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--- | ||
slug: /dev/data-component-api | ||
description: A guide to the ItemStack DataComponentAPI | ||
--- | ||
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# Data Component API | ||
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:::danger[Experimental] | ||
The DataComponent API is currently experimental, and is additionally subject to change across versions. | ||
::: | ||
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The Data Component API provides a version-specific, programmatic interface for accessing and manipulating item data that is otherwise not representable by the `ItemMeta` API. Through this API, you can read and write properties of an item—called "data components"—in a stable and object-oriented manner. | ||
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## Introduction | ||
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### What is a Data Component? | ||
A data component represents a piece of data associated with an item. Vanilla items can have properties such as custom model data, container loot contents, banner patterns, or potion effects. | ||
### Structure | ||
![Component Structure](assets/data-component-api-tree.png) | ||
See implementation [here](#example-cool-sword) | ||
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#### The Prototype (Default Values) | ||
Items come with an initial set of components that we call the prototype. | ||
These components are defined on the `ItemType` of the `ItemStack`. They control the base behavior | ||
of the item, representing a brand new item without any modifications. | ||
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The prototype gives items their initial properties such as if they are food, a tool, a weapon, etc. | ||
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#### The Patch | ||
The patch represents the modifications made to the item. This may include giving it a custom name, | ||
modifying the enchantments, damaging it, or adding to the lore. The patch is applied ontop of the prototype, | ||
allowing us to make modifications to an item. | ||
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The patch also allows for removing components that were previously in the prototype, this is shown by | ||
the `minecraft:tool` example in red. We are removing this component, so this sword item will no longer | ||
break cobweb / other sword blocks faster. | ||
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We can also add new components, as seen from the new `minecraft:enchantment_glint_override` component, which | ||
allows us to make it appear with a glint. | ||
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## Differences Compared to `ItemMeta` | ||
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The `ItemMeta` API provides methods to modify `ItemStack`s in a hierarchical manner, such `CompassMeta` allowing you to modify the components of a `minecraft:compass`. | ||
While `ItemMeta` is still very useful, it does not properly represent this new prototype/patch relationship that Minecraft items now use. | ||
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### Key Differences | ||
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#### Expanded Data Model | ||
The Data Component API exposes a much broader and more detailed set of item properties than `ItemMeta`. | ||
DataComponents allow the entire component to be modified in a fashion that better represents how Minecraft does item modifications. | ||
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#### Version-Specific | ||
The Data Component API is designed to adapt to version changes. The Data Component API may experience breaking changes on version updates as Minecraft makes changes to components. | ||
Backwards compatability is not promised. | ||
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Because ItemMeta is represented in a different format, breaking changes made to components by Mojang may not result in breaking changes to `ItemMeta`. | ||
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#### Builders and Immutability | ||
Many complex data components require a builder approach for construction and editing. All data types that are returned by the api are also immutable, so they will not directly modify the component. | ||
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#### Patch-Only | ||
ItemMeta represents the patch of an ItemStack only. This means that you cannot get the original properties (prototype) of the ItemStack, such as its default | ||
durability or default attributes. | ||
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#### No Snapshot | ||
Currently, ItemMeta represents a *Snapshot* of an ItemStack's patched map. | ||
This is expensive as it requires the entire patch to be read, even values that you may not be using. | ||
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The DataComponent API integrates directly with `ItemStack`. Although conceptually similar, the Data Component API focuses on explicit, strongly typed data retrieval and updates without this additional overhead. | ||
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### When should I use `DataComponents` or `ItemMeta`? | ||
#### `ItemMeta` | ||
- Simple changes to `ItemStacks` | ||
- Keep the most version compatability with your plugin | ||
#### `DataComponent` | ||
- More complicated `ItemStack` modifications | ||
- Do not care about cross-version compatability | ||
- Want to access default (prototype) values | ||
- Want to remove components from an ItemStack's prototype | ||
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## Basic Usage | ||
The DataComponent API will fetch values according to the behavior seen in game. So, if the patch removes the `minecraft:tool` component, | ||
trying to get that component will return null. | ||
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### Getting a Default (Prototype) value | ||
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```java | ||
// Get the default durability of diamond sword | ||
int defaultDurability = Material.DIAMOND_SWORD.getDefaultData(DataComponentTypes.MAX_DAMAGE) | ||
``` | ||
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### Checking for a Data Component | ||
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```java | ||
// Check if this item has a custom name data component | ||
boolean hasCustomName = stack.hasData(DataComponentTypes.CUSTOM_NAME); | ||
System.out.println("Has custom name? " + hasCustomName); | ||
``` | ||
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### Getting a Valued Data Component | ||
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```java | ||
// Suppose we want to read the damage (durability) of an item | ||
Integer damageValue = stack.getData(DataComponentTypes.DAMAGE); | ||
if (damageValue != null) { | ||
System.out.println("Current damage: " + damageValue); | ||
} else { | ||
System.out.println("This item doesn't have a damage component set."); | ||
} | ||
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// Return the max stack size, which will always be present either on the patch or the prototype | ||
Integer maxStackSize = stack.getData(DataComponentTypes.MAX_STACK_SIZE); | ||
``` | ||
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### Setting a Valued Data Component | ||
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```java | ||
// Set a custom model data value on this item | ||
stack.setData(DataComponentTypes.CUSTOM_MODEL_DATA, CustomModelData.customModelData() | ||
.addFloat(0.5f) | ||
.addFlag(true) | ||
.build() | ||
); | ||
``` | ||
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### Removing or Resetting a Data Component | ||
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```java | ||
// Remove an existing component (e.g., tool) | ||
stack.unsetData(DataComponentTypes.TOOL); | ||
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// Reset a component to the default (prototype value) for its item type (e.g., max stack size) | ||
stack.resetData(DataComponentTypes.MAX_STACK_SIZE); | ||
``` | ||
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### Non-Valued Data Components | ||
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Some components are only flags, and dont carry any sort of value: | ||
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```java | ||
// Make the item unbreakable | ||
stack.setData(DataComponentTypes.UNBREAKABLE); | ||
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// Remove the unbreakable flag | ||
stack.unsetData(DataComponentTypes.UNBREAKABLE); | ||
``` | ||
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## Advanced Usage with Builders | ||
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Many data components have complex structures that require builders. | ||
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### Modifying pre-existing (prototype) component values | ||
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```java | ||
ItemStack itemStack = ItemStack.of(Material.DIAMOND_HELMET); | ||
// Get the equippable component for this item, and make it a builder. | ||
// Note: Not all types have .toBuilder() methods | ||
// This is the prototype value of the diamond helmet. | ||
Equippable.Builder builder = itemStack.getData(DataComponentTypes.EQUIPPABLE).toBuilder(); | ||
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// Make the helmet look like netherite | ||
// We get the prototype equippable value from NETHERITE_HELMET | ||
builder.assetId(Material.NETHERITE_HELMET.getDefaultData(DataComponentTypes.EQUIPPABLE).assetId()); | ||
// And give it a spooky sound when putting it on | ||
builder.equipSound(Registry.SOUNDS.getKeyOrThrow(Sound.ENTITY_GHAST_HURT)); | ||
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// Set our new item | ||
itemStack.setData(DataComponentTypes.EQUIPPABLE, builder); | ||
``` | ||
This will create a diamond helmet that looks like a netherrite helmet when equipped, but plays a spooky | ||
ghast sound when equipped. | ||
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### Example: Written Book | ||
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```java | ||
ItemStack writtenBook = ItemStack.of(Material.WRITTEN_BOOK); | ||
WrittenBookContent.Builder bookBuilder = WrittenBookContent.writtenBookContent("My Book", "AuthorName"); | ||
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// Add a page | ||
bookBuilder.addPage(Component.text("This is a new page!")); | ||
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// Add a page that shows differently for people who have swear filtering on | ||
// For people who have filtering off, hate will be shown, while those with filtering on will see love. | ||
bookBuilder.addFilteredPage( | ||
Filtered.of(Component.text("I hate Paper!"), Component.text("I love paper!")) | ||
); | ||
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// Change generation | ||
bookBuilder.generation(1); | ||
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// Apply changes | ||
writtenBook.setData(DataComponentTypes.WRITTEN_BOOK_CONTENT, bookBuilder.build()); | ||
``` | ||
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### Example: Cool Sword | ||
```java | ||
ItemStack itemStack = ItemStack.of(Material.DIAMOND_SWORD); | ||
itemStack.setData(DataComponentTypes.LORE, ItemLore.lore().addLine(Component.text("Cool sword!")).build()); | ||
itemStack.setData(DataComponentTypes.ENCHANTMENTS, ItemEnchantments.itemEnchantments().add(Enchantment.SHARPNESS, 10).build()); | ||
itemStack.setData(DataComponentTypes.RARITY, ItemRarity.RARE); | ||
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itemStack.unsetData(DataComponentTypes.TOOL); // Remove the cool component | ||
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itemStack.setData(DataComponentTypes.MAX_DAMAGE, 10); | ||
itemStack.setData(DataComponentTypes.ENCHANTMENT_GLINT_OVERRIDE, true); // Make it glow! | ||
``` | ||
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## Matching Items Without Certain Data Components | ||
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Ignore certain properties when comparing items: | ||
For example, ignoring damage. | ||
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```java | ||
ItemStack damagedSword = new ItemStack(Material.DIAMOND_SWORD); | ||
damagedSword.setData(DataComponentTypes.DAMAGE, 100); | ||
ItemStack originalSword = new ItemStack(Material.DIAMOND_SWORD); | ||
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boolean match = damagedSword.matchesWithoutData(originalSword, Set.of(DataComponentTypes.DAMAGE), false); | ||
System.out.println("Match ignoring damage? " + match); | ||
``` |