Installable skillMIT

Minecraft Modding Skill

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 + ModInitializ...

BY Jahrome907UPDATED Oct 27, 2026
INTENDED FOR◈OpenClawInstall in a listed agent.

instructions.md

---
name: minecraft-modding
description: >
  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.
---

# 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

COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.