Items
The item system in LCE is built around the Item base class. Every non-block item gets a numeric ID starting at 256 (the constructor adds +256 internally). The global registry can hold up to 32,000 slots.
For the full architecture (base class, ItemInstance, registration system, class hierarchy, crafting menu enums), head over to the Item System Overview.
Item Categories
Section titled “Item Categories”| Category | Description |
|---|---|
| Item System Overview | Base Item class, ItemInstance, registration, ID offset, class hierarchy, eMaterial/eBaseItemType enums |
| Tools & Weapons | Swords, pickaxes, axes, shovels, hoes, shears, fishing rod. Tool tiers, durability, speed, damage |
| Armor | All armor materials, defense values, durability, slots, leather dyeing |
| Food | Nutrition, saturation, exhaustion, all food types, golden apples, seed foods |
| Combat Items | Bow, arrows, snowballs, ender pearls, fire charges, potions, brewing ingredients |
| Music Discs | All disc IDs, RecordingItem internals, jukebox interaction |
| Decorative & Placement | Paintings, item frames, signs, buckets, dyes, maps, books, beds, doors, minecarts |
| Raw Materials | Ingots, diamonds, redstone, glowstone dust, string, leather, crafting ingredients, seeds |
| Special Items | Spawn eggs (MonsterPlacerItem), enchanted books, maps, compass, clock |
Complete Item ID Registry
Section titled “Complete Item ID Registry”For a quick reference of all item IDs, see the Item ID Registry in the Reference section.