WALL); public static final Item STONE_BRICK_WALL = registerBlock(Blocks.STONE_BRICK_WALL); public static final Item MUD_BRICK_WALL = registerBlock(Blocks.MUD_BRICK_WALL); public static final Item NETHER_BRICK_WALL = registerBlock(Blocks.NETHER_BRICK_WALL); public static final Item ANDESITE_WALL = registerBlock(Blocks.ANDESITE_WALL); public static final Item RED_NETHER_BRICK_WALL = registerBlock(Blocks.RED_NETHER_BRICK_WALL); public static final Item SANDSTONE_WALL = registerBlock(Blocks.SANDSTONE_WALL); public static final Item END_STONE_BRICK_WALL = registerBlock(Blocks.END_STONE_BRICK_WALL); public static final Item DIORITE_WALL = registerBlock(Blocks.DIORITE_WALL); public static final Item BLACKSTONE_WALL = registerBlock(Blocks.BLACKSTONE_WALL); public static final Item POLISHED_BLACKSTONE_WALL = registerBlock(Blocks.POLISHED_BLACKSTONE_WALL); public static final Item POLISHED_BLACKSTONE_BRICK_WALL = registerBlock(Blocks.POLISHED_BLACKSTONE_BRICK_WALL); public static final Item COBBLED_DEEPSLATE_WALL = registerBlock(Blocks.COBBLED_DEEPSLATE_WALL); public static final Item POLISHED_DEEPSLATE_WALL = registerBlock(Blocks.POLISHED_DEEPSLATE_WALL); public static final Item DEEPSLATE_BRICK_WALL = registerBlock(Blocks.DEEPSLATE_BRICK_WALL); public static final Item DEEPSLATE_TILE_WALL = registerBlock(Blocks.DEEPSLATE_TILE_WALL); public static final Item ANVIL = registerBlock(Blocks.ANVIL); public static final Item CHIPPED_ANVIL = registerBlock(Blocks.CHIPPED_ANVIL); public static final Item DAMAGED_ANVIL = registerBlock(Blocks.DAMAGED_ANVIL); public static final Item CHISELED_QUARTZ_BLOCK = registerBlock(Blocks.CHISELED_QUARTZ_BLOCK); public static final Item QUARTZ_BLOCK = registerBlock(Blocks.QUARTZ_BLOCK); public static final Item QUARTZ_BRICKS = registerBlock(Blocks.QUARTZ_BRICKS); public static final Item QUARTZ_PILLAR = registerBlock(Blocks.QUARTZ_PILLAR); public static final Item QUARTZ_STAIRS = registerBlock(Blocks.QUARTZ_STAIRS); public static final Item WHITE_TERRACOTTA = registerBlock(Blocks.WHITE_TERRACOTTA); public static final Item ORANGE_TERRACOTTA = registerBlock(Blocks.ORANGE_TERRACOTTA); public static final Item MAGENTA_TERRACOTTA = registerBlock(Blocks.MAGENTA_TERRACOTTA); public static final Item LIGHT_BLUE_TERRACOTTA = registerBlock(Blocks.LIGHT_BLUE_TERRACOTTA); public static final Item YELLOW_TERRACOTTA = registerBlock(Blocks.YELLOW_TERRACOTTA); public static final Item LIME_TERRACOTTA = registerBlock(Blocks.LIME_TERRACOTTA); public static final Item PINK_TERRACOTTA = registerBlock(Blocks.PINK_TERRACOTTA); public static final Item GRAY_TERRACOTTA = registerBlock(Blocks.GRAY_TERRACOTTA); public static final Item LIGHT_GRAY_TERRACOTTA = registerBlock(Blocks.LIGHT_GRAY_TERRACOTTA); public static final Item CYAN_TERRACOTTA = registerBlock(Blocks.CYAN_TERRACOTTA); public static final Item PURPLE_TERRACOTTA = registerBlock(Blocks.PURPLE_TERRACOTTA); public static final Item BLUE_TERRACOTTA = registerBlock(Blocks.BLUE_TERRACOTTA); public static final Item BROWN_TERRACOTTA = registerBlock(Blocks.BROWN_TERRACOTTA); public static final Item GREEN_TERRACOTTA = registerBlock(Blocks.GREEN_TERRACOTTA); public static final Item RED_TERRACOTTA = registerBlock(Blocks.RED_TERRACOTTA); public static final Item BLACK_TERRACOTTA = registerBlock(Blocks.BLACK_TERRACOTTA); public static final Item BARRIER = registerBlock(Blocks.BARRIER, new Item.Properties().rarity(Rarity.EPIC)); public static final Item LIGHT = registerBlock( Blocks.LIGHT, (UnaryOperator)(properties -> properties.rarity(Rarity.EPIC) .component(DataComponents.BLOCK_STATE, BlockItemStateProperties.EMPTY.with(LightBlock.LEVEL, 15))) ); public static final Item HAY_BLOCK = registerBlock(Blocks.HAY_BLOCK); public static final Item WHITE_CARPET = registerBlock( Blocks.WHITE_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.WHITE))) ); public static final Item ORANGE_CARPET = registerBlock( Blocks.ORANGE_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.ORANGE))) ); public static final Item MAGENTA_CARPET = registerBlock( Blocks.MAGENTA_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.MAGENTA))) ); public static final Item LIGHT_BLUE_CARPET = registerBlock( Blocks.LIGHT_BLUE_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.LIGHT_BLUE))) ); public static final Item YELLOW_CARPET = registerBlock( Blocks.YELLOW_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.YELLOW))) ); public static final Item LIME_CARPET = registerBlock( Blocks.LIME_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.LIME))) ); public static final Item PINK_CARPET = registerBlock( Blocks.PINK_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.PINK))) ); public static final Item GRAY_CARPET = registerBlock( Blocks.GRAY_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.GRAY))) ); public static final Item LIGHT_GRAY_CARPET = registerBlock( Blocks.LIGHT_GRAY_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.LIGHT_GRAY))) ); public static final Item CYAN_CARPET = registerBlock( Blocks.CYAN_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.CYAN))) ); public static final Item PURPLE_CARPET = registerBlock( Blocks.PURPLE_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.PURPLE))) ); public static final Item BLUE_CARPET = registerBlock( Blocks.BLUE_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.BLUE))) ); public static final Item BROWN_CARPET = registerBlock( Blocks.BROWN_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.BROWN))) ); public static final Item GREEN_CARPET = registerBlock( Blocks.GREEN_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.GREEN))) ); public static final Item RED_CARPET = registerBlock( Blocks.RED_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.RED))) ); public static final Item BLACK_CARPET = registerBlock( Blocks.BLACK_CARPET, (UnaryOperator)(properties -> properties.component(DataComponents.EQUIPPABLE, Equippable.llamaSwag(DyeColor.BLACK))) ); public static final Item TERRACOTTA = registerBlock(Blocks.TERRACOTTA); public static final Item PACKED_ICE = registerBlock(Blocks.PACKED_ICE); public static final Item DIRT_PATH = registerBlock(Blocks.DIRT_PATH); public static final Item SUNFLOWER = registerBlock(Blocks.SUNFLOWER, DoubleHighBlockItem::new); public static final Item LILAC = registerBlock(Blocks.LILAC, DoubleHighBlockItem::new); public static final Item ROSE_BUSH = registerBlock(Blocks.ROSE_BUSH, DoubleHighBlockItem::new); public static final Item PEONY = registerBlock(Blocks.PEONY, DoubleHighBlockItem::new); public static final Item TALL_GRASS = registerBlock(Blocks.TALL_GRASS, DoubleHighBlockItem::new); public static final Item LARGE_FERN = registerBlock(Blocks.LARGE_FERN, DoubleHighBlockItem::new); public static final Item WHITE_STAINED_GLASS = registerBlock(Blocks.WHITE_STAINED_GLASS); public static final Item ORANGE_STAINED_GLASS = registerBlock(Blocks.ORANGE_STAINED_GLASS); public static final Item MAGENTA_STAINED_GLASS = registerBlock(Blocks.MAGENTA_STAINED_GLASS); public static final Item LIGHT_BLUE_STAINED_GLASS = registerBlock(Blocks.LIGHT_BLUE_STAINED_GLASS); public static final Item YELLOW_STAINED_GLASS = registerBlock(Blocks.YELLOW_STAINED_GLASS); public static final Item LIME_STAINED_GLASS = registerBlock(Blocks.LIME_STAINED_GLASS); public static final Item PINK_STAINED_GLASS = registerBlock(Blocks.PINK_STAINED_GLASS); public static final Item GRAY_STAINED_GLASS = registerBlock(Blocks.GRAY_STAINED_GLASS); public static final Item LIGHT_GRAY_STAINED_GLASS = registerBlock(Blocks.LIGHT_GRAY_STAINED_GLASS); public static final Item CYAN_STAINED_GLASS = registerBlock(Blocks.CYAN_STAINED_GLASS); public static final Item PURPLE_STAINED_GLASS = registerBlock(Blocks.PURPLE_STAINED_GLASS); public static final Item BLUE_STAINED_GLASS = registerBlock(Blocks.BLUE_STAINED_GLASS); public static final Item BROWN_STAINED_GLASS = registerBlock(Blocks.BROWN_STAINED_GLASS); public static final Item GREEN_STAINED_GLASS = registerBlock(Blocks.GREEN_STAINED_GLASS); public static final Item RED_STAINED_GLASS = registerBlock(Blocks.RED_STAINED_GLASS); public static final Item BLACK_STAINED_GLASS = registerBlock(Blocks.BLACK_STAINED_GLASS); public static final Item WHITE_STAINED_GLASS_PANE = registerBlock(Blocks.WHITE_STAINED_GLASS_PANE); public static final Item ORANGE_STAINED_GLASS_PANE = registerBlock(Blocks.ORANGE_STAINED_GLASS_PANE); public static final Item MAGENTA_STAINED_GLASS_PANE = registerBlock(Blocks.MAGENTA_STAINED_GLASS_PANE); public static final Item LIGHT_BLUE_STAINED_GLASS_PANE = registerBlock(Blocks.LIGHT_BLUE_STAINED_GLASS_PANE); public static final Item YELLOW_STAINED_GLASS_PANE = registerBlock(Blocks.YELLOW_STAINED_GLASS_PANE); public static final Item LIME_STAINED_GLASS_PANE = registerBlock(Blocks.LIME_STAINED_GLASS_PANE); public static final Item PINK_STAINED_GLASS_PANE = registerBlock(Blocks.PINK_STAINED_GLASS_PANE); public static final Item GRAY_STAINED_GLASS_PANE = registerBlock(Blocks.GRAY_STAINED_GLASS_PANE); public static final Item LIGHT_GRAY_STAINED_GLASS_PANE = registerBlock(Blocks.LIGHT_GRAY_STAINED_GLASS_PANE); public static final Item CYAN_STAINED_GLASS_PANE = registerBlock(Blocks.CYAN_STAINED_GLASS_PANE); public static final Item PURPLE_STAINED_GLASS_PANE = registerBlock(Blocks.PURPLE_STAINED_GLASS_PANE); public static final Item BLUE_STAINED_GLASS_PANE = registerBlock(Blocks.BLUE_STAINED_GLASS_PANE); public static final Item BROWN_STAINED_GLASS_PANE = registerBlock(Blocks.BROWN_STAINED_GLASS_PANE); public static final Item GREEN_STAINED_GLASS_PANE = registerBlock(Blocks.GREEN_STAINED_GLASS_PANE); public static final Item RED_STAINED_GLASS_PANE = registerBlock(Blocks.RED_STAINED_GLASS_PANE); public static final Item BLACK_STAINED_GLASS_PANE = registerBlock(Blocks.BLACK_STAINED_GLASS_PANE); public static final Item PRISMARINE = registerBlock(Blocks.PRISMARINE); public static final Item PRISMARINE_BRICKS = registerBlock(Blocks.PRISMARINE_BRICKS); public static final Item DARK_PRISMARINE = registerBlock(Blocks.DARK_PRISMARINE); public static final Item PRISMARINE_STAIRS = registerBlock(Blocks.PRISMARINE_STAIRS); public static final Item PRISMARINE_BRICK_STAIRS = registerBlock(Blocks.PRISMARINE_BRICK_STAIRS); public static final Item DARK_PRISMARINE_STAIRS = registerBlock(Blocks.DARK_PRISMARINE_STAIRS); public static final Item SEA_LANTERN = registerBlock(Blocks.SEA_LANTERN); public static final Item RED_SANDSTONE = registerBlock(Blocks.RED_SANDSTONE); public static final Item CHISELED_RED_SANDSTONE = registerBlock(Blocks.CHISELED_RED_SANDSTONE); public static final Item CUT_RED_SANDSTONE = registerBlock(Blocks.CUT_RED_SANDSTONE); public static final Item RED_SANDSTONE_STAIRS = registerBlock(Blocks.RED_SANDSTONE_STAIRS); public static final Item REPEATING_COMMAND_BLOCK = registerBlock( Blocks.REPEATING_COMMAND_BLOCK, GameMasterBlockItem::new, new Item.Properties().rarity(Rarity.EPIC) ); public static final Item CHAIN_COMMAND_BLOCK = registerBlock(Blocks.CHAIN_COMMAND_BLOCK, GameMasterBlockItem::new, new Item.Properties().rarity(Rarity.EPIC)); public static final Item MAGMA_BLOCK = registerBlock(Blocks.MAGMA_BLOCK); public static final Item NETHER_WART_BLOCK = registerBlock(Blocks.NETHER_WART_BLOCK); public static final Item WARPED_WART_BLOCK = registerBlock(Blocks.WARPED_WART_BLOCK); public static final Item RED_NETHER_BRICKS = registerBlock(Blocks.RED_NETHER_BRICKS); public static final Item BONE_BLOCK = registerBlock(Blocks.BONE_BLOCK); public static final Item STRUCTURE_VOID = registerBlock(Blocks.STRUCTURE_VOID, new Item.Properties().rarity(Rarity.EPIC)); public static final Item SHULKER_BOX = registerBlock( Blocks.SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item WHITE_SHULKER_BOX = registerBlock( Blocks.WHITE_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item ORANGE_SHULKER_BOX = registerBlock( Blocks.ORANGE_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item MAGENTA_SHULKER_BOX = registerBlock( Blocks.MAGENTA_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item LIGHT_BLUE_SHULKER_BOX = registerBlock( Blocks.LIGHT_BLUE_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item YELLOW_SHULKER_BOX = registerBlock( Blocks.YELLOW_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item LIME_SHULKER_BOX = registerBlock( Blocks.LIME_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item PINK_SHULKER_BOX = registerBlock( Blocks.PINK_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item GRAY_SHULKER_BOX = registerBlock( Blocks.GRAY_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item LIGHT_GRAY_SHULKER_BOX = registerBlock( Blocks.LIGHT_GRAY_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item CYAN_SHULKER_BOX = registerBlock( Blocks.CYAN_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item PURPLE_SHULKER_BOX = registerBlock( Blocks.PURPLE_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item BLUE_SHULKER_BOX = registerBlock( Blocks.BLUE_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item BROWN_SHULKER_BOX = registerBlock( Blocks.BROWN_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item GREEN_SHULKER_BOX = registerBlock( Blocks.GREEN_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item RED_SHULKER_BOX = registerBlock( Blocks.RED_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item BLACK_SHULKER_BOX = registerBlock( Blocks.BLACK_SHULKER_BOX, new Item.Properties().stacksTo(1).component(DataComponents.CONTAINER, ItemContainerContents.EMPTY) ); public static final Item WHITE_GLAZED_TERRACOTTA = registerBlock(Blocks.WHITE_GLAZED_TERRACOTTA); public static final Item ORANGE_GLAZED_TERRACOTTA = registerBlock(Blocks.ORANGE_GLAZED_TERRACOTTA); public static final Item MAGENTA_GLAZED_TERRACOTTA = registerBlock(Blocks.MAGENTA_GLAZED_TERRACOTTA); public static final Item LIGHT_BLUE_GLAZED_TERRACOTTA = registerBlock(Blocks.LIGHT_BLUE_GLAZED_TERRACOTTA); public static final Item YELLOW_GLAZED_TERRACOTTA = registerBlock(Blocks.YELLOW_GLAZED_TERRACOTTA); public static final Item LIME_GLAZED_TERRACOTTA = registerBlock(Blocks.LIME_GLAZED_TERRACOTTA); public static final Item PINK_GLAZED_TERRACOTTA = registerBlock(Blocks.PINK_GLAZED_TERRACOTTA); public static final Item GRAY_GLAZED_TERRACOTTA = registerBlock(Blocks.GRAY_GLAZED_TERRACOTTA); public static final Item LIGHT_GRAY_GLAZED_TERRACOTTA = registerBlock(Blocks.LIGHT_GRAY_GLAZED_TERRACOTTA); public static final Item CYAN_GLAZED_TERRACOTTA = registerBlock(Blocks.CYAN_GLAZED_TERRACOTTA); public static final Item PURPLE_GLAZED_TERRACOTTA = registerBlock(Blocks.PURPLE_GLAZED_TERRACOTTA); public static final Item BLUE_GLAZED_TERRACOTTA = registerBlock(Blocks.BLUE_GLAZED_TERRACOTTA); public static final Item BROWN_GLAZED_TERRACOTTA = registerBlock(Blocks.BROWN_GLAZED_TERRACOTTA); public static final Item GREEN_GLAZED_TERRACOTTA = registerBlock(Blocks.GREEN_GLAZED_TERRACOTTA); public static final Item RED_GLAZED_TERRACOTTA = registerBlock(Blocks.RED_GLAZED_TERRACOTTA); public static final Item BLACK_GLAZED_TERRACOTTA = registerBlock(Blocks.BLACK_GLAZED_TERRACOTTA); public static final Item WHITE_CONCRETE = registerBlock(Blocks.WHITE_CONCRETE); public static final Item ORANGE_CONCRETE = registerBlock(Blocks.ORANGE_CONCRETE); public static final Item MAGENTA_CONCRETE = registerBlock(Blocks.MAGENTA_CONCRETE); public static final Item LIGHT_BLUE_CONCRETE = registerBlock(Blocks.LIGHT_BLUE_CONCRETE); public static final Item YELLOW_CONCRETE = registerBlock(Blocks.YELLOW_CONCRETE); public static final Item LIME_CONCRETE = registerBlock(Blocks.LIME_CONCRETE); public static final Item PINK_CONCRETE = registerBlock(Blocks.PINK_CONCRETE); public static final Item GRAY_CONCRETE = registerBlock(Blocks.GRAY_CONCRETE); public static final Item LIGHT_GRAY_CONCRETE = registerBlock(Blocks.LIGHT_GRAY_CONCRETE); public static final Item CYAN_CONCRETE = registerBlock(Blocks.CYAN_CONCRETE); public static final Item PURPLE_CONCRETE = registerBlock(Blocks.PURPLE_CONCRETE); public static final Item BLUE_CONCRETE = registerBlock(Blocks.BLUE_CONCRETE); public static final Item BROWN_CONCRETE = registerBlock(Blocks.BROWN_CONCRETE); public static final Item GREEN_CONCRETE = registerBlock(Blocks.GREEN_CONCRETE); public static final Item RED_CONCRETE = registerBlock(Blocks.RED_CONCRETE); public static final Item BLACK_CONCRETE = registerBlock(Blocks.BLACK_CONCRETE); public static final Item WHITE_CONCRETE_POWDER = registerBlock(Blocks.WHITE_CONCRETE_POWDER); public static final Item ORANGE_CONCRETE_POWDER = registerBlock(Blocks.ORANGE_CONCRETE_POWDER); public static final Item MAGENTA_CONCRETE_POWDER = registerBlock(Blocks.MAGENTA_CONCRETE_POWDER); public static final Item LIGHT_BLUE_CONCRETE_POWDER = registerBlock(Blocks.LIGHT_BLUE_CONCRETE_POWDER); public static final Item YELLOW_CONCRETE_POWDER = registerBlock(Blocks.YELLOW_CONCRETE_POWDER); public static final Item LIME_CONCRETE_POWDER = registerBlock(Blocks.LIME_CONCRETE_POWDER); public static final Item PINK_CONCRETE_POWDER = registerBlock(Blocks.PINK_CONCRETE_POWDER); public static final Item GRAY_CONCRETE_POWDER = registerBlock(Blocks.GRAY_CONCRETE_POWDER); public static final Item LIGHT_GRAY_CONCRETE_POWDER = registerBlock(Blocks.LIGHT_GRAY_CONCRETE_POWDER); public static final Item CYAN_CONCRETE_POWDER = registerBlock(Blocks.CYAN_CONCRETE_POWDER); public static final Item PURPLE_CONCRETE_POWDER = registerBlock(Blocks.PURPLE_CONCRETE_POWDER); public static final Item BLUE_CONCRETE_POWDER = registerBlock(Blocks.BLUE_CONCRETE_POWDER); public static final Item BROWN_CONCRETE_POWDER = registerBlock(Blocks.BROWN_CONCRETE_POWDER); public static final Item GREEN_CONCRETE_POWDER = registerBlock(Blocks.GREEN_CONCRETE_POWDER); public static final Item RED_CONCRETE_POWDER = registerBlock(Blocks.RED_CONCRETE_POWDER); public static final Item BLACK_CONCRETE_POWDER = registerBlock(Blocks.BLACK_CONCRETE_POWDER); public static final Item TURTLE_EGG = registerBlock(Blocks.TURTLE_EGG); public static final Item SNIFFER_EGG = registerBlock(Blocks.SNIFFER_EGG, (UnaryOperator)(properties -> properties.rarity(Rarity.UNCOMMON))); public static final Item DEAD_TUBE_CORAL_BLOCK = registerBlock(Blocks.DEAD_TUBE_CORAL_BLOCK); public static final Item DEAD_BRAIN_CORAL_BLOCK = registerBlock(Blocks.DEAD_BRAIN_CORAL_BLOCK); public static final Item DEAD_BUBBLE_CORAL_BLOCK = registerBlock(Blocks.DEAD_BUBBLE_CORAL_BLOCK); public static final Item DEAD_FIRE_CORAL_BLOCK = registerBlock(Blocks.DEAD_FIRE_CORAL_BLOCK); public static final Item DEAD_HORN_CORAL_BLOCK = registerBlock(Blocks.DEAD_HORN_CORAL_BLOCK); public static final Item TUBE_CORAL_BLOCK = registerBlock(Blocks.TUBE_CORAL_BLOCK); public static final Item BRAIN_CORAL_BLOCK = registerBlock(Blocks.BRAIN_CORAL_BLOCK); public static final Item BUBBLE_CORAL_BLOCK = registerBlock(Blocks.BUBBLE_CORAL_BLOCK); public static final Item FIRE_CORAL_BLOCK = registerBlock(Blocks.FIRE_CORAL_BLOCK); public static final Item HORN_CORAL_BLOCK = registerBlock(Blocks.HORN_CORAL_BLOCK); public static final Item TUBE_CORAL = registerBlock(Blocks.TUBE_CORAL); public static final Item BRAIN_CORAL = registerBlock(Blocks.BRAIN_CORAL); public static final Item BUBBLE_CORAL = registerBlock(Blocks.BUBBLE_CORAL); public static final Item FIRE_CORAL = registerBlock(Blocks.FIRE_CORAL); public static final Item HORN_CORAL = registerBlock(Blocks.HORN_CORAL); public static final Item DEAD_BRAIN_CORAL = registerBlock(Blocks.DEAD_BRAIN_CORAL); public static final Item DEAD_BUBBLE_CORAL = registerBlock(Blocks.DEAD_BUBBLE_CORAL); public static final Item DEAD_FIRE_CORAL = registerBlock(Blocks.DEAD_FIRE_CORAL); public static final Item DEAD_HORN_CORAL = registerBlock(Blocks.DEAD_HORN_CORAL); public static final Item DEAD_TUBE_CORAL = registerBlock(Blocks.DEAD_TUBE_CORAL); public static final Item TUBE_CORAL_FAN = registerBlock( Blocks.TUBE_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem(block, Blocks.TUBE_CORAL_WALL_FAN, Direction.DOWN, properties)) ); public static final Item BRAIN_CORAL_FAN = registerBlock( Blocks.BRAIN_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem(block, Blocks.BRAIN_CORAL_WALL_FAN, Direction.DOWN, properties)) ); public static final Item BUBBLE_CORAL_FAN = registerBlock( Blocks.BUBBLE_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem( block, Blocks.BUBBLE_CORAL_WALL_FAN, Direction.DOWN, properties )) ); public static final Item FIRE_CORAL_FAN = registerBlock( Blocks.FIRE_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem(block, Blocks.FIRE_CORAL_WALL_FAN, Direction.DOWN, properties)) ); public static final Item HORN_CORAL_FAN = registerBlock( Blocks.HORN_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem(block, Blocks.HORN_CORAL_WALL_FAN, Direction.DOWN, properties)) ); public static final Item DEAD_TUBE_CORAL_FAN = registerBlock( Blocks.DEAD_TUBE_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem( block, Blocks.DEAD_TUBE_CORAL_WALL_FAN, Direction.DOWN, properties )) ); public static final Item DEAD_BRAIN_CORAL_FAN = registerBlock( Blocks.DEAD_BRAIN_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem( block, Blocks.DEAD_BRAIN_CORAL_WALL_FAN, Direction.DOWN, properties )) ); public static final Item DEAD_BUBBLE_CORAL_FAN = registerBlock( Blocks.DEAD_BUBBLE_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem( block, Blocks.DEAD_BUBBLE_CORAL_WALL_FAN, Direction.DOWN, properties )) ); public static final Item DEAD_FIRE_CORAL_FAN = registerBlock( Blocks.DEAD_FIRE_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem( block, Blocks.DEAD_FIRE_CORAL_WALL_FAN, Direction.DOWN, properties )) ); public static final Item DEAD_HORN_CORAL_FAN = registerBlock( Blocks.DEAD_HORN_CORAL_FAN, (BiFunction)((block, properties) -> new StandingAndWallBlockItem( block, Blocks.DEAD_HORN_CORAL_WALL_FAN, Direction.DOWN, properties )) ); public static final Item BLUE_ICE = registerBlock(Blocks.BLUE_ICE); public static final Item CONDUIT = registerBlock(Blocks.CONDUIT, new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item POLISHED_GRANITE_STAIRS = registerBlock(Blocks.POLISHED_GRANITE_STAIRS); public static final Item SMOOTH_RED_SANDSTONE_STAIRS = registerBlock(Blocks.SMOOTH_RED_SANDSTONE_STAIRS); public static final Item MOSSY_STONE_BRICK_STAIRS = registerBlock(Blocks.MOSSY_STONE_BRICK_STAIRS); public static final Item POLISHED_DIORITE_STAIRS = registerBlock(Blocks.POLISHED_DIORITE_STAIRS); public static final Item MOSSY_COBBLESTONE_STAIRS = registerBlock(Blocks.MOSSY_COBBLESTONE_STAIRS); public static final Item END_STONE_BRICK_STAIRS = registerBlock(Blocks.END_STONE_BRICK_STAIRS); public static final Item STONE_STAIRS = registerBlock(Blocks.STONE_STAIRS); public static final Item SMOOTH_SANDSTONE_STAIRS = registerBlock(Blocks.SMOOTH_SANDSTONE_STAIRS); public static final Item SMOOTH_QUARTZ_STAIRS = registerBlock(Blocks.SMOOTH_QUARTZ_STAIRS); public static final Item GRANITE_STAIRS = registerBlock(Blocks.GRANITE_STAIRS); public static final Item ANDESITE_STAIRS = registerBlock(Blocks.ANDESITE_STAIRS); public static final Item RED_NETHER_BRICK_STAIRS = registerBlock(Blocks.RED_NETHER_BRICK_STAIRS); public static final Item POLISHED_ANDESITE_STAIRS = registerBlock(Blocks.POLISHED_ANDESITE_STAIRS); public static final Item DIORITE_STAIRS = registerBlock(Blocks.DIORITE_STAIRS); public static final Item COBBLED_DEEPSLATE_STAIRS = registerBlock(Blocks.COBBLED_DEEPSLATE_STAIRS); public static final Item POLISHED_DEEPSLATE_STAIRS = registerBlock(Blocks.POLISHED_DEEPSLATE_STAIRS); public static final Item DEEPSLATE_BRICK_STAIRS = registerBlock(Blocks.DEEPSLATE_BRICK_STAIRS); public static final Item DEEPSLATE_TILE_STAIRS = registerBlock(Blocks.DEEPSLATE_TILE_STAIRS); public static final Item POLISHED_GRANITE_SLAB = registerBlock(Blocks.POLISHED_GRANITE_SLAB); public static final Item SMOOTH_RED_SANDSTONE_SLAB = registerBlock(Blocks.SMOOTH_RED_SANDSTONE_SLAB); public static final Item MOSSY_STONE_BRICK_SLAB = registerBlock(Blocks.MOSSY_STONE_BRICK_SLAB); public static final Item POLISHED_DIORITE_SLAB = registerBlock(Blocks.POLISHED_DIORITE_SLAB); public static final Item MOSSY_COBBLESTONE_SLAB = registerBlock(Blocks.MOSSY_COBBLESTONE_SLAB); public static final Item END_STONE_BRICK_SLAB = registerBlock(Blocks.END_STONE_BRICK_SLAB); public static final Item SMOOTH_SANDSTONE_SLAB = registerBlock(Blocks.SMOOTH_SANDSTONE_SLAB); public static final Item SMOOTH_QUARTZ_SLAB = registerBlock(Blocks.SMOOTH_QUARTZ_SLAB); public static final Item GRANITE_SLAB = registerBlock(Blocks.GRANITE_SLAB); public static final Item ANDESITE_SLAB = registerBlock(Blocks.ANDESITE_SLAB); public static final Item RED_NETHER_BRICK_SLAB = registerBlock(Blocks.RED_NETHER_BRICK_SLAB); public static final Item POLISHED_ANDESITE_SLAB = registerBlock(Blocks.POLISHED_ANDESITE_SLAB); public static final Item DIORITE_SLAB = registerBlock(Blocks.DIORITE_SLAB); public static final Item COBBLED_DEEPSLATE_SLAB = registerBlock(Blocks.COBBLED_DEEPSLATE_SLAB); public static final Item POLISHED_DEEPSLATE_SLAB = registerBlock(Blocks.POLISHED_DEEPSLATE_SLAB); public static final Item DEEPSLATE_BRICK_SLAB = registerBlock(Blocks.DEEPSLATE_BRICK_SLAB); public static final Item DEEPSLATE_TILE_SLAB = registerBlock(Blocks.DEEPSLATE_TILE_SLAB); public static final Item SCAFFOLDING = registerBlock(Blocks.SCAFFOLDING, ScaffoldingBlockItem::new); public static final Item REDSTONE = registerItem( "redstone", createBlockItemWithCustomItemName(Blocks.REDSTONE_WIRE), new Item.Properties().trimMaterial(TrimMaterials.REDSTONE) ); public static final Item REDSTONE_TORCH = registerBlock( Blocks.REDSTONE_TORCH, (BiFunction)((block, properties) -> new StandingAndWallBlockItem(block, Blocks.REDSTONE_WALL_TORCH, Direction.DOWN, properties)) ); public static final Item REDSTONE_BLOCK = registerBlock(Blocks.REDSTONE_BLOCK); public static final Item REPEATER = registerBlock(Blocks.REPEATER); public static final Item COMPARATOR = registerBlock(Blocks.COMPARATOR); public static final Item PISTON = registerBlock(Blocks.PISTON); public static final Item STICKY_PISTON = registerBlock(Blocks.STICKY_PISTON); public static final Item SLIME_BLOCK = registerBlock(Blocks.SLIME_BLOCK); public static final Item HONEY_BLOCK = registerBlock(Blocks.HONEY_BLOCK); public static final Item OBSERVER = registerBlock(Blocks.OBSERVER); public static final Item HOPPER = registerBlock( Blocks.HOPPER, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item DISPENSER = registerBlock( Blocks.DISPENSER, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item DROPPER = registerBlock( Blocks.DROPPER, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item LECTERN = registerBlock(Blocks.LECTERN); public static final Item TARGET = registerBlock(Blocks.TARGET); public static final Item LEVER = registerBlock(Blocks.LEVER); public static final Item LIGHTNING_ROD = registerBlock(Blocks.LIGHTNING_ROD); public static final Item DAYLIGHT_DETECTOR = registerBlock(Blocks.DAYLIGHT_DETECTOR); public static final Item SCULK_SENSOR = registerBlock(Blocks.SCULK_SENSOR); public static final Item CALIBRATED_SCULK_SENSOR = registerBlock(Blocks.CALIBRATED_SCULK_SENSOR); public static final Item TRIPWIRE_HOOK = registerBlock(Blocks.TRIPWIRE_HOOK); public static final Item TRAPPED_CHEST = registerBlock( Blocks.TRAPPED_CHEST, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item TNT = registerBlock(Blocks.TNT); public static final Item REDSTONE_LAMP = registerBlock(Blocks.REDSTONE_LAMP); public static final Item NOTE_BLOCK = registerBlock(Blocks.NOTE_BLOCK); public static final Item STONE_BUTTON = registerBlock(Blocks.STONE_BUTTON); public static final Item POLISHED_BLACKSTONE_BUTTON = registerBlock(Blocks.POLISHED_BLACKSTONE_BUTTON); public static final Item OAK_BUTTON = registerBlock(Blocks.OAK_BUTTON); public static final Item SPRUCE_BUTTON = registerBlock(Blocks.SPRUCE_BUTTON); public static final Item BIRCH_BUTTON = registerBlock(Blocks.BIRCH_BUTTON); public static final Item JUNGLE_BUTTON = registerBlock(Blocks.JUNGLE_BUTTON); public static final Item ACACIA_BUTTON = registerBlock(Blocks.ACACIA_BUTTON); public static final Item CHERRY_BUTTON = registerBlock(Blocks.CHERRY_BUTTON); public static final Item DARK_OAK_BUTTON = registerBlock(Blocks.DARK_OAK_BUTTON); public static final Item PALE_OAK_BUTTON = registerBlock(Blocks.PALE_OAK_BUTTON); public static final Item MANGROVE_BUTTON = registerBlock(Blocks.MANGROVE_BUTTON); public static final Item BAMBOO_BUTTON = registerBlock(Blocks.BAMBOO_BUTTON); public static final Item CRIMSON_BUTTON = registerBlock(Blocks.CRIMSON_BUTTON); public static final Item WARPED_BUTTON = registerBlock(Blocks.WARPED_BUTTON); public static final Item STONE_PRESSURE_PLATE = registerBlock(Blocks.STONE_PRESSURE_PLATE); public static final Item POLISHED_BLACKSTONE_PRESSURE_PLATE = registerBlock(Blocks.POLISHED_BLACKSTONE_PRESSURE_PLATE); public static final Item LIGHT_WEIGHTED_PRESSURE_PLATE = registerBlock(Blocks.LIGHT_WEIGHTED_PRESSURE_PLATE); public static final Item HEAVY_WEIGHTED_PRESSURE_PLATE = registerBlock(Blocks.HEAVY_WEIGHTED_PRESSURE_PLATE); public static final Item OAK_PRESSURE_PLATE = registerBlock(Blocks.OAK_PRESSURE_PLATE); public static final Item SPRUCE_PRESSURE_PLATE = registerBlock(Blocks.SPRUCE_PRESSURE_PLATE); public static final Item BIRCH_PRESSURE_PLATE = registerBlock(Blocks.BIRCH_PRESSURE_PLATE); public static final Item JUNGLE_PRESSURE_PLATE = registerBlock(Blocks.JUNGLE_PRESSURE_PLATE); public static final Item ACACIA_PRESSURE_PLATE = registerBlock(Blocks.ACACIA_PRESSURE_PLATE); public static final Item CHERRY_PRESSURE_PLATE = registerBlock(Blocks.CHERRY_PRESSURE_PLATE); public static final Item DARK_OAK_PRESSURE_PLATE = registerBlock(Blocks.DARK_OAK_PRESSURE_PLATE); public static final Item PALE_OAK_PRESSURE_PLATE = registerBlock(Blocks.PALE_OAK_PRESSURE_PLATE); public static final Item MANGROVE_PRESSURE_PLATE = registerBlock(Blocks.MANGROVE_PRESSURE_PLATE); public static final Item BAMBOO_PRESSURE_PLATE = registerBlock(Blocks.BAMBOO_PRESSURE_PLATE); public static final Item CRIMSON_PRESSURE_PLATE = registerBlock(Blocks.CRIMSON_PRESSURE_PLATE); public static final Item WARPED_PRESSURE_PLATE = registerBlock(Blocks.WARPED_PRESSURE_PLATE); public static final Item IRON_DOOR = registerBlock(Blocks.IRON_DOOR, DoubleHighBlockItem::new); public static final Item OAK_DOOR = registerBlock(Blocks.OAK_DOOR, DoubleHighBlockItem::new); public static final Item SPRUCE_DOOR = registerBlock(Blocks.SPRUCE_DOOR, DoubleHighBlockItem::new); public static final Item BIRCH_DOOR = registerBlock(Blocks.BIRCH_DOOR, DoubleHighBlockItem::new); public static final Item JUNGLE_DOOR = registerBlock(Blocks.JUNGLE_DOOR, DoubleHighBlockItem::new); public static final Item ACACIA_DOOR = registerBlock(Blocks.ACACIA_DOOR, DoubleHighBlockItem::new); public static final Item CHERRY_DOOR = registerBlock(Blocks.CHERRY_DOOR, DoubleHighBlockItem::new); public static final Item DARK_OAK_DOOR = registerBlock(Blocks.DARK_OAK_DOOR, DoubleHighBlockItem::new); public static final Item PALE_OAK_DOOR = registerBlock(Blocks.PALE_OAK_DOOR, DoubleHighBlockItem::new); public static final Item MANGROVE_DOOR = registerBlock(Blocks.MANGROVE_DOOR, DoubleHighBlockItem::new); public static final Item BAMBOO_DOOR = registerBlock(Blocks.BAMBOO_DOOR, DoubleHighBlockItem::new); public static final Item CRIMSON_DOOR = registerBlock(Blocks.CRIMSON_DOOR, DoubleHighBlockItem::new); public static final Item WARPED_DOOR = registerBlock(Blocks.WARPED_DOOR, DoubleHighBlockItem::new); public static final Item COPPER_DOOR = registerBlock(Blocks.COPPER_DOOR, DoubleHighBlockItem::new); public static final Item EXPOSED_COPPER_DOOR = registerBlock(Blocks.EXPOSED_COPPER_DOOR, DoubleHighBlockItem::new); public static final Item WEATHERED_COPPER_DOOR = registerBlock(Blocks.WEATHERED_COPPER_DOOR, DoubleHighBlockItem::new); public static final Item OXIDIZED_COPPER_DOOR = registerBlock(Blocks.OXIDIZED_COPPER_DOOR, DoubleHighBlockItem::new); public static final Item WAXED_COPPER_DOOR = registerBlock(Blocks.WAXED_COPPER_DOOR, DoubleHighBlockItem::new); public static final Item WAXED_EXPOSED_COPPER_DOOR = registerBlock(Blocks.WAXED_EXPOSED_COPPER_DOOR, DoubleHighBlockItem::new); public static final Item WAXED_WEATHERED_COPPER_DOOR = registerBlock(Blocks.WAXED_WEATHERED_COPPER_DOOR, DoubleHighBlockItem::new); public static final Item WAXED_OXIDIZED_COPPER_DOOR = registerBlock(Blocks.WAXED_OXIDIZED_COPPER_DOOR, DoubleHighBlockItem::new); public static final Item IRON_TRAPDOOR = registerBlock(Blocks.IRON_TRAPDOOR); public static final Item OAK_TRAPDOOR = registerBlock(Blocks.OAK_TRAPDOOR); public static final Item SPRUCE_TRAPDOOR = registerBlock(Blocks.SPRUCE_TRAPDOOR); public static final Item BIRCH_TRAPDOOR = registerBlock(Blocks.BIRCH_TRAPDOOR); public static final Item JUNGLE_TRAPDOOR = registerBlock(Blocks.JUNGLE_TRAPDOOR); public static final Item ACACIA_TRAPDOOR = registerBlock(Blocks.ACACIA_TRAPDOOR); public static final Item CHERRY_TRAPDOOR = registerBlock(Blocks.CHERRY_TRAPDOOR); public static final Item DARK_OAK_TRAPDOOR = registerBlock(Blocks.DARK_OAK_TRAPDOOR); public static final Item PALE_OAK_TRAPDOOR = registerBlock(Blocks.PALE_OAK_TRAPDOOR); public static final Item MANGROVE_TRAPDOOR = registerBlock(Blocks.MANGROVE_TRAPDOOR); public static final Item BAMBOO_TRAPDOOR = registerBlock(Blocks.BAMBOO_TRAPDOOR); public static final Item CRIMSON_TRAPDOOR = registerBlock(Blocks.CRIMSON_TRAPDOOR); public static final Item WARPED_TRAPDOOR = registerBlock(Blocks.WARPED_TRAPDOOR); public static final Item COPPER_TRAPDOOR = registerBlock(Blocks.COPPER_TRAPDOOR); public static final Item EXPOSED_COPPER_TRAPDOOR = registerBlock(Blocks.EXPOSED_COPPER_TRAPDOOR); public static final Item WEATHERED_COPPER_TRAPDOOR = registerBlock(Blocks.WEATHERED_COPPER_TRAPDOOR); public static final Item OXIDIZED_COPPER_TRAPDOOR = registerBlock(Blocks.OXIDIZED_COPPER_TRAPDOOR); public static final Item WAXED_COPPER_TRAPDOOR = registerBlock(Blocks.WAXED_COPPER_TRAPDOOR); public static final Item WAXED_EXPOSED_COPPER_TRAPDOOR = registerBlock(Blocks.WAXED_EXPOSED_COPPER_TRAPDOOR); public static final Item WAXED_WEATHERED_COPPER_TRAPDOOR = registerBlock(Blocks.WAXED_WEATHERED_COPPER_TRAPDOOR); public static final Item WAXED_OXIDIZED_COPPER_TRAPDOOR = registerBlock(Blocks.WAXED_OXIDIZED_COPPER_TRAPDOOR); public static final Item OAK_FENCE_GATE = registerBlock(Blocks.OAK_FENCE_GATE); public static final Item SPRUCE_FENCE_GATE = registerBlock(Blocks.SPRUCE_FENCE_GATE); public static final Item BIRCH_FENCE_GATE = registerBlock(Blocks.BIRCH_FENCE_GATE); public static final Item JUNGLE_FENCE_GATE = registerBlock(Blocks.JUNGLE_FENCE_GATE); public static final Item ACACIA_FENCE_GATE = registerBlock(Blocks.ACACIA_FENCE_GATE); public static final Item CHERRY_FENCE_GATE = registerBlock(Blocks.CHERRY_FENCE_GATE); public static final Item DARK_OAK_FENCE_GATE = registerBlock(Blocks.DARK_OAK_FENCE_GATE); public static final Item PALE_OAK_FENCE_GATE = registerBlock(Blocks.PALE_OAK_FENCE_GATE); public static final Item MANGROVE_FENCE_GATE = registerBlock(Blocks.MANGROVE_FENCE_GATE); public static final Item BAMBOO_FENCE_GATE = registerBlock(Blocks.BAMBOO_FENCE_GATE); public static final Item CRIMSON_FENCE_GATE = registerBlock(Blocks.CRIMSON_FENCE_GATE); public static final Item WARPED_FENCE_GATE = registerBlock(Blocks.WARPED_FENCE_GATE); public static final Item POWERED_RAIL = registerBlock(Blocks.POWERED_RAIL); public static final Item DETECTOR_RAIL = registerBlock(Blocks.DETECTOR_RAIL); public static final Item RAIL = registerBlock(Blocks.RAIL); public static final Item ACTIVATOR_RAIL = registerBlock(Blocks.ACTIVATOR_RAIL); public static final Item SADDLE = registerItem("saddle", new Item.Properties().stacksTo(1).component(DataComponents.EQUIPPABLE, Equippable.saddle())); public static final Item MINECART = registerItem( "minecart", properties -> new MinecartItem(EntityType.MINECART, properties), new Item.Properties().stacksTo(1) ); public static final Item CHEST_MINECART = registerItem( "chest_minecart", properties -> new MinecartItem(EntityType.CHEST_MINECART, properties), new Item.Properties().stacksTo(1) ); public static final Item FURNACE_MINECART = registerItem( "furnace_minecart", properties -> new MinecartItem(EntityType.FURNACE_MINECART, properties), new Item.Properties().stacksTo(1) ); public static final Item TNT_MINECART = registerItem( "tnt_minecart", properties -> new MinecartItem(EntityType.TNT_MINECART, properties), new Item.Properties().stacksTo(1) ); public static final Item HOPPER_MINECART = registerItem( "hopper_minecart", properties -> new MinecartItem(EntityType.HOPPER_MINECART, properties), new Item.Properties().stacksTo(1) ); public static final Item CARROT_ON_A_STICK = registerItem( "carrot_on_a_stick", properties -> new FoodOnAStickItem<>(EntityType.PIG, 7, properties), new Item.Properties().durability(25) ); public static final Item WARPED_FUNGUS_ON_A_STICK = registerItem( "warped_fungus_on_a_stick", properties -> new FoodOnAStickItem<>(EntityType.STRIDER, 1, properties), new Item.Properties().durability(100) ); public static final Item PHANTOM_MEMBRANE = registerItem("phantom_membrane"); public static final Item ELYTRA = registerItem( "elytra", new Item.Properties() .durability(432) .rarity(Rarity.EPIC) .component(DataComponents.GLIDER, Unit.INSTANCE) .component( DataComponents.EQUIPPABLE, Equippable.builder(EquipmentSlot.CHEST).setEquipSound(SoundEvents.ARMOR_EQUIP_ELYTRA).setAsset(EquipmentAssets.ELYTRA).setDamageOnHurt(false).build() ) .repairable(PHANTOM_MEMBRANE) ); public static final Item OAK_BOAT = registerItem("oak_boat", properties -> new BoatItem(EntityType.OAK_BOAT, properties), new Item.Properties().stacksTo(1)); public static final Item OAK_CHEST_BOAT = registerItem( "oak_chest_boat", properties -> new BoatItem(EntityType.OAK_CHEST_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item SPRUCE_BOAT = registerItem( "spruce_boat", properties -> new BoatItem(EntityType.SPRUCE_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item SPRUCE_CHEST_BOAT = registerItem( "spruce_chest_boat", properties -> new BoatItem(EntityType.SPRUCE_CHEST_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item BIRCH_BOAT = registerItem( "birch_boat", properties -> new BoatItem(EntityType.BIRCH_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item BIRCH_CHEST_BOAT = registerItem( "birch_chest_boat", properties -> new BoatItem(EntityType.BIRCH_CHEST_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item JUNGLE_BOAT = registerItem( "jungle_boat", properties -> new BoatItem(EntityType.JUNGLE_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item JUNGLE_CHEST_BOAT = registerItem( "jungle_chest_boat", properties -> new BoatItem(EntityType.JUNGLE_CHEST_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item ACACIA_BOAT = registerItem( "acacia_boat", properties -> new BoatItem(EntityType.ACACIA_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item ACACIA_CHEST_BOAT = registerItem( "acacia_chest_boat", properties -> new BoatItem(EntityType.ACACIA_CHEST_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item CHERRY_BOAT = registerItem( "cherry_boat", properties -> new BoatItem(EntityType.CHERRY_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item CHERRY_CHEST_BOAT = registerItem( "cherry_chest_boat", properties -> new BoatItem(EntityType.CHERRY_CHEST_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item DARK_OAK_BOAT = registerItem( "dark_oak_boat", properties -> new BoatItem(EntityType.DARK_OAK_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item DARK_OAK_CHEST_BOAT = registerItem( "dark_oak_chest_boat", properties -> new BoatItem(EntityType.DARK_OAK_CHEST_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item PALE_OAK_BOAT = registerItem( "pale_oak_boat", properties -> new BoatItem(EntityType.PALE_OAK_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item PALE_OAK_CHEST_BOAT = registerItem( "pale_oak_chest_boat", properties -> new BoatItem(EntityType.PALE_OAK_CHEST_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item MANGROVE_BOAT = registerItem( "mangrove_boat", properties -> new BoatItem(EntityType.MANGROVE_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item MANGROVE_CHEST_BOAT = registerItem( "mangrove_chest_boat", properties -> new BoatItem(EntityType.MANGROVE_CHEST_BOAT, properties), new Item.Properties().stacksTo(1) ); public static final Item BAMBOO_RAFT = registerItem( "bamboo_raft", properties -> new BoatItem(EntityType.BAMBOO_RAFT, properties), new Item.Properties().stacksTo(1) ); public static final Item BAMBOO_CHEST_RAFT = registerItem( "bamboo_chest_raft", properties -> new BoatItem(EntityType.BAMBOO_CHEST_RAFT, properties), new Item.Properties().stacksTo(1) ); public static final Item STRUCTURE_BLOCK = registerBlock(Blocks.STRUCTURE_BLOCK, GameMasterBlockItem::new, new Item.Properties().rarity(Rarity.EPIC)); public static final Item JIGSAW = registerBlock(Blocks.JIGSAW, GameMasterBlockItem::new, new Item.Properties().rarity(Rarity.EPIC)); public static final Item TEST_BLOCK = registerBlock( Blocks.TEST_BLOCK, GameMasterBlockItem::new, new Item.Properties().rarity(Rarity.EPIC).component(DataComponents.BLOCK_STATE, BlockItemStateProperties.EMPTY.with(TestBlock.MODE, TestBlockMode.START)) ); public static final Item TEST_INSTANCE_BLOCK = registerBlock(Blocks.TEST_INSTANCE_BLOCK, GameMasterBlockItem::new, new Item.Properties().rarity(Rarity.EPIC)); public static final Item TURTLE_HELMET = registerItem("turtle_helmet", new Item.Properties().humanoidArmor(ArmorMaterials.TURTLE_SCUTE, ArmorType.HELMET)); public static final Item TURTLE_SCUTE = registerItem("turtle_scute"); public static final Item ARMADILLO_SCUTE = registerItem("armadillo_scute"); public static final Item WOLF_ARMOR = registerItem("wolf_armor", new Item.Properties().wolfArmor(ArmorMaterials.ARMADILLO_SCUTE)); public static final Item FLINT_AND_STEEL = registerItem("flint_and_steel", FlintAndSteelItem::new, new Item.Properties().durability(64)); public static final Item BOWL = registerItem("bowl"); public static final Item APPLE = registerItem("apple", new Item.Properties().food(Foods.APPLE)); public static final Item BOW = registerItem("bow", BowItem::new, new Item.Properties().durability(384).enchantable(1)); public static final Item ARROW = registerItem("arrow", ArrowItem::new); public static final Item COAL = registerItem("coal"); public static final Item CHARCOAL = registerItem("charcoal"); public static final Item DIAMOND = registerItem("diamond", new Item.Properties().trimMaterial(TrimMaterials.DIAMOND)); public static final Item EMERALD = registerItem("emerald", new Item.Properties().trimMaterial(TrimMaterials.EMERALD)); public static final Item LAPIS_LAZULI = registerItem("lapis_lazuli", new Item.Properties().trimMaterial(TrimMaterials.LAPIS)); public static final Item QUARTZ = registerItem("quartz", new Item.Properties().trimMaterial(TrimMaterials.QUARTZ)); public static final Item AMETHYST_SHARD = registerItem("amethyst_shard", new Item.Properties().trimMaterial(TrimMaterials.AMETHYST)); public static final Item RAW_IRON = registerItem("raw_iron"); public static final Item IRON_INGOT = registerItem("iron_ingot", new Item.Properties().trimMaterial(TrimMaterials.IRON)); public static final Item RAW_COPPER = registerItem("raw_copper"); public static final Item COPPER_INGOT = registerItem("copper_ingot", new Item.Properties().trimMaterial(TrimMaterials.COPPER)); public static final Item RAW_GOLD = registerItem("raw_gold"); public static final Item GOLD_INGOT = registerItem("gold_ingot", new Item.Properties().trimMaterial(TrimMaterials.GOLD)); public static final Item NETHERITE_INGOT = registerItem("netherite_ingot", new Item.Properties().fireResistant().trimMaterial(TrimMaterials.NETHERITE)); public static final Item NETHERITE_SCRAP = registerItem("netherite_scrap", new Item.Properties().fireResistant()); public static final Item WOODEN_SWORD = registerItem("wooden_sword", new Item.Properties().sword(ToolMaterial.WOOD, 3.0F, -2.4F)); public static final Item WOODEN_SHOVEL = registerItem("wooden_shovel", properties -> new ShovelItem(ToolMaterial.WOOD, 1.5F, -3.0F, properties)); public static final Item WOODEN_PICKAXE = registerItem("wooden_pickaxe", new Item.Properties().pickaxe(ToolMaterial.WOOD, 1.0F, -2.8F)); public static final Item WOODEN_AXE = registerItem("wooden_axe", properties -> new AxeItem(ToolMaterial.WOOD, 6.0F, -3.2F, properties)); public static final Item WOODEN_HOE = registerItem("wooden_hoe", properties -> new HoeItem(ToolMaterial.WOOD, 0.0F, -3.0F, properties)); public static final Item STONE_SWORD = registerItem("stone_sword", new Item.Properties().sword(ToolMaterial.STONE, 3.0F, -2.4F)); public static final Item STONE_SHOVEL = registerItem("stone_shovel", properties -> new ShovelItem(ToolMaterial.STONE, 1.5F, -3.0F, properties)); public static final Item STONE_PICKAXE = registerItem("stone_pickaxe", new Item.Properties().pickaxe(ToolMaterial.STONE, 1.0F, -2.8F)); public static final Item STONE_AXE = registerItem("stone_axe", properties -> new AxeItem(ToolMaterial.STONE, 7.0F, -3.2F, properties)); public static final Item STONE_HOE = registerItem("stone_hoe", properties -> new HoeItem(ToolMaterial.STONE, -1.0F, -2.0F, properties)); public static final Item GOLDEN_SWORD = registerItem("golden_sword", new Item.Properties().sword(ToolMaterial.GOLD, 3.0F, -2.4F)); public static final Item GOLDEN_SHOVEL = registerItem("golden_shovel", properties -> new ShovelItem(ToolMaterial.GOLD, 1.5F, -3.0F, properties)); public static final Item GOLDEN_PICKAXE = registerItem("golden_pickaxe", new Item.Properties().pickaxe(ToolMaterial.GOLD, 1.0F, -2.8F)); public static final Item GOLDEN_AXE = registerItem("golden_axe", properties -> new AxeItem(ToolMaterial.GOLD, 6.0F, -3.0F, properties)); public static final Item GOLDEN_HOE = registerItem("golden_hoe", properties -> new HoeItem(ToolMaterial.GOLD, 0.0F, -3.0F, properties)); public static final Item IRON_SWORD = registerItem("iron_sword", new Item.Properties().sword(ToolMaterial.IRON, 3.0F, -2.4F)); public static final Item IRON_SHOVEL = registerItem("iron_shovel", properties -> new ShovelItem(ToolMaterial.IRON, 1.5F, -3.0F, properties)); public static final Item IRON_PICKAXE = registerItem("iron_pickaxe", new Item.Properties().pickaxe(ToolMaterial.IRON, 1.0F, -2.8F)); public static final Item IRON_AXE = registerItem("iron_axe", properties -> new AxeItem(ToolMaterial.IRON, 6.0F, -3.1F, properties)); public static final Item IRON_HOE = registerItem("iron_hoe", properties -> new HoeItem(ToolMaterial.IRON, -2.0F, -1.0F, properties)); public static final Item DIAMOND_SWORD = registerItem("diamond_sword", new Item.Properties().sword(ToolMaterial.DIAMOND, 3.0F, -2.4F)); public static final Item DIAMOND_SHOVEL = registerItem("diamond_shovel", properties -> new ShovelItem(ToolMaterial.DIAMOND, 1.5F, -3.0F, properties)); public static final Item DIAMOND_PICKAXE = registerItem("diamond_pickaxe", new Item.Properties().pickaxe(ToolMaterial.DIAMOND, 1.0F, -2.8F)); public static final Item DIAMOND_AXE = registerItem("diamond_axe", properties -> new AxeItem(ToolMaterial.DIAMOND, 5.0F, -3.0F, properties)); public static final Item DIAMOND_HOE = registerItem("diamond_hoe", properties -> new HoeItem(ToolMaterial.DIAMOND, -3.0F, 0.0F, properties)); public static final Item NETHERITE_SWORD = registerItem("netherite_sword", new Item.Properties().sword(ToolMaterial.NETHERITE, 3.0F, -2.4F).fireResistant()); public static final Item NETHERITE_SHOVEL = registerItem( "netherite_shovel", properties -> new ShovelItem(ToolMaterial.NETHERITE, 1.5F, -3.0F, properties), new Item.Properties().fireResistant() ); public static final Item NETHERITE_PICKAXE = registerItem( "netherite_pickaxe", new Item.Properties().pickaxe(ToolMaterial.NETHERITE, 1.0F, -2.8F).fireResistant() ); public static final Item NETHERITE_AXE = registerItem( "netherite_axe", properties -> new AxeItem(ToolMaterial.NETHERITE, 5.0F, -3.0F, properties), new Item.Properties().fireResistant() ); public static final Item NETHERITE_HOE = registerItem( "netherite_hoe", properties -> new HoeItem(ToolMaterial.NETHERITE, -4.0F, 0.0F, properties), new Item.Properties().fireResistant() ); public static final Item STICK = registerItem("stick"); public static final Item MUSHROOM_STEW = registerItem("mushroom_stew", new Item.Properties().stacksTo(1).food(Foods.MUSHROOM_STEW).usingConvertsTo(BOWL)); public static final Item STRING = registerItem("string", createBlockItemWithCustomItemName(Blocks.TRIPWIRE)); public static final Item FEATHER = registerItem("feather"); public static final Item GUNPOWDER = registerItem("gunpowder"); public static final Item WHEAT_SEEDS = registerItem("wheat_seeds", createBlockItemWithCustomItemName(Blocks.WHEAT)); public static final Item WHEAT = registerItem("wheat"); public static final Item BREAD = registerItem("bread", new Item.Properties().food(Foods.BREAD)); public static final Item LEATHER_HELMET = registerItem("leather_helmet", new Item.Properties().humanoidArmor(ArmorMaterials.LEATHER, ArmorType.HELMET)); public static final Item LEATHER_CHESTPLATE = registerItem( "leather_chestplate", new Item.Properties().humanoidArmor(ArmorMaterials.LEATHER, ArmorType.CHESTPLATE) ); public static final Item LEATHER_LEGGINGS = registerItem("leather_leggings", new Item.Properties().humanoidArmor(ArmorMaterials.LEATHER, ArmorType.LEGGINGS)); public static final Item LEATHER_BOOTS = registerItem("leather_boots", new Item.Properties().humanoidArmor(ArmorMaterials.LEATHER, ArmorType.BOOTS)); public static final Item CHAINMAIL_HELMET = registerItem( "chainmail_helmet", new Item.Properties().humanoidArmor(ArmorMaterials.CHAINMAIL, ArmorType.HELMET).rarity(Rarity.UNCOMMON) ); public static final Item CHAINMAIL_CHESTPLATE = registerItem( "chainmail_chestplate", new Item.Properties().humanoidArmor(ArmorMaterials.CHAINMAIL, ArmorType.CHESTPLATE).rarity(Rarity.UNCOMMON) ); public static final Item CHAINMAIL_LEGGINGS = registerItem( "chainmail_leggings", new Item.Properties().humanoidArmor(ArmorMaterials.CHAINMAIL, ArmorType.LEGGINGS).rarity(Rarity.UNCOMMON) ); public static final Item CHAINMAIL_BOOTS = registerItem( "chainmail_boots", new Item.Properties().humanoidArmor(ArmorMaterials.CHAINMAIL, ArmorType.BOOTS).rarity(Rarity.UNCOMMON) ); public static final Item IRON_HELMET = registerItem("iron_helmet", new Item.Properties().humanoidArmor(ArmorMaterials.IRON, ArmorType.HELMET)); public static final Item IRON_CHESTPLATE = registerItem("iron_chestplate", new Item.Properties().humanoidArmor(ArmorMaterials.IRON, ArmorType.CHESTPLATE)); public static final Item IRON_LEGGINGS = registerItem("iron_leggings", new Item.Properties().humanoidArmor(ArmorMaterials.IRON, ArmorType.LEGGINGS)); public static final Item IRON_BOOTS = registerItem("iron_boots", new Item.Properties().humanoidArmor(ArmorMaterials.IRON, ArmorType.BOOTS)); public static final Item DIAMOND_HELMET = registerItem("diamond_helmet", new Item.Properties().humanoidArmor(ArmorMaterials.DIAMOND, ArmorType.HELMET)); public static final Item DIAMOND_CHESTPLATE = registerItem( "diamond_chestplate", new Item.Properties().humanoidArmor(ArmorMaterials.DIAMOND, ArmorType.CHESTPLATE) ); public static final Item DIAMOND_LEGGINGS = registerItem("diamond_leggings", new Item.Properties().humanoidArmor(ArmorMaterials.DIAMOND, ArmorType.LEGGINGS)); public static final Item DIAMOND_BOOTS = registerItem("diamond_boots", new Item.Properties().humanoidArmor(ArmorMaterials.DIAMOND, ArmorType.BOOTS)); public static final Item GOLDEN_HELMET = registerItem("golden_helmet", new Item.Properties().humanoidArmor(ArmorMaterials.GOLD, ArmorType.HELMET)); public static final Item GOLDEN_CHESTPLATE = registerItem("golden_chestplate", new Item.Properties().humanoidArmor(ArmorMaterials.GOLD, ArmorType.CHESTPLATE)); public static final Item GOLDEN_LEGGINGS = registerItem("golden_leggings", new Item.Properties().humanoidArmor(ArmorMaterials.GOLD, ArmorType.LEGGINGS)); public static final Item GOLDEN_BOOTS = registerItem("golden_boots", new Item.Properties().humanoidArmor(ArmorMaterials.GOLD, ArmorType.BOOTS)); public static final Item NETHERITE_HELMET = registerItem( "netherite_helmet", new Item.Properties().humanoidArmor(ArmorMaterials.NETHERITE, ArmorType.HELMET).fireResistant() ); public static final Item NETHERITE_CHESTPLATE = registerItem( "netherite_chestplate", new Item.Properties().humanoidArmor(ArmorMaterials.NETHERITE, ArmorType.CHESTPLATE).fireResistant() ); public static final Item NETHERITE_LEGGINGS = registerItem( "netherite_leggings", new Item.Properties().humanoidArmor(ArmorMaterials.NETHERITE, ArmorType.LEGGINGS).fireResistant() ); public static final Item NETHERITE_BOOTS = registerItem( "netherite_boots", new Item.Properties().humanoidArmor(ArmorMaterials.NETHERITE, ArmorType.BOOTS).fireResistant() ); public static final Item FLINT = registerItem("flint"); public static final Item PORKCHOP = registerItem("porkchop", new Item.Properties().food(Foods.PORKCHOP)); public static final Item COOKED_PORKCHOP = registerItem("cooked_porkchop", new Item.Properties().food(Foods.COOKED_PORKCHOP)); public static final Item PAINTING = registerItem("painting", properties -> new HangingEntityItem(EntityType.PAINTING, properties)); public static final Item GOLDEN_APPLE = registerItem("golden_apple", new Item.Properties().food(Foods.GOLDEN_APPLE, Consumables.GOLDEN_APPLE)); public static final Item ENCHANTED_GOLDEN_APPLE = registerItem( "enchanted_golden_apple", new Item.Properties() .rarity(Rarity.RARE) .food(Foods.ENCHANTED_GOLDEN_APPLE, Consumables.ENCHANTED_GOLDEN_APPLE) .component(DataComponents.ENCHANTMENT_GLINT_OVERRIDE, true) ); public static final Item OAK_SIGN = registerBlock( Blocks.OAK_SIGN, (block, properties) -> new SignItem(block, Blocks.OAK_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item SPRUCE_SIGN = registerBlock( Blocks.SPRUCE_SIGN, (block, properties) -> new SignItem(block, Blocks.SPRUCE_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item BIRCH_SIGN = registerBlock( Blocks.BIRCH_SIGN, (block, properties) -> new SignItem(block, Blocks.BIRCH_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item JUNGLE_SIGN = registerBlock( Blocks.JUNGLE_SIGN, (block, properties) -> new SignItem(block, Blocks.JUNGLE_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item ACACIA_SIGN = registerBlock( Blocks.ACACIA_SIGN, (block, properties) -> new SignItem(block, Blocks.ACACIA_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item CHERRY_SIGN = registerBlock( Blocks.CHERRY_SIGN, (block, properties) -> new SignItem(block, Blocks.CHERRY_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item DARK_OAK_SIGN = registerBlock( Blocks.DARK_OAK_SIGN, (block, properties) -> new SignItem(block, Blocks.DARK_OAK_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item PALE_OAK_SIGN = registerBlock( Blocks.PALE_OAK_SIGN, (block, properties) -> new SignItem(block, Blocks.PALE_OAK_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item MANGROVE_SIGN = registerBlock( Blocks.MANGROVE_SIGN, (block, properties) -> new SignItem(block, Blocks.MANGROVE_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item BAMBOO_SIGN = registerBlock( Blocks.BAMBOO_SIGN, (block, properties) -> new SignItem(block, Blocks.BAMBOO_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item CRIMSON_SIGN = registerBlock( Blocks.CRIMSON_SIGN, (block, properties) -> new SignItem(block, Blocks.CRIMSON_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item WARPED_SIGN = registerBlock( Blocks.WARPED_SIGN, (block, properties) -> new SignItem(block, Blocks.WARPED_WALL_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item OAK_HANGING_SIGN = registerBlock( Blocks.OAK_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.OAK_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item SPRUCE_HANGING_SIGN = registerBlock( Blocks.SPRUCE_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.SPRUCE_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item BIRCH_HANGING_SIGN = registerBlock( Blocks.BIRCH_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.BIRCH_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item JUNGLE_HANGING_SIGN = registerBlock( Blocks.JUNGLE_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.JUNGLE_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item ACACIA_HANGING_SIGN = registerBlock( Blocks.ACACIA_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.ACACIA_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item CHERRY_HANGING_SIGN = registerBlock( Blocks.CHERRY_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.CHERRY_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item DARK_OAK_HANGING_SIGN = registerBlock( Blocks.DARK_OAK_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.DARK_OAK_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item PALE_OAK_HANGING_SIGN = registerBlock( Blocks.PALE_OAK_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.PALE_OAK_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item MANGROVE_HANGING_SIGN = registerBlock( Blocks.MANGROVE_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.MANGROVE_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item BAMBOO_HANGING_SIGN = registerBlock( Blocks.BAMBOO_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.BAMBOO_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item CRIMSON_HANGING_SIGN = registerBlock( Blocks.CRIMSON_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.CRIMSON_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item WARPED_HANGING_SIGN = registerBlock( Blocks.WARPED_HANGING_SIGN, (block, properties) -> new HangingSignItem(block, Blocks.WARPED_WALL_HANGING_SIGN, properties), new Item.Properties().stacksTo(16) ); public static final Item BUCKET = registerItem("bucket", properties -> new BucketItem(Fluids.EMPTY, properties), new Item.Properties().stacksTo(16)); public static final Item WATER_BUCKET = registerItem( "water_bucket", properties -> new BucketItem(Fluids.WATER, properties), new Item.Properties().craftRemainder(BUCKET).stacksTo(1) ); public static final Item LAVA_BUCKET = registerItem( "lava_bucket", properties -> new BucketItem(Fluids.LAVA, properties), new Item.Properties().craftRemainder(BUCKET).stacksTo(1) ); public static final Item POWDER_SNOW_BUCKET = registerItem( "powder_snow_bucket", properties -> new SolidBucketItem(Blocks.POWDER_SNOW, SoundEvents.BUCKET_EMPTY_POWDER_SNOW, properties), new Item.Properties().stacksTo(1).useItemDescriptionPrefix() ); public static final Item SNOWBALL = registerItem("snowball", SnowballItem::new, new Item.Properties().stacksTo(16)); public static final Item LEATHER = registerItem("leather"); public static final Item MILK_BUCKET = registerItem( "milk_bucket", new Item.Properties().craftRemainder(BUCKET).component(DataComponents.CONSUMABLE, Consumables.MILK_BUCKET).usingConvertsTo(BUCKET).stacksTo(1) ); public static final Item PUFFERFISH_BUCKET = registerItem( "pufferfish_bucket", properties -> new MobBucketItem(EntityType.PUFFERFISH, Fluids.WATER, SoundEvents.BUCKET_EMPTY_FISH, properties), new Item.Properties().stacksTo(1).component(DataComponents.BUCKET_ENTITY_DATA, CustomData.EMPTY) ); public static final Item SALMON_BUCKET = registerItem( "salmon_bucket", properties -> new MobBucketItem(EntityType.SALMON, Fluids.WATER, SoundEvents.BUCKET_EMPTY_FISH, properties), new Item.Properties().stacksTo(1).component(DataComponents.BUCKET_ENTITY_DATA, CustomData.EMPTY) ); public static final Item COD_BUCKET = registerItem( "cod_bucket", properties -> new MobBucketItem(EntityType.COD, Fluids.WATER, SoundEvents.BUCKET_EMPTY_FISH, properties), new Item.Properties().stacksTo(1).component(DataComponents.BUCKET_ENTITY_DATA, CustomData.EMPTY) ); public static final Item TROPICAL_FISH_BUCKET = registerItem( "tropical_fish_bucket", properties -> new MobBucketItem(EntityType.TROPICAL_FISH, Fluids.WATER, SoundEvents.BUCKET_EMPTY_FISH, properties), new Item.Properties().stacksTo(1).component(DataComponents.BUCKET_ENTITY_DATA, CustomData.EMPTY) ); public static final Item AXOLOTL_BUCKET = registerItem( "axolotl_bucket", properties -> new MobBucketItem(EntityType.AXOLOTL, Fluids.WATER, SoundEvents.BUCKET_EMPTY_AXOLOTL, properties), new Item.Properties().stacksTo(1).component(DataComponents.BUCKET_ENTITY_DATA, CustomData.EMPTY) ); public static final Item TADPOLE_BUCKET = registerItem( "tadpole_bucket", properties -> new MobBucketItem(EntityType.TADPOLE, Fluids.WATER, SoundEvents.BUCKET_EMPTY_TADPOLE, properties), new Item.Properties().stacksTo(1).component(DataComponents.BUCKET_ENTITY_DATA, CustomData.EMPTY) ); public static final Item BRICK = registerItem("brick"); public static final Item CLAY_BALL = registerItem("clay_ball"); public static final Item DRIED_KELP_BLOCK = registerBlock(Blocks.DRIED_KELP_BLOCK); public static final Item PAPER = registerItem("paper"); public static final Item BOOK = registerItem("book", new Item.Properties().enchantable(1)); public static final Item SLIME_BALL = registerItem("slime_ball"); public static final Item EGG = registerItem( "egg", EggItem::new, new Item.Properties().stacksTo(16).component(DataComponents.CHICKEN_VARIANT, new EitherHolder<>(ChickenVariants.TEMPERATE)) ); public static final Item BLUE_EGG = registerItem( "blue_egg", EggItem::new, new Item.Properties().stacksTo(16).component(DataComponents.CHICKEN_VARIANT, new EitherHolder<>(ChickenVariants.COLD)) ); public static final Item BROWN_EGG = registerItem( "brown_egg", EggItem::new, new Item.Properties().stacksTo(16).component(DataComponents.CHICKEN_VARIANT, new EitherHolder<>(ChickenVariants.WARM)) ); public static final Item COMPASS = registerItem("compass", CompassItem::new); public static final Item RECOVERY_COMPASS = registerItem("recovery_compass", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item BUNDLE = registerItem( "bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item WHITE_BUNDLE = registerItem( "white_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item ORANGE_BUNDLE = registerItem( "orange_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item MAGENTA_BUNDLE = registerItem( "magenta_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item LIGHT_BLUE_BUNDLE = registerItem( "light_blue_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item YELLOW_BUNDLE = registerItem( "yellow_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item LIME_BUNDLE = registerItem( "lime_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item PINK_BUNDLE = registerItem( "pink_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item GRAY_BUNDLE = registerItem( "gray_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item LIGHT_GRAY_BUNDLE = registerItem( "light_gray_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item CYAN_BUNDLE = registerItem( "cyan_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item PURPLE_BUNDLE = registerItem( "purple_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item BLUE_BUNDLE = registerItem( "blue_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item BROWN_BUNDLE = registerItem( "brown_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item GREEN_BUNDLE = registerItem( "green_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item RED_BUNDLE = registerItem( "red_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item BLACK_BUNDLE = registerItem( "black_bundle", BundleItem::new, new Item.Properties().stacksTo(1).component(DataComponents.BUNDLE_CONTENTS, BundleContents.EMPTY) ); public static final Item FISHING_ROD = registerItem("fishing_rod", FishingRodItem::new, new Item.Properties().durability(64).enchantable(1)); public static final Item CLOCK = registerItem("clock"); public static final Item SPYGLASS = registerItem("spyglass", SpyglassItem::new, new Item.Properties().stacksTo(1)); public static final Item GLOWSTONE_DUST = registerItem("glowstone_dust"); public static final Item COD = registerItem("cod", new Item.Properties().food(Foods.COD)); public static final Item SALMON = registerItem("salmon", new Item.Properties().food(Foods.SALMON)); public static final Item TROPICAL_FISH = registerItem("tropical_fish", new Item.Properties().food(Foods.TROPICAL_FISH)); public static final Item PUFFERFISH = registerItem("pufferfish", new Item.Properties().food(Foods.PUFFERFISH, Consumables.PUFFERFISH)); public static final Item COOKED_COD = registerItem("cooked_cod", new Item.Properties().food(Foods.COOKED_COD)); public static final Item COOKED_SALMON = registerItem("cooked_salmon", new Item.Properties().food(Foods.COOKED_SALMON)); public static final Item INK_SAC = registerItem("ink_sac", InkSacItem::new); public static final Item GLOW_INK_SAC = registerItem("glow_ink_sac", GlowInkSacItem::new); public static final Item COCOA_BEANS = registerItem("cocoa_beans", createBlockItemWithCustomItemName(Blocks.COCOA)); public static final Item WHITE_DYE = registerItem("white_dye", properties -> new DyeItem(DyeColor.WHITE, properties)); public static final Item ORANGE_DYE = registerItem("orange_dye", properties -> new DyeItem(DyeColor.ORANGE, properties)); public static final Item MAGENTA_DYE = registerItem("magenta_dye", properties -> new DyeItem(DyeColor.MAGENTA, properties)); public static final Item LIGHT_BLUE_DYE = registerItem("light_blue_dye", properties -> new DyeItem(DyeColor.LIGHT_BLUE, properties)); public static final Item YELLOW_DYE = registerItem("yellow_dye", properties -> new DyeItem(DyeColor.YELLOW, properties)); public static final Item LIME_DYE = registerItem("lime_dye", properties -> new DyeItem(DyeColor.LIME, properties)); public static final Item PINK_DYE = registerItem("pink_dye", properties -> new DyeItem(DyeColor.PINK, properties)); public static final Item GRAY_DYE = registerItem("gray_dye", properties -> new DyeItem(DyeColor.GRAY, properties)); public static final Item LIGHT_GRAY_DYE = registerItem("light_gray_dye", properties -> new DyeItem(DyeColor.LIGHT_GRAY, properties)); public static final Item CYAN_DYE = registerItem("cyan_dye", properties -> new DyeItem(DyeColor.CYAN, properties)); public static final Item PURPLE_DYE = registerItem("purple_dye", properties -> new DyeItem(DyeColor.PURPLE, properties)); public static final Item BLUE_DYE = registerItem("blue_dye", properties -> new DyeItem(DyeColor.BLUE, properties)); public static final Item BROWN_DYE = registerItem("brown_dye", properties -> new DyeItem(DyeColor.BROWN, properties)); public static final Item GREEN_DYE = registerItem("green_dye", properties -> new DyeItem(DyeColor.GREEN, properties)); public static final Item RED_DYE = registerItem("red_dye", properties -> new DyeItem(DyeColor.RED, properties)); public static final Item BLACK_DYE = registerItem("black_dye", properties -> new DyeItem(DyeColor.BLACK, properties)); public static final Item BONE_MEAL = registerItem("bone_meal", BoneMealItem::new); public static final Item BONE = registerItem("bone"); public static final Item SUGAR = registerItem("sugar"); public static final Item CAKE = registerBlock(Blocks.CAKE, new Item.Properties().stacksTo(1)); public static final Item WHITE_BED = registerBlock(Blocks.WHITE_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item ORANGE_BED = registerBlock(Blocks.ORANGE_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item MAGENTA_BED = registerBlock(Blocks.MAGENTA_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item LIGHT_BLUE_BED = registerBlock(Blocks.LIGHT_BLUE_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item YELLOW_BED = registerBlock(Blocks.YELLOW_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item LIME_BED = registerBlock(Blocks.LIME_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item PINK_BED = registerBlock(Blocks.PINK_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item GRAY_BED = registerBlock(Blocks.GRAY_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item LIGHT_GRAY_BED = registerBlock(Blocks.LIGHT_GRAY_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item CYAN_BED = registerBlock(Blocks.CYAN_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item PURPLE_BED = registerBlock(Blocks.PURPLE_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item BLUE_BED = registerBlock(Blocks.BLUE_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item BROWN_BED = registerBlock(Blocks.BROWN_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item GREEN_BED = registerBlock(Blocks.GREEN_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item RED_BED = registerBlock(Blocks.RED_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item BLACK_BED = registerBlock(Blocks.BLACK_BED, BedItem::new, new Item.Properties().stacksTo(1)); public static final Item COOKIE = registerItem("cookie", new Item.Properties().food(Foods.COOKIE)); public static final Item CRAFTER = registerBlock( Blocks.CRAFTER, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item FILLED_MAP = registerItem( "filled_map", MapItem::new, new Item.Properties().component(DataComponents.MAP_COLOR, MapItemColor.DEFAULT).component(DataComponents.MAP_DECORATIONS, MapDecorations.EMPTY) ); public static final Item SHEARS = registerItem( "shears", ShearsItem::new, new Item.Properties().durability(238).component(DataComponents.TOOL, ShearsItem.createToolProperties()) ); public static final Item MELON_SLICE = registerItem("melon_slice", new Item.Properties().food(Foods.MELON_SLICE)); public static final Item DRIED_KELP = registerItem("dried_kelp", new Item.Properties().food(Foods.DRIED_KELP, Consumables.DRIED_KELP)); public static final Item PUMPKIN_SEEDS = registerItem(net.minecraft.references.Items.PUMPKIN_SEEDS, createBlockItemWithCustomItemName(Blocks.PUMPKIN_STEM)); public static final Item MELON_SEEDS = registerItem(net.minecraft.references.Items.MELON_SEEDS, createBlockItemWithCustomItemName(Blocks.MELON_STEM)); public static final Item BEEF = registerItem("beef", new Item.Properties().food(Foods.BEEF)); public static final Item COOKED_BEEF = registerItem("cooked_beef", new Item.Properties().food(Foods.COOKED_BEEF)); public static final Item CHICKEN = registerItem("chicken", new Item.Properties().food(Foods.CHICKEN, Consumables.CHICKEN)); public static final Item COOKED_CHICKEN = registerItem("cooked_chicken", new Item.Properties().food(Foods.COOKED_CHICKEN)); public static final Item ROTTEN_FLESH = registerItem("rotten_flesh", new Item.Properties().food(Foods.ROTTEN_FLESH, Consumables.ROTTEN_FLESH)); public static final Item ENDER_PEARL = registerItem("ender_pearl", EnderpearlItem::new, new Item.Properties().stacksTo(16).useCooldown(1.0F)); public static final Item BLAZE_ROD = registerItem("blaze_rod"); public static final Item GHAST_TEAR = registerItem("ghast_tear"); public static final Item GOLD_NUGGET = registerItem("gold_nugget"); public static final Item NETHER_WART = registerItem("nether_wart", createBlockItemWithCustomItemName(Blocks.NETHER_WART)); public static final Item GLASS_BOTTLE = registerItem("glass_bottle", BottleItem::new); public static final Item POTION = registerItem( "potion", PotionItem::new, new Item.Properties() .stacksTo(1) .component(DataComponents.POTION_CONTENTS, PotionContents.EMPTY) .component(DataComponents.CONSUMABLE, Consumables.DEFAULT_DRINK) .usingConvertsTo(GLASS_BOTTLE) ); public static final Item SPIDER_EYE = registerItem("spider_eye", new Item.Properties().food(Foods.SPIDER_EYE, Consumables.SPIDER_EYE)); public static final Item FERMENTED_SPIDER_EYE = registerItem("fermented_spider_eye"); public static final Item BLAZE_POWDER = registerItem("blaze_powder"); public static final Item MAGMA_CREAM = registerItem("magma_cream"); public static final Item BREWING_STAND = registerBlock( Blocks.BREWING_STAND, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item CAULDRON = registerBlock(Blocks.CAULDRON, Blocks.WATER_CAULDRON, Blocks.LAVA_CAULDRON, Blocks.POWDER_SNOW_CAULDRON); public static final Item ENDER_EYE = registerItem("ender_eye", EnderEyeItem::new); public static final Item GLISTERING_MELON_SLICE = registerItem("glistering_melon_slice"); public static final Item ARMADILLO_SPAWN_EGG = registerItem("armadillo_spawn_egg", properties -> new SpawnEggItem(EntityType.ARMADILLO, properties)); public static final Item ALLAY_SPAWN_EGG = registerItem("allay_spawn_egg", properties -> new SpawnEggItem(EntityType.ALLAY, properties)); public static final Item AXOLOTL_SPAWN_EGG = registerItem("axolotl_spawn_egg", properties -> new SpawnEggItem(EntityType.AXOLOTL, properties)); public static final Item BAT_SPAWN_EGG = registerItem("bat_spawn_egg", properties -> new SpawnEggItem(EntityType.BAT, properties)); public static final Item BEE_SPAWN_EGG = registerItem("bee_spawn_egg", properties -> new SpawnEggItem(EntityType.BEE, properties)); public static final Item BLAZE_SPAWN_EGG = registerItem("blaze_spawn_egg", properties -> new SpawnEggItem(EntityType.BLAZE, properties)); public static final Item BOGGED_SPAWN_EGG = registerItem("bogged_spawn_egg", properties -> new SpawnEggItem(EntityType.BOGGED, properties)); public static final Item BREEZE_SPAWN_EGG = registerItem("breeze_spawn_egg", properties -> new SpawnEggItem(EntityType.BREEZE, properties)); public static final Item CAT_SPAWN_EGG = registerItem("cat_spawn_egg", properties -> new SpawnEggItem(EntityType.CAT, properties)); public static final Item CAMEL_SPAWN_EGG = registerItem("camel_spawn_egg", properties -> new SpawnEggItem(EntityType.CAMEL, properties)); public static final Item CAVE_SPIDER_SPAWN_EGG = registerItem("cave_spider_spawn_egg", properties -> new SpawnEggItem(EntityType.CAVE_SPIDER, properties)); public static final Item CHICKEN_SPAWN_EGG = registerItem("chicken_spawn_egg", properties -> new SpawnEggItem(EntityType.CHICKEN, properties)); public static final Item COD_SPAWN_EGG = registerItem("cod_spawn_egg", properties -> new SpawnEggItem(EntityType.COD, properties)); public static final Item COW_SPAWN_EGG = registerItem("cow_spawn_egg", properties -> new SpawnEggItem(EntityType.COW, properties)); public static final Item CREEPER_SPAWN_EGG = registerItem("creeper_spawn_egg", properties -> new SpawnEggItem(EntityType.CREEPER, properties)); public static final Item DOLPHIN_SPAWN_EGG = registerItem("dolphin_spawn_egg", properties -> new SpawnEggItem(EntityType.DOLPHIN, properties)); public static final Item DONKEY_SPAWN_EGG = registerItem("donkey_spawn_egg", properties -> new SpawnEggItem(EntityType.DONKEY, properties)); public static final Item DROWNED_SPAWN_EGG = registerItem("drowned_spawn_egg", properties -> new SpawnEggItem(EntityType.DROWNED, properties)); public static final Item ELDER_GUARDIAN_SPAWN_EGG = registerItem( "elder_guardian_spawn_egg", properties -> new SpawnEggItem(EntityType.ELDER_GUARDIAN, properties) ); public static final Item ENDER_DRAGON_SPAWN_EGG = registerItem("ender_dragon_spawn_egg", properties -> new SpawnEggItem(EntityType.ENDER_DRAGON, properties)); public static final Item ENDERMAN_SPAWN_EGG = registerItem("enderman_spawn_egg", properties -> new SpawnEggItem(EntityType.ENDERMAN, properties)); public static final Item ENDERMITE_SPAWN_EGG = registerItem("endermite_spawn_egg", properties -> new SpawnEggItem(EntityType.ENDERMITE, properties)); public static final Item EVOKER_SPAWN_EGG = registerItem("evoker_spawn_egg", properties -> new SpawnEggItem(EntityType.EVOKER, properties)); public static final Item FOX_SPAWN_EGG = registerItem("fox_spawn_egg", properties -> new SpawnEggItem(EntityType.FOX, properties)); public static final Item FROG_SPAWN_EGG = registerItem("frog_spawn_egg", properties -> new SpawnEggItem(EntityType.FROG, properties)); public static final Item GHAST_SPAWN_EGG = registerItem("ghast_spawn_egg", properties -> new SpawnEggItem(EntityType.GHAST, properties)); public static final Item GLOW_SQUID_SPAWN_EGG = registerItem("glow_squid_spawn_egg", properties -> new SpawnEggItem(EntityType.GLOW_SQUID, properties)); public static final Item GOAT_SPAWN_EGG = registerItem("goat_spawn_egg", properties -> new SpawnEggItem(EntityType.GOAT, properties)); public static final Item GUARDIAN_SPAWN_EGG = registerItem("guardian_spawn_egg", properties -> new SpawnEggItem(EntityType.GUARDIAN, properties)); public static final Item HOGLIN_SPAWN_EGG = registerItem("hoglin_spawn_egg", properties -> new SpawnEggItem(EntityType.HOGLIN, properties)); public static final Item HORSE_SPAWN_EGG = registerItem("horse_spawn_egg", properties -> new SpawnEggItem(EntityType.HORSE, properties)); public static final Item HUSK_SPAWN_EGG = registerItem("husk_spawn_egg", properties -> new SpawnEggItem(EntityType.HUSK, properties)); public static final Item IRON_GOLEM_SPAWN_EGG = registerItem("iron_golem_spawn_egg", properties -> new SpawnEggItem(EntityType.IRON_GOLEM, properties)); public static final Item LLAMA_SPAWN_EGG = registerItem("llama_spawn_egg", properties -> new SpawnEggItem(EntityType.LLAMA, properties)); public static final Item MAGMA_CUBE_SPAWN_EGG = registerItem("magma_cube_spawn_egg", properties -> new SpawnEggItem(EntityType.MAGMA_CUBE, properties)); public static final Item MOOSHROOM_SPAWN_EGG = registerItem("mooshroom_spawn_egg", properties -> new SpawnEggItem(EntityType.MOOSHROOM, properties)); public static final Item MULE_SPAWN_EGG = registerItem("mule_spawn_egg", properties -> new SpawnEggItem(EntityType.MULE, properties)); public static final Item OCELOT_SPAWN_EGG = registerItem("ocelot_spawn_egg", properties -> new SpawnEggItem(EntityType.OCELOT, properties)); public static final Item PANDA_SPAWN_EGG = registerItem("panda_spawn_egg", properties -> new SpawnEggItem(EntityType.PANDA, properties)); public static final Item PARROT_SPAWN_EGG = registerItem("parrot_spawn_egg", properties -> new SpawnEggItem(EntityType.PARROT, properties)); public static final Item PHANTOM_SPAWN_EGG = registerItem("phantom_spawn_egg", properties -> new SpawnEggItem(EntityType.PHANTOM, properties)); public static final Item PIG_SPAWN_EGG = registerItem("pig_spawn_egg", properties -> new SpawnEggItem(EntityType.PIG, properties)); public static final Item PIGLIN_SPAWN_EGG = registerItem("piglin_spawn_egg", properties -> new SpawnEggItem(EntityType.PIGLIN, properties)); public static final Item PIGLIN_BRUTE_SPAWN_EGG = registerItem("piglin_brute_spawn_egg", properties -> new SpawnEggItem(EntityType.PIGLIN_BRUTE, properties)); public static final Item PILLAGER_SPAWN_EGG = registerItem("pillager_spawn_egg", properties -> new SpawnEggItem(EntityType.PILLAGER, properties)); public static final Item POLAR_BEAR_SPAWN_EGG = registerItem("polar_bear_spawn_egg", properties -> new SpawnEggItem(EntityType.POLAR_BEAR, properties)); public static final Item PUFFERFISH_SPAWN_EGG = registerItem("pufferfish_spawn_egg", properties -> new SpawnEggItem(EntityType.PUFFERFISH, properties)); public static final Item RABBIT_SPAWN_EGG = registerItem("rabbit_spawn_egg", properties -> new SpawnEggItem(EntityType.RABBIT, properties)); public static final Item RAVAGER_SPAWN_EGG = registerItem("ravager_spawn_egg", properties -> new SpawnEggItem(EntityType.RAVAGER, properties)); public static final Item SALMON_SPAWN_EGG = registerItem("salmon_spawn_egg", properties -> new SpawnEggItem(EntityType.SALMON, properties)); public static final Item SHEEP_SPAWN_EGG = registerItem("sheep_spawn_egg", properties -> new SpawnEggItem(EntityType.SHEEP, properties)); public static final Item SHULKER_SPAWN_EGG = registerItem("shulker_spawn_egg", properties -> new SpawnEggItem(EntityType.SHULKER, properties)); public static final Item SILVERFISH_SPAWN_EGG = registerItem("silverfish_spawn_egg", properties -> new SpawnEggItem(EntityType.SILVERFISH, properties)); public static final Item SKELETON_SPAWN_EGG = registerItem("skeleton_spawn_egg", properties -> new SpawnEggItem(EntityType.SKELETON, properties)); public static final Item SKELETON_HORSE_SPAWN_EGG = registerItem( "skeleton_horse_spawn_egg", properties -> new SpawnEggItem(EntityType.SKELETON_HORSE, properties) ); public static final Item SLIME_SPAWN_EGG = registerItem("slime_spawn_egg", properties -> new SpawnEggItem(EntityType.SLIME, properties)); public static final Item SNIFFER_SPAWN_EGG = registerItem("sniffer_spawn_egg", properties -> new SpawnEggItem(EntityType.SNIFFER, properties)); public static final Item SNOW_GOLEM_SPAWN_EGG = registerItem("snow_golem_spawn_egg", properties -> new SpawnEggItem(EntityType.SNOW_GOLEM, properties)); public static final Item SPIDER_SPAWN_EGG = registerItem("spider_spawn_egg", properties -> new SpawnEggItem(EntityType.SPIDER, properties)); public static final Item SQUID_SPAWN_EGG = registerItem("squid_spawn_egg", properties -> new SpawnEggItem(EntityType.SQUID, properties)); public static final Item STRAY_SPAWN_EGG = registerItem("stray_spawn_egg", properties -> new SpawnEggItem(EntityType.STRAY, properties)); public static final Item STRIDER_SPAWN_EGG = registerItem("strider_spawn_egg", properties -> new SpawnEggItem(EntityType.STRIDER, properties)); public static final Item TADPOLE_SPAWN_EGG = registerItem("tadpole_spawn_egg", properties -> new SpawnEggItem(EntityType.TADPOLE, properties)); public static final Item TRADER_LLAMA_SPAWN_EGG = registerItem("trader_llama_spawn_egg", properties -> new SpawnEggItem(EntityType.TRADER_LLAMA, properties)); public static final Item TROPICAL_FISH_SPAWN_EGG = registerItem( "tropical_fish_spawn_egg", properties -> new SpawnEggItem(EntityType.TROPICAL_FISH, properties) ); public static final Item TURTLE_SPAWN_EGG = registerItem("turtle_spawn_egg", properties -> new SpawnEggItem(EntityType.TURTLE, properties)); public static final Item VEX_SPAWN_EGG = registerItem("vex_spawn_egg", properties -> new SpawnEggItem(EntityType.VEX, properties)); public static final Item VILLAGER_SPAWN_EGG = registerItem("villager_spawn_egg", properties -> new SpawnEggItem(EntityType.VILLAGER, properties)); public static final Item VINDICATOR_SPAWN_EGG = registerItem("vindicator_spawn_egg", properties -> new SpawnEggItem(EntityType.VINDICATOR, properties)); public static final Item WANDERING_TRADER_SPAWN_EGG = registerItem( "wandering_trader_spawn_egg", properties -> new SpawnEggItem(EntityType.WANDERING_TRADER, properties) ); public static final Item WARDEN_SPAWN_EGG = registerItem("warden_spawn_egg", properties -> new SpawnEggItem(EntityType.WARDEN, properties)); public static final Item WITCH_SPAWN_EGG = registerItem("witch_spawn_egg", properties -> new SpawnEggItem(EntityType.WITCH, properties)); public static final Item WITHER_SPAWN_EGG = registerItem("wither_spawn_egg", properties -> new SpawnEggItem(EntityType.WITHER, properties)); public static final Item WITHER_SKELETON_SPAWN_EGG = registerItem( "wither_skeleton_spawn_egg", properties -> new SpawnEggItem(EntityType.WITHER_SKELETON, properties) ); public static final Item WOLF_SPAWN_EGG = registerItem("wolf_spawn_egg", properties -> new SpawnEggItem(EntityType.WOLF, properties)); public static final Item ZOGLIN_SPAWN_EGG = registerItem("zoglin_spawn_egg", properties -> new SpawnEggItem(EntityType.ZOGLIN, properties)); public static final Item CREAKING_SPAWN_EGG = registerItem("creaking_spawn_egg", properties -> new SpawnEggItem(EntityType.CREAKING, properties)); public static final Item ZOMBIE_SPAWN_EGG = registerItem("zombie_spawn_egg", properties -> new SpawnEggItem(EntityType.ZOMBIE, properties)); public static final Item ZOMBIE_HORSE_SPAWN_EGG = registerItem("zombie_horse_spawn_egg", properties -> new SpawnEggItem(EntityType.ZOMBIE_HORSE, properties)); public static final Item ZOMBIE_VILLAGER_SPAWN_EGG = registerItem( "zombie_villager_spawn_egg", properties -> new SpawnEggItem(EntityType.ZOMBIE_VILLAGER, properties) ); public static final Item ZOMBIFIED_PIGLIN_SPAWN_EGG = registerItem( "zombified_piglin_spawn_egg", properties -> new SpawnEggItem(EntityType.ZOMBIFIED_PIGLIN, properties) ); public static final Item EXPERIENCE_BOTTLE = registerItem( "experience_bottle", ExperienceBottleItem::new, new Item.Properties().rarity(Rarity.UNCOMMON).component(DataComponents.ENCHANTMENT_GLINT_OVERRIDE, true) ); public static final Item FIRE_CHARGE = registerItem("fire_charge", FireChargeItem::new); public static final Item WIND_CHARGE = registerItem("wind_charge", WindChargeItem::new, new Item.Properties().useCooldown(0.5F)); public static final Item WRITABLE_BOOK = registerItem( "writable_book", WritableBookItem::new, new Item.Properties().stacksTo(1).component(DataComponents.WRITABLE_BOOK_CONTENT, WritableBookContent.EMPTY) ); public static final Item WRITTEN_BOOK = registerItem( "written_book", WrittenBookItem::new, new Item.Properties().stacksTo(16).component(DataComponents.ENCHANTMENT_GLINT_OVERRIDE, true) ); public static final Item BREEZE_ROD = registerItem("breeze_rod"); public static final Item MACE = registerItem( "mace", MaceItem::new, new Item.Properties() .rarity(Rarity.EPIC) .durability(500) .component(DataComponents.TOOL, MaceItem.createToolProperties()) .repairable(BREEZE_ROD) .attributes(MaceItem.createAttributes()) .enchantable(15) .component(DataComponents.WEAPON, new Weapon(1)) ); public static final Item ITEM_FRAME = registerItem("item_frame", properties -> new ItemFrameItem(EntityType.ITEM_FRAME, properties)); public static final Item GLOW_ITEM_FRAME = registerItem("glow_item_frame", properties -> new ItemFrameItem(EntityType.GLOW_ITEM_FRAME, properties)); public static final Item FLOWER_POT = registerBlock(Blocks.FLOWER_POT); public static final Item CARROT = registerItem("carrot", createBlockItemWithCustomItemName(Blocks.CARROTS), new Item.Properties().food(Foods.CARROT)); public static final Item POTATO = registerItem("potato", createBlockItemWithCustomItemName(Blocks.POTATOES), new Item.Properties().food(Foods.POTATO)); public static final Item BAKED_POTATO = registerItem("baked_potato", new Item.Properties().food(Foods.BAKED_POTATO)); public static final Item POISONOUS_POTATO = registerItem("poisonous_potato", new Item.Properties().food(Foods.POISONOUS_POTATO, Consumables.POISONOUS_POTATO)); public static final Item MAP = registerItem("map", EmptyMapItem::new); public static final Item GOLDEN_CARROT = registerItem("golden_carrot", new Item.Properties().food(Foods.GOLDEN_CARROT)); public static final Item SKELETON_SKULL = registerBlock( Blocks.SKELETON_SKULL, (block, properties) -> new StandingAndWallBlockItem(block, Blocks.SKELETON_WALL_SKULL, Direction.DOWN, properties), new Item.Properties().rarity(Rarity.UNCOMMON).equippableUnswappable(EquipmentSlot.HEAD) ); public static final Item WITHER_SKELETON_SKULL = registerBlock( Blocks.WITHER_SKELETON_SKULL, (block, properties) -> new StandingAndWallBlockItem(block, Blocks.WITHER_SKELETON_WALL_SKULL, Direction.DOWN, properties), new Item.Properties().rarity(Rarity.RARE).equippableUnswappable(EquipmentSlot.HEAD) ); public static final Item PLAYER_HEAD = registerBlock( Blocks.PLAYER_HEAD, (block, properties) -> new PlayerHeadItem(block, Blocks.PLAYER_WALL_HEAD, properties), new Item.Properties().rarity(Rarity.UNCOMMON).equippableUnswappable(EquipmentSlot.HEAD) ); public static final Item ZOMBIE_HEAD = registerBlock( Blocks.ZOMBIE_HEAD, (block, properties) -> new StandingAndWallBlockItem(block, Blocks.ZOMBIE_WALL_HEAD, Direction.DOWN, properties), new Item.Properties().rarity(Rarity.UNCOMMON).equippableUnswappable(EquipmentSlot.HEAD) ); public static final Item CREEPER_HEAD = registerBlock( Blocks.CREEPER_HEAD, (block, properties) -> new StandingAndWallBlockItem(block, Blocks.CREEPER_WALL_HEAD, Direction.DOWN, properties), new Item.Properties().rarity(Rarity.UNCOMMON).equippableUnswappable(EquipmentSlot.HEAD) ); public static final Item DRAGON_HEAD = registerBlock( Blocks.DRAGON_HEAD, (block, properties) -> new StandingAndWallBlockItem(block, Blocks.DRAGON_WALL_HEAD, Direction.DOWN, properties), new Item.Properties().rarity(Rarity.EPIC).equippableUnswappable(EquipmentSlot.HEAD) ); public static final Item PIGLIN_HEAD = registerBlock( Blocks.PIGLIN_HEAD, (block, properties) -> new StandingAndWallBlockItem(block, Blocks.PIGLIN_WALL_HEAD, Direction.DOWN, properties), new Item.Properties().rarity(Rarity.UNCOMMON).equippableUnswappable(EquipmentSlot.HEAD) ); public static final Item NETHER_STAR = registerItem( "nether_star", new Item.Properties() .rarity(Rarity.RARE) .component(DataComponents.ENCHANTMENT_GLINT_OVERRIDE, true) .component(DataComponents.DAMAGE_RESISTANT, new DamageResistant(DamageTypeTags.IS_EXPLOSION)) ); public static final Item PUMPKIN_PIE = registerItem("pumpkin_pie", new Item.Properties().food(Foods.PUMPKIN_PIE)); public static final Item FIREWORK_ROCKET = registerItem( "firework_rocket", FireworkRocketItem::new, new Item.Properties().component(DataComponents.FIREWORKS, new Fireworks(1, List.of())) ); public static final Item FIREWORK_STAR = registerItem("firework_star"); public static final Item ENCHANTED_BOOK = registerItem( "enchanted_book", new Item.Properties() .stacksTo(1) .rarity(Rarity.UNCOMMON) .component(DataComponents.STORED_ENCHANTMENTS, ItemEnchantments.EMPTY) .component(DataComponents.ENCHANTMENT_GLINT_OVERRIDE, true) ); public static final Item NETHER_BRICK = registerItem("nether_brick"); public static final Item RESIN_BRICK = registerItem("resin_brick", new Item.Properties().trimMaterial(TrimMaterials.RESIN)); public static final Item PRISMARINE_SHARD = registerItem("prismarine_shard"); public static final Item PRISMARINE_CRYSTALS = registerItem("prismarine_crystals"); public static final Item RABBIT = registerItem("rabbit", new Item.Properties().food(Foods.RABBIT)); public static final Item COOKED_RABBIT = registerItem("cooked_rabbit", new Item.Properties().food(Foods.COOKED_RABBIT)); public static final Item RABBIT_STEW = registerItem("rabbit_stew", new Item.Properties().stacksTo(1).food(Foods.RABBIT_STEW).usingConvertsTo(BOWL)); public static final Item RABBIT_FOOT = registerItem("rabbit_foot"); public static final Item RABBIT_HIDE = registerItem("rabbit_hide"); public static final Item ARMOR_STAND = registerItem("armor_stand", ArmorStandItem::new, new Item.Properties().stacksTo(16)); public static final Item IRON_HORSE_ARMOR = registerItem("iron_horse_armor", new Item.Properties().horseArmor(ArmorMaterials.IRON)); public static final Item GOLDEN_HORSE_ARMOR = registerItem("golden_horse_armor", new Item.Properties().horseArmor(ArmorMaterials.GOLD)); public static final Item DIAMOND_HORSE_ARMOR = registerItem("diamond_horse_armor", new Item.Properties().horseArmor(ArmorMaterials.DIAMOND)); public static final Item LEATHER_HORSE_ARMOR = registerItem("leather_horse_armor", new Item.Properties().horseArmor(ArmorMaterials.LEATHER)); public static final Item LEAD = registerItem("lead", LeadItem::new); public static final Item NAME_TAG = registerItem("name_tag", NameTagItem::new); public static final Item COMMAND_BLOCK_MINECART = registerItem( "command_block_minecart", properties -> new MinecartItem(EntityType.COMMAND_BLOCK_MINECART, properties), new Item.Properties().stacksTo(1).rarity(Rarity.EPIC) ); public static final Item MUTTON = registerItem("mutton", new Item.Properties().food(Foods.MUTTON)); public static final Item COOKED_MUTTON = registerItem("cooked_mutton", new Item.Properties().food(Foods.COOKED_MUTTON)); public static final Item WHITE_BANNER = registerBlock( Blocks.WHITE_BANNER, (block, properties) -> new BannerItem(block, Blocks.WHITE_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item ORANGE_BANNER = registerBlock( Blocks.ORANGE_BANNER, (block, properties) -> new BannerItem(block, Blocks.ORANGE_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item MAGENTA_BANNER = registerBlock( Blocks.MAGENTA_BANNER, (block, properties) -> new BannerItem(block, Blocks.MAGENTA_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item LIGHT_BLUE_BANNER = registerBlock( Blocks.LIGHT_BLUE_BANNER, (block, properties) -> new BannerItem(block, Blocks.LIGHT_BLUE_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item YELLOW_BANNER = registerBlock( Blocks.YELLOW_BANNER, (block, properties) -> new BannerItem(block, Blocks.YELLOW_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item LIME_BANNER = registerBlock( Blocks.LIME_BANNER, (block, properties) -> new BannerItem(block, Blocks.LIME_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item PINK_BANNER = registerBlock( Blocks.PINK_BANNER, (block, properties) -> new BannerItem(block, Blocks.PINK_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item GRAY_BANNER = registerBlock( Blocks.GRAY_BANNER, (block, properties) -> new BannerItem(block, Blocks.GRAY_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item LIGHT_GRAY_BANNER = registerBlock( Blocks.LIGHT_GRAY_BANNER, (block, properties) -> new BannerItem(block, Blocks.LIGHT_GRAY_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item CYAN_BANNER = registerBlock( Blocks.CYAN_BANNER, (block, properties) -> new BannerItem(block, Blocks.CYAN_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item PURPLE_BANNER = registerBlock( Blocks.PURPLE_BANNER, (block, properties) -> new BannerItem(block, Blocks.PURPLE_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item BLUE_BANNER = registerBlock( Blocks.BLUE_BANNER, (block, properties) -> new BannerItem(block, Blocks.BLUE_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item BROWN_BANNER = registerBlock( Blocks.BROWN_BANNER, (block, properties) -> new BannerItem(block, Blocks.BROWN_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item GREEN_BANNER = registerBlock( Blocks.GREEN_BANNER, (block, properties) -> new BannerItem(block, Blocks.GREEN_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item RED_BANNER = registerBlock( Blocks.RED_BANNER, (block, properties) -> new BannerItem(block, Blocks.RED_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item BLACK_BANNER = registerBlock( Blocks.BLACK_BANNER, (block, properties) -> new BannerItem(block, Blocks.BLACK_WALL_BANNER, properties), new Item.Properties().stacksTo(16).component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) ); public static final Item END_CRYSTAL = registerItem( "end_crystal", EndCrystalItem::new, new Item.Properties().component(DataComponents.ENCHANTMENT_GLINT_OVERRIDE, true) ); public static final Item CHORUS_FRUIT = registerItem( "chorus_fruit", new Item.Properties().food(Foods.CHORUS_FRUIT, Consumables.CHORUS_FRUIT).useCooldown(1.0F) ); public static final Item POPPED_CHORUS_FRUIT = registerItem("popped_chorus_fruit"); public static final Item TORCHFLOWER_SEEDS = registerItem("torchflower_seeds", createBlockItemWithCustomItemName(Blocks.TORCHFLOWER_CROP)); public static final Item PITCHER_POD = registerItem("pitcher_pod", createBlockItemWithCustomItemName(Blocks.PITCHER_CROP)); public static final Item BEETROOT = registerItem("beetroot", new Item.Properties().food(Foods.BEETROOT)); public static final Item BEETROOT_SEEDS = registerItem("beetroot_seeds", createBlockItemWithCustomItemName(Blocks.BEETROOTS)); public static final Item BEETROOT_SOUP = registerItem("beetroot_soup", new Item.Properties().stacksTo(1).food(Foods.BEETROOT_SOUP).usingConvertsTo(BOWL)); public static final Item DRAGON_BREATH = registerItem("dragon_breath", new Item.Properties().craftRemainder(GLASS_BOTTLE).rarity(Rarity.UNCOMMON)); public static final Item SPLASH_POTION = registerItem( "splash_potion", SplashPotionItem::new, new Item.Properties().stacksTo(1).component(DataComponents.POTION_CONTENTS, PotionContents.EMPTY) ); public static final Item SPECTRAL_ARROW = registerItem("spectral_arrow", SpectralArrowItem::new); public static final Item TIPPED_ARROW = registerItem( "tipped_arrow", TippedArrowItem::new, new Item.Properties().component(DataComponents.POTION_CONTENTS, PotionContents.EMPTY).component(DataComponents.POTION_DURATION_SCALE, 0.125F) ); public static final Item LINGERING_POTION = registerItem( "lingering_potion", LingeringPotionItem::new, new Item.Properties().stacksTo(1).component(DataComponents.POTION_CONTENTS, PotionContents.EMPTY).component(DataComponents.POTION_DURATION_SCALE, 0.25F) ); public static final Item SHIELD = registerItem( "shield", ShieldItem::new, new Item.Properties() .durability(336) .component(DataComponents.BANNER_PATTERNS, BannerPatternLayers.EMPTY) .repairable(ItemTags.WOODEN_TOOL_MATERIALS) .equippableUnswappable(EquipmentSlot.OFFHAND) .component( DataComponents.BLOCKS_ATTACKS, new BlocksAttacks( 0.25F, 1.0F, List.of(new BlocksAttacks.DamageReduction(90.0F, Optional.empty(), 0.0F, 1.0F)), new BlocksAttacks.ItemDamageFunction(3.0F, 1.0F, 1.0F), Optional.of(DamageTypeTags.BYPASSES_SHIELD), Optional.of(SoundEvents.SHIELD_BLOCK), Optional.of(SoundEvents.SHIELD_BREAK) ) ) .component(DataComponents.BREAK_SOUND, SoundEvents.SHIELD_BREAK) ); public static final Item TOTEM_OF_UNDYING = registerItem( "totem_of_undying", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).component(DataComponents.DEATH_PROTECTION, DeathProtection.TOTEM_OF_UNDYING) ); public static final Item SHULKER_SHELL = registerItem("shulker_shell"); public static final Item IRON_NUGGET = registerItem("iron_nugget"); public static final Item KNOWLEDGE_BOOK = registerItem( "knowledge_book", KnowledgeBookItem::new, new Item.Properties().stacksTo(1).rarity(Rarity.EPIC).component(DataComponents.RECIPES, List.of()) ); public static final Item DEBUG_STICK = registerItem( "debug_stick", DebugStickItem::new, new Item.Properties() .stacksTo(1) .rarity(Rarity.EPIC) .component(DataComponents.DEBUG_STICK_STATE, DebugStickState.EMPTY) .component(DataComponents.ENCHANTMENT_GLINT_OVERRIDE, true) ); public static final Item MUSIC_DISC_13 = registerItem( "music_disc_13", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.THIRTEEN) ); public static final Item MUSIC_DISC_CAT = registerItem( "music_disc_cat", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.CAT) ); public static final Item MUSIC_DISC_BLOCKS = registerItem( "music_disc_blocks", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.BLOCKS) ); public static final Item MUSIC_DISC_CHIRP = registerItem( "music_disc_chirp", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.CHIRP) ); public static final Item MUSIC_DISC_CREATOR = registerItem( "music_disc_creator", new Item.Properties().stacksTo(1).rarity(Rarity.RARE).jukeboxPlayable(JukeboxSongs.CREATOR) ); public static final Item MUSIC_DISC_CREATOR_MUSIC_BOX = registerItem( "music_disc_creator_music_box", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.CREATOR_MUSIC_BOX) ); public static final Item MUSIC_DISC_FAR = registerItem( "music_disc_far", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.FAR) ); public static final Item MUSIC_DISC_MALL = registerItem( "music_disc_mall", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.MALL) ); public static final Item MUSIC_DISC_MELLOHI = registerItem( "music_disc_mellohi", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.MELLOHI) ); public static final Item MUSIC_DISC_STAL = registerItem( "music_disc_stal", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.STAL) ); public static final Item MUSIC_DISC_STRAD = registerItem( "music_disc_strad", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.STRAD) ); public static final Item MUSIC_DISC_WARD = registerItem( "music_disc_ward", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.WARD) ); public static final Item MUSIC_DISC_11 = registerItem( "music_disc_11", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.ELEVEN) ); public static final Item MUSIC_DISC_WAIT = registerItem( "music_disc_wait", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.WAIT) ); public static final Item MUSIC_DISC_OTHERSIDE = registerItem( "music_disc_otherside", new Item.Properties().stacksTo(1).rarity(Rarity.RARE).jukeboxPlayable(JukeboxSongs.OTHERSIDE) ); public static final Item MUSIC_DISC_RELIC = registerItem( "music_disc_relic", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.RELIC) ); public static final Item MUSIC_DISC_5 = registerItem( "music_disc_5", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.FIVE) ); public static final Item MUSIC_DISC_PIGSTEP = registerItem( "music_disc_pigstep", new Item.Properties().stacksTo(1).rarity(Rarity.RARE).jukeboxPlayable(JukeboxSongs.PIGSTEP) ); public static final Item MUSIC_DISC_PRECIPICE = registerItem( "music_disc_precipice", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).jukeboxPlayable(JukeboxSongs.PRECIPICE) ); public static final Item DISC_FRAGMENT_5 = registerItem("disc_fragment_5", DiscFragmentItem::new, new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item TRIDENT = registerItem( "trident", TridentItem::new, new Item.Properties() .rarity(Rarity.RARE) .durability(250) .attributes(TridentItem.createAttributes()) .component(DataComponents.TOOL, TridentItem.createToolProperties()) .enchantable(1) .component(DataComponents.WEAPON, new Weapon(1)) ); public static final Item NAUTILUS_SHELL = registerItem("nautilus_shell", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item HEART_OF_THE_SEA = registerItem("heart_of_the_sea", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item CROSSBOW = registerItem( "crossbow", CrossbowItem::new, new Item.Properties().stacksTo(1).durability(465).component(DataComponents.CHARGED_PROJECTILES, ChargedProjectiles.EMPTY).enchantable(1) ); public static final Item SUSPICIOUS_STEW = registerItem( "suspicious_stew", new Item.Properties() .stacksTo(1) .food(Foods.SUSPICIOUS_STEW) .component(DataComponents.SUSPICIOUS_STEW_EFFECTS, SuspiciousStewEffects.EMPTY) .usingConvertsTo(BOWL) ); public static final Item LOOM = registerBlock(Blocks.LOOM); public static final Item FLOWER_BANNER_PATTERN = registerItem( "flower_banner_pattern", new Item.Properties().stacksTo(1).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_FLOWER) ); public static final Item CREEPER_BANNER_PATTERN = registerItem( "creeper_banner_pattern", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_CREEPER) ); public static final Item SKULL_BANNER_PATTERN = registerItem( "skull_banner_pattern", new Item.Properties().stacksTo(1).rarity(Rarity.RARE).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_SKULL) ); public static final Item MOJANG_BANNER_PATTERN = registerItem( "mojang_banner_pattern", new Item.Properties().stacksTo(1).rarity(Rarity.RARE).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_MOJANG) ); public static final Item GLOBE_BANNER_PATTERN = registerItem( "globe_banner_pattern", new Item.Properties().stacksTo(1).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_GLOBE) ); public static final Item PIGLIN_BANNER_PATTERN = registerItem( "piglin_banner_pattern", new Item.Properties().stacksTo(1).rarity(Rarity.UNCOMMON).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_PIGLIN) ); public static final Item FLOW_BANNER_PATTERN = registerItem( "flow_banner_pattern", new Item.Properties().stacksTo(1).rarity(Rarity.RARE).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_FLOW) ); public static final Item GUSTER_BANNER_PATTERN = registerItem( "guster_banner_pattern", new Item.Properties().stacksTo(1).rarity(Rarity.RARE).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_GUSTER) ); public static final Item FIELD_MASONED_BANNER_PATTERN = registerItem( "field_masoned_banner_pattern", new Item.Properties().stacksTo(1).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_FIELD_MASONED) ); public static final Item BORDURE_INDENTED_BANNER_PATTERN = registerItem( "bordure_indented_banner_pattern", new Item.Properties().stacksTo(1).component(DataComponents.PROVIDES_BANNER_PATTERNS, BannerPatternTags.PATTERN_ITEM_BORDURE_INDENTED) ); public static final Item GOAT_HORN = registerItem( "goat_horn", InstrumentItem::new, new Item.Properties().rarity(Rarity.UNCOMMON).stacksTo(1).component(DataComponents.INSTRUMENT, new InstrumentComponent(Instruments.PONDER_GOAT_HORN)) ); public static final Item COMPOSTER = registerBlock(Blocks.COMPOSTER); public static final Item BARREL = registerBlock( Blocks.BARREL, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item SMOKER = registerBlock( Blocks.SMOKER, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item BLAST_FURNACE = registerBlock( Blocks.BLAST_FURNACE, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item CARTOGRAPHY_TABLE = registerBlock(Blocks.CARTOGRAPHY_TABLE); public static final Item FLETCHING_TABLE = registerBlock(Blocks.FLETCHING_TABLE); public static final Item GRINDSTONE = registerBlock(Blocks.GRINDSTONE); public static final Item SMITHING_TABLE = registerBlock(Blocks.SMITHING_TABLE); public static final Item STONECUTTER = registerBlock(Blocks.STONECUTTER); public static final Item BELL = registerBlock(Blocks.BELL); public static final Item LANTERN = registerBlock(Blocks.LANTERN); public static final Item SOUL_LANTERN = registerBlock(Blocks.SOUL_LANTERN); public static final Item SWEET_BERRIES = registerItem( "sweet_berries", createBlockItemWithCustomItemName(Blocks.SWEET_BERRY_BUSH), new Item.Properties().food(Foods.SWEET_BERRIES) ); public static final Item GLOW_BERRIES = registerItem( "glow_berries", createBlockItemWithCustomItemName(Blocks.CAVE_VINES), new Item.Properties().food(Foods.GLOW_BERRIES) ); public static final Item CAMPFIRE = registerBlock( Blocks.CAMPFIRE, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item SOUL_CAMPFIRE = registerBlock( Blocks.SOUL_CAMPFIRE, (UnaryOperator)(properties -> properties.component(DataComponents.CONTAINER, ItemContainerContents.EMPTY)) ); public static final Item SHROOMLIGHT = registerBlock(Blocks.SHROOMLIGHT); public static final Item HONEYCOMB = registerItem("honeycomb", HoneycombItem::new); public static final Item BEE_NEST = registerBlock( Blocks.BEE_NEST, new Item.Properties() .component(DataComponents.BEES, Bees.EMPTY) .component(DataComponents.BLOCK_STATE, BlockItemStateProperties.EMPTY.with(BeehiveBlock.HONEY_LEVEL, 0)) ); public static final Item BEEHIVE = registerBlock( Blocks.BEEHIVE, new Item.Properties() .component(DataComponents.BEES, Bees.EMPTY) .component(DataComponents.BLOCK_STATE, BlockItemStateProperties.EMPTY.with(BeehiveBlock.HONEY_LEVEL, 0)) ); public static final Item HONEY_BOTTLE = registerItem( "honey_bottle", new Item.Properties().craftRemainder(GLASS_BOTTLE).food(Foods.HONEY_BOTTLE, Consumables.HONEY_BOTTLE).usingConvertsTo(GLASS_BOTTLE).stacksTo(16) ); public static final Item HONEYCOMB_BLOCK = registerBlock(Blocks.HONEYCOMB_BLOCK); public static final Item LODESTONE = registerBlock(Blocks.LODESTONE); public static final Item CRYING_OBSIDIAN = registerBlock(Blocks.CRYING_OBSIDIAN); public static final Item BLACKSTONE = registerBlock(Blocks.BLACKSTONE); public static final Item BLACKSTONE_SLAB = registerBlock(Blocks.BLACKSTONE_SLAB); public static final Item BLACKSTONE_STAIRS = registerBlock(Blocks.BLACKSTONE_STAIRS); public static final Item GILDED_BLACKSTONE = registerBlock(Blocks.GILDED_BLACKSTONE); public static final Item POLISHED_BLACKSTONE = registerBlock(Blocks.POLISHED_BLACKSTONE); public static final Item POLISHED_BLACKSTONE_SLAB = registerBlock(Blocks.POLISHED_BLACKSTONE_SLAB); public static final Item POLISHED_BLACKSTONE_STAIRS = registerBlock(Blocks.POLISHED_BLACKSTONE_STAIRS); public static final Item CHISELED_POLISHED_BLACKSTONE = registerBlock(Blocks.CHISELED_POLISHED_BLACKSTONE); public static final Item POLISHED_BLACKSTONE_BRICKS = registerBlock(Blocks.POLISHED_BLACKSTONE_BRICKS); public static final Item POLISHED_BLACKSTONE_BRICK_SLAB = registerBlock(Blocks.POLISHED_BLACKSTONE_BRICK_SLAB); public static final Item POLISHED_BLACKSTONE_BRICK_STAIRS = registerBlock(Blocks.POLISHED_BLACKSTONE_BRICK_STAIRS); public static final Item CRACKED_POLISHED_BLACKSTONE_BRICKS = registerBlock(Blocks.CRACKED_POLISHED_BLACKSTONE_BRICKS); public static final Item RESPAWN_ANCHOR = registerBlock(Blocks.RESPAWN_ANCHOR); public static final Item CANDLE = registerBlock(Blocks.CANDLE); public static final Item WHITE_CANDLE = registerBlock(Blocks.WHITE_CANDLE); public static final Item ORANGE_CANDLE = registerBlock(Blocks.ORANGE_CANDLE); public static final Item MAGENTA_CANDLE = registerBlock(Blocks.MAGENTA_CANDLE); public static final Item LIGHT_BLUE_CANDLE = registerBlock(Blocks.LIGHT_BLUE_CANDLE); public static final Item YELLOW_CANDLE = registerBlock(Blocks.YELLOW_CANDLE); public static final Item LIME_CANDLE = registerBlock(Blocks.LIME_CANDLE); public static final Item PINK_CANDLE = registerBlock(Blocks.PINK_CANDLE); public static final Item GRAY_CANDLE = registerBlock(Blocks.GRAY_CANDLE); public static final Item LIGHT_GRAY_CANDLE = registerBlock(Blocks.LIGHT_GRAY_CANDLE); public static final Item CYAN_CANDLE = registerBlock(Blocks.CYAN_CANDLE); public static final Item PURPLE_CANDLE = registerBlock(Blocks.PURPLE_CANDLE); public static final Item BLUE_CANDLE = registerBlock(Blocks.BLUE_CANDLE); public static final Item BROWN_CANDLE = registerBlock(Blocks.BROWN_CANDLE); public static final Item GREEN_CANDLE = registerBlock(Blocks.GREEN_CANDLE); public static final Item RED_CANDLE = registerBlock(Blocks.RED_CANDLE); public static final Item BLACK_CANDLE = registerBlock(Blocks.BLACK_CANDLE); public static final Item SMALL_AMETHYST_BUD = registerBlock(Blocks.SMALL_AMETHYST_BUD); public static final Item MEDIUM_AMETHYST_BUD = registerBlock(Blocks.MEDIUM_AMETHYST_BUD); public static final Item LARGE_AMETHYST_BUD = registerBlock(Blocks.LARGE_AMETHYST_BUD); public static final Item AMETHYST_CLUSTER = registerBlock(Blocks.AMETHYST_CLUSTER); public static final Item POINTED_DRIPSTONE = registerBlock(Blocks.POINTED_DRIPSTONE); public static final Item OCHRE_FROGLIGHT = registerBlock(Blocks.OCHRE_FROGLIGHT); public static final Item VERDANT_FROGLIGHT = registerBlock(Blocks.VERDANT_FROGLIGHT); public static final Item PEARLESCENT_FROGLIGHT = registerBlock(Blocks.PEARLESCENT_FROGLIGHT); public static final Item FROGSPAWN = registerBlock(Blocks.FROGSPAWN, PlaceOnWaterBlockItem::new); public static final Item ECHO_SHARD = registerItem("echo_shard", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item BRUSH = registerItem("brush", BrushItem::new, new Item.Properties().durability(64)); public static final Item NETHERITE_UPGRADE_SMITHING_TEMPLATE = registerItem( "netherite_upgrade_smithing_template", SmithingTemplateItem::createNetheriteUpgradeTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item SENTRY_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "sentry_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item DUNE_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "dune_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item COAST_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "coast_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item WILD_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "wild_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item WARD_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "ward_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.RARE) ); public static final Item EYE_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "eye_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.RARE) ); public static final Item VEX_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "vex_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.RARE) ); public static final Item TIDE_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "tide_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item SNOUT_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "snout_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item RIB_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "rib_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item SPIRE_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "spire_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.RARE) ); public static final Item WAYFINDER_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "wayfinder_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item SHAPER_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "shaper_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item SILENCE_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "silence_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.EPIC) ); public static final Item RAISER_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "raiser_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item HOST_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "host_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item FLOW_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "flow_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item BOLT_ARMOR_TRIM_SMITHING_TEMPLATE = registerItem( "bolt_armor_trim_smithing_template", SmithingTemplateItem::createArmorTrimTemplate, new Item.Properties().rarity(Rarity.UNCOMMON) ); public static final Item ANGLER_POTTERY_SHERD = registerItem("angler_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item ARCHER_POTTERY_SHERD = registerItem("archer_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item ARMS_UP_POTTERY_SHERD = registerItem("arms_up_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item BLADE_POTTERY_SHERD = registerItem("blade_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item BREWER_POTTERY_SHERD = registerItem("brewer_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item BURN_POTTERY_SHERD = registerItem("burn_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item DANGER_POTTERY_SHERD = registerItem("danger_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item EXPLORER_POTTERY_SHERD = registerItem("explorer_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item FLOW_POTTERY_SHERD = registerItem("flow_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item FRIEND_POTTERY_SHERD = registerItem("friend_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item GUSTER_POTTERY_SHERD = registerItem("guster_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item HEART_POTTERY_SHERD = registerItem("heart_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item HEARTBREAK_POTTERY_SHERD = registerItem("heartbreak_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item HOWL_POTTERY_SHERD = registerItem("howl_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item MINER_POTTERY_SHERD = registerItem("miner_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item MOURNER_POTTERY_SHERD = registerItem("mourner_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item PLENTY_POTTERY_SHERD = registerItem("plenty_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item PRIZE_POTTERY_SHERD = registerItem("prize_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item SCRAPE_POTTERY_SHERD = registerItem("scrape_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item SHEAF_POTTERY_SHERD = registerItem("sheaf_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item SHELTER_POTTERY_SHERD = registerItem("shelter_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item SKULL_POTTERY_SHERD = registerItem("skull_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item SNORT_POTTERY_SHERD = registerItem("snort_pottery_sherd", new Item.Properties().rarity(Rarity.UNCOMMON)); public static final Item COPPER_GRATE = registerBlock(Blocks.COPPER_GRATE); public static final Item EXPOSED_COPPER_GRATE = registerBlock(Blocks.EXPOSED_COPPER_GRATE); public static final Item WEATHERED_COPPER_GRATE = registerBlock(Blocks.WEATHERED_COPPER_GRATE); public static final Item OXIDIZED_COPPER_GRATE = registerBlock(Blocks.OXIDIZED_COPPER_GRATE); public static final Item WAXED_COPPER_GRATE = registerBlock(Blocks.WAXED_COPPER_GRATE); public static final Item WAXED_EXPOSED_COPPER_GRATE = registerBlock(Blocks.WAXED_EXPOSED_COPPER_GRATE); public static final Item WAXED_WEATHERED_COPPER_GRATE = registerBlock(Blocks.WAXED_WEATHERED_COPPER_GRATE); public static final Item WAXED_OXIDIZED_COPPER_GRATE = registerBlock(Blocks.WAXED_OXIDIZED_COPPER_GRATE); public static final Item COPPER_BULB = registerBlock(Blocks.COPPER_BULB); public static final Item EXPOSED_COPPER_BULB = registerBlock(Blocks.EXPOSED_COPPER_BULB); public static final Item WEATHERED_COPPER_BULB = registerBlock(Blocks.WEATHERED_COPPER_BULB); public static final Item OXIDIZED_COPPER_BULB = registerBlock(Blocks.OXIDIZED_COPPER_BULB); public static final Item WAXED_COPPER_BULB = registerBlock(Blocks.WAXED_COPPER_BULB); public static final Item WAXED_EXPOSED_COPPER_BULB = registerBlock(Blocks.WAXED_EXPOSED_COPPER_BULB); public static final Item WAXED_WEATHERED_COPPER_BULB = registerBlock(Blocks.WAXED_WEATHERED_COPPER_BULB); public static final Item WAXED_OXIDIZED_COPPER_BULB = registerBlock(Blocks.WAXED_OXIDIZED_COPPER_BULB); public static final Item TRIAL_SPAWNER = registerBlock(Blocks.TRIAL_SPAWNER); public static final Item TRIAL_KEY = registerItem("trial_key"); public static final Item OMINOUS_TRIAL_KEY = registerItem("ominous_trial_key"); public static final Item VAULT = registerBlock(Blocks.VAULT); public static final Item OMINOUS_BOTTLE = registerItem( "ominous_bottle", new Item.Properties() .rarity(Rarity.UNCOMMON) .component(DataComponents.CONSUMABLE, Consumables.OMINOUS_BOTTLE) .component(DataComponents.OMINOUS_BOTTLE_AMPLIFIER, new OminousBottleAmplifier(0)) ); private static Function createBlockItemWithCustomItemName(Block block) { return properties -> new BlockItem(block, properties.useItemDescriptionPrefix()); } private static ResourceKey vanillaItemId(String name) { return ResourceKey.create(Registries.ITEM, ResourceLocation.withDefaultNamespace(name)); } private static ResourceKey blockIdToItemId(ResourceKey blockId) { return ResourceKey.create(Registries.ITEM, blockId.location()); } public static Item registerBlock(Block block) { return registerBlock(block, BlockItem::new); } public static Item registerBlock(Block block, Item.Properties properties) { return registerBlock(block, BlockItem::new, properties); } public static Item registerBlock(Block block, UnaryOperator propertiesModifier) { return registerBlock( block, (BiFunction)((blockx, properties) -> new BlockItem(blockx, (Item.Properties)propertiesModifier.apply(properties))) ); } public static Item registerBlock(Block block, Block... others) { Item item = registerBlock(block); for (Block block2 : others) { Item.BY_BLOCK.put(block2, item); } return item; } public static Item registerBlock(Block block, BiFunction factory) { return registerBlock(block, factory, new Item.Properties()); } public static Item registerBlock(Block block, BiFunction factory, Item.Properties properties) { return registerItem( blockIdToItemId(block.builtInRegistryHolder().key()), propertiesx -> (Item)factory.apply(block, propertiesx), properties.useBlockDescriptionPrefix() ); } public static Item registerItem(String name, Function factory) { return registerItem(vanillaItemId(name), factory, new Item.Properties()); } public static Item registerItem(String name, Function factory, Item.Properties properties) { return registerItem(vanillaItemId(name), factory, properties); } public static Item registerItem(String name, Item.Properties properties) { return registerItem(vanillaItemId(name), Item::new, properties); } public static Item registerItem(String name) { return registerItem(vanillaItemId(name), Item::new, new Item.Properties()); } public static Item registerItem(ResourceKey key, Function factory) { return registerItem(key, factory, new Item.Properties()); } public static Item registerItem(ResourceKey key, Function factory, Item.Properties properties) { Item item = (Item)factory.apply(properties.setId(key)); if (item instanceof BlockItem blockItem) { blockItem.registerBlocks(Item.BY_BLOCK, item); } return Registry.register(BuiltInRegistries.ITEM, key, item); } }