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These docs were made completely by AI, so they might be right, or wrong, you'll need to test them yourself. This was made for a easier understanding of everything. So use at your own risk. If anything is wrong, please don't hurt to make a PR on the page you have a problem with. ON GITHUB

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.

CategoryDescription
Item System OverviewBase Item class, ItemInstance, registration, ID offset, class hierarchy, eMaterial/eBaseItemType enums
Tools & WeaponsSwords, pickaxes, axes, shovels, hoes, shears, fishing rod. Tool tiers, durability, speed, damage
ArmorAll armor materials, defense values, durability, slots, leather dyeing
FoodNutrition, saturation, exhaustion, all food types, golden apples, seed foods
Combat ItemsBow, arrows, snowballs, ender pearls, fire charges, potions, brewing ingredients
Music DiscsAll disc IDs, RecordingItem internals, jukebox interaction
Decorative & PlacementPaintings, item frames, signs, buckets, dyes, maps, books, beds, doors, minecarts
Raw MaterialsIngots, diamonds, redstone, glowstone dust, string, leather, crafting ingredients, seeds
Special ItemsSpawn eggs (MonsterPlacerItem), enchanted books, maps, compass, clock

For a quick reference of all item IDs, see the Item ID Registry in the Reference section.