Minecraft modding
Skill AIKUSAN/minecraft-agent-skills-bundle/.codex/skills/minecraft-modding
Minecraft AI agent skills bundle for Java and Bedrock server administration, development, packs, crossplay, and automation across Codex, Claude Code, and compatible agent hosts.
npx -y skills add AIKUSAN/minecraft-agent-skills-bundle --skill minecraft-moddingAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Full-stack Minecraft mod development skill for both NeoForge (1.21+) and Fabric (1.21+). Scaffolds new mods, adds custom blocks, items, entities, recipes, commands, GUIs, dimensions, and data generation. Knows the NeoForge DeferredRegister + event-bus system and the Fabric Registry + ModInitializer system. Use when the user asks to create a Minecraft mod, add a feature to an existing mod, fix a mod bug, generate JSON assets/data, or migrate between modding platforms. Prefer NeoForge unless the user specifies Fabric or Multiloader.
SKILL.md
11.3 KB, as published. Nobody here has run it
Minecraft Modding Skill
Overview
This skill guides Codex through developing open-source Minecraft mods. Target platforms:
| Platform | MC Version | Java | Build System |
|---|---|---|---|
| NeoForge | 1.21.x with 1.21.11 examples | Java 21 | Gradle + ModDevGradle |
| Fabric | 1.21.x with 1.21.11 examples | Java 21 | Gradle + Fabric Loom |
| Architectury (multiloader) | 1.21.x | Java 21 | Gradle + Architectury Loom |
Always confirm the platform and Minecraft version from gradle.properties or build.gradle
before writing any mod-specific code.
Routing Boundaries
Use when: the task is Java/Kotlin mod code, registry/event work, networking, datagen wiring, and loader APIs.Do not use when: the task is command-only vanilla logic (minecraft-commands-scripting) or pure datapacks (minecraft-datapack).Do not use when: the task targets Paper/Bukkit plugins (minecraft-plugin-dev).
1. Identifying the Platform
# NeoForge project signature
grep -r "net.neoforged" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5
# Fabric project signature
grep -r "fabric" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5
# Read mod ID and version
cat gradle.properties
Key files per platform:
- NeoForge:
src/main/resources/META-INF/neoforge.mods.toml, annotated@Modmain class - Fabric:
src/main/resources/fabric.mod.json, class implementingModInitializer - Architectury:
common/,fabric/,neoforge/subprojects
2. Build & Test Commands
# Build the mod jar
./gradlew build
# Run the Minecraft client to test
./gradlew runClient
# Run a dedicated server to test
./gradlew runServer
# Run game tests (NeoForge JUnit-style game tests)
./gradlew runGameTestServer
# Run data generation (generates JSON assets automatically)
./gradlew runData
# Clean build cache
./gradlew clean
# Check for dependency updates (optional)
./gradlew dependencyUpdates
After ./gradlew build, the mod jar is at:
build/libs/<mod_id>-<version>.jar
3. Project Layout (NeoForge)
src/
main/
java/<groupId>/<modid>/
MyMod.java ← @Mod entry point
block/
ModBlocks.java ← DeferredRegister<Block>
MyCustomBlock.java
item/
ModItems.java ← DeferredRegister<Item>
entity/
ModEntities.java ← DeferredRegister<EntityType<?>>
menu/ ← custom GUI containers
recipe/
worldgen/
datagen/
ModDataGen.java ← GatherDataEvent handler
providers/
resources/
META-INF/
neoforge.mods.toml ← mod metadata (renamed from mods.toml in NeoForge 1.20.5+)
assets/<modid>/
blockstates/ ← JSON blockstate definitions
models/
block/ ← block model JSON
item/ ← item model JSON
textures/
block/ ← 16×16 PNG textures
item/
lang/
en_us.json ← translation strings
data/<modid>/
recipes/ ← crafting recipe JSON
loot_table/
blocks/ ← per-block loot table JSON
tags/
blocks/
items/
4. Project Layout (Fabric)
src/
main/
java/<groupId>/<modid>/
MyMod.java ← implements ModInitializer
client/
MyModClient.java ← implements ClientModInitializer
block/
item/
mixin/ ← Mixin classes
resources/
fabric.mod.json
assets/<modid>/ ← same as NeoForge
data/<modid>/ ← same as NeoForge
<modid>.mixins.json ← mixin configuration
5. Core Concepts Cheatsheet
Sides
- Physical client – the game client JAR (has rendering code)
- Physical server – the dedicated server JAR (no rendering)
- Logical client – the client thread (handles rendering, input)
- Logical server – the server thread (handles world simulation)
- Code decorated with
@OnlyIn(Dist.CLIENT)(NeoForge) or@Environment(EnvType.CLIENT)(Fabric) must NEVER run on the server.
Registries
Everything in Minecraft lives in a registry. Always register objects; never construct them at field initializer time outside a registry call.
- Blocks →
Registry.BLOCK - Items →
Registry.ITEM - Entity types →
Registry.ENTITY_TYPE - Block entity types →
Registry.BLOCK_ENTITY_TYPE - Menu types →
Registry.MENU(NeoForge) /Registry.MENU_TYPE(Fabric) - Sound events →
Registry.SOUND_EVENT - Biomes →
Registry.BIOME
ResourceLocation / Identifier
Every registry entry needs a namespaced ID:
// NeoForge / vanilla Java
ResourceLocation id = ResourceLocation.fromNamespaceAndPath("mymod", "my_block");
// Fabric (same class, same API in 1.21)
Identifier id = Identifier.of("mymod", "my_block");
6. NeoForge Quick Patterns
See full patterns in references/neoforge-api.md.
// Main mod class
@Mod(MyMod.MOD_ID)
public class MyMod {
public static final String MOD_ID = "mymod";
public MyMod(IEventBus modEventBus) {
ModBlocks.BLOCKS.register(modEventBus);
ModItems.ITEMS.register(modEventBus);
modEventBus.addListener(this::commonSetup);
}
private void commonSetup(FMLCommonSetupEvent event) {
// runs after all mods are registered
}
}
// Block registration
public class ModBlocks {
public static final DeferredRegister<Block> BLOCKS =
DeferredRegister.create(BuiltInRegistries.BLOCK, MyMod.MOD_ID);
public static final DeferredBlock<Block> MY_BLOCK =
BLOCKS.registerSimpleBlock("my_block",
BlockBehaviour.Properties.of()
.mapColor(MapColor.STONE)
.strength(1.5f, 6.0f)
.sound(SoundType.STONE)
.requiresCorrectToolForDrops());
}
7. Fabric Quick Patterns
See full patterns in references/fabric-api.md.
// Main mod class
public class MyMod implements ModInitializer {
public static final String MOD_ID = "mymod";
public static final Logger LOGGER = LoggerFactory.getLogger(MOD_ID);
@Override
public void onInitialize() {
ModBlocks.register();
ModItems.register();
}
}
// Block registration
public class ModBlocks {
public static final Block MY_BLOCK = new Block(
AbstractBlock.Settings.create()
.mapColor(MapColor.STONE)
.strength(1.5f, 6.0f)
.sounds(BlockSoundGroup.STONE)
.requiresTool()
);
public static void register() {
Registry.register(Registries.BLOCK,
Identifier.of(MyMod.MOD_ID, "my_block"), MY_BLOCK);
}
}
8. JSON Asset Templates
Always provide matching JSON assets for every registered block/item. Codex should generate or update these files alongside Java code.
See references/common-patterns.md for full JSON templates for:
- Blockstate JSON
- Block model JSON (cube, slab, stairs, fence, door, trapdoor, etc.)
- Item model JSON
- Loot table JSON
- Recipe JSON (crafting_shaped, crafting_shapeless, smelting, blasting, stonecutting)
- Language file (
en_us.json) entries - Tag JSON
9. Data Generation
Prefer data generation over hand-authored JSON for maintainability.
// NeoForge – register data gen providers in GatherDataEvent
@SubscribeEvent
public static void gatherData(GatherDataEvent event) {
DataGenerator gen = event.getGenerator();
PackOutput output = gen.getPackOutput();
ExistingFileHelper helper = event.getExistingFileHelper();
CompletableFuture<HolderLookup.Provider> lookupProvider = event.getLookupProvider();
gen.addProvider(event.includeClient(), new ModBlockStateProvider(output, helper));
gen.addProvider(event.includeClient(), new ModItemModelProvider(output, helper));
gen.addProvider(event.includeServer(), new ModRecipeProvider(output, lookupProvider));
gen.addProvider(event.includeServer(), new ModLootTableProvider(output, lookupProvider));
gen.addProvider(event.includeServer(), new ModBlockTagsProvider(output, lookupProvider, helper));
}
Run data generation with ./gradlew runData, then commit the generated files.
10. Common Tasks Checklist
When adding a new block:
-
Blocksubclass (or use vanilla Block with properties) - Register in
ModBlocks.BLOCKS/Registries.BLOCK - Register
BlockIteminModItems.ITEMS/Registries.ITEM - Blockstate JSON →
assets/<modid>/blockstates/<name>.json - Block model JSON →
assets/<modid>/models/block/<name>.json - Item model JSON →
assets/<modid>/models/item/<name>.json(or inherits from block) - Texture PNG →
assets/<modid>/textures/block/<name>.png - Loot table JSON →
data/<modid>/loot_table/blocks/<name>.json - Language entry in
en_us.json - Mine-with-correct-tool tag if hardness > 0
When adding a new item:
-
Itemsubclass (or usenew Item(properties)) - Register in
ModItems/Registries.ITEM - Item model JSON
- Texture PNG
- Language entry
- Creative tab registration (NeoForge:
BuildCreativeModeTabContentsEvent; Fabric:ItemGroupEvents) - Recipe JSON if craftable
When adding a new entity:
- Entity class (extends appropriate base:
Mob,Animal,TamableAnimal, etc.) -
EntityTyperegistration - Renderer class (
@OnlyIn(Dist.CLIENT)) - Model class (
@OnlyIn(Dist.CLIENT)) - Register renderer in
EntityRenderersEvent.RegisterRenderers(NeoForge) orEntityModelLayerRegistry(Fabric) - Spawn egg item (optional)
- Spawn rules / biome modifier
11. Open-Source Conventions
- License: MIT or LGPL-3.0 — include
LICENSEfile andSPDX-License-Identifierheader - Versioning:
{mod_version}+{mc_version}(e.g.,2.0.0+1.21.11) - Changelog: Keep
CHANGELOG.mdup to date with semver notes - Publishing: Use
gradle-modrinthorcurseforgegradleplugins for CurseForge / Modrinth - CI: GitHub Actions with
./gradlew buildand./gradlew runGameTestServer - PR conventions: Keep PRs scoped to a single feature; include asset files with Java changes
12. References
- NeoForge API patterns and event system:
./references/neoforge-api.md - Fabric API patterns and mixin guide:
./references/fabric-api.md - Blocks, items, recipes, commands, GUIs, datagen:
./references/common-patterns.md - NeoForge official docs: https://docs.neoforged.net/
- Fabric developer docs: https://docs.fabricmc.net/develop/
- Architectury (multiloader): https://docs.architectury.dev/
- Minecraft Wiki (data formats): https://minecraft.wiki/w/Java_Edition_data_values