mcpbeat

Minecraft Modding

jahrome907/minecraft-agent-.codex-minecraft-modding

Full-stack Minecraft mod development skill for NeoForge (1.21+), Fabric (1.21+), and legacy Forge 1.20.1. Scaffolds new mods, adds custom blocks, items, entities, recipes, commands, GUIs, dimensions, and data generation. Knows NeoForge DeferredRegister + event-bus patterns, Forge 1.20.1 MDK/FMLJavaModLoadingContext patterns, and Fabric Registry + ModInitializer patterns. 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, support Forge 1.20.1, or migrate between modding platforms. Prefer NeoForge unless the user specifies Fabric, Forge 1.20.1, or Multiloader.

This is a copy. The original lives at jahrome907/minecraft-modding.

18k tokens
context cost
the whole folder, loaded on every use
6
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
105
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Jahrome907/minecraft-agent-skills --skill minecraft-modding

What comes with it

57 397 bytes besides the instruction
references/common-patterns.md
references/fabric-api.md
references/forge-1.20.1-api.md
references/neoforge-api.md
scripts/check-build.sh

The instruction itself

20 sections, as written by the author

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 |

| Forge | 1.20.1 legacy lane | Java 17 | Gradle + ForgeGradle 6 |

| 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

# Forge 1.20.1 project signature
grep -r "net.minecraftforge" 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
  • Forge 1.20.1: src/main/resources/META-INF/mods.toml, net.minecraftforge:forge dependency
  • Fabric: src/main/resources/fabric.mod.json, class implementing ModInitializer
  • 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 (Forge 1.20.1)

Use this layout only when minecraft_version=1.20.1 and the project depends on

net.minecraftforge:forge. Forge 1.20.1 is not NeoForge: keep mods.toml,

net.minecraftforge.* imports, Java 17, and ForgeGradle 6 patterns.

src/
  main/
    java/<groupId>/<modid>/
      MyMod.java               <- @Mod entry point
      block/
        ModBlocks.java         <- DeferredRegister<Block>
      item/
        ModItems.java          <- DeferredRegister<Item>
      datagen/
        ModDataGen.java        <- GatherDataEvent handler
    resources/
      META-INF/
        mods.toml              <- Forge metadata
      assets/<modid>/          <- client assets
      data/<modid>/            <- server data using 1.20.1 paths

See references/forge-1.20.1-api.md before editing Forge 1.20.1 projects.

5. 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

6. 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. Use the

mapping-appropriate registry constants for the loader you are editing:

| Type | NeoForge / Mojang mappings | Fabric / Yarn mappings |

|------|-----------------------------|-------------------------|

| Blocks | BuiltInRegistries.BLOCK | Registries.BLOCK |

| Items | BuiltInRegistries.ITEM | Registries.ITEM |

| Entity types | BuiltInRegistries.ENTITY_TYPE | Registries.ENTITY_TYPE |

| Block entity types | BuiltInRegistries.BLOCK_ENTITY_TYPE | Registries.BLOCK_ENTITY_TYPE |

| Menu / screen-handler types | BuiltInRegistries.MENU | Registries.SCREEN_HANDLER |

| Sound events | BuiltInRegistries.SOUND_EVENT | Registries.SOUND_EVENT |

| Biomes | Registries.BIOME registry keys | RegistryKeys.BIOME registry keys |

Do not copy older Registry.BLOCK / Registry.ITEM constants into 1.21.x code;

those names are stale for the examples in this skill.

ResourceLocation / Identifier

Every registry entry needs a namespaced ID:

// NeoForge / vanilla Java
ResourceLocation id = ResourceLocation.fromNamespaceAndPath("mymod", "my_block");

// Fabric with Yarn mappings
Identifier id = Identifier.of("mymod", "my_block");

7. 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());
}

8. Forge 1.20.1 Quick Patterns

See full patterns in references/forge-1.20.1-api.md.

// Main mod class
@Mod(MyMod.MOD_ID)
public class MyMod {
    public static final String MOD_ID = "mymod";

    public MyMod(FMLJavaModLoadingContext context) {
        IEventBus modEventBus = context.getModEventBus();
        ModBlocks.BLOCKS.register(modEventBus);
        ModItems.ITEMS.register(modEventBus);
        modEventBus.addListener(this::commonSetup);
        MinecraftForge.EVENT_BUS.register(this);
    }

    private void commonSetup(FMLCommonSetupEvent event) {
        // runs after registries are prepared
    }
}
// Block registration
public class ModBlocks {
    public static final DeferredRegister<Block> BLOCKS =
        DeferredRegister.create(ForgeRegistries.BLOCKS, MyMod.MOD_ID);

    public static final RegistryObject<Block> MY_BLOCK =
        BLOCKS.register("my_block", () -> new Block(
            BlockBehaviour.Properties.of()
                .mapColor(MapColor.STONE)
                .strength(1.5f, 6.0f)
                .sound(SoundType.STONE)
                .requiresCorrectToolForDrops()));
}

9. 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);
    }
}

10. JSON Asset Templates

Always provide matching JSON assets for every registered block/item.

Codex should generate or update these files alongside Java code.

For Forge 1.20.1, check references/forge-1.20.1-api.md for legacy server-data

directory names before creating loot tables or tags.

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

11. 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.

For Forge 1.20.1, use the mod-event-bus registration, GatherDataEvent

signature, provider classes, and legacy output paths from

references/forge-1.20.1-api.md.


12. 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 -> 1.21.x: data/<modid>/loot_table/blocks/<name>.json; Forge 1.20.1: data/<modid>/loot_tables/blocks/<name>.json
  • [ ] Tags -> 1.21.x: data/<modid>/tags/block/ and tags/item/; Forge 1.20.1: data/<modid>/tags/blocks/ and tags/items/
  • [ ] Language entry in en_us.json
  • [ ] Mine-with-correct-tool tag if hardness > 0
  • [ ] Do not mix Forge 1.20.1 plural server-data paths with 1.21.x singular server-data paths

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/Forge: 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

13. 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+1.21.11)
  • 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

14. References

  • NeoForge API patterns and event system: ./references/neoforge-api.md
  • Forge 1.20.1 API patterns and MDK workflow: ./references/forge-1.20.1-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

How to use it

Copy the folder

Take jahrome907/minecraft-agent-.codex-minecraft-modding from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.