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If you have a suggestion, question, or other comment, read this first to see if it's already been addressed! First off, here are some GREAT ideas I've seen here in the comments: - Any Soup or Stew, with the exception of Rabbit Stew as of 24w33a (can be fed to wolves) - Trial Keys with a custom_data component (Vaults no longer recognize them) These ideas work but might have weird quirks: - Enchanted Book with no enchantments - they can be placed in a bookshelf, so they're a great dummy item if the new custom item is some type of book! - Command Blocks, Structure Blocks, Jigsaws, and Other Technical Items: Great in survival, but annoying to test in Creative because you can place them - Spawn Eggs, set to spawn a Player using entity_data. This does NOT work if you simply remove the entity_data component, because the egg will default to its base mob. The weird quirk is that if you click on any block, it will play the hand animation, but nothing happens. - Written Books, with the relevant component removed. Again, you can play the hand animation by right clicking - Recovery Compasses have functionality in their sprite, so if a player disabled the resource pack, they'd be able to use them as normal Limitations of some other popular ideas I keep seeing a lot of: - Clocks attract Piglins - Cooked Salmon and Cod can now be fed to Wolves as of 24w33a - Knowledge books always vanish on right-click even if they have no recipes in them - Goat Horns CAN have their "instrument" component removed, but in that case, they revert to the "default" horn rather than being stripped of their functionality - Any sort of potion will always be drinkable, even if it has no effects. Mundane potion, thick potion, etc. - "Air" is not an item, so it can't be used at all Corrections/Updates for things said in the video: - Stone Pickaxes trigger "Getting An Upgrade" advancement, which I had completely forgotten about while making the video. Also, while removing an item's durability prevents crafting two of the item together to repair them, you CAN still use the dummy item to repair a damaged tool in an Anvil specifically, so all tools are basically ruled out sadly. - Poisonous Potatoes count towards "A Balanced Diet" advancement, so they should never be used as the underlying item of a new custom food. For any custom item that isn't edible, though, poisonous potatoes still work great. - Music Discs are still the #1 best option of all, and I have yet to see any evidence refuting this :) Other Common Questions: *"Isn't Netherite immune to fire and lava?"* Yes, but this is controlled by the minecraft:fire_resistant component, which can also be removed! (Though unfortunately, the previously-mentioned limitation with all tools - anvil repairing - means netherite items are still ruled out.) *"Will this cause custom items to drop from potato crops?"* No! Turning a poisonous potato into a custom item will NOT cause regular farmed potatoes to start dropping your custom item, nor will Creepers start dropping your item when killed by skeletons. The plum that I showed in the beginning had a custom_model_data component on it - this means that a resource pack was changing its texture, and *regular* apples were completely unaffected. You can have an apple and a plum coexisting, so it truly is just like a brand new item added to the game. *"Can't music discs still output a comparator signal?"* If you were referring to the jukebox output, removing jukebox_playable makes it so they can't even be placed in a jukebox in the first place, and if you were talking about their output from a chest/hopper, that's controlled entirely by max_stack_size, which can also be edited. So, no unavoidable behavior either way. *"Can't poisonous potatoes be used to brew potions of poison?"* Nope. I have no idea where this rumor came from, but I'm including it here because I've had a surprising amount of people ask this question. Poison potions are made using Spider Eyes; poisonous potatoes do indeed have absolutely no uses besides eating. *"Don't you need lapis to see enchantments in the enchanting table?"* Nope! You can always enchant items even without lapis if you're in Creative mode, and in Survival, you'll still be able to see the enchanting options even though you can't click on them. If nothing shows up at all, the item is unenchantable.
@@makonede Actually a good point, but you can actually get around that too (it's controlled by a component!) Though you're right, that does make stone easier lol
If you want a custom ingredient operator blocks are perfect the only issue is you cant do right clicks while looking at a block. Clocks also work cause there only use is tied to there sprite.
Never tested it (havent touched commands for like 2 years) but I wonder if the command block can be used as a dummy item. ofc it wouldn't work in creative, but that may be the only drawback because commandblocks arent usable in survival whatsoever iirc. Also the new component stuff looks cool
ive been using poisonous potatoes but i thought they could be composted and just didnt care. turns out it was actually the perfect dummy item all along
@@lordender_kitty_official I've been thinking for a long time about those exact two components. They'd be so easy to implement and very useful. Hopefully we actually get them soon (fingers crossed)
cant u get that custom item based on the poisonous potato like you get poisonous potatoes? Also, wont theese items have the same loot tables as their bases?
@@conure512 They could probably do it without needing a resource pack on the client too. If they set it up to be something like how skins work, where you don't need to download anything and reload to see it.
@@lordender_kitty_official That's a neat idea! That would definitely work for occasional blocks. I wonder though if it would get laggy when used on a custom block that's common, like a new type of grass or something. But for an option for datapackers to use, that'd be great.
@@lordender_kitty_officialyou have to get that information to the client somehow so they would have to download it, but making it so you could include a resourcepack that is downloaded and used whenever you equip a specific datapack would be doable likely
a surprisingly good option for a dummy item for a datapack for survival only is command blocks. they cant be placed, they dont do anything, they cant be used in a crafting recipe, they cant be traded, theres nothing they can do if youre in survival. also all command block types can be used.
I was just about to comment this. I have dabbled to using this in a custom datapack myself. It's surprisingly useful. Also bonus I think is the structure block/puzzle block, I think they also share the same property too. Which is better with puzzle blocks since they don't even work with redstone either! Unlike structure and command blocks.
Surprisingly they do have one survival interaction. If you hold a command block in your mainhand in survival you sadly cant place any blocks that are in your offhand. !food poisonous potato >> command block
I don't care if it's scripted the bit where you were straight face explain mode the entire time, and then do a failed reveal of it turning out to be non-enchantable too, thus making the climax of the video redundant is Pure Gold.
i swear that really wasnt scripted lol, i was actually testing a lot of these features WHILE i was explaining them because i was just *so confident* I was right. the sweeping attack of the sword was another example of something i hadnt tried yet, and i just ended up being right about that one lmaoooo
@@lasercraft32 They can, so you do actually have to remove the enchantments component. However, tools have now actually been ruled out for a different reason also involving anvils (the pinned comment has all the details)
@@DqwertyCI don’t know much about this, but is what blocks it can mine (e.g. netherite pickaxes ability to extract diamonds from diamond ore, which an apple could not do) removable through components? Sorry if this is a dumb question
Ah, that is something I totally forgot to test! Okay, so yes, removing the enchantments component is also required lol. So it just locks you out of being able to enchant whatever the custom item is.
@@slimesauce3044 I think it's an item specifically for Adventure Mode which unlocks recipe(s) for you, though which recipes it gives need to be specified in the give command
@@slimesauce3044 but the right click interactivity of the knowledge books is actually useful because you can have commands detect when they are right clicked
I think poisonous potato is still the perfect item because we know Mojang will never add an additional use to it, but maybe in the future theres gonna be some mob that eats music disks or something
I personally use rabbit skin as dummy keycard items, since they are unlikely to be accidentally crafted into leather, because you usually have less than 4 of them in your inventory. Since I play without cheats and I cannot remove properties with commands, this is the most vanilla dummy item I found.
@@pyromancerforhire "I personally use rabbit skin as dummy _keycard_ items" Basically, a very specific item to open a door, that only the door's builder and those who he allows to use the door would know about... though any renamed item does the trick way better because those actually work as passwords
I went through this process on 1.20.5 and landed on the command block, since even with other datapacks with new crafting recipes its less likely to show up in a recipe, and unlike all the other technical blocks, it can't be placed down in survival. Really excited about the music discs being able to be stripped too, was making a green lantern pack with them a while back, and the ability to make them act as colorful magic rings without jukebox functionality is perfect!
WHOAAA the music disc is really smart! I usef something similar before, enchanted books. The only issue was that if you set the enchantment glint override to false for something like a custom weapon youre making, it wouldnt show as enchanted when you use it on an enchantment table. Ive been WAITING for a video like this, its really specific but its very necessary. Thanks for sharing youe knowledge!!!!!!
The command blocks and spawn eggs are GREAT if you want to add items that are used as crafting components... Because they aren't used for anything in survival mode (i.e. crafting recipes, entity interactions, etc), and there are a TON of them!
I recently saw a datapack that lets you add custom items for each spawn egg, by setting the player to adventure mode when holding the egg and giving the egg the ability to break all blocks (as if you were holding any other regular item) but not be placed. Only downside is they can still be spawned with dispensers, but still, 70+ custom items usable in crafting recipes is pretty useful regardless. Also, I've been using music discs for custom items in my datapack (all the vanilla music discs are modified versions of the disc 13 item, and the rest of the music disc items are free to be replaced). I didn't realize you could outright disable jukebox functionality though, so i just had them play the first 0.01 second of another song and then go silent. I immediately changed all of them as soon as i saw you could disable it completely lol
I was thinking this, my initial concern was that there's weird implications with the bowl. but if you're preventing people from eating it then it SHOULDN'T be a problem? Idk, I'm reminded of the fact that water bottles and milk buckets leave behind the empty container when you craft with them, and I get paranoid that im forgetting something about soups and their bowls lol
@@jayman1462 In that regard that could be applicable to the milk bucket as well. Since if I recall, it's coded like a food. And its leftover item when consumed is obviously a bucket.
I just checked and I was surprised: you can't!! I gave myself a netherite pick with no attribute modifiers, damage, max damage, enchantments, or tool components. You can't even put it in a grindstone slot, and putting it in the crafting grid with a damaged pickaxe does nothing!
@@nur-e-amanrefai9038 well they are regognised by minecraft as different items, you propaply cant combine 2 pickaxes whit a different rarity ether, as the crafting recepie may only ignore damage
Knowledge books can also be used as a dummy item. (EDIT: I realised knowledge books get consumed when you right click even in there isn't any recipes in them) By the way, can you use recovery compass as a dummy item? If not, why not? If you want something wearable (like armor), you can use netherite armor as a base item. If you want something throwable, use potions.
for those who needs it, heres the commands: Stone pickaxe : /give @s stone_pickaxe[!tool,!damage,!minecraft:max_damage,!minecraft:attribute_modifiers,minecraft:max_stack_size=64] Poisonous potato : /give @s minecraft:poisonous_potato[!food] Music disc : /give @s minecraft:music_disc_cat[!minecraft:jukebox_playable,rarity=common,minecraft:max_stack_size=64]
I kinda had this idea that if you broke glass with a mace, it would create glass shard items that can't be used for anything. What's cool is that we would have 18 different colors of them, therefore new 18 dummy items (if the discs weren't enough).
Come to think of it, using an item and reflavoring it to be a new item is kinda funny cuz... that's basically what you do when programming a mod too. The big difference being you can actually overwrite properties of the base with programming.
If you want the item to be inaccessible through standard means: There is one issue i can think of with using poisonous potatoes, when a potato crop is broken, there is a chance a poisonous potato can drop. But if you edit the loot table for potato crops, you could remove that. In theory, you could remove certain disks from its various loor tables as well.
personally i think you should keep the food component of the poisonous potato purely for the fuck around and find out aspect of whatever item you decided to turn it into
As a (pre-1.20.5) minigame creator, I pretty much always use a nautilus shell, since although it has a use in crafting, it's a bit hard to get in normal survival (plus I can usually just disable the recipe, since nobody would have used it anyway)- some things I've used in the past are scutes, warped fungus on a stick, horse armor, honeycombs, prismarine shards, popped chorus fruit, firework stars, blaze powder, fermented spider eyes, minecart with command block (you can't accidentally place it down unless looking at a rail) and phantom membrane.
Heya, I'm part of the community driven beta for RogueCraft. Data packs can implement custom recipes with custom NBT to create an infinite number custom items via resource packs. Also, the way you're hardcoding the name to be Plum can be done through the RP's lang files. if you name the output as item.food.plum" and add a translation to every language then it works for every user in every language, not locking the user to english only "^^
Exactly, and that's kinda what this video is about lol. It's just trying to answer the question of "which item should be the underlying item for all those new custom ones?" I'm aware of the language capabilities, this was just a quick example to demonstrate how you can take any item and make it look like something completely different using custom model data and a new name :)
What a strange yet interesting topic. Interestingly enough from the very start I found myself chanting "poisonous potato..." over and over and was excited to find my answer was actually correct!
CLOCKS a completely overlooked item that you missed. they have absolutely no crafting recipes that use it, no interactions with blocks or mobs, they arent food. they literally can't do anything. the only thing i'd think might possibly get in the way of it being the perfect dummy item is if the different frames of it mess with retexturing. but other than that, you need to make ZERO changes to it.
@@conure512 OHHHHH yeah i forgot about that. thx. I have actually used it as a dummy item before but I never realized that it was piglinLoved. it does make sense though.
It's crazy how limited mincraft is when it comes to community created content even after all these years and with all the resources they potentially could allocate to that. The fact that they still don't have an official modding api is insane to me
What about the light blocks? You immediately have 15 unique items, and you can do with them whatever you want. If they can't be placed in survival though, and I don't know if this is the case.
I had poisonous potatoes lock in as my final answer and was surprised by pickaxes and music discs. I honestly wasn't expecting music discs. To explain the confidence in my answer, Jeb wrote a book that Minecraft devs must follow and one of the pages he showed off to the public was the page on the poisonous potato. "The poisonous potato must not be given a use" is an unbreakable rule.
Stone and Netherite Pickaxes aren't true dummy items as enchantments can still be applied to them via an anvil. Also if you want to use them as ingredients in custom recipes (which currently ignore components) players can just use regular stone or netherite picks, and discs and poisonous potatos have the same issue. If you aren't using them in recipes tho then it doesn't matter - but something to keep in mind regardless. As for what I use; it depends entirely on the behaviour I want for the item - my goal is for it to be as seamless as possible with vanilla. So for example; I wanted a custom block item with the exact same placement rules as powder snow, so for that I used a *structure void* with a custom name, item model and data, and the block itself is then placed via a function that runs from an advancement which triggers when a structure void with that custom data is placed. For solid block placing rules I use *Barriers* (I wont use item frames or spawn eggs for this sorta thing as those can be placed inside a space already occupied by a block) Before 1.20.5, for one-off, non-stackable items I used *goat horns* without an instrument, and for stackable items used one of the *operator items* (like the different types of command blocks, jigsaw and structure blocks) because they had no right-click functionality in survival, and weren't used in any vanilla recipes or anything... Now tho I use *poisonous potatoes* with their food component removed and a custom stack size depending on what I need. *Operator items* still see use from me atm when I really want a custom item to be used in a recipe because there's no other way to obtain them normally - so I can use them without having to try and work around the mess that is doLimitedCrafting and tracking/taking/giving recipes. Only having 5 or so dummy items to work with there is limiting, but not as limiting as having none. If it weren't for the hard-coded dispenser interaction, I'd definitely move to spawn eggs for the sheer variety of them (I'd just have to be sure to set the player's gamemode to adventure while they're holding one) - but if it weren't for the fact we still don't have actual component crafting it wouldn't even be an issue... ANYWAY, I'm sure we'll have data-driven items soon - it seems to be what they've been working towards - so soon enough all these limitations and workarounds will be a thing of the past lol
YES! Finally somebody else is talking about how great components are. I’m making a food data pack and i’m constantly running into the problem of running out of dummy items. But the pickaxe brought me a great idea. Something else i personally use is Suspicious Stew, which (when given with /give, and then given the [!food] component) becomes a dummy item. Just apply max stack size and you’re good to go.
Awesome! I also struggled with this. Without components, the closest I came to a dummy item was Scute, since nobody would accidentally craft something with it, or paper in the case of playing cards or money where it would make sense for them to be paper and you would be gimping yourself if you used them in crafting recipes.
If you happen to be making an adventure map, this becomes much easier, because adventure mode automatically restricts the player from doing many things. For example, the player can only place blocks with CanPlaceOn, so any block that is not a crafting ingredient is automatically a dummy item unless it has that component (but only in adventure mode).
Some time ago I was thinking the same thing but with blocks. Because some times you want to use neutral blocks to use as support block like when you do redstone tests. But most blocks do something
This kind of vieosr made me realize despite how different are, both data packs and bedrock addons are very limited on different departments, we on Bedrock can make custom items and blocks very easily, detect right click without weird archivement gymnastics and much more, but we can only fake custom enchantments using custom lor with no enchantment glint , jtems can have one texture only with no option for 3d models outside of when held in the hand, no new music discs, vanilla tools are imposible to fully replicate and vanilla items are all hardcoded so if you wanna eat your diamond sword you need to make a whole new sword that's edible. I hope Mojang can give both the same tools some day so we can go toe to toe with modders
Data packs are neat, though even if they were made fully featured, modders would still be the only ones able to make optimizations to the base game, because Mojang would probably not let data packs run user-specified Java code
I use pottery sherds, which is really good because I have 20+ fully custom items that can be used in crafting recipes and the sort. Decorated pots are still possible with clay pots I've added as well, which lets you place sherds on each side individually. Then you can push it over a fire to make a real decorated pot. There's more then just that, but it was pain.
you can combine two stone tools in your crafting grid to repair them, not sure if u can anvil them too but yeah i think stone pick isn't perfect either
Before watching, my best guess would be the recovery compass, as it's only looked at to be used, and with a texture pack could be changed to a static item that does absolutely nothing else with the only downfall being that it's craftable.
adding a new item doesn't mean overriding the original item, it just means to create a "copy" of the item with some properties changed like the texture or the properties
Kinda remember the idea of using the recipe book as a dummy item a few years ago, by that I mean the item that serves as an icon for the recipe tab, pretty sure that is or at least was an actual item you could get
Small remarks about the beginning of the video. - You can also rename apples to plums through resource packs. I reckon you already knew that, though. - And genuine question here, can’t we use custom crafting recipes from datapacks to disable the default uses of bricks? Or are those hardcoded? Yeah I’m really outdated map making-wise 😅
I don't want to rename apples to plums through resource packs, because that would change EVERY apple. With the respack that I showed, normal apples are still apples, but you can give a single apple custom model data to make it look like a plum.
Turtle scutes, despite being absolutely crucial for turtle master potions, is unbelievably useless outside of it. Most people rarely brew it too since it's much easier to just make a gApple.
If I remember correctly (at least on bedrock edition) the update block cannot be placed when you have it in item form. If you don't know what the update block is, it is a placeholder block for tiles occupied by something your game doesnt recognize. It looks like a dirt block with some text on it. The text is colored similarly to grass and tells the player to update their game.
This is some really useful information for people who might not know much about datapacks and minecraft spaghetti code, but who still wanna customize their game. Good job!
If components didn't exist, i would use glistering melon slices (look it up). They are inedible and only used for potion making. Nobody in their right mind would think of crafting one and nobody would think of putting a random item into a brewing stand.
I’ve used structure voids for a long time since they have no uses, cannot be placed in survival mode, and have no other interactions. You could realistically use any other "command only" block that can’t be placed in survival mode, I just like how structure voids look more neutral.
My mind just goes to the new flowers from the sniffer update. They are decoration (and not very good ones). They don't even give you dye. They are quite useless.
I feel like mojang is creating headache by literaly not adding a dummy item. You k ow. If you can add and program new component. Why not have a basic dummy item. Even better. Just let us create item IDs. Like the naming scheme could literaly be *DataPackName*:ItemID The data pack name being automaticly assigned. So that it never clash with minecraft. And you don't have to type it every time. You just need to create a data pack name (or maybe it's a different name you can customize and is added to everything.) that isn't the same as someone else. The rest can just be the regular shit. Where an item is just an ID and a texture. And then you add every component and stats yourself.
As for me, I think that the best dummy item is command block because of one fact - *you can not place it in survival gamemode* which totally eliminates its functionality and makes it real dummy item without need to change components
A server I play on uses warped fungus on a stick and iron ingots for unstackables and stackables, and both work perfectly fine with no mods and no unintended crafting recipes. We also use the various brown mushroom blockstates for custom blocks, with some code required to prevent them from interacting with each other.
i swear to god when i saw the title of the video i was like "poisonous potato without food component sounds like its a dummy item but idk lets check the video" IM VERY MAD
didnt test this, but have an inkling that changing the stack size of the dummy item *could* (not positive, again this is untested) have unintended consequences with: 1. hopper minecarts (which change movement speed depending on how full it is and can be strange if there are overstacked items that are usually unstackable), 2. comparator signal if the item is placed in a container, or 3. how bundles store items (it can also behave weird on how certain items stack depending on how they're hardcoded). in case any of these would have any issue, probably the best solution is to use music discs for items intended to be unstackable, like a new tool, and use poisonous potatoes for items intended to be stackable, like a consumable that runs a command
@@jhows2147 All of those mechanics actually do obey the max_stack_size component! So setting a music disc to a max stack of 64 is perfectly safe and achieves the same thing as using a potato instead.
I think this just shows how way too limited datapacks and resource packs really are. Mods will never be replaced until they give datapacks creators the same powers as mods, or at least as much
As long as the player is not an operator they cannot place or use operator listed components Only way too test it is too make a server which you may deop yourself or a datapack that gives you one of these because too obtain these items is strictly a /give command method or a copy and paste Command block and variants Structure blocks Are both valid for dummy items given the player isnt op Barriers in some versions have a funny feature of it not being able too be broken but placed for some reason under this criteria however
What I like about the different options is that you can have stackable / unstackable options with the PP / discs, respectively (unless that’s also a component now too!)
A poisonous_potato[!food] has got to be it, it's as simple as it gets. Its only functionality is as a food, which can easily be removed, and everything else about it is normal (stackable to 64, common, y'know).
i don't really make datapacks anymore but when i did 3-4 years ago before all these fancy components i was using a clock as a dummy item. can't be placed, can't be crafted into anything, can't be sold to a villager, it's already a perfect dummy item without even using components because all of it's functionality is its texture that will be changed anyway
Another good dummy item is the barrier block. Because it cannot be placed by survival mode players and has no functionality outside of being a block (due to being a creative item) its perfect for all circumstances other than creative mode.
Pre-1.21 Stone swords are good for unstackables and clocks for unstackables. The only function of a clock is the texture which would be changed anyway, and the fact that piglins pick it up. I guess someone could cheat by disabling the resourcepack to check the time.
@@M_1024 Exactly, and this is why I tend to not use clocks and recovery compasses (which several other people have been suggesting). I want it to be just as much of a dummy without the resource pack as it is with one.
once i used a ghast tear as a dummy item because i didnt want to use a resource pack to change the texture and a ghast tear looked the most like a spike of a trident
id imagine using a clock as a dummy item would work wonderfully, its only interaction outside of item frames (which would be every item) is the little known interaction with piglins. no right click, no crafting recipes, nothing else.
One thing to note about poisonous potatoes is that they still have a use, which is being part of the "A Balanced Diet" advancement. Only an issue if you're making a food item though. I see people bringing up enchanted books a lot. An issue with those is that you can put them in chiseled bookshelves.
Great observations! So poisonous potatoes should be used as dummy items for anything BUT a custom food, ironically. Putting books in boomshelves is something else I hadn't thought of at the time - so I suppose enchanted books would be a great dummy item only if your custom item is also a new type of book!
If you have a suggestion, question, or other comment, read this first to see if it's already been addressed!
First off, here are some GREAT ideas I've seen here in the comments:
- Any Soup or Stew, with the exception of Rabbit Stew as of 24w33a (can be fed to wolves)
- Trial Keys with a custom_data component (Vaults no longer recognize them)
These ideas work but might have weird quirks:
- Enchanted Book with no enchantments - they can be placed in a bookshelf, so they're a great dummy item if the new custom item is some type of book!
- Command Blocks, Structure Blocks, Jigsaws, and Other Technical Items: Great in survival, but annoying to test in Creative because you can place them
- Spawn Eggs, set to spawn a Player using entity_data. This does NOT work if you simply remove the entity_data component, because the egg will default to its base mob. The weird quirk is that if you click on any block, it will play the hand animation, but nothing happens.
- Written Books, with the relevant component removed. Again, you can play the hand animation by right clicking
- Recovery Compasses have functionality in their sprite, so if a player disabled the resource pack, they'd be able to use them as normal
Limitations of some other popular ideas I keep seeing a lot of:
- Clocks attract Piglins
- Cooked Salmon and Cod can now be fed to Wolves as of 24w33a
- Knowledge books always vanish on right-click even if they have no recipes in them
- Goat Horns CAN have their "instrument" component removed, but in that case, they revert to the "default" horn rather than being stripped of their functionality
- Any sort of potion will always be drinkable, even if it has no effects. Mundane potion, thick potion, etc.
- "Air" is not an item, so it can't be used at all
Corrections/Updates for things said in the video:
- Stone Pickaxes trigger "Getting An Upgrade" advancement, which I had completely forgotten about while making the video. Also, while removing an item's durability prevents crafting two of the item together to repair them, you CAN still use the dummy item to repair a damaged tool in an Anvil specifically, so all tools are basically ruled out sadly.
- Poisonous Potatoes count towards "A Balanced Diet" advancement, so they should never be used as the underlying item of a new custom food. For any custom item that isn't edible, though, poisonous potatoes still work great.
- Music Discs are still the #1 best option of all, and I have yet to see any evidence refuting this :)
Other Common Questions:
*"Isn't Netherite immune to fire and lava?"*
Yes, but this is controlled by the minecraft:fire_resistant component, which can also be removed! (Though unfortunately, the previously-mentioned limitation with all tools - anvil repairing - means netherite items are still ruled out.)
*"Will this cause custom items to drop from potato crops?"*
No! Turning a poisonous potato into a custom item will NOT cause regular farmed potatoes to start dropping your custom item, nor will Creepers start dropping your item when killed by skeletons. The plum that I showed in the beginning had a custom_model_data component on it - this means that a resource pack was changing its texture, and *regular* apples were completely unaffected. You can have an apple and a plum coexisting, so it truly is just like a brand new item added to the game.
*"Can't music discs still output a comparator signal?"*
If you were referring to the jukebox output, removing jukebox_playable makes it so they can't even be placed in a jukebox in the first place, and if you were talking about their output from a chest/hopper, that's controlled entirely by max_stack_size, which can also be edited. So, no unavoidable behavior either way.
*"Can't poisonous potatoes be used to brew potions of poison?"*
Nope. I have no idea where this rumor came from, but I'm including it here because I've had a surprising amount of people ask this question. Poison potions are made using Spider Eyes; poisonous potatoes do indeed have absolutely no uses besides eating.
*"Don't you need lapis to see enchantments in the enchanting table?"*
Nope! You can always enchant items even without lapis if you're in Creative mode, and in Survival, you'll still be able to see the enchanting options even though you can't click on them. If nothing shows up at all, the item is unenchantable.
out of stone and netherite, stone pick is probably a better dummy item since netherite is hardcoded to not burn
@@makonede Actually a good point, but you can actually get around that too (it's controlled by a component!) Though you're right, that does make stone easier lol
@@conure512 ah interesting!
If you want a custom ingredient operator blocks are perfect the only issue is you cant do right clicks while looking at a block. Clocks also work cause there only use is tied to there sprite.
Never tested it (havent touched commands for like 2 years) but I wonder if the command block can be used as a dummy item. ofc it wouldn't work in creative, but that may be the only drawback because commandblocks arent usable in survival whatsoever iirc. Also the new component stuff looks cool
I use poisonous potatoes, kinda makes me wonder if the poisonous potato update was a hint at it's upcoming subtle relevance
I was thinking of that update the entire time lmao
Just use air
@@EthanFu-ue4ug you must have never touched recipes, loot tables etc., the output can never be air
Yes, poisonous potato with eating disabled, the only correct answer
Poisonous potaotoes having an use is prohibited in Mojang, the update was making fun of the idea of it getting a use
ive been using poisonous potatoes but i thought they could be composted and just didnt care. turns out it was actually the perfect dummy item all along
Mojang could probably implement a "compostable" component. that would be pretty useful. same for a "furnace_fuel" component.
@@lordender_kitty_official I've been thinking for a long time about those exact two components. They'd be so easy to implement and very useful. Hopefully we actually get them soon (fingers crossed)
@@lordender_kitty_official probably like "[composting_chance=0.1]" or something like that, but yeah, those would be useful
cant u get that custom item based on the poisonous potato like you get poisonous potatoes? Also, wont theese items have the same loot tables as their bases?
@@thangamer5026 The vanilla loot tables wont have the custom data though. You're not replacing the item. You're using it as a dummy.
I hope Mojang can actually add the dummy item for datapack maker.
The real dream is fully data-driven items. That way, if we wanna make a custom item, we can... yaknow, make a new item.
@@conure512 They could probably do it without needing a resource pack on the client too. If they set it up to be something like how skins work, where you don't need to download anything and reload to see it.
i want dummy particles
@@lordender_kitty_official That's a neat idea! That would definitely work for occasional blocks. I wonder though if it would get laggy when used on a custom block that's common, like a new type of grass or something. But for an option for datapackers to use, that'd be great.
@@lordender_kitty_officialyou have to get that information to the client somehow so they would have to download it, but making it so you could include a resourcepack that is downloaded and used whenever you equip a specific datapack would be doable likely
a surprisingly good option for a dummy item for a datapack for survival only is command blocks. they cant be placed, they dont do anything, they cant be used in a crafting recipe, they cant be traded, theres nothing they can do if youre in survival. also all command block types can be used.
I was just about to comment this. I have dabbled to using this in a custom datapack myself. It's surprisingly useful.
Also bonus I think is the structure block/puzzle block, I think they also share the same property too. Which is better with puzzle blocks since they don't even work with redstone either! Unlike structure and command blocks.
oooh, recipes, you could make a few custom recipes with them
@@l9m241 it doesnt matter that command blocks interact with redstone. you cant place them anyway.
Surprisingly they do have one survival interaction. If you hold a command block in your mainhand in survival you sadly cant place any blocks that are in your offhand.
!food poisonous potato >> command block
@@HarpanW fair enough ig
I don't care if it's scripted the bit where you were straight face explain mode the entire time, and then do a failed reveal of it turning out to be non-enchantable too, thus making the climax of the video redundant is Pure Gold.
i swear that really wasnt scripted lol, i was actually testing a lot of these features WHILE i was explaining them because i was just *so confident* I was right. the sweeping attack of the sword was another example of something i hadnt tried yet, and i just ended up being right about that one lmaoooo
@@conure512 Did you test to see if they can still be enchanted with an anvil though?
@@conure512do you still need lapis to enchant stuff in creative?
@@lasercraft32 They can, so you do actually have to remove the enchantments component. However, tools have now actually been ruled out for a different reason also involving anvils (the pinned comment has all the details)
@@cooker0rats Nope!
The poisonous potato is so useless, that it's not useless.
The stone pickaxe grants an achievement
true
And netherite can't burn in lava
@@blu3m0nkey That can be overridden with components though
@@DqwertyC oh, thanks for letting me know
@@DqwertyCI don’t know much about this, but is what blocks it can mine (e.g. netherite pickaxes ability to extract diamonds from diamond ore, which an apple could not do) removable through components? Sorry if this is a dumb question
I just checked and you can still enchant the pickaxe with an anvil unless you remove the enchantments component.
Ah, that is something I totally forgot to test! Okay, so yes, removing the enchantments component is also required lol. So it just locks you out of being able to enchant whatever the custom item is.
@@conure512 For the stone or netherite pickaxe, make sure that you can’t put two of them in the grindstone or crafting grid to repair them
Holy shit, Nethe spotted in the wild.
Hello fellow of the damned world of Woomy-Arras!
@@Entomofaunae Lmao I love and hate that my contribution to that wretched community is what I'm known for online.
@@Entomofaunae hello i am here as well
do I make datapacks? no. did I just sit through this entire video? fuck yeah. great video lol
i remember back in the day we used a carrot on a stick for giant command block contraptions
The best dummy item is the Knowledge Book. You can only get this through commands, but as far as I'm aware, it does literally nothing.
Unfortunately, in survival mode, right clicking with it will consume it and cause it to disappear. I don’t think there’s a way to prevent this.
@@slimesauce3044 I think it's an item specifically for Adventure Mode which unlocks recipe(s) for you, though which recipes it gives need to be specified in the give command
Yesssss
Someone who also is pointing out the item made to be a dummy item
Or
Well
Not really it was actually for recipes back in the day
@@slimesauce3044 but the right click interactivity of the knowledge books is actually useful because you can have commands detect when they are right clicked
@@blu3m0nkey It doesn't work as a dummy item. It has right click functionality that can't be removed.
I think poisonous potato is still the perfect item because we know Mojang will never add an additional use to it, but maybe in the future theres gonna be some mob that eats music disks or something
I personally use rabbit skin as dummy keycard items, since they are unlikely to be accidentally crafted into leather, because you usually have less than 4 of them in your inventory. Since I play without cheats and I cannot remove properties with commands, this is the most vanilla dummy item I found.
Can I ask why do you want a dummy item if playing survival with no cheats?
@@pyromancerforhire "I personally use rabbit skin as dummy _keycard_ items"
Basically, a very specific item to open a door, that only the door's builder and those who he allows to use the door would know about... though any renamed item does the trick way better because those actually work as passwords
I went through this process on 1.20.5 and landed on the command block, since even with other datapacks with new crafting recipes its less likely to show up in a recipe, and unlike all the other technical blocks, it can't be placed down in survival. Really excited about the music discs being able to be stripped too, was making a green lantern pack with them a while back, and the ability to make them act as colorful magic rings without jukebox functionality is perfect!
can't place blocks in offhand with comm block
@@moodlethenoodle oh dang, your probably right.
WHOAAA the music disc is really smart! I usef something similar before, enchanted books. The only issue was that if you set the enchantment glint override to false for something like a custom weapon youre making, it wouldnt show as enchanted when you use it on an enchantment table. Ive been WAITING for a video like this, its really specific but its very necessary. Thanks for sharing youe knowledge!!!!!!
The command blocks and spawn eggs are GREAT if you want to add items that are used as crafting components... Because they aren't used for anything in survival mode (i.e. crafting recipes, entity interactions, etc), and there are a TON of them!
Is there a way to disable players from spawning the entity from a spawn egg?
I recently saw a datapack that lets you add custom items for each spawn egg, by setting the player to adventure mode when holding the egg and giving the egg the ability to break all blocks (as if you were holding any other regular item) but not be placed. Only downside is they can still be spawned with dispensers, but still, 70+ custom items usable in crafting recipes is pretty useful regardless.
Also, I've been using music discs for custom items in my datapack (all the vanilla music discs are modified versions of the disc 13 item, and the rest of the music disc items are free to be replaced). I didn't realize you could outright disable jukebox functionality though, so i just had them play the first 0.01 second of another song and then go silent. I immediately changed all of them as soon as i saw you could disable it completely lol
i believe you could also use all the soups/stews as dummy items as long as you remove the food component, they can't be composted
I was thinking this, my initial concern was that there's weird implications with the bowl. but if you're preventing people from eating it then it SHOULDN'T be a problem?
Idk, I'm reminded of the fact that water bottles and milk buckets leave behind the empty container when you craft with them, and I get paranoid that im forgetting something about soups and their bowls lol
@@conure512 neat point, but yeah they shouldn't be able to transform since that transformation is part of the food component, no?
@@jayman1462 In that regard that could be applicable to the milk bucket as well. Since if I recall, it's coded like a food. And its leftover item when consumed is obviously a bucket.
The leftover item is also a part of the food component, so if you can't eat it... well, you can't transform it either
@@l9m241 Milk can be used to craft the cake.
with a pickaxe you would still be able to craft it with a damaged pickaxe to repair it, which rules out the pickaxe
I just checked and I was surprised: you can't!! I gave myself a netherite pick with no attribute modifiers, damage, max damage, enchantments, or tool components. You can't even put it in a grindstone slot, and putting it in the crafting grid with a damaged pickaxe does nothing!
@@nur-e-amanrefai9038 well they are regognised by minecraft as different items, you propaply cant combine 2 pickaxes whit a different rarity ether, as the crafting recepie may only ignore damage
But it won't have durability, right? So it wouldn't be usable for repairing?
@@hentloll1370I think you can use it in an anvil with a damaged enchanted pickaxe, might be wrong though
Me just screaming poisonous potato the whole video, but I actually love the idea of using discs WAY more
Knowledge books can also be used as a dummy item. (EDIT: I realised knowledge books get consumed when you right click even in there isn't any recipes in them)
By the way, can you use recovery compass as a dummy item? If not, why not?
If you want something wearable (like armor), you can use netherite armor as a base item.
If you want something throwable, use potions.
especially in hardcore mode
for those who needs it, heres the commands:
Stone pickaxe :
/give @s stone_pickaxe[!tool,!damage,!minecraft:max_damage,!minecraft:attribute_modifiers,minecraft:max_stack_size=64]
Poisonous potato :
/give @s minecraft:poisonous_potato[!food]
Music disc :
/give @s minecraft:music_disc_cat[!minecraft:jukebox_playable,rarity=common,minecraft:max_stack_size=64]
But i want this commands in bedrock tho
@@mrfoxyx diy ¯\_(ツ)_/¯
I kinda had this idea that if you broke glass with a mace, it would create glass shard items that can't be used for anything. What's cool is that we would have 18 different colors of them, therefore new 18 dummy items (if the discs weren't enough).
i have given up in my datapack programming journey about 2 years ago but this video gave me back my fire. thank you, im gonna go code some stuff
poisonous potato.
you can turn it into bone meal I think??
Nvm
@@needlewasteland4132that was not possible before
Come to think of it, using an item and reflavoring it to be a new item is kinda funny cuz... that's basically what you do when programming a mod too. The big difference being you can actually overwrite properties of the base with programming.
2:02 bro just solved racism
If you want the item to be inaccessible through standard means:
There is one issue i can think of with using poisonous potatoes, when a potato crop is broken, there is a chance a poisonous potato can drop. But if you edit the loot table for potato crops, you could remove that.
In theory, you could remove certain disks from its various loor tables as well.
personally i think you should keep the food component of the poisonous potato purely for the fuck around and find out aspect of whatever item you decided to turn it into
As a (pre-1.20.5) minigame creator, I pretty much always use a nautilus shell, since although it has a use in crafting, it's a bit hard to get in normal survival (plus I can usually just disable the recipe, since nobody would have used it anyway)- some things I've used in the past are scutes, warped fungus on a stick, horse armor, honeycombs, prismarine shards, popped chorus fruit, firework stars, blaze powder, fermented spider eyes, minecart with command block (you can't accidentally place it down unless looking at a rail) and phantom membrane.
Heya, I'm part of the community driven beta for RogueCraft. Data packs can implement custom recipes with custom NBT to create an infinite number custom items via resource packs.
Also, the way you're hardcoding the name to be Plum can be done through the RP's lang files. if you name the output as item.food.plum" and add a translation to every language then it works for every user in every language, not locking the user to english only "^^
Exactly, and that's kinda what this video is about lol. It's just trying to answer the question of "which item should be the underlying item for all those new custom ones?"
I'm aware of the language capabilities, this was just a quick example to demonstrate how you can take any item and make it look like something completely different using custom model data and a new name :)
What a strange yet interesting topic. Interestingly enough from the very start I found myself chanting "poisonous potato..." over and over and was excited to find my answer was actually correct!
CLOCKS a completely overlooked item that you missed. they have absolutely no crafting recipes that use it, no interactions with blocks or mobs, they arent food. they literally can't do anything. the only thing i'd think might possibly get in the way of it being the perfect dummy item is if the different frames of it mess with retexturing. but other than that, you need to make ZERO changes to it.
Clocks attract piglins! (Read the pinned comment :) )
@@conure512 OHHHHH yeah i forgot about that. thx. I have actually used it as a dummy item before but I never realized that it was piglinLoved. it does make sense though.
It's crazy how limited mincraft is when it comes to community created content even after all these years and with all the resources they potentially could allocate to that. The fact that they still don't have an official modding api is insane to me
What about the light blocks?
You immediately have 15 unique items, and you can do with them whatever you want. If they can't be placed in survival though, and I don't know if this is the case.
Sad news they can be
I had poisonous potatoes lock in as my final answer and was surprised by pickaxes and music discs. I honestly wasn't expecting music discs.
To explain the confidence in my answer, Jeb wrote a book that Minecraft devs must follow and one of the pages he showed off to the public was the page on the poisonous potato. "The poisonous potato must not be given a use" is an unbreakable rule.
And poisonous potato still don't have any function and this is why it useful as dummy item
Stone and Netherite Pickaxes aren't true dummy items as enchantments can still be applied to them via an anvil. Also if you want to use them as ingredients in custom recipes (which currently ignore components) players can just use regular stone or netherite picks, and discs and poisonous potatos have the same issue. If you aren't using them in recipes tho then it doesn't matter - but something to keep in mind regardless.
As for what I use; it depends entirely on the behaviour I want for the item - my goal is for it to be as seamless as possible with vanilla.
So for example; I wanted a custom block item with the exact same placement rules as powder snow, so for that I used a *structure void* with a custom name, item model and data, and the block itself is then placed via a function that runs from an advancement which triggers when a structure void with that custom data is placed. For solid block placing rules I use *Barriers*
(I wont use item frames or spawn eggs for this sorta thing as those can be placed inside a space already occupied by a block)
Before 1.20.5, for one-off, non-stackable items I used *goat horns* without an instrument, and for stackable items used one of the *operator items* (like the different types of command blocks, jigsaw and structure blocks) because they had no right-click functionality in survival, and weren't used in any vanilla recipes or anything...
Now tho I use *poisonous potatoes* with their food component removed and a custom stack size depending on what I need.
*Operator items* still see use from me atm when I really want a custom item to be used in a recipe because there's no other way to obtain them normally - so I can use them without having to try and work around the mess that is doLimitedCrafting and tracking/taking/giving recipes. Only having 5 or so dummy items to work with there is limiting, but not as limiting as having none.
If it weren't for the hard-coded dispenser interaction, I'd definitely move to spawn eggs for the sheer variety of them (I'd just have to be sure to set the player's gamemode to adventure while they're holding one) - but if it weren't for the fact we still don't have actual component crafting it wouldn't even be an issue...
ANYWAY, I'm sure we'll have data-driven items soon - it seems to be what they've been working towards - so soon enough all these limitations and workarounds will be a thing of the past lol
YES! Finally somebody else is talking about how great components are.
I’m making a food data pack and i’m constantly running into the problem of running out of dummy items. But the pickaxe brought me a great idea.
Something else i personally use is Suspicious Stew, which (when given with /give, and then given the [!food] component) becomes a dummy item. Just apply max stack size and you’re good to go.
Modders: _Look what they need to mimic a fraction of our power._
Not for long apparently, fully data-driven items are confirmed to be in the works (although we have no clue when that will actually be finished lol)
@@conure512I hope it gets added in 1.22
Awesome! I also struggled with this. Without components, the closest I came to a dummy item was Scute, since nobody would accidentally craft something with it, or paper in the case of playing cards or money where it would make sense for them to be paper and you would be gimping yourself if you used them in crafting recipes.
My personal favorite is the Glistering Melon Slice.
sadly it cannot be eaten
adn it can be used to brew potions
so proud of myself for guessing poisonous potato immediately without even knowing what he meant by 'dummy item' at first
Mojang said poisonous potatoes were never meant to be useful, but the community always finds a way
If you happen to be making an adventure map, this becomes much easier, because adventure mode automatically restricts the player from doing many things. For example, the player can only place blocks with CanPlaceOn, so any block that is not a crafting ingredient is automatically a dummy item unless it has that component (but only in adventure mode).
i mean if you can remove the ability to eat something then poisonous potato becomes kinda the obvious answer
Some time ago I was thinking the same thing but with blocks. Because some times you want to use neutral blocks to use as support block like when you do redstone tests. But most blocks do something
This kind of vieosr made me realize despite how different are, both data packs and bedrock addons are very limited on different departments, we on Bedrock can make custom items and blocks very easily, detect right click without weird archivement gymnastics and much more, but we can only fake custom enchantments using custom lor with no enchantment glint , jtems can have one texture only with no option for 3d models outside of when held in the hand, no new music discs, vanilla tools are imposible to fully replicate and vanilla items are all hardcoded so if you wanna eat your diamond sword you need to make a whole new sword that's edible. I hope Mojang can give both the same tools some day so we can go toe to toe with modders
Data packs are neat, though even if they were made fully featured, modders would still be the only ones able to make optimizations to the base game, because Mojang would probably not let data packs run user-specified Java code
I genuinely don’t know why I watched this video- I’m not a datapack creator, and I don’t mess with anything like that. Either way, neat video
6:23 Out of context, the sentence "It can't do anything and I can do whatever I want with it." is hilariously asinine.
I use pottery sherds, which is really good because I have 20+ fully custom items that can be used in crafting recipes and the sort.
Decorated pots are still possible with clay pots I've added as well, which lets you place sherds on each side individually. Then you can push it over a fire to make a real decorated pot. There's more then just that, but it was pain.
you can combine two stone tools in your crafting grid to repair them, not sure if u can anvil them too but yeah i think stone pick isn't perfect either
If you remove the durability tag it cannot be merged with other tools since that's entirely on the non-existent durability of it
@@DragonTheOneDZA ah ok
I previously used sticks and just hoped people wouldn't be dumb enough to craft anything with them. This will help me improve my data packs a lot.
Holy heck this is invaluable info.
this was actually super interesting! glad i came across your random little video, which was nicely straight to the point and explained i’ll add :)
5:48, immediate idea: POISONOUS POTATO
(edit) 6:06 - YEAH
Before watching, my best guess would be the recovery compass, as it's only looked at to be used, and with a texture pack could be changed to a static item that does absolutely nothing else with the only downfall being that it's craftable.
The issue with the poisonous potato is that they can harvest randomly while farming potatoes, meaning you could randomly just get the item.
adding a new item doesn't mean overriding the original item, it just means to create a "copy" of the item with some properties changed like the texture or the properties
@@lucasfranco1758 I'm not sure how that works, so sorry if I got something wrong.
Kinda remember the idea of using the recipe book as a dummy item a few years ago, by that I mean the item that serves as an icon for the recipe tab, pretty sure that is or at least was an actual item you could get
Back in the day we used to use carrots on sticks for right click functions as literally noone cared enough to craft one
Haven't made any Datapacks recently, but incredibly helpful nonetheless, thank you.
Small remarks about the beginning of the video.
- You can also rename apples to plums through resource packs. I reckon you already knew that, though.
- And genuine question here, can’t we use custom crafting recipes from datapacks to disable the default uses of bricks? Or are those hardcoded?
Yeah I’m really outdated map making-wise 😅
I don't want to rename apples to plums through resource packs, because that would change EVERY apple. With the respack that I showed, normal apples are still apples, but you can give a single apple custom model data to make it look like a plum.
Turtle scutes, despite being absolutely crucial for turtle master potions, is unbelievably useless outside of it. Most people rarely brew it too since it's much easier to just make a gApple.
If I remember correctly (at least on bedrock edition) the update block cannot be placed when you have it in item form. If you don't know what the update block is, it is a placeholder block for tiles occupied by something your game doesnt recognize. It looks like a dirt block with some text on it. The text is colored similarly to grass and tells the player to update their game.
This is some really useful information for people who might not know much about datapacks and minecraft spaghetti code, but who still wanna customize their game. Good job!
have been pondering on this exact problem, thanks for the video as i was not aware of the ability to outright remove components
If components didn't exist, i would use glistering melon slices (look it up). They are inedible and only used for potion making. Nobody in their right mind would think of crafting one and nobody would think of putting a random item into a brewing stand.
I’ve used structure voids for a long time since they have no uses, cannot be placed in survival mode, and have no other interactions. You could realistically use any other "command only" block that can’t be placed in survival mode, I just like how structure voids look more neutral.
Even without components (because I’m 200 years old)… here’s a good one: command blocks. Assuming your players are in Survival or Adventure, obviously~
good point, the command block has three differen't types too (Regular, Repeating and Chain)
@@jammygamer896112 for the binary values of conditional or not aswell as needing redstone
My mind just goes to the new flowers from the sniffer update.
They are decoration (and not very good ones). They don't even give you dye. They are quite useless.
i normally use the rabbits foot. Its just used for potions i think
I feel like mojang is creating headache by literaly not adding a dummy item.
You k ow. If you can add and program new component. Why not have a basic dummy item.
Even better. Just let us create item IDs.
Like the naming scheme could literaly be *DataPackName*:ItemID
The data pack name being automaticly assigned. So that it never clash with minecraft. And you don't have to type it every time. You just need to create a data pack name (or maybe it's a different name you can customize and is added to everything.) that isn't the same as someone else.
The rest can just be the regular shit. Where an item is just an ID and a texture. And then you add every component and stats yourself.
I actually made a datapack that turns Spawn Eggs into Dummy Items by putting the player in adventure mode when theyre held
UA-cam is starting to fix their algorithm and promote valuable less known creators. Good work!
As for me, I think that the best dummy item is command block because of one fact - *you can not place it in survival gamemode* which totally eliminates its functionality and makes it real dummy item without need to change components
A server I play on uses warped fungus on a stick and iron ingots for unstackables and stackables, and both work perfectly fine with no mods and no unintended crafting recipes. We also use the various brown mushroom blockstates for custom blocks, with some code required to prevent them from interacting with each other.
Would be cool if Mojang added a literal "dummy" item that would do absolutely nothing and could only be obtained through the /give command
i swear to god when i saw the title of the video i was like "poisonous potato without food component sounds like its a dummy item but idk lets check the video" IM VERY MAD
didnt test this, but have an inkling that changing the stack size of the dummy item *could* (not positive, again this is untested) have unintended consequences with:
1. hopper minecarts (which change movement speed depending on how full it is and can be strange if there are overstacked items that are usually unstackable),
2. comparator signal if the item is placed in a container, or
3. how bundles store items (it can also behave weird on how certain items stack depending on how they're hardcoded).
in case any of these would have any issue, probably the best solution is to use music discs for items intended to be unstackable, like a new tool, and use poisonous potatoes for items intended to be stackable, like a consumable that runs a command
@@jhows2147 All of those mechanics actually do obey the max_stack_size component! So setting a music disc to a max stack of 64 is perfectly safe and achieves the same thing as using a potato instead.
@@conure512 that's great! i'm glad they took the time to make sure that niche mechanics worked with it!
I think this just shows how way too limited datapacks and resource packs really are. Mods will never be replaced until they give datapacks creators the same powers as mods, or at least as much
Glistening melons seem like a good choice, they are not used in crafting only in potion brewing
As long as the player is not an operator they cannot place or use operator listed components
Only way too test it is too make a server which you may deop yourself or a datapack that gives you one of these because too obtain these items is strictly a /give command method or a copy and paste
Command block and variants
Structure blocks
Are both valid for dummy items given the player isnt op
Barriers in some versions have a funny feature of it not being able too be broken but placed for some reason under this criteria however
What I like about the different options is that you can have stackable / unstackable options with the PP / discs, respectively (unless that’s also a component now too!)
The item is now used as a dummy item, so we need a new unused item to be a dummy item.
I used to use "enchanted book" with no enchantment and repair cost set to 999
I was going to say phantom membrane since its only application is repairing Elytra, but I forgot you can also brew potions with that now as well...
So this is why Jeb wants to keep poisonous potatoes useless...
A poisonous_potato[!food] has got to be it, it's as simple as it gets. Its only functionality is as a food, which can easily be removed, and everything else about it is normal (stackable to 64, common, y'know).
i don't really make datapacks anymore but when i did 3-4 years ago before all these fancy components i was using a clock as a dummy item. can't be placed, can't be crafted into anything, can't be sold to a villager, it's already a perfect dummy item without even using components because all of it's functionality is its texture that will be changed anyway
Such an evenly paced and interesting video lol i almost never work with datapacks but it’s so cool to see what goes into making them
one of Mojang's rules for game dev is poison potatoes cannot have any use.
This video: they have a use by having no use
Another good dummy item is the barrier block. Because it cannot be placed by survival mode players and has no functionality outside of being a block (due to being a creative item) its perfect for all circumstances other than creative mode.
Pre-1.21
Stone swords are good for unstackables and clocks for unstackables. The only function of a clock is the texture which would be changed anyway, and the fact that piglins pick it up. I guess someone could cheat by disabling the resourcepack to check the time.
Or you could also make it so all the time textures are the same
@@beltrantaibo3133 How would that help against disabling the resourcepack?
@@M_1024 Exactly, and this is why I tend to not use clocks and recovery compasses (which several other people have been suggesting). I want it to be just as much of a dummy without the resource pack as it is with one.
An echo shard is a very good dummy item because I literally never heard of it until this video lol
once i used a ghast tear as a dummy item because i didnt want to use a resource pack to change the texture and a ghast tear looked the most like a spike of a trident
Reminds me of how every minigame creator agrees that hoes are actually guns.
Minecraft should literally just add a command-only item called "Dummy" for this exact purpose
you should make a datapack that adds dummy item so you don't have to think about it in the future
id imagine using a clock as a dummy item would work wonderfully, its only interaction outside of item frames (which would be every item) is the little known interaction with piglins. no right click, no crafting recipes, nothing else.
One thing to note about poisonous potatoes is that they still have a use, which is being part of the "A Balanced Diet" advancement. Only an issue if you're making a food item though.
I see people bringing up enchanted books a lot. An issue with those is that you can put them in chiseled bookshelves.
Great observations! So poisonous potatoes should be used as dummy items for anything BUT a custom food, ironically.
Putting books in boomshelves is something else I hadn't thought of at the time - so I suppose enchanted books would be a great dummy item only if your custom item is also a new type of book!
i scrolled through a good chunk of the comments on this video, kinda surprised that nobody brought up thick potions