minecraft-modding
Minecraft Modding Skill
Overview
This skill guides Codex through developing open-source Minecraft mods. Target platforms:
| Platform | MC Version | Java | Build System |
|---|---|---|---|
| NeoForge | 1.21.1 / 1.21.4 / 1.21.5 | Java 21 | Gradle + ModDevGradle |
| Fabric | 1.21.1 / 1.21.4 | 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+1.21.1) - 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:
.agents/skills/minecraft-modding/references/neoforge-api.md - Fabric API patterns and mixin guide:
.agents/skills/minecraft-modding/references/fabric-api.md - Blocks, items, recipes, commands, GUIs, datagen:
.agents/skills/minecraft-modding/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