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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.
DeepseekModel
キュレーション済みスキル
品質 優秀 · 78
v1.0.0
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https://deepseekmodel.com/api/download.php?id=comeonoliver-skillshub-skills-jahrome907-minecraft-codex-skills-minecraft-modding-skill-md&format=skill
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.skill ファイルの system_prompt フィールドの実際の内容。
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 # 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 # 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 : 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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ダウンロードした .skill に含まれるフィールド。
| フィールド | 説明 |
|---|---|
| format | フォーマット識別子(skill/v1) |
| skill_id | スキル固有 ID |
| name | スキル名 |
| version | バージョン |
| description | 説明 |
| category | カテゴリ(配列) |
| trigger_words | トリガーワード |
| tags | タグ |
| source | ソース |
| source_url | ソース URL(本ページ) |
| exported_at | エクスポート日時(ダウンロード毎) |
| system_prompt | システムプロンプト本文 |
| model_config | モデル設定:provider / model / temperature / max_tokens / top_p |
| examples | サンプル |
| install_guide | 各プラットフォームの導入説明(Coze / Dify / Claude / カスタム) |