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minecraft:behavior.equip_item

Don't want to write this by hand? GodCraft sets minecraft:behavior.equip_item for you with a switch.Get GodCraft

Overview

minecraft:behavior.equip_item is an entity component: it goes in the components object of a custom mob, or in one of its component groups. AI goal that makes the mob put on or hold items it picks up, when they are better than what it has. Works with minecraft:equip_item.

Fields

FieldTypeDefaultDescription
priorityinteger0Lower numbers run first: when two goals compete, the one with the smaller priority wins.Range: 0 to …
control_flagsGoal's control flags[]noneWhich body parts this goal takes over (move, look, jump), so goals using the same parts cannot run together.

Example

Inside the components object of BP/entities/<name>.json (values are the defaults or placeholders):

BP/entities/<name>.json
{
  "minecraft:behavior.equip_item": {
    "priority": 0,
    "control_flags": []
  }
}

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