Item reference
Every .yml under plugins/Sigil/items/<namespace>/ defines one item. The filename is the id, the folder is the namespace: items/aether/mythril.yml is aether:mythril.
Run /sigil reload to apply changes.
Identity
basematerialrequiredThe vanilla material the item is built from, e.g.
IRON_INGOT.displayMiniMessageDefaults to the id. If it carries no colour of its own it inherits the rarity's.
rarityrarity keydefaultcommonMust match a key under
raritiesinconfig.yml.descriptionlist of MiniMessageLore lines, placed wherever
<description>sits in the lore template.categorystringFree-form grouping.
materialmarks the item as a crafting material.tagslist of stringsFree-form, case-insensitive labels used by addons to select sets of items through
api.itemsWithTag(...). Unlikecategory, an item can have several tags.enabledbooleandefaulttruefalseremoves the item from the registry entirely.permissionnodeOverrides the default
sigil.item.<ns>.<id>node.modelmodel keyNamed item model. Requires 1.21.4+.
custom-model-dataintegerdefault-1Integer fallback for servers below 1.21.4.
category: armour
tags: [frost, dungeon_reward]
display: "<gradient:#00b0ff:#9b00ff>Grappling Hook</gradient>"
base: TRIPWIRE_HOOK
rarity: rare
description:
- "A handy device for reaching high places."
Uses
uses:
type: limited # or: infinite
max: 250
delete-at-zero: true
delete-at-zero: false keeps the item as a spent husk that no longer activates.
Interaction rules
Each key is optional, and omitting one is not the same as setting it. An item that never expressed an opinion keeps following config.yml if that later changes.
rules:
vanilla-recipes: false # can this be an ingredient in ordinary vanilla recipes?
anvil-rename: false # can players rename it?
anvil-combine: true # can two of them merge their remaining charges?
enchanting: false # can it be enchanted at a table?
When anvil-rename is allowed, a name a player gives an item survives every later re-render: spending a charge, merging charges, a grindstone, or a /sigil reload that changed the item's configured name. Sigil stamps the name it wrote onto the stack and only overwrites a display name that still matches that stamp, so a name it did not write is left alone.
Items that forbid renaming keep the old behaviour and are reset to the configured name, which is the point of the rule rather than a side effect of it.
Grindstones always preserve a custom item's identity, lore and charges while still removing player-applied enchantments. That is not configurable, because the alternative is handing the player something that looks right and is silently broken.
Permissions
Deny-only. Everything works out of the box, and you take things away:
| Node | Denies |
|---|---|
sigil.item.<ns>.<id> | that item entirely |
sigil.ability.<ns>.<id>.<ability> | one ability, leaving the rest of the item usable |
In LuckPerms that means -sigil.item.aether.mythril, not a grant for everyone else.
A complete file
display: "<gradient:#00b0ff:#9b00ff>Grappling Hook</gradient>"
base: TRIPWIRE_HOOK
rarity: rare
category: tool
tags: [mobility, utility]
description:
- "A handy device for reaching high places."
uses:
type: limited
max: 250
delete-at-zero: false
rules:
anvil-rename: true
anvil-combine: true
enchanting: false
abilities:
- type: sigil:launch
id: grapple
name: "Grapple"
trigger: right_click
cooldown: 1s
power: 1.8
lift: 0.4
recipe:
type: shaped
shape:
- " SI"
- " SL"
- "I "
keys:
S: STRING
L: LEAD
I: sigil:aether_ingot
Run /sigil reload and then /sigil info <item> to check the resolved rarity, rules, abilities
and recipes. Setting enabled: false removes the definition from the active registry after reload;
it does not delete stacks already in inventories.