# Item properties ## Visual ### *icon-type* and *icon* itself Icon type defines a source of an item image displayed in inventory. - **none** - invisible type, used for *core:empty* only (empty item, like the air block). May be removed in future updates. - **sprite** - default type. 2D image. Requires *icon* set to *atlas_name:texture_name*. Example: *blocks:notfound*. There's two atlases available: - **blocks** (generated from *png* files in *res/textures/blocks/*) - **items** (generated from *png* files in *res/textures/items/*) - **block** - block preview. Block ID must be specified in **icon** property. Example: *base:wood*. ### Item model - `model-name` Name of the item model. The model will be loaded automatically. Default value is `packid:itemname.model`. If the model is not specified, an automatic one will be generated. ## Behaviour ### *placing-block* Specifies what block will be placed on RMB click. Automatically specified in generated items. Example: an items that places bazalt blocks: ```json "placing-block": "base:bazalt" ``` ### *emission* Light emitted when player holds the item in hand. An array of 3 integers - R, G, B of light in range \[0, 15\] Examples: - *\[15, 15, 15\]* - white with maximal intensity - *\[7, 0, 0\]* - dim red light - *\[0, 0, 0\]* - no emission (default value) ### *stack-size* Maximal number of an item units in one slot. Default - 64.