
This mod allows the modification of item attributes, both vanilla and curios. Do you want to buff or nerf a weapon or curios? With this mod, you only need a datapack to do so.
Customize every item attribute in Minecraft with JSON datapacks. No Java coding required.
This mod gives modpack creators and server admins complete control over item attributes (Damage, Health, Speed, Luck, etc.) using a simple data-driven system. It supports Vanilla items, Modded items, and fully integrates with the Curios API.
AttributeModify allows you to customize item attributes in Minecraft with high flexibility. Instead of hardcoding changes, you use clean JSON files to modify any item in the game.
What makes it special?
mainhand, offhand, armor slots, and Curios slots.✅ Universal Compatibility: Works with Vanilla and Modded items.
✅ Curios API Support: Native support for necklaces, rings, charms, etc.
✅ Smart Tooltips: Auto-calculates totals and applies intuitive coloring.
✅ Hot-Reload: Use /reload to test changes instantly.
✅ Server Friendly: Works for singleplayer and multiplayer.
Create your attributes files in your datapack or resourcepack under:data/your_mod_id/item_attributes/my_changes.json
This adds Luck and increases Attack Damage on a Diamond Sword.
{
"minecraft:diamond_sword": {
"equipment_slots": {
"mainhand": [
{
"action": "add",
"attribute": "minecraft:generic.luck",
"amount": 1.0,
"operation": "addition",
},
{
"action": "add",
"attribute": "minecraft:generic.attack_damage",
"amount": 2.0,
"operation": "addition",
}
]
}
}
}
Requires Curios API to be installed.
{
"dungeons_and_combat:ernos_fang_necklace": {
"curios_slots": {
"necklace": [
{
"action": "add",
"attribute": "minecraft:generic.max_health",
"amount": 4.0,
"operation": "addition",
}
]
}
}
}
mainhand, offhand, head, chest, legs, feetnecklace, ring, charm)"add": Adds a new attribute modifier."remove": Removes an existing attribute from the item (e.g., remove damage from a sword)."modify": Replaces an existing attribute modifier."addition" (or "add"): Adds a flat value (e.g., +2 Damage)."multiply_base": Multiplies the base value (e.g., +50% of base damage)."multiply_total": Multiplies the final calculated value.