Skip to content

Adding AnvilWorkable behavior

Dana edited this page Apr 3, 2026 · 2 revisions

Important

Make sure to familiarize yourself with the library's syntax: Attribute‐based Matching

Allows to use item/block on an anvil as an ingredient for smithing recipes.

Add the following behavior:

"behaviors": [
    {
        "name": "AttributeRenderingLibrary.AnvilWorkable",
        "properties": {
            // add properties here
        }
    }
]

properties

Note

Everything listed below can only be used in behavior's own properties

WorkableTemperature

Minimum temperature this item should have to be able to smith with it on an anvil.

Example:

"workableTemperature": {
    "key-value": 500,
    "key2-value2": 700
}
HelveWorkableMode

Determines whether this item can be automated with a helve hammer.

Possible values:

  • NotWorkable,
  • FullyWorkable,
  • TestSufficientVoxelsWorkable

Example:

"helveWorkableMode": {
    "key-value": "NotWorkable",
    "key2-value2":"FullyWorkable"
}
RequiresAnvilTier

Minimum anvil tier required to be able to work with this item.

Example:

"requiresAnvilTier": {
    "key-value": 1,
    "key2-value2": 2
}
Metal

Determines what metal type output stack should have.

[!Warning] The specified metal variant should exist for both base game items:

  • game:workitem
  • game:ingot

Example:

"metal": {
    "key-value": "copper",
    "key2-value2": "iron"
}
Size

The size of the item in voxels that will be on an anvil;

[!Caution] Make sure to stay within 16x6x16 boundaries.

Example:

"size": {
    "key-value": { "x": 7, "y": 2, "z": 3 },
    "key2-value2": { "x": 7, "y": 1, "z": 3 }
}
Offset

The offset of the item in voxels that determines where exactly it will be placed on anvil.

[!Caution] Only use values within 6-8 for X or Y offset, otherwise voxels might get placed outside of working area.

Example:

"offset": {
    "key-value": { "x": 6, "y": 6 },
    "key2-value2": { "x": 8, "y": 6 }
}

Clone this wiki locally