minecraft-modding

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.

25 stars

Best use case

minecraft-modding is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

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.

Teams using minecraft-modding should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/minecraft-modding/SKILL.md --create-dirs "https://raw.githubusercontent.com/ComeOnOliver/skillshub/main/skills/Jahrome907/minecraft-codex-skills/minecraft-modding/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/minecraft-modding/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How minecraft-modding Compares

Feature / Agentminecraft-moddingStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

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.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# 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

```bash
# 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 `@Mod` main class
- **Fabric**: `src/main/resources/fabric.mod.json`, class implementing `ModInitializer`
- **Architectury**: `common/`, `fabric/`, `neoforge/` subprojects

---

## 2. Build & Test Commands

```bash
# 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:
```java
// 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`.

```java
// 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
    }
}
```

```java
// 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`.

```java
// 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();
    }
}
```

```java
// 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.

```java
// 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**:
- [ ] `Block` subclass (or use vanilla Block with properties)
- [ ] Register in `ModBlocks.BLOCKS` / `Registries.BLOCK`
- [ ] Register `BlockItem` in `ModItems.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**:
- [ ] `Item` subclass (or use `new 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.)
- [ ] `EntityType` registration
- [ ] Renderer class (`@OnlyIn(Dist.CLIENT)`)
- [ ] Model class (`@OnlyIn(Dist.CLIENT)`)
- [ ] Register renderer in `EntityRenderersEvent.RegisterRenderers` (NeoForge) or
      `EntityModelLayerRegistry` (Fabric)
- [ ] Spawn egg item (optional)
- [ ] Spawn rules / biome modifier

---

## 11. Open-Source Conventions

- **License**: MIT or LGPL-3.0 — include `LICENSE` file and `SPDX-License-Identifier` header
- **Versioning**: `{mod_version}+{mc_version}` (e.g., `2.0.0+1.21.1`)
- **Changelog**: Keep `CHANGELOG.md` up to date with semver notes
- **Publishing**: Use `gradle-modrinth` or `curseforgegradle` plugins for CurseForge / Modrinth
- **CI**: GitHub Actions with `./gradlew build` and `./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

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