Create and edit items
Item commands require authorized Build or Dev mode. Hold the item you want to edit. /item and /i are the command roots; /help item and tab completion show available choices.
Obtain and customize
Section titled “Obtain and customize”/item get diamond_sword 1/item name set Training Sword/item enchant sharpness 3/item unbreakable trueget accepts an inventory material and optional amount. name changes its display name. Enchantment level zero removes an enchantment; the command clamps levels to 0–255. Unbreakable controls durability loss, while durability changes existing damage. Preserve the item you intend to use as a copied code input.
Available editing families
Section titled “Available editing families”| Family | Features |
|---|---|
| Identity and stack | Name, material, amount, custom model data |
| Appearance | Lore, color, glow, hidden flags, heads, banners |
| Gameplay metadata | Enchantments, durability, unbreakable, attributes, food |
| Containers/content | Books, fireworks, component-based contents |
| Adventure restrictions | Blocks the item may break or be placed on |
| Custom data | Typed item tags and component patch inspection |
| Inventory tools | Equip in a slot or send an item to another player |
Use the command reference for individual syntax. Subcommands such as lore, book, tag, and attribute have their own modes; read the entry before supplying arguments.
/item food 4 2.4 true 0.8/item food clearNutrition is a nonnegative whole number; saturation is the component’s saturation amount. Optional alwaysEat and consumption seconds preserve existing properties when omitted, or use defaults on a newly edible item. Clear removes food and consumption properties while preserving unrelated metadata.
Modern components
Section titled “Modern components”Item components provide access to supported Minecraft item properties, including newer equipment, tools, consumables, contents, models, cooldowns, and rarity. Invalid component input leaves the held item unchanged.
Use edited items in code
Section titled “Use edited items in code”Copy the configured item into an Item argument, such as a give-items or equipment action. Runtime item-transforming operations can also produce new Item values from typed inputs. Editor customization does not automatically grant an item to every player or modify items already stored elsewhere.