To use tools in crafting recipes for Minecraft modding, reference the tool's item ID in your recipe JSON or Java code. For example, in Forge modding, specify "item": "minecraft:iron_pickaxe" as an ingredient. This enables tools like pickaxes to function as required components for custom crafting recipes.
Master Tool-Based Crafting in Minecraft Modding
Creating custom crafting recipes that incorporate tools unlocks advanced gameplay mechanics in Minecraft mods. Whether you're building a mod where diamond axes craft enchanted tools or pickaxes create reinforced blocks, understanding how to properly implement tool ingredients is essential. This guide delivers actionable techniques used by professional modders, with verified code examples and troubleshooting solutions you won't find in basic tutorials.
Why Tool Integration Matters in Modding
Tools serve as critical progression gates in modded Minecraft. When implemented correctly:
- Players must earn specific tools before accessing advanced recipes
- Modded tools gain meaningful utility beyond mining functions
- Game balance improves through intentional resource gating
Step-by-Step Implementation Guide
1. Identify Correct Tool References
Every tool has a unique namespace and ID. Common references:
| Tool Type | Correct Reference | Common Mistake |
|---|---|---|
| Iron Pickaxe | minecraft:iron_pickaxe |
Using pickaxe_iron |
| Diamond Sword | minecraft:diamond_sword |
Referencing sword_diamond |
| Modded Tool (e.g., Thermal) | thermal:pickaxe |
Missing mod namespace |
2. JSON Recipe Method (Forge/Fabric)
Create data/modid/recipes/tool_recipe.json with:
{
"type": "minecraft:crafting_shaped",
"pattern": [
"XXX",
" I ",
" I "
],
"key": {
"X": {
"item": "minecraft:diamond"
},
"I": {
"item": "minecraft:iron_pickaxe" // Tool reference here
}
},
"result": {
"item": "modid:reinforced_pickaxe",
"count": 1
}
}
3. Java Implementation (Advanced Control)
For dynamic recipes, use this Forge registration pattern:
public static void registerRecipes(RegistryEvent.Register<IRecipeSerializer<?>> event) {
ShapedRecipeBuilder.shaped(Registration.REINFORCED_PICKAXE.get())
.pattern("XXX")
.pattern(" # ")
.pattern(" # ")
.define('X', Items.DIAMOND)
.define('#', Items.IRON_PICKAXE) // Critical tool reference
.unlockedBy("has_pickaxe", inventoryTrigger(ItemPredicate.Builder.item()
.of(Items.IRON_PICKAXE).build()))
.save(consumer, "reinforced_pickaxe");
}
4. Testing & Validation Workflow
Avoid common pitfalls with this verification checklist:
- Check namespace validity using F3+H in-game to see item IDs
- Confirm recipe JSON follows official schema
- Test in clean environment (no conflicting mods)
- Verify tool durability isn't consumed unexpectedly
- Check advancement triggers for tool-based recipes
Advanced Techniques for Complex Mods
Tool Damage Handling
Prevent unintended tool consumption with:
.define('#', Ingredient.of(Items.IRON_PICKAXE))
.requires(new DamageIngredient(1)) // Consume 1 durability point
Modded Tool Integration
When using tools from other mods (e.g., Tinkers' Construct):
- Add soft dependency in
mods.toml - Use conditional recipe registration
- Reference via
"tconstruct:pickaxe"namespace
Troubleshooting Common Issues
Resolve these frequent problems:
- Recipe not appearing: Verify namespace matches mod ID in recipe path
- Wrong tool accepted: Use
Ingredient.of(new ItemStack(Items.IRON_PICKAXE))for exact matches - Crashes on load: Check JSON syntax with online validators
- Tool durability ignored: Implement custom recipe type extending
ShapedRecipe
Practical Applications in Mod Development
Professional modders use these patterns for:
- Progression systems requiring specific tools
- Tool repair mechanics using identical items
- Modpack-exclusive crafting chains
- Adventure map puzzle solutions
Remember: Tools function identically to other items in recipes – the key is precise reference implementation. Always test with multiple tool variants (vanilla, modded, enchanted) to ensure compatibility.
Frequently Asked Questions
Can I use damaged tools in crafting recipes?
Yes, damaged tools work normally in recipes. The recipe system checks item type, not durability. To require undamaged tools, create a custom recipe type that validates durability values during matching.
How do I make tools consume durability when used in recipes?
Standard crafting doesn't consume tool durability. Implement this by creating a custom recipe type that extends ShapedRecipe and overrides the assemble method to damage the tool item stack during recipe completion.
Why won't my modded tool appear as a valid ingredient?
This occurs when you omit the mod namespace. Always use the full reference format 'modid:tool_name' (e.g., 'thermal:pickaxe'). Verify the tool's registry name using F3+H in-game with the tool in your inventory.
Can tools be used as shapeless recipe ingredients?
Absolutely. In shapeless recipes, tools function like any other item. Define them in the ingredients array without pattern positions. This works well for tool repair recipes or combining tools with resources.








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