Stop Mining: Custom Tools That Break Like Tinkers'
Hey Minecraft modders and custom item creators! Are you guys hitting a frustrating wall trying to make your custom tools behave like those super cool, iconic Tinkers' Construct tools? You know, the ones that don't just disappear when they run out of durability, but instead become broken and unusable for mining until you repair them? If you've been pulling your hair out trying to figure out how to get your Amethyst Pickaxe (or any other awesome custom tool you've crafted for Minecraft 1.20.6) to stop mining blocks once its durability hits zero, even after setting preserve_item: true, then you've absolutely landed in the right spot! Many of us have been there, spending solid days (maybe even two, like one of our buddies who sparked this whole discussion!) wrestling with data packs and item components, feeling like we're just hitting a small bump in the road. It's a classic scenario: you've got your custom item, it crafts perfectly, sits proudly in the creative menu, and even mines beautifully... until it shouldn't. The core challenge here isn't just about making an item not break and disappear; it's about making it functionally 'broken' – an inert object that signals 'Hey, I need some TLC!' before it can get back to its block-breaking glory. This article is your ultimate guide, diving deep into the mechanics of Minecraft 1.20.6 custom items and how to implement a realistic 'broken' state that mimics the beloved Tinkers' style. We're talking about taking control of that minecraft:tool component and using clever data pack magic to tell your tool, 'Alright buddy, time for a break!' Get ready to transform your custom pickaxes and shovels from simple, fragile items into robust, repairable legends that add so much more depth to your Minecraft experience. We'll cover everything from the limitations of preserve_item to crafting custom predicates that truly bring your broken tool vision to life, ensuring your players get that satisfying 'oh no, time to repair!' moment instead of just a disappearing act. Stick around, because by the end of this, you'll be a master of Minecraft custom tool mechanics, making your items feel unique and engaging in ways you never thought possible. This isn't just about fixing a bug; it's about enhancing gameplay and immersion for everyone enjoying your custom content, pushing the boundaries of what's possible with vanilla Minecraft and a little ingenuity. Let's get those tools breaking just right!
Why preserve_item Isn't Enough for Truly Broken Tools
Alright, guys, let's get straight to the point about why simply setting preserve_item: true in your minecraft:damageable component isn't going to give you that true 'broken' tool feel we're all after. You've been there, right? You've carefully configured your custom Amethyst Pickaxe (or whatever awesome tool you're building in Minecraft 1.20.6), added the preserve_item: true flag, expecting it to hit zero durability and just... stop working. But then, to your absolute bewilderment, it keeps on mining! What gives? Well, the thing is, preserve_item: true does exactly what it says on the tin: it preserves the item. It prevents the item from being destroyed when its durability reaches zero. This is super useful for things you always want to keep, like unique artifacts or tools that you specifically want to be repairable rather than disposable. However, what it doesn't do is alter the item's functionality based on its durability state. The game still sees it as a pickaxe, a shovel, or an axe, and as long as its minecraft:tool component is active and its rules apply, it will continue to mine blocks, albeit without taking further durability damage (because, well, it's already at zero!). Think of it this way: your car still has its wheels, engine, and steering wheel when it's out of gas, but it just can't drive. preserve_item ensures your car doesn't vanish when it's out of gas, but it doesn't magically fill the tank or stop you from trying to turn the key. To truly simulate a broken tool, we need a more sophisticated mechanism, one that goes beyond simple preservation and actually disables its primary function – in this case, mining blocks. This limitation is where many custom item creators get stuck, believing that a single component setting should handle the entire broken state logic. Unfortunately, it requires a bit more creative problem-solving and diving into the power of data packs and custom predicates. We need to create a system that actively checks the tool's durability and, when it's at zero, tells the game's mining mechanics to ignore this tool, effectively rendering it useless until repaired. This distinction is absolutely crucial for achieving that authentic Tinkers' Construct-like experience where a tool's broken state is not just a visual cue but a fundamental change in its utility. So, while preserve_item is a necessary first step, it's by no means the complete solution for building truly dynamic and immersive custom tools in your Minecraft worlds.
The Data Pack Approach: The Real Game-Changer for Broken Tools
Okay, so we've established that preserve_item is just one piece of the puzzle, and it won't stop your custom tools from mining when they're at zero durability. So, how do we actually make our custom items, like that awesome Amethyst Pickaxe you've been working on for Minecraft 1.20.6, functionally 'broken'? The answer, my friends, lies in the incredible power and flexibility of data packs. This is where we can truly take control of game mechanics and inject the custom logic needed to simulate a Tinkers' Construct-style broken tool. Forget about trying to find an enchantment generator for 1.20.6 on Misode (which, let's be honest, is a bit niche for custom broken state logic anyway) – what we need is a clever combination of item components, custom predicates, and functions within a data pack. This approach allows us to define precise conditions under which our tool operates, giving us granular control over its behavior. At its core, we're going to create a system that checks the current durability of your tool. If that durability is at zero (or effectively 'broken'), we'll then use a custom predicate to tell the game's minecraft:tool component that this tool, despite being a pickaxe, is not correct for drops and has a mining speed of zero when it's in its broken state. This is the magic sauce, guys! It's not about adding a new component or setting a simple flag; it's about dynamically changing how the minecraft:tool component evaluates your item based on its internal state. Think of it like a smart sensor: when your tool's health drops to critical, the sensor flips a switch that says, 'Nope, can't mine with this anymore!' This method is incredibly robust because it leverages Minecraft's own data pack system, which is designed for this kind of deep customization. It integrates seamlessly with your existing custom item definitions and allows for future expansion, like adding visual cues (we'll talk about that later!) or more complex repair mechanics. By using data packs, you're not just patching a problem; you're building a scalable and professional solution that will make your custom content stand out. This is the path to truly making your custom tools feel unique and engaging, offering players a more immersive and challenging experience when their tools hit that critical durability point. So buckle up, because we're about to dive into the practical steps of setting up this system, transforming your frustrating 'bump in the road' into a smooth, feature-rich experience for all your players. This is where you elevate your Minecraft modding game from good to absolutely epic.
Step-by-Step Implementation for Your Custom Tool
Alright, it's time to roll up our sleeves and get our hands dirty with some actual implementation, turning theory into practice for your custom tools in Minecraft 1.20.6. This is where we bring the Tinkers' Construct-style broken tool dream to life using data packs. Follow these steps carefully, and you'll have your Amethyst Pickaxe (or any other tool) acting exactly how you want it to – stopping mining when broken and awaiting repair. The key components here are modifying your item's JSON, creating a custom item predicate, and leveraging it within your tool's minecraft:tool component.
1. Understanding Your Item's Current Configuration
First, let's look at your existing item JSON. You've got a solid start with the minecraft:damageable and minecraft:tool components:
{
"base": {
"translation_key": "item.surgoi.tinkering.amethyst_pickaxe"
},
"components": {
"minecraft:damageable": {
"durability": 200,
"preserve_item": true
},
"minecraft:enchantable": {
"enchantability": 18,
"enchantments": "minecraft:pickaxe_enchanting"
},
"minecraft:forgeable": {
"enchantments": "minecraft:pickaxe_forging"
},
"minecraft:repairable": {
"items": "surgoi.tinkering:repairs_amethyst_tool"
},
"minecraft:stackable": 1,
"minecraft:tool": {
"rules": [
{
"blocks": "#surgoi.tinkering:incorrect_for_amethyst_tool",
"correct_for_drops": false
},
{
"blocks": "#minecraft:mineable/pickaxe",
"correct_for_drops": true,
"speed": 9.0
}
]
},
"minecraft:weapon": {
"attack_damage": 4.0,
"attack_speed": -2.8,
"damage_per_hit": 1
}
}
}
The preserve_item: true is crucial for keeping the tool, but as we discussed, it doesn't stop the mining. That's where our custom predicate comes in.
2. Creating the Custom Item Predicate
This is the heart of our solution. We're going to define a predicate that checks if an item's durability is at zero. Create a new JSON file inside your data pack under data/<your_namespace>/predicates/item_broken.json. Let's say your namespace is surgoi.tinkering. The path would be data/surgoi.tinkering/predicates/item_broken.json.
{
"condition": "minecraft:entity_properties",
"entity": "this",
"predicate": {
"equipment": {
"mainhand": {
"nbt": "{components:{\"minecraft:damageable\":{damage:200}}}"
}
}
}
}
Wait, that's not quite right! The NBT approach for checking exact damage values like damage:200 for a specific maximum durability is brittle and not robust. We need to check against the actual maximum durability. The damage tag in NBT represents the current damage taken, so a tool is broken when current_damage >= max_durability. A better approach for predicates when working with components is to use a custom data component check or a more flexible NBT approach that verifies the current durability state. For 1.20.5+, we're largely moving away from raw NBT for direct component checks in predicates unless we're looking for exact NBT structures. A more robust way to check for a broken tool (max damage) is to ensure the damage value is at its maximum. So, if durability: 200, it's broken when damage: 200. Let's refine the predicate. The components object is what we're targeting. The damage value within minecraft:damageable is the current damage. So, if durability is 200, it's broken when damage is 200.
Revised item_broken.json (This will need a slight adjustment based on how the predicate system precisely interprets component NBT. For a component like damageable, the damage value is what we're after. The predicate system in 1.20.5+ is very powerful with component NBT matching.)
{